Baldur's Gate II Enhanced Edition: Shadows of Amn & Throne of Bhaal
Complete Strategy Guide, FAQ, & Walkthrough
Version 1.0
Part 1: Strategy Guide and FAQ
By Eric Baldur
© Eric Baldur 12/2014
U.S. Copyright Office © Pending
Email:
[email protected]
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Table of Contents
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Quick Search: Highlight just the section CODE you want, including bullet
point(s). Then press Ctrl-C, Ctrl-F, Ctrl-V, Enter, & Escape.
···1 Introduction (PART 1)
···2 Tweaks, Cheats, and Some Bug Fixes (PART 1)
···3 Getting Started (PART 1)
··3A Options Menu (Recommendations)
··3B Baldur Basics
·3B01 Defense I (AC)
·3B2 Defense II (Hit Points aka HP)
·3B3 Offense I (THAC0)
·3B4 Offense II (Damage)
·3B5 How Fighting Works I
·3B6 How Fighting Works II
·3B7 Resistances and Damage Types
·3B8 Spells and Saving Throws
·3B9 Experience and "Leveling Up"
·3B10 Abilities (aka Stats)
·3B11 Reputation
·3B12 Healing/Resting (& Info on Level Drain)
·3B13 Saving
·3B14 Romances
·3B15 High-Level Abilities (HLA)
··3C Creating a Main Character
·3C1 Gender
·3C2 Race
·3C3 Class
·3C4 Alignment
·3C5 Abilities (aka Stats)
·3C6 Skills
··3D Creating a Party
··3E Menus
·3E1 Map
·3E2 Journal
·3E3 Inventory
·3E4 Record
·3E5 Mage Book
·3E6 Priest Scroll
··3F Gameplay Basics
·3F1 Hotkeys
·3F2 Selecting Characters, Formations, and Basic Actions
·3F3 Fighting
·3F4 Using Spells
·3F5 Thieving (& the TAB button)
·3F6 Loot, Selling, and Buying
·3F7 AI (aka Scripts)
·3F8 Upgrading Items (Cromwell and Cespenar)
·3F9 Identifying Items
···4 Strategy Guides (PART 1)
··4A Classes/Dual-Classing/Multi-Classing Guide
··4B NPC (Non-Player Created Characters) Guide (LINK)
··4C Spell Guide
··4D Contingencies and Triggers Guide
··4E Fighting Strategies/Monsters Guide
···5 Useful Lists (PART 1)
··5A Item Codes (LINK)
··5B XP and Levels
··5C Expensive & Useful Gems, Potions, Weapons/Other Items
··5D Allignment Bhaalspawn Abilities
··5E Spell Progressions
··5F Racial Class Restrictions
··5G Class Weapon Restrictions
··5H Location of Good Merchants
··5I Weapon Proficiency Points Progressions
··5J Items for Cromwell and Cespenar (and Locations)
··5K Familiars/Upgraded Familiars
··5L Wild Surges
··5M Cleric vs. Druid Priest Spells
···6 Walkthrough (SEE PART 2)
···7 FAQ's (PART 1)
···8 Versions, History, & Thanks (PART 1)
···9 Legal Stuff (Part 1)
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···1 Introduction
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Welcome to Baldur's Gate II Enhanced Edition. It's every bit as buggy as BGII
was, butnow you have 4 new characters! Yay! Don't worry if you didn't play
Baldur's Gate I. Here's all you need to know: you will be controlling a
character and some of his/her friends. You will navigate them through a made
up world where there are allies and enemies, quests and missions. Dungeons.
Dragons. And.
***BEGIN SPOILERS***
Your main character (you) is the son/daughter of the late god of death, Bhaal.
You were raised in seclusion in a fortress called Candlekeep by a man named
Gorion, along with your foster sister, Imoen. Gorion is now dead. In BGI, you
learn all this. In BGII, some villain, a mage named Irenicus, has captured you
and Imoen, as well as two of your friends, Jaheira and Minsc. He is torturing
you. Ow. He wants your god powers. Bummer.
***END SPOILERS***
Yay, there's the entirety of BGI in two sentences. Ha, just joking a bit.
Both games are extremely fun (as well as extremely additive). If you've never
played a D&D rules-based game before, strap yourself in, it's got a bit of a
learning curve. Make sure you read carefully through Section 3B. If you're
already familiar, just skimming it should still be helpful.
My name's Eric, I'll be your guide through Amn. By now you should have realized
that I'm A) annoyingly sarcastic and B) not nearly as clever as I like to
pretend I am. If these things are off-putting to you, tough. It's my guide,
go write your own. If you email me complaining about these things, I will write
you back an annoying and sarcastic letter in response. You've been forewarned.
(Actually I'll probably just think of writing you an annoying and sarcastic
letter, then chicken out and do nothing). Please DO write me concerning
mistakes/omissions. I promise only the utmost respect in any replies to these
emails.
EMAIL POLICY. Please write emails with a subject line of "Baldur Guide _____"
where blank is whatever you're commenting about, whether it is a mistake you
caught, things you think should be added, or thanks, or whatever. If you don't
follow this policy, I'm probably going to delete your email without reading it,
and then whatever fix my guide needs will not be there :( Very sad. My email
address is
[email protected]. And no, my last name is not Baldur. Very
funny. If you want credit, let me know, as well as how to credit you
(first name/nickname/last name/anonymous/etc...).
With all that out of the way, allow me to welcome you to the city of Amn, in
the Forgotten Realms, home to the best RPG single player game ever made.
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···2 Tweaks, Cheats, and Some Bug Fixes
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Seems a little weird to start a guide off with tweaks and cheats, but in this
case it's necessary. BG2 is buggy, and there are things you can't do that you
really should be allowed to do. Cheating is used not just for cheating, but
also for resolving bugs in the game that you would otherwise have to start over
to fix.
First, you should absolutely download and install A Gibberlings Three Mod (No
association, I just think it's a really good mod). Read through the options,
and when you know a bit about the game, pick which tweaks you want installed.
Next, you should activate in-game cheats. Open Baldur.ini with a text editor.
It's usually located at C:\Users\YOURNAME\Documents\Baldur's Gate II - Enhanced
Edition. Look carefully; add "Debug Mode', '1'," to the first line as shown
here:
INSERT INTO options ROWS ( 'Program Options', 'Debug Mode', '1',
Also, you might have to make the file Read-Only so the game doesn't auto-delete
the Debug Mode. Only do this AFTER editting the options menu to the settings
you want, or else they'll never be saved. Here are the in-game cheats I found
useful:
Ctrl-Space to load up cheat menu
C:CreateItem("___") or ("___",#) with item code & quantity
C:SetCurrentXP("___") - changes XP of selected character(s)
C:AddGold(#) where # is amount - adds gold
X = Show Coordinates
Ctrl-I = Start Conversation (only works sometimes; it's weird)
Ctrl-J = Teleport selected characters to cursor
Ctrl-Q = Force recruit person/thing on cursor to your party
Ctrl-R = Heal person/thing on cursor (dispels ANY magic/sequencers)
Ctrl-T = Advance Time 1 hour
Ctrl-Y = Kill person/thing on cursor
You should consider downloading EEKeeper (again no association, it's just an
awesome program). It is a saved game editor with almost unlimited options.
Highly recommended. It will allow you to do usually forbidden things, like give
extra proficiency points or dual-class into a kit. Very handy.
There are a few aspects of the game I just can't stand. Really just three.
First, the characters move rediculously slow. The first thing I do in any game
is create Boots of Speed for all my players (BOOT01). Then, when I need to move
long distances, say across an entire level, I move just one character and
teleport the rest in when he/she gets there (CTRL-J). If you're a purist, you
obviously don't have to do this, but it drove me nuts, so I'm recommending it.
The second thing I couldn't stand was the whole fog/unknown area thing, so I
just summoned up a couple hundred copies of the arcane spell Clairvoyance
(SCRL1D) and gave them to one of my mages so that I could just banish the fog
in every room/level/map. The last thing that bothers me is the absence of a
Bag of Holding until Chapter 3. There's so much stuff you would like to keep,
but can't, because your characters can only hold 16 things. Stupid, stupid,
stupid. So I also summon up a Bag of Holding (BAG04). I know that these three
things are technically cheating, but I highly recommend them for peace of mind.
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Here are some bugs I encountered and the fixes I came up with. You will almost
certainly have some bugs in your play through, and maybe the solution will be
here. If not, just use Google.
***MINOR SPOILERS****
Anomen's quests not starting? 1) enter C:CreateCreature(“Terl”) for first
quest to begin
2) enter C:CreateCreature(“Kayl1”) for second
quest to begin
Can't find Neeber? C:CreateCreature(“Neeber”)
If Mook doesn't appear, enter C:CreateCreature(“Mook”)
If stuck at Edwin giving you his first quest (while working for Mae'Var), enter
C:SetGlobal(“EdwinJob”,“Global”,1)
If stuck in the Underdark at Phaere giving eggs and key, enter
C:SetGlobal(“PhaereJob”,“Global”,10), then give yourself MISC9U and KEY25
Jan's quest not starting? Enter C:CreateCreature(“Beeloo”)
Keldorn busy after quest? Add him to party with Ctrl-Q, then remove him from
party to get him to give his lines. Make sure you tell him to stay!
No priest to start Unseeing Eye quest? C:CreateCreature(“bhoisig”) for Helm;
“bhnallabir” for Talos, and I didn't look up the code for Lathander. Sorry.
Paladin stronghold quest screwed up with Tyrianna? enter
C:SetGlobal(“PaladinPlot”,“Global”,21), then ignore quest and talk to Sir
Reirrac
***END SPOILERS***
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···3 Getting Started
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Under GAMEPLAY, go to ASSIGN KEYS. Go to MISCELLANEOUS, and scroll to the
bottom. Set REST to a key (I like Z). Go to QUICK SLOTS, and scroll to the
bottom. Starting from bottom, make it read Down Arrow, Up Arrow, =, -, 0, 9.
Then you can set other keys if you feel like it, but those are the biggies. Go
back, turn on GROUP INFRAVISION and REST UNTIL HEALED. Finally, go to
auto-pause. You should have at least CHARACTER DEATH, SPELL CAST, and TRAP
FOUND. Also make sure CENTER ON PARTY MEMBER is selected. Some people like to
auto-pause on ENEMY SIGHTED. That one's up to you; I found it annoying. And
you can play with the others, but they are also annoying, and I recommend you
don't use them, or your game will be annoying. I like putting DIFFICULTY on
CORE RULES. If you're a novice, you can go lower, and if you like a challenge,
you can go higher. Duh.
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··3B: Baldur Basics
This is a "brief" overview of the mechanics of the game engine. If you've
never played D&D or a D&D-based video game (like World of Warcraft), this
section should be extremely helpful. It's a lot to take in at once, I know,
but just a sketchy overview will be VERY, VERY helpful. Otherwise, you won't
know what the heck is going on, and you'll end up rage quitting.
·3B01: Defense I (AC)
One of your most important stats in Baldur's Gate is your Armor Class (or AC).
Defense is not precisely the right word to describe AC, but it is close enough.
The lower your character's AC is, the lower the chance of an enemy striking
your character. You want your AC to be as low as possible, so that enemies do
not hit you very frequently. AC, like a lot of the stats, is based around the
"10" system, as I like to call it. An AC of 10 is really bad, an AC of 0 is
very good, and an AC of -10 is amazing. These are not endpoints, just rough
guide markers. You can get your AC down to the -20's if you're really good.
Your AC will change depending on your character's race, class, and level.
Furthermore, items will frequently modify your AC, and there are spells that
can temporarily lower your AC. If an item says it gives a +2 AC bonus, this
means it LOWERS your AC by 2. Items that modify your character's BASE LINE AC
(usually armor) are rated by their AC VALUE. In this case, the lower the AC
value is, the better. I know, it's stupid. Don't complain to me, I didn't
design it. Finally, high Dexterity scores will give your character bonuses to
his/her AC value.
·3B2: Defense II (Hit Points aka HP)
Hit Points are really quite straightforward. Each character has a certain
number of Hit Points, and various things in the game (usually enemies with
weapons) cause you to lose Hit Points. When your character's Hit Points reach
0, he or she dies. Only your main character can really die; other characters
in your party "die," but they are easily brought back to life with a Cleric or
Rod of Resurrection. Note that the game considers your main character getting
Imprisoned (a level 9 arcane spell) the same as dying...which is annoying. I'll
point out the enemies that tend use this spell. Your character's max HP will
change depending on his or her race, class, and level. Furthermore, items will
occasionally modify your max HP value, and there are spells that can
temporarily raise your max HP. Finally, a high Constitution score will give
your character bonuses to his/her max HP value during each level up.
·3B3: Offense I (THAC0)
THAC0 stands for To Hit Armor Class 0. I pronounce it Thay-coe. I'm not sure
if that's proper or not, but it's definitely better than saying each letter.
Like AC, calling THAC0 offense is not entirely proper. A better word would be
"accuracy." The lower your THAC0 is, the BETTER your chance of striking an
opponent is. It seems counter-intuitive that lower THAC0's are better, but
it'll all be explained in section 3B5. Just like AC, THAC0 is based on the
"10" system. A THAC0 of of 10 is terrible, a THAC0 of 0 is pretty good, and a
THAC0 of -10 is fantastic. Items, usually weapons or gauntlets, will modify
your THAC0 value. And if you are using two weapons, EACH weapon will have a
different THAC0 value. Once again, I know, it's stupid, don't complain to me.
I'll discuss this more later, but weapons will frequently have a +1, +2, +3,
+4, +5, +6 after its name. This refers to two things, a damage modifier as
well as a THAC0 bonus. A +2 weapon will DECREASE your THAC0 by 2. And yes,
still pretty stupid. Your THAC0 is dependent on your race, your items, your
class, your weapon proficiencies (more on this later), and your strength (which
makes no sense at all, but whatever). Higher strength means lower THAC0.
·3B4: Offense II (Damage)
Damage, like HP, is pretty straightforward. When you do end up hitting an
opponent, damage will determine how many HP your opponent loses. Damage is
dependent on your weapons, your strength, and your weapon proficiencies (more
on this later).
·3B5: How Fighting Works I
Alright, here is where all of the stupidity begins to makes sense (or where it
all goes to hell and you feel like giving up. In that case, skip to the TL;DR).
First, though, some terminology. A "round" is the smallest unit of time within
Baldur's Gate. It lasts 6 seconds of real time. A "turn" is 10 rounds, or 60
seconds. In one round, your character will have a certain number of attacks.
This is mainly dependent on the speed factor of your weapons, your weapon
proficiencies, your class, and your experience level. You can look up how many
attacks you currently have per round in the Inventory menu.
Alright let's take a look at an actual fight, where things get a wee bit
complicated. Let's focus on only half of a 1 on 1 fight. Say you're attacking
an opponent with a sword and he/she/it's not fighting back. Alright, in 1
round, you can swing your weapon a set number of times (as I just explained),
let's say twice. For each swing, there is a probability of striking your
opponent. Here's how that works: you take YOUR THAC0, and subtract your
OPPONENT'S AC. This number (which doesn't have a name) is your threshold for
striking your opponent. Example: you have a THAC0 of 7, and your opponent has
an AC of -3. The threshold for this attack would be 7 - (-3) = 10. Then, you
roll a 20 sided hit die (I know, unbelievably nerdy). First of all, if you
roll a 1, you miss NO MATTER WHAT, and if you roll a 20, you hit NO MATTER
WHAT. These are called critical hits and critical misses. If you roll a 10 or
better, you strike the opponent. If you roll a 9 or worse, you do not. The
lower your THAC0 and the higher your enemy's AC, the lower the threshold value,
and therefore the better chance of striking opponents. Feeling confused yet?
Don't worry. Luckily you're playing a video game and not actual D&D, so the
computer takes care of all this for you. Thank you computer :D
TL;DR Here's all you really need to know: a low AC value means your character
is less likely to be hit. A low THAC0 value means a higher chance your
character will strike enemies. A low speed factor means you attack more often
per round, which lasts 6 seconds. Hit rolls determine if you strike an opponent
or not. It is completely separate from the damage roll your strike will cause.
·3B6: How Fighting Works II
Alright, you've hit your opponent. What happens to him/her/it? Simple
(comparitively). You take his/her/it's number of HP and subtract the damage you
cause. Only problem, what the heck does a damage of "2D4 +3, +2 to undead
creatures, and a strength bonus of +8" mean? Simple. D stands for die. The
number before it is how many times you roll a die, and the number after stands
for how many sides of the die there are. Once you've rolled the attack/damage
die (in this case twice), you add on the bonuses. If you're fighting an undead
creature, you would add +3, +2, and +8. In this scenario, depending on how you
roll, you could deal anywhere between 15 and 21 ponts of damage. For
non-undead (i.e living) characters, you could deal 12 to 18 points of damage.
It takes a little while to get used to weapons that cause variable amounts of
damage. In general, a higher value before the D and higher bonuses are "safer"
weapons, with a narrow range of medium damages. A higher value after the D
means a wide range of damages, from low to high. Which is better? That's your
problem; figure out what you like better.
·3B7: Resistances and Damage Types
Not all fighting is physical of course, and AC/Hit Points are not the only
forms of defense. I am talking about Resistances. They're pretty simple and
straightforward. Certain items/classes/spells will grant you Resistances to the
various types of damage in the game. Here are the various types of damage:
There are 3 types of damage from weapons, they are Slashing/Piercing, Missile,
and Crushing. Slashing/Piercing damage is from sharp weapons, Missile is from
ranged weapons (bows, crossbows, slings, darts, daggers, and throwing axes).
Crushing damage is from blunt weapons.
There are five types of elemental damage: Fire, Cold, Electricity, Poison, and
Acid. It should be painfully obvious when a weapon/spell is causing this type
of damage, so I'm not going to elaborate much. Fire, Cold, and Electricity
look like what they are. You can tell if you've been poisoned or hit with acid
by looking at your character's portrait and then checking his or her Record
menu.
There is one type of spell damage. Your Resistance to this comes in the form
of Magic Resistance. The fantastic arcane spell, Protection from Magic Energy,
protects you from any spells that causes damage (like Magic Missile and
Abi-Dalzim's Horrid Wilting). For more info on Magic Resistance, read the next
section. Other spells use mundane damage (like Fire, Poison, Acid) to cause
damage, and therefore act like just another elemental weapon.
You can also become resistant to certain types of spell afflictions, like
Charm, Confusion, Fear, Level Drain, etc... This also stacks with Magic
Resistance.
·3B8: Spells and Saving Throws
Many times when a spell is cast on you (or an enemy), there is something called
a Saving Throw. This means the spell causes a special type of
damage/affliction. As this is a D&D-based game, this means you get a bonus to
your roll of a die. Anytime a spell can cause an affliction or damage, you get
a chance to roll to avoid some or all of the effects. Although, some spells
don't allow Saving Throws, and some spells will have you roll at a penalty.
Like your damage and hit rolls, the Saving Throw is another 20 sided die. A 1
is always a failure and a 20 is always a success. What constitutes a successful
Saving Throw depends on your class, level, and items.
To clarify, Magic Resistance is your resistance to magical spells that cause
damage. If you have 100% magic resistance, no spell can harm you. Some spells
allow the target to roll a die (Saving Throw) to mitigate some or all of the
damage/effect. When fighting mages or dragons (who have high Magic
Resistances), arcane spells that lower Resistance (Lower Resistance, Pierce
Magic, and Pierce Shield) are essential. So are spells that lower Saving
Throws (arcane=Greater Malison and divine=Doom).
I've found Magic Resistance and Saving Throw bonuses to be far more important
than resistances to the types of damage listed above, so equip for items that
give you Magic Resistance and bonuses to Saving Throws.
To learn about using spells (and not defending from them), see section 3F4.
·3B9: Experience and "Leveling Up"
There are two types of experience in Baldur: Party XP and Quest XP. Party XP,
typically given for killing enemies, is divided evenly among all the players of
your party. Quest XP, typically given when you complete a quest, is given to
each player. What does this mean for you? The fewer players in your party,
the faster they gain experience (because Party XP is waaaaay more common). So
how many players should you have in your party? Read section 3D for an in-depth
analysis of this very question.
Every class gets better as your character levels up. Your wizards (Mage, Bard,
Sorcerer) and your priests (Cleric, Druid, Ranger, Paladin) get access to
more/better spells. Your Thieves get better at thieving. Your Fighters get
better at fighting. Your tavern wenches get better at...well nevermind. But
you get the point. Leveling Up happens when your character gets a certain
amount of experience. To see how much XP is needed for each level of each
class, see section 5B. When a character reaches the next XP level, you will
hear a bell and you will see a plus sign in the upper-right corner of the
character's picture. When this happens, go to the Record menu for this
character and select "Level Up". You will then get a summary of the bonuses
you get for leveling up, and you might even get more weapon proficiencies.
Exciting.
·3B10: Abilities (aka Stats)
A character's stats are somewhat static. Many items alter them temporarily,
and a few items/situations can alter them permanently. Each class has
important stats with required minimums. Fighters have Strength, Thieves have
Dexterity, Rangers have Constitution, Clerics have Wisdom, Mages have
Intelligence, and Bards have Charisma. The other classes have multiple
important stats. Here's how each stat works:
1) Strength: High Strength gives bonuses to THAC0 and Damage. Also determines
how much weight your character can carry around in his/her pack.
2) Dexterity: High Dexterity gives you bonuses to thieving skills and AC.
3) Constitution: High Constitution gives you extra HP every time you level up.
Also, lets you go longer before needing to rest (which can be super annoying if
it's low).
4) Intelligence: allows you to memorize more arcane spells and increases
likelihood of learning spells. Allows you to use scrolls (above 10). Allows
certain character interactions. Allows you to identify items more easily
(lore).
5) Wisdom: Allows you to memorize more divine spells. Gives you a better
chance with Wish and Limited Wish spells. Allows you to identify items more
easily (lore).
5) Charisma: Makes characters trust you more, especially when you lie. Get
better deals at stores. Some quests won't go the way you want if your
charisma is too low.
Finally, different races get modified maximums in various stats. For more on
this, see section 3C2.
·3B11: Reputation
Perhaps the one point about this game that really bugs me; the only thing I
actually don't like. You cannot truly be evil in this game. You must, repeat
must, have high reputation. Reputation is raised during certain quests/missions
if you make certain good choices. You can also raise your rep by donating way
too much money to temples (I recommend the quest method). There are so many
quests and missions you just can't do with low reputation. You get massive
deals at stores for having high reputation. And if your reputation dips too
low, everyone starts attacking you. If this is your first play-through, make
your character good, and add good NPC's (Non-Player Created Characters) to your
party, as it's much more difficult to play evil.
With that in mind, here's how to play evil. You must always keep your
reputation below 18, or your evil friends will balk and leave. Other than
that, keep as a high a reputation as possible. The easiest way to lower
reputation graudally (instead of by around 8 points by murdering some commoner)
is to just add Viconia to your party. If she's already in, kick her out, and
add her back. If you don't want her, add her, then kick her out. Each time
you do this, you lose 2 points of reputation.
***Spoiler Alert***
After unlocking your ability to transform into the Slayer in Chapter 4, you can
simply change into Slayer to drop 2 points of reputation.
***End Spoiler***
I know that it sucks you can't RPG as the villain (how awesome would it be to
play as Irenicus?). Oh well. Playing evil is still (in my humble opinion)
more fun than playing good.
·3B12: Healing/Resting (& Info on Level Drain)
Whenever you are not in a fight, use resting (Z) to heal. Do not waste healing
potions outside of fighting. If you're looking for a good, safe place to rest
in Athkatla, try the Graveyard district. No guards, no monsters. Other good
spots are your strongholds. If you really want to sleep outside in other parts
of the city, pause the game. Keep pressing Z until it tells you that you've
slept for 8 hours. Then, either listen to all the guards telling you to move
it, or kill them all with Ctrl-Y like I do.
In a fight, use healing potions. DO NOT waste a Druid/Cleric/Ranger/Paladin by
having them learn healing spells. Just don't do it. There are MILLIONS of
Potions of Extra Healing littered throughout the game. Take them all and give
them to your tanks (Fighters). Use these to heal during fights. Ignore Potions
of Regular Healing, they suck.
Dispel Magic (arcane & divine), Neutralize Poison (divine), Remove Paralysis
(divine), and Cure Disease (divine) are the only 4 spells you need to cure MOST
ailments (and sleeping will cure everything except Level Drain). The one
really annoying ailment is Level Drain. When you find items that protect
against Level Drain (or have Negative Plane Protection, same thing) use them.
When fighting undead creatures, use Protection from Evil scrolls/spells
(especially the level 4 divine spell, Protection from Evil 10', which is really
nice). There are a lot of undead creatures in the game, and any time they hit
you, there's a chance you will get Level Drained. To cure Level Drain, there
are 3 options: 1) buy a Restoration scroll (usually from a temple) and have a
Cleric/Druid/Ranger/Paladin cast it on your afflicted character, 2) have a
Cleric memorize and use the level 7 Greater Restoration divine spell, or 3) pay
for a temple to cast Restoration on your afflicted character. As they say,
prevention is better than curing ;D
·3B13: Saving
When should you save? Short answer - constantly.
Longer answer - Baldur is buggy, and it'll sometimes freeze-quit on you.
Nothing is more annoying than having to re-do 3 hours of work. Trust me, I've
done it. A lot. Don't make fun of me. Press Q for a Quick Save after every
quest you complete.
The two most important times to save are before a big fight, and after a big
fight. If you're reading this guide, you'll know when these fights are coming
up.
Finally there are entire areas where you will want to create an Archive Save
(separate from the Quick/Auto Saves) prior to even entering. I'll let you know
where these areas are in the walkthrough, but in short, they are Resurrection
Gorge (Dorn's Quest), the Eastern Illithid (in the Underdark), Ust Natha (in
the Underdark), and each level of Watcher's Keep. These areas are either
really buggy (meaning you can get stuck), extremely difficult (meaning you
might want a large-scale do-over), or both.
·3B14: Romances
***SPOILER ALERT***
Baldur's Gate II differs from Baldur's Gate I in that your main character can
enter into romances whith some of the NPC's. If your character is female, you
can romance Anomen (ugh), Dorn, or Hexxat. If you are male, you can romance
Dorn, Viconia, Aerie (ugh), or Jaheira. To learn more about how to do romances,
use the Google, cuz I just don't care about them enough to write a guide here.
They're really not that difficult to do.
***END SPOILERS***
·3B15: High-Level Abilities (HLA)
Alright, so HLA's cannot really be considered "Baldur Basics", but I couldn't
think of what other section this would belong in. So sue me. Whenever your
character Levels Up AND has a total experience of 3 million or more, you get to
select a HLA. You continue to get another HLA every single time you level up
as well. These are abilities that are so good, they are almost cheesy. But I
love them! Here are the best options:
Warriors (Fighters, Rangers, Paladins, Barbarians, Monks)
Improved Whirlwind Attack - 10 attacks per round made at full THAC0 (1
round) (requires Whirlwind Attack)
Critical Strike - All attacks are Critical Hits (1 round) (requires
Power Attack)
Hardiness - +40% resistance to ALL DAMAGE for 1 round per 2 levels of
warrior
Summon Deva - 2nd best creature one can summon in the game (Paladins
only)
Rogues (Thieves & Bards)
Spike Trap - 20d6 damage (seriously, a ludicrous amount of damage)
Time Trap - 10 second version of Time Stop for the thief
Improved Evasion - +6 AC bonus, -4 Saving Throw bonus, +2 movement
(5 rounds) (requires Evasion)
Use Any Item - Can use any item regardless of class, race, or alignment
restrictions
Enhanced Bard Song - +4 hit, +4 damage, -4 AC, immunity to Fear, Stun,
Confusion, Normal Weapons, and 5% Magic Resistance
(Bards only...duh).
Priests (Clerics and Druids) (these spells use level 7 slots)
Summon Deva/Fallen Deva - 2nd best creature one can summon in the game
Implosion - 10D10 fire damage, 10D10 blunt damage, held in place 1
round Save vs spell for half damage
Greater Elemental Summoning (requires Elemental Summoning) (Druids
Only)
Summon 1 Elemental Prince of Air - Chan or
Summon 1 Elemental Prince of Earth - Sunnis or
Summon 1 Elemental Prince of Fire - Zaaman Rul
Wizards (Sorcerers & Mages) (these spells use level 9 slots)
Improved Alacrity - erase the pause between casting spells for 2 rounds
Dragon's Breath - 20-200 fire damage; knocks down enemies, party
friendly, Saving throw for half damage and negating
other effects
Summon Planetar/Dark Planetar - Best creature one can summon in the
game
One extra level 6, level 7, and level 8 spellslots (note this is three
abilities)
Just want to take a moment to mention the best of the best HLA's:
Implosion - Multi-class Cleric/Mages can stick 3 implosions in a Chain
Contingency = instant death for most things
Use Any Item - obscenely good. Kensai/Thief dual-classes can use armor,
gauntlets, and helmets. You can use Mislead and backstab. You
can use Carsomyr. The options are limitless.
Improved Alacrity - Combined with Time Stop, Robe of Vecna, and Amulet of
Power, you can release a stupid amount of spells (always do
Time Stop first). Spellstrike, Lower Resistances, Greater
Malisons, and a couple of Finger of Death's will kill most
(read: all) things. Or you could just release nine Magic
Missiles, some Fire Arrows, and an Abi-Dalzim or 2. Once
again, the options are limitless.
*******************************************************************************
··3C: Creating a Main Character
The most important decision you'll make in the entire game is given to you at
the very start, before you know what the hell you're doing. Here's my guide to
creating your main character.
·3C1: Gender
For the most part, gender doesn't affect the game. The exception is for
romances. Read section 3B14 to determine if there's a NPC you want to romance
and then pick your gender accordingly. Gender doesn't even affect Ust Natha
(even though it should).
·3C2: Race
Race is super-important. Every race (except Humans and Half-Elves) get some
different maximums in stats. Every race (except Humans and Half-Orcs) get
bonus resistances and bonus thieving skills. Elves get a +1 bonus to THAC0
with bows and swords, and Halflings get +1 THAC0 bonus wih slings. Only
Humans can dual-class (which is super important). So it's a trade-off.
Humans can't multiclass, and various races can only do certain multiclasses. To
learn more about multiclassing and dualclassing, see section 4A. Here's a
run-down of the racial bonuses & restrictions:
Resistances
Human None
Elf 90% Resistance to Charm and Sleep magic
Half-Elf 30% Resistance to Charm and Sleep magic
Gnome +2 bonus to Saving Throws against magic
Halfling +2 bonus to Saving Throws against magic
Dwarf +2 bonus to Saving Throws against magic
Half-Orc None
Max Stat Changes
Human None
Elf +1 Dex, -1 Con
Half-Elf None
Gnome +1 Int, -1 Wis
Halfling +1 Dex, -1 Str, -1 Wis
Dwarf +1 Con, -1 Dex, -2 Cha
Half-Orc +1 Str, +1 Con, -2 Int
Bonus Thieving (1) Human Elf Half-Elf
Open Locks +10 +5 ---
Find Traps +5 +5 ---
Pick Pockets +15 +20 +10
Move Silently +10 +15 +5
Hide in Shadows +5 +15 ---
Detect Illusion --- --- ---
Set Traps --- --- ---
Bonus Thieving (2) *Gnome Halfling *Dwarf
Open Locks +15 +5 +20
Find Traps +15 +5 +20
Pick Pockets +15 +5 +15
Move Silently +15 +10 +10
Hide in Shadows +10 +15 +5
Detect Illusion +10 --- +5
Set Traps +5 --- +10
Bonus Thieving (3) Half-Orc
Open Locks +10
Find Traps +5
Pick Pockets +15
Move Silently +10
Hide in Shadows +5
Detect Illusion ---
Set Traps ---
*Unlike Baldur's Gate II vanilla (non-Enhanced Edition), Baldur's Gate II
Enhanced Edition gives the best thieving bonuses to Gnomes and Dwarves.
Bonus THAC0
Elf +1 to bows and swords
Halfling +1 to slings
Single Class Race Restrictions
Fighter Any Race
Ranger Human, Elf, or Half-Elf
Paladin Human Only
Cleric Any Race
Druid Human or Elf
Mage Human, Elf, Half-Elf, or Gnome* (*must be Illusionist)
Thief Any Race
Bard Human or Half-Elf
Sorcerer Human, Elf, or Half-Elf
Monk Human Only
Barbarian Any Race
Multiclass Race Restrictions
Fighter/Thief Any Race
Fighter/Cleric Half-Elf, Gnome, Dwarf, or Half-Orc
Fighter/Mage Elf, Half-Elf, or Gnome* (*must be Illusionist)
Mage/Thief Elf, Half-Elf, or Gnome* (*must be Illusionist)
Cleric/Mage Half-Elf or Gnome* (*must be Illusionist)
Cleric/Thief Gnome Only
Fighter/Druid Gnome Only
Cleric/Ranger Half-Elf or Half-Orc
Fighter/Mage/Thief Elf or Half-Elf
Fighter/Mage/Cleric Half-Elf Only
And obviously only Humans can dual-class. Dual class options are exactly the
same as multi-class options, but in either direction (i.e Fighter --> Thief or
Thief --> Fighter). You can't dual class like the Fighter/Mage/Thief or the
Fighter/Mage/Cleric, because you can only dual class once. Keep in mind that
there are specific abilities (stats) and alignment requirements for certain
dual classes. Check sections 3C4 and 3C5 to make sure your character will be
able to dual class.
·3C3: Class
First off, check the previous sections for what races can do what classes. If
you want to dual-class, you have to be a type of Fighter, Thief, Cleric, Mage,
Druid, or Ranger. Kits are specialist types of each class. In general, you
want to use a kit wherever possible (with a few exceptions). Multi-classed
characters can't have kits (except for Gnomes who are always Illusionists).
For a complete guide on what are good classes, multi-classes, dual-classes, and
kits, see section 4A. When considering what class to pick, consider which NPC's
you'll be using (see section 4B). Pick a class that is absent or lacking from
your eventual party.
·3C4: Alignment
First, make sure you've read section 3B11 and understand how reputation works.
If you're a new player, I highly recommend going Lawful Good. Each alignment
gets a starting reputation value, and Lawful Good has the highest. There are
three things to consider when picking alignment:
1) What NPC's will you use? Some evil and some good NPC's don't mix.
2) What Bhaalspawn abilities do you want?*
3) What class are you playing?
Only certain alignments can do certain classes and kits. If you're only doing
a single class or a multi-class, you'll only be able to pick the allowed
alignments, no biggy. If you are planning on dual classing, it can be
ABSOLUTELY CRUCIAL. Here is a run-down:
1) Thieves CANNOT be Lawful Good
2) Only True Neutral characters can dual class into Druid
3) Only Good alignments can dual class into Ranger
*Note: every main character gets certain innate spells from being the
son/daughter of Bhaal. What spells you get depends on what your alignment is
(as well as a bit of randomness). Here's a rough guide:
Lawful Good Cure Light Wounds, Slow Poison, Draw upon Holy
Might
Neutral Good Cure Light Wounds, Slow Poison, Draw upon Holy
Might
Chaotic Good Cure Light Wounds, Slow Poison, Draw upon Holy
Might, Vampiric Touch
Lawful Neutral Larloch's Minor Drain, Cure Light Wounds, Slow
Poison, Horror, Vampiric Touch, Draw Upon Holy
Might
True Neutral Larloch's Minor Drain, Slow Poison, Horror,
Vampiric Touch, Draw Upon Holy Might
Chaotic Neutral Larloch's Minor Drain, Slow Poison, Vampiric
Touch, Draw Upon Holy Might
Lawful Evil Larloch's Minor Drain, Horror, Vampiric Touch
Neutral Evil Larloch's Minor Drain, Cure Light Wounds,
Horror, Vampiric Touch, Draw Upon Holy Might
Chaotic Evil Larloch's Minor Drain, Horror, Vampiric Touch
As fare warning, I almost never use the Bhaalspawn abilities, so I don't even
consider them when picking alignment. What class you will be and what NPC's
you will use are the most important. For a complete guide to NPC's, see
section 4B.
·3C5: Abilities (aka Stats)
Maximum number for any stat is 18. Various races have some changed maximums
(see section 3C2 above). Many classes have required minimums. Here is a
quote from my section 3B10:
"A character's stats are somewhat static. Many items alter them temporarily,
and a few items/situations can alter them permanently. Each class has
important stats with required minimums. Fighters have Strength, Thieves have
Dexterity, Rangers have Constitution, Clerics have Wisdom, Mages have
Intelligence, and Bards have Charisma. The other classes have multiple
important stats. Here's how each stat works:
1) Strength: High Strength gives bonuses to THAC0 and Damage. Also determines
how much weight your character can carry around in his/her pack.
2) Dexterity: High Dexterity gives you bonuses to thieving skills and AC.
3) Constitution: High Constitution gives you extra HP every time you level up.
Also, lets you go longer before needing to rest (which can be super annoying if
it's low).
4) Intelligence: allows you to memorize more arcane spells and increases
likelihood of learning spells. Allows you to use scrolls (above 10). Allows
certain character interactions. Allows you to identify items more easily
(lore).
5) Wisdom: Allows you to memorize more divine spells. Gives you a better
chance with Wish and Limited Wish spells. Allows you to identify items more
easily (lore).
5) Charisma: Makes characters trust you more, especially when you lie. Get
better deals at stores. Some quests won't go the way you want if your
charisma is too low."
To this, I would just add that stats are absolutely ESSENTIAL towards
dual-classing. You must have at least a 15 in the primary stat (i.e the stat
important to your first class), and you must have at least a 17 in the
secondary stat (i.e the stat important to your second class). Lastly, know
that Druids need Wisdom AND Charisma, and Rangers need Strength, Dexterity, AND
Wisdom, but not Constitution...strangely. So you will need 17's in those
abilities if that's how you plan on dualling.
Two final thoughts. 1) Can't decide on where to take points away? Press
CTRL-8 and get perfect scores in every section! You have to have cheats
enabled for this to work. 2) Intelligence MUST be 8 or higher for your
character to use scrolls or most wands, regardless of class.
·3C6: Skills
Only certain classes can become knowledgeable in certain weapons. This will
become very obvious to you when you go to pick your weapon proficiencies. What
does a star get you for each weapon?
1 star = Proficient No Penalties
2 stars = Specialized +1 hit, +2 damage, +1/2 attack/round
3 stars = Master +2 hit, +2 damage, +1/2 attack/round
4 stars = High Master +2 hit, +3 damage, +1/2 attack/round
5 stars = Grand Master +2 hit, +4 damage, +1 attack/round
Note that these do not stack; at each level, you get only what I've listed.
This is a horribly nerfed (made weaker than the actual D&D rules) table. This
is one reason to get A Gibberlings Three Mod. You can use it to de-nerf all
the things Bioware nerfed. The real table should read:
1 star = Proficient No Penalties
2 stars = Specialized +1 hit, +2 damage, +1/2 attack/round
3 stars = Master +3 hit, +3 damage, +1/2 attack/round
4 stars = High Master +3 hit, +4 damage, +1/2 attack/round
5 stars = Grand Master +3 hit, +5 damage, +1 attack/round
What about fighting styles? These stack very nicely with your weapons. If you
plan on using two single-handed weapons, get up to 3 stars in Two Weapon Style.
If you plan on using a two-handed weapon or a sword and shield, get up to 2
stars in each style respectively. Using ranged weapons? Don't get any weapon
styles (except maybe Single Weapon Style, for when your character needs to
switch to a melee weapon). When should you get stars in fighting styles? I
usually take each weapon I'll be using (i.e 2 weapons for Two Weapon Style or
1 weapon for Two-Handed Weapon Style...duh) up to 2 stars. Then I max out the
fighting style. Finally, I bring each weapon up to 5 stars.
Three final thougts. 1) Bear in mind that most classes cannot get more than 1
or 2 stars in any weapon. Off the top of my head, I know Fighters can do any
and Archers can do any ranged weapon. If Grand Mastery is important to you, be
a Fighter (or Archer), or at least dual from/into a Fighter. 2) wondering how
proficiency points works with dual-classing? While your primary class is
inactive, the points are gone, and when your primary class becomes active, they
reappear. Note that they do NOT stack. If you have 4 points in primary
hammer, and then while inactive you put 1 point in hammer, when your primary
class becomes active, you will have 4 points, not 5. 3) Wondering when each
class gets extra proficiency points? Check section 5I.
*******************************************************************************
··3D: Creating a Party
So you've finally gotten your perfect main character together, and now you're
looking to get some friends. There are 3 things any party ABSOLUTELY MUST BE
ABLE TO DO:
1. Cast Arcane Spells (i.e some sort of wizard)
2. Find/Disarm Traps (i.e some sort of rogue)
3. Fight with meele weapons (i.e some sort of warrior)
As I continue with the rest of this section, keep in mind that a party that
can't do these three things is doomed. Also, I'll just mention that you can
make more than 1 character by starting a multiplayer game. After you've
created what characters you've wanted, started the game, and saved, all you
need to do is cut/paste your MP save file to your SP save folder. Look in
C:\Users\YourName\Documents\Baldur's Gate II - Enhanced Edition for folders
called mpsave and save. (P.s if you don't have a folder named save, make one).
For the sake of banter, I recommend at least two or three NPC's (Non-Player
Created Characters).
When putting together your party, there are two things to consider: 1) how many
people do you want in your party and 2) which NPC's will you use. Let's start
with #1.
1) The game is designed for you to use 6 players (including your character).
There are many advantages to using 6 players (especially for new players). You
get more skills, more fighting, more spellcasting. For veteran players, 6
players offers the best banter abilities. (NPC's like to talk, to you, to each
other, and some of it's really quite funny). The massive downsides to using 6
players are how slowly your characters will level up (especially if you have
any multi-class players in there) and how much money it will cost to equip
everyone.
On the other end of the spectrum is the solo run. This is where you use a
single character (you) to play the game. Pros: you level up insanely fast, you
never run out of money, and you don't have to divvy up the best equiptment.</pre><pre id="faqspan-2">
Cons: boring as all hell. Seriously, why do people even do this? I can't
imagine the boredom. Oh yeah, the other con: it's ungodly hard. Like,
rediculously, stupidly hard. You have to give up 1 or 2 of the three
important abilities...which is stupid. Seriously, unless you love hating life
and yourself, don't do a solo run. All that being said, there is ONE viable
option (in my opinion) for doing a solo run. Become a Thief - Swashbuckler and
dual to Mage at level 11. The Swashbuckler can do abilites 2 and 3 from above,
and by dualing to Mage, you cover ability 1 as well. It'll be insanely tough
until you re-aquire your thieving abilities, however.
Two players is almost just as bad as one, but it's more do-able (with a
Fighter/Thief DC and a Cleric/Mage MC) What I recommend is 3-5 players. If
you're going to do 5, get one NPC at the beginning of Chapter 6, when your
other players have had a chance to level up more quickly. The way I like to do
parties is to use multiclassing and dualclassing to have a party of 3-5 people
where there are 2-3 people who can fight, 1 person who can thieve, 1 person who
can do priest spells, and 1-2 people who can do arcane spells. Here are two
example parties that I've done recently:
1. Fighter - Berserker (9)/Mage (DC)
2. Fighter - Kensai (13)/Thief (DC)
*3. Fighter - Dwarven Defender (recruited in Chapter 6)
4. Cleric - Priest of Talos (11)/Mage (DC)
5. Sorcerer - Dragon Disciple
For these parties, I used EEKeeper to shove NPC personalities onto 5
characters that I created. Fighter/Mages are always pretty great, as they can
self-buff. Kensai/Thiefs are my favorite type of Thief, because they can get
Use Any Item and then equip helmets, gauntlets, and armor. Dwarven defender is
new to enhanced edition, and is a great Fighter kit. You get the bonuses of a
Barbarian, but you can still use armor and gauntlets. I love Cleric/Mages for
their ability to shove Cleric buff spells into spell triggers. Dragon disciple
is the best pure wizard you can have. Period.
1. Fighter - Dwarven Defender
2. Fighter - Kensai (13)/Thief (DC)
3. Fighter - Kensai (9)/Mage (DC)
4. Gnome Cleric/Mage - Illusionist (MC)
*5. Ranger - Archer
Somewhat similar to the other party, but with a few changes. Elven Archers are
unbelievably good with ranged weapons. If you like ranged weapons (crossbows
are best because of the Firetooth +5), then this is the class for you. The
multiclass version of the Cleric/Mage is nice because you get access to both
classes' HLA, instead of the dualclass version getting only Mage's. This way,
you can (eventually) stick 3 Implosions in a Chain Contingency. Kensai/Mages
are pretty good, as buff spells can compensate for not having armor. And of
course, they can use the wonderful katana: Dak'kon's Zerth Blade.
2) NPC's
For info on all the NPC's, see section 4B. For now, all I'll say is that you
should pick NPC's who complement your character and each other. In that mode,
I'll tell you which NPC's do NOT get along:
Edwin will steal Minsc's Boo which leads to a massive fight. Very Bad.
Edwin will pick a fight with Keldorn.
Keldorn will eventually attack Viconia. And you, if you're rep is 8 or
lower (after you go through the Slayer change)
Mazzy will attack you if your rep drops to 4 or lower
Anomen, if he fails his test, will attack Aerie and Keldorn
Dorn and Hexxat cannot be in parties with Keldorn or Anomen
If you want parties combining these characters, download the wonderful A
Gibberlings Three Mod and turn off NPC fights.
*******************************************************************************
··3E: Menus
This section will be just a quick run-through of the various menus you can use
during gameplay, how to use them, and what information they offer. The options
menu I covered in section 3A.
·3E1: Map
Hotkey = M
There is one map for your entire party, so no matter what character you have
selected, you'll see only one map. I use the map a lot. It'll default to
showing you whatever room/level you are in. If you wish to zoom out, to see
the entire map of Athkatla, click the button in the top right corner with the
skull. To see notes and important locations, make sure the Show Notes button
(top left corner) is active. You can also make your own notes on the map by
right clicking on a location, picking a color, and writing a note.
·3E2: Journal
Hotkey = J
Like the map menu, there is only one journal for your party. And
unfortunately, it's extremely buggy. One reason why EEKeeper is so nice is
that you can take manual control of your journal, and delete quests that you've
finished, but still show up in your journal. You should keep the journal to
showing you open quests (by clicking the button called "quests" in the top left
corner). Then you can use the right arrow and left arrow buttons (top right
side and top left side) to navigate between chapters. This is your primary
guide to what quests you've begun, when they began, and what you still need to
complete. The important events section will keep track of your missions.
·3E3: Inventory
Hotkey = I
This is where you control all of your items for each character and all of you
loot. You can see each member of the party's inventory by using their
corresponding hotkey (1,2,3,4,5,6). Also remember, you can simply change the
order of characters in your party by dragging their portrait up and down along
the right side of your screen.
Most of the categories are pretty self-explanatory. Across the top goes your
armor/robes, bracers/gauntlets, helmets/ioun stones, and amulets/necklaces.
In the middle goes your weapons and ammo (for ranged weapons). Your offhand
weapon is to the right. Below goes your rings. Below this goes your cloaks,
boots, and belts/girdles. At the bottom is your storage space. Here you can
keep only 16 items (unless you get bags and cases). To the bottom right is
where items at your feet are shown. It's also where you can dump items you
don't want/need and can't/won't sell. To your bottom left of the screen, you
will see the maximum weight you can carry, as well as how much weight you are
currently carrying. If you are carrying more weight than you capacity, your
character will become encumbered and will not be able to move. The quick slots
are where you equip items like potions, wands, scrolls, summoning items, harps,
horns, and various misc. items. These items will then show up on the bottom of
your screen while playing.
Enhanced Edition added a lot more info to the inventory screen (which is nice).
In the top right area, you will see listed your AC, max and current HP, THAC0
for each weapon, and possible damages for each weapon. You will also be given
a breakdown of why these values are the way they are (i.e it will list your
bonuses). Can't stress how much of an improvement this is.
·3E4: Record
Hotkey = R
Like inventory, you can scroll through each character's record by using his or
her hotkey (1,2,3,4,5,6). This menu will give you all info about each
character. It will give you his/her current stats, race, class, current XP,
current level, reputation, alignment, weapon proficiencies, thieving skills,
and resistances. It's also where you will get definitions for all those icons
covering your character's portrait. If you have an unknown (to you) ailment
icon on you portrait, come here to learn what it is. It also gives you a
repeat of the info from your inventory menu (AC, HP, THAC0, and Damage).
The reputation menu is also where you come to level up, dual class (more on
this in section 4A), set a script (more on this is section 3F7), and kick out
party members (using the REFORM PARTY button).
·3E5: Mage Book
Hotkey = M
This is where you come for all your arcane-capable spell casters (Mage,
Sorcerer, Bard). For Mages, you can see how many spells from each level you
can cast, what spells you know, how many spells you currently have memorized,
and what each spell does. In order for a wizard to cast an arcane spell
(except Sorcerers), he/she has to have learned the spell from a scroll, have it
queued, and have it memorized. You add spells to your memory queue by clicking
on your learned spells. You can remove them from your queue by clicking them
in their memory boxes. Learning spells from scrolls is a hit or miss
oppurtunity. ALWAYS use Potions of Genius before learning scrolls, as the
higher your intelligence, the greater likelihood of you successfully learning
the spell. (BTW, you learn scrolls by putting it in your wizard's inventory,
right clicking it, and then hitting Write Magic, and you memorize spells by
sleeping).
Sorcerers are different. While they can use scrolls (from their quick slots in
inventory), they do not learn spells like normal Mages. Every time they level
up, they pick new spells from lists of EVERY spell for a certain level. The
Mage book then only shows you how many times you can cast a spell from each
spell level as well as which spells you know.
·3E6: Priest Scroll
Hotkey = P
This is where you come for all your divine-capable spell casters (Cleric,
Ranger, Paladin, Druid). It's pretty similar to the Mage book. Only
difference is you don't need to learn spells from scrolls. Whenever a divine
spell caster gets the ability to cast a certain level priest spell, all
possible spells for that character are available to the character. Note that
there are primarily two types of divine spells (Cleric spells and Druid
spells). There is overlap, and for the most part paladins and rangers get
access to druid spells. Tosee a list of which spells go to which type of
priest, see section 5M. Only Ceric/Rangers (dual or multi) get access to ALL
divine spells.
There ARE divine scrolls out there. These are for equiping in quick slots. I
don't use them often, with the exception of the Restoration scroll (for Level
Drain). You can use Raise Dead scrolls, but I prefer the Resurrection Rod or
even the divine spell, Resurrection (not to mention the HLA Mass Raise Dead).
*******************************************************************************
··3F: Gameplay Basics
This is just a quick guide on how to actually control your characters, move
about the world, how to fight (not fighting strategies, that's in section 4E),
and how to use spells/potions/scrolls/wands/etc...
·3F1: Hotkeys
I've gone over some of these already, but I'll list them all here:
1,2,3,4,5,6 = Select character 1-6
7 = Select characters 1 & 2
8 = Select characters 3 & 4
9 = Select characters 5 & 6
0* = Select characters 1, 2, & 3
-* = Select charcters 4, 5, & 6
=* = Select all characters
O,P,W,I,R,M,J = Options, Priest Scroll, Mage Book, Inventory, Record, Map,
Journal
TAB = Show all lootable boxes, loot on ground, doors, party members' HP, and
enemy's damage level (if your cursor is on the enemy)
F1 = Talk
F2 = Attack with weapon 1
F3 = Attack with weapon 2
F7 = Cast Spell
F8 = Special Abilities from Weapons
F9-F11 = Quick Item Slots
F12 = Use innate spells/HLA/Bhaalspawn powers/kit spells/Spell Trigger
F4-F5 for Warriors = Attack with weapons 3-4
F6 for Warriors = Guard (a friendly character)
F4 for Thief = Detect Traps
F5 for Thief = Thieving (Disarm Trap, Unlock Door/Box, or Pickpocket)
F6 for Thief = Stealth (Hide in Shadows & Move Silently)
F4 for Cleric = Turn Undead
F5-F6 for Cleric = Quick Spell 1-2 (right click to set a spell)
F4-F6 for Wizard = Quick Spell 1-3 (right click to set a spell)
Y = Hide Menus Bar
U = Hide Characters Bar
H = Hide all bars
Space Bar = Pause
A = Turn On/Off all AI (Scripts)
Up/Down Arrow* = Zoom in/out
Q = Quick Save
L = Quick Load
Z* = Rest
*only if you followed my suggestions in section 3A
·3F2 Selecting Characters, Movement, Formations, and Basic Actions
This is probably the most basic section in the entire guide, but I had trouble
with this stuff when I first picked up this game...an embarassing number of
years ago. I can't tell if it was hard for me because I was really young, or
if it actually is difficult. If the former, no insult intended :D Just skip
this section in that case.
To select characters, you can use the 1-0, -, and = hotkeys. You can also
select individual characters by clicking on their portraits or their avatars.
Holding Ctrl will alow you to add characters without de-selecting the others,
as well as de-select characters without de-selecting the others. You can also
select multiple characters by clicking and dragging to create a green box; any
characters within this box will be selected. And you can combine the green box
and the Ctrl-select functions.
To move selected characters, left click on the floor/ground and your characters
will head there. If you hold right-click and move your mouse, you can change
the orientation of the formation (where your characters will stand).
When you have more than one character selected, you will see five boxes each
containing four bronze dots and one silver. These are possible formations for
your characters to stand in when you move them. The silver dot represents
whichever character is first (you can change the order of characters by
clicking and dragging their potraits up and down). Please note that there are
actually 12 possible formations to choose from. To see the extras, right-click
a formation box and pick one of the extras (note that this will replace the
formation box you right-clicked with the new formation you have selected).
When you hover your cursor over a friendly avatar (denoted by a blue circle
under their feet), it will automatically select the "talk to" action. Likewise,
if you hover your cursor over an enemy avatar (denoted by a red circle under
their feet), it will automatically select the "attack" action. To complete the
designated action, simply left click. To force attack a friendly creature, you
must hit one of the attack hotkeys (usually F2) or click the attack button (has
a picture of a sword or your weapon). If you want to try to talk to an enemy
(almost never works), you must hit F1 or click the talk button (has picture of
two faces).
Whenever your cursor changes picture from the finger selector or the 4-shaped
waypoint selector or the crossed out circle (meaning you can't walk to that
location), it means you can do a special action. The possibilities are as
follows:
arrow through open doorway = enter through doorway
closed doorway picture = open the door
wooden-spoke wheel = leave area (found at edges of maps)
stairs = go up/down stairs
hand with tiny ring = loot/open container
crappy picture of a bear trap = disarm trap
crappy picture of a held money bag and floating scissors = pick pocket
picture of a lock = unlock container/door
circle made of two curved arrows = manipulate/use device
question mark = learn a fact about whatever your cursor is over
sword = attack
two faces = talk
crescent moon with 3 stars = cast spell
To use a special ability/spell of a weapon, press the button along the bottom
of your screen with the picture of a bag. To use an innate/kit/HLA ability,
press the button along the bottom of your screen with the picture of a
4-pointed star...thingy.
Three final things for this section: 1) if you have more than one character
selected and you click-talk to a character, only the highest ranked character
(i.e whoever's portrait is highest) among those you have selected will move
towards the person you intend to speak with. It's also important to control
WHO talks to some people, as interactions with charismatic and intelligent
characters frequently go better. You can tell who's talking during a dialogue
by looking at the portraits. The speaker will have a picture of lips in the
top right corner of their portrait. 2) Now that you know what a blue circle and
a red circle mean, you should also know that a yellow circle means someone's
morale has gone and they are fleeing. Also, every character in your party has
a different colored circle. 3) you can zoom in or out (I usually zoom almost
all the way in) using down arrow and up arrow, assuming you followed my advice
in section 3A.
·3F3: Fighting
Not much to say here, as I'll be discussing actual fighting strategies in 4E.
And I've already showed you that you simply press the attack hotkey or select a
person's weapon and click on a friend or enemy. The only other thing I'll
address here is if your're using a ranged weapon, you can right click on the
weapon and select the ammo you want to equip.
·3F4 Using Spells
Select the character you want to cast a spell. Either click on the box with a
picture of a crescent moon and three stars (the bigger one next to the box with
the picture of a bag) or simply hit F7. Spells that you've learned, queued for
memory, and memorized will appear along the bottom (btw you memorize spells by
sleeping). Pick the one you want. Some spells just automatically target the
caster and that will be the end of it. Some spells can only target characters,
and your cursor will become a grey crescent moon with three stars and turn
golden when it hovers over a character. Then click to send the spell. Some
spells can target anything (area effects) and then the cursor will be golden
everywhere. TO CANCEL a spell you've selected (before targeting it), you can
click Escape. To cancel a targeted spell (while in the progress of chanting),
either move the character, or select multiple characters (including the
spellcaster) and hit F3 or the button with a large X. Note that if the caster
has started chanting, you lose the memory of that spell, whether you cast it or
not.
·3F5 Thieving (& the TAB button)
Ah yes, everyone's favorite. Thieving. In case you've forgotten, the hotkeys
are as follows:
F4 = Detect Traps = Box with picture of 4 triangles pointing inwards
F5 = "Thieving" = Box with picture of the infinity sign
F6 = Stealth = Box with picture of a half-shaded face
Note that "Thieving" changes depending on what you click. If you hit F5 and
click on a person, it'll do a pickpocketing. If you hit F5 and click on a
trap, it'll disarm the trap. If you hit F5 and click on a locked door/box,
it'll unlock. Also note that just because you select, say, disarm trap or
unlock box, doesn't mean your thief will succeed. If he fails anything, make
sure to increase that stat next time you level up. I've found that bringing a
skill to 100 makes it work about 90% of the time.
How does one know where traps are? In the walkthrough, I try to tell you where
most are. If you're going spoiler-free, you can sort of get a feel for where
traps will be. Dungeons, evil-doers' places, and places with undead or thieves
are great places for traps. How long does one have to stand next to a box
waiting to see if there's a trap? Unfortunately, about 7-10 seconds.
Increasing your stat in find/disarm traps doesn't seem to make you detect traps
much faster (although it does a little). From what I've seen, a higher
find/disarm traps score gives you the ability to detect traps from further
away. So always wait that 10 seconds before opening a box. Or if you don't
care about getting hit by traps, just go for it (but you'll be losing a metric
ton of XP).
How does one find all of those boxes and places to loot? Excellent question,
me. One of my favorite features in the game (added when Throne of Bhaal came
out) is the TAB button. Pressing and holding Rab does quite a number of things.
Doors will glow pink, containers will glow blue, and your characters' max and
current XP will flash over their heads. If you press and hold tab while your
mouse is over just about anything, it'll name whatever you're cursor is
hovering over (characters/items/spells...). If your cursor is hovering over an
enemy and you press TAB, it'll tell you how damaged he/she/it is (uninjured,
barely injured, injured, badly injured, and near death). If you press F5
(thieving) and then hold tab, it'll show you which containers/doors are locked
(by making them glow green instead of blue)
Finally, hiding and backstabbing. Slight confession...I don't do it. GASP!!!
From what I've gathered on the internet tubes, everyone and their brother
loves hiding and backstabbing...and I just don't. Chances are, however, that
you will love hiding and backstabbing too, so here I am, answering your
questions about the most overrated ability in the game (HA! I can already feel
the hate mail coming). Your ability to hide and move silently are separate
scores, but you use both of them when you activate stealth. From what I've
gathered, you have a better chance of successfully doing stealth when it is
dark out and when you are in shadows. To backstab, move stealthily (either
with F5/Stealth or with invisibility) behind the target, and then attack with a
backstab-capable weapon (any single-handed weapon a thief can use without the
HLA "Use any Item"). That's all there is to it.
·3F6: Loot, Selling, and Buying
Almost everytime you kill an enemy, they will drop loot. You will also be
going through every container you can find for loot. Finally, you will
pickpocket some people (or lots of people if you really love pickpocketing).
All of these things will give you loot (basically, stuff you have to carry
around in your characters' packs). There is a LOT of loot that you want to
get, and this is why I recommended all the way back in section 2 that you
cheat yourself up a couple of Bags of Holding. Actually, I give one to each
player. Then, you can transport loot between characters who are far apart via
the bag of holding (if they're close, just pick up the item and click on the
other character's face). So let's get to the details:
1) Picking up loot - for loot on the ground, enhanced edition added the lovely
Quick Loot feature. After a battle is over, simply click the red diamond to
the left of the bottom bar. Loot near your selected character will be
displayed. You can click on whatever you want to pick up.
2) What loot to pick up - for a complete guide to this question, see section
5C. In brief, pick up gold, most potions, expensive gems (see 5C), level 4 or
better spells, and any item that is named or has +1/2/3/4/5/6 after it. You
will sell most potions, gems, and items. Keep items you think one of your
characters will use. Keep ALL Potions of Extra Healing. Keep Potions of
Genius and of Master Thievery.
***MINOR SPOILER AHEAD***
Keep the following gems: 1 diamond, 1 beljuril, & 1 rogue stone
***END SPOILER***
3) Where to sell loot - the best place to sell loot that I've found is in
Waukeen'sPromenade. Talk to the guy across from the spell store. His location
is x3030 y315 Area 0700. (Remember that pressing x will show you the location
of your cursor). I try to hang on to all my loot and sell it to him. Also
remember that the higher your reputation, the better deals you get on buying &
Selling. Obviously, don't sell items you think someone in your party could use,
or will use in the future.
4) Where to buy loot - See the walkthrough in section 6; I'll mention where
good merchants are. Briefly, though, good merchants are 1) the Adventurer's
Mart in Waukeen's Promenade, including the other two merchants in the store,
2) nighttime fence in Bridge District near Derelict House, 3) Bernard in Copper
Coronet after doing Hendak's 2 missions, 4) Joluv in Copper Coronet, 5) Duergar
in Underdark, 6) Two merchants just inside entrance of Ust Natha, and 7) Lady
at top of Watcher's Keep
·3F7: AI (aka Scripts)
Many people hate scripts...but I kind of like them. But only for my fighting
characters. To set a script go to a character's record page, select customize,
select script, and select a script. There are only 3 I've ever used. Standard
Attack I use for my fighters. I've used Thief Adventurer before...it's pretty
meh. I used Ranged...turns out standard attack is actually better for
characters with ranged weapons. I HIGHLY, HIGHLY recommend NEVER putting a
script on a spell caster. Control these guys/gals manually.
Remember you can turn the AI on and off with "A" or by hitting the button near
the bottom right of your screen with a picture of a lantern. Also, know that
it turns everyone's AI off or everyone's AI on. Can't turn individual
character's AI on/off.
·3F8: Upgrading Items (Cromwell and Cespenar)
Certain items can be combined to create very powerful weapons, provided you
find all the parts and are willing to pay a substantial amount of gold. In
Shadows of Amn, this is done by Cromwell the Smithy (his door is in Docks at
x4080 y2475 Area 0300).
***MINOR SPOILER AHEAD***
In Throne of Bhaal, this is done by Cespenar who resides inside your pocket
plane.
***END OF SPOILER***.
To see a list of what items are needed and what items these two make, go to
section 5J.
·3F9: Identifying Items
Items shaded in blue are unknown items. While unknown, they're beneficial
magical properties are not bestowed when equipped. However, any harmful
(cursed) properties ARE. Therefore, you should NEVER EVER EVER use an
unidentified item. The more Wise/Intelligent a character is, the more likely
he/she will be able to identify an item without using a spell. For those you
can't simply recognize, you have three choices: 1) the arcane level 1 spell:
Identify (have your mage memorize Idenify, then have the unidentified item in
the mage's inventory, right click it, select Identify, then select Use Spell),
2) pick up a pair of Glasses of Identification (useable by anyone) in 6B3, or
3) have a Mage hold scrolls of Identify. For 2 & 3, follow same process as
option 1, but select Use Scroll instead of Use Spell.
-------------------------------------------------------------------------------
···4 Strategy Guides
-------------------------------------------------------------------------------
··4A: Classes/Dual-Classing/Multi-Classing Guide
Before using this guide, I highly recommend reading section 3C. However, I
have quoted the most important bits in this guide.
MINI TABLE OF CONTENTS
···ClsG1 Quotes from Section 3C
··ClsG1A Racial Bonuses and Restrictions
··ClsG1B Multi/Dual Class Alignment Restrictions
··ClsG1C Multi/Dual Class Stat Requirements
···ClsG2 Introduction to Multi-Classing and Dual-Classing
···ClsG3 Grades/Thoughts on Classes, Kits, Dual/Multi-Classes
··ClsG3A Fighter
·ClsG3A1 Berserker
·ClsG3A2 Wizard Slayer
·ClsG3A3 Kensai
·ClsG3A4 Dwarven Defender (NEW TO ENHANCED EDITION)
·ClsG3A5 Dual/Multi
··ClsG3B Ranger
·ClsG3B1 Archer
·ClsG3B2 Stalker
·ClsG3B3 Beast Master
·ClsG3B4 Dual/Multi
··ClsG3C Paladin
·ClsG3C1 Cavalier
·ClsG3C2 Inquisitor
·ClsG3C3 Undead Hunter
·ClsG3C4 Blackguard (NEW TO ENHANCED EDITION)
··ClsG3D Cleric
·ClsG3D1 Priest of Talos
·ClsG3D2 Priest of Helm
·ClsG3D3 Priest of Lathander
·ClsG3D4 Dual/Multi
··ClsG3E Druid
·ClsG3E1 Totemic Druid
·ClsG3E2 Shapeshifter
·ClsG3E3 Avenger
·ClsG3E4 Dual/Multi
··ClsG3F Mage
·ClsG3F1 Kits
·ClsG3F2 Wild Mage
·ClsG3F3 Dual/Multi
··ClsG3G Thief
·ClsG3G1 Assassin
·ClsG3G2 Bounty Hunter
·ClsG3G3 Swashbuckler
·ClsG3G4 Shadowdancer (NEW TO ENHANCED EDITION)
·ClsG3G5 Dual/Multi
··ClsG3H Bard
·ClsG3H1 Blade
·ClsG3H2 Jester
·ClsG3H3 Skald
··ClsG3I Sorcerer
·ClsG3I1 Dragon Disciple (NEW TO ENHANCED EDITION)
··ClsG3J Monk
·ClsG3J1 Dark Moon Monk (NEW TO ENHANCED EDITION)
·ClsG3J2 Sun Soul Monk (NEW TO ENHANCED EDITION)
··ClsG3K Barbarian
···ClsG4 Eric's List of Best Classes/Kits/Combos
*******************************************************************************
···ClsG1: Quotes from Section 3C
··ClsG1A: Racial Bonuses and Restrictions
"Resistances
Human None
Elf 90% Resistance to Charm and Sleep magic
Half-Elf 30% Resistance to Charm and Sleep magic
Gnome +2 bonus to Saving Throws against magic
Halfling +2 bonus to Saving Throws against magic
Dwarf +2 bonus to Saving Throws against magic
Half-Orc None
Max Stat Changes
Human None
Elf +1 Dex, -1 Con
Half-Elf None
Gnome +1 Int, -1 Wis
Halfling +1 Dex, -1 Str, -1 Wis
Dwarf +1 Con, -1 Dex, -2 Cha
Half-Orc +1 Str, +1 Con, -2 Int
Bonus Thieving (1) Human Elf Half-Elf
Open Locks +10 +5 ---
Find Traps +5 +5 ---
Pick Pockets +15 +20 +10
Move Silently +10 +15 +5
Hide in Shadows +5 +15 ---
Detect Illusion --- --- ---
Set Traps --- --- ---
Bonus Thieving (2) *Gnome Halfling *Dwarf
Open Locks +15 +5 +20
Find Traps +15 +5 +20
Pick Pockets +15 +5 +15
Move Silently +15 +10 +10
Hide in Shadows +10 +15 +5
Detect Illusion +10 --- +5
Set Traps +5 --- +10
Bonus Thieving (3) Half-Orc
Open Locks +10
Find Traps +5
Pick Pockets +15
Move Silently +10
Hide in Shadows +5
Detect Illusion ---
Set Traps ---
*Unlike Baldur's Gate II vanilla (non-Enhanced Edition), Baldur's Gate II
Enhanced Edition gives the best thieving bonuses to Gnomes and Dwarves.
Bonus THAC0
Elf +1 to bows and swords
Halfling +1 to slings
Single Class Race Restrictions
Fighter Any Race
Ranger Human, Elf, or Half-Elf
Paladin Human Only
Cleric Any Race
Druid Human or Elf
Mage Human, Elf, Half-Elf, or Gnome* (*must be Illusionist)
Thief Any Race
Bard Human or Half-Elf
Sorcerer Human, Elf, or Half-Elf
Monk Human Only
Barbarian Any Race
Multiclass Race Restrictions
Fighter/Thief Any Race
Fighter/Cleric Half-Elf, Gnome, Dwarf, or Half-Orc
Fighter/Mage Elf, Half-Elf, or Gnome* (*must be Illusionist)
Mage/Thief Elf, Half-Elf, or Gnome* (*must be Illusionist)
Cleric/Mage Half-Elf or Gnome* (*must be Illusionist)
Cleric/Thief Gnome Only
Fighter/Druid Gnome Only
Cleric/Ranger Half-Elf or Half-Orc
Fighter/Mage/Thief Elf or Half-Elf
Fighter/Mage/Cleric Half-Elf Only
And obviously only Humans can dual-class. Dual class options are exactly the
same as multi-class options, but in either direction (i.e Fighter --> Thief or
Thief --> Fighter). You can't dual class like the Fighter/Mage/Thief or the
Fighter/Mage/Cleric, because you can only dual class once. Keep in mind that
there are specific abilities (stats) and alignment requirements for certain
dual classes. Check sections 3C4 and 3C5 to make sure your character will be
able to dual class."
··ClsG1B: Multi/Dual Class Alignment Restrictions
"Only certain alignments can do certain classes and kits. If you're only doing
a single class or a multi-class, you'll only be able to pick the allowed
alignments, no biggy. If you are planning on dual classing, it can be
ABSOLUTELY CRUCIAL. Here is a run-down:
1) Thieves CANNOT be Lawful Good
2) Only True Neutral characters can dual class into Druid
3) Only Good alignments can dual class into Ranger"
··ClsG1C: Multi/Dual Class Stat Requirements
"You must have at least a 15 in the primary stat (i.e the stat important to
your first class), and you must have at least a 17 in the secondary stat (i.e
the stat important to your second class). Lastly, know that Druids need Wisdom
AND Charisma, and Rangers need Strength, Dexterity, AND Wisdom, but not
Constitution...strangely. So you will need 17's in those abilities if that's
how you plan on dualling."
*******************************************************************************
···ClsG2: Introduction to Multi-Classing and Dual-Classing
I will attempt to answer the following questions: 1) what exactly are
multi-classing and dual-classing and what's the difference? & 2) how do the
mechanics of each work? First off, only Humans can dual-class. The racial
restrictions for mutli-classes as well as alignment requirements and stat
requirements for BOTH TYPES are listed above. Dual-class possibilities are
limited to the same classes open to multi-classes (however the dual-classed
character can have a kit prior to dualing, and thus can have two classes where
his primary class is a kit). The dual-class can also go either direction (from
Fighter --> Mage as well as from Mage --> Fighter).
Multi-classing is the more straightforward of the two types. When you build a
character, beneath all the class options, you click on MULTI-CLASS and all the
possible multi-classes (based on the race you chose) are given. When you are a
multi-class character, you have two ACTIVE classes concurrently. All XP you
receive is split evenly between the two classes, and you level up for each
class separately. PROS: You get a wide swathe of abilities, including weapons
and spells and proficiency points. You eventually get access to both
classes' high level abilities. CONS: you level up at half the rate of either of
the two classes. When a Mage reaches level 12, your Cleric/Mage will be right
around levels 6/6.
When a Human dual-classes, his/her first (primary) class goes completely
inactive and no longer recieves XP. During the inactive primary class stage,
there is absolutely no difference between the dualled character and a character
of that secondary class. The secondary class starts at level 1 with 0 XP and
gets all the XP the player gets. This is true until he/she reaches a secondary
class level of at least 1 more than his/her primary class level. When this
happens, the primary class becomes active, but it STILL NO LONGER GATHERS XP.
When you dual, your primary class is capped, permanently. However, you do
re-gain all of the abilities and weapon proficiencies of the first. PROS: your
secondary class will level up FAR faster than the multi-class version.
Dual-class characters, once they've unlocked their primary class, tend to be
far, far stronger than there multi-class counterparts. Your primary class can
be a kit. CONS: you get access to only the HLA's of the secondary class. You
have to spend a long time as being only the secondary class, until you unlock
your primary class. Your primary class will never level past the point when
you dual.
Both types are good and bad. I tend to prefer dual classing, especially from
Fighter. Leveling a Fighter past level 13 tends to have diminishing returns.
You've already reached your maximum attacks and damage per turn. Besides,
Fighter HLA's are not all that great.
Item restrictions are a bit strange. You gain the advantages and limitations
for BOTH classes. This means that a Fighter/Mage can use more weapons just
fine, but if he/she wears heavier armor, it will disable his/her mage spells.
A Fighter/Cleric cannot use the weapons a Cleric cannot use. The general rule
of thumb is as follows: if one class is specifically DENIED certain items,
instead of only being ALLOWED a FEW items, then the multi/dual-class character
cannot use those specific items, and vice versa. This explains why any
multi/dual version of Mage can't wear heavy armor and cast spells, and why any
multi/dual version of Cleric can't use sharp weapons. Multi/dual versions of
Thieves can only wear leather or scale armors and keep their ability to do
thieving. So on and so forth.
*******************************************************************************
···ClsG3: Grades/Thoughts on Classes, Kits, Dual/Multi-Classes
I give A's to classes/kits I wouldn't hesitate to use. I give B's to
classes/kits I would use, but they wouldn't be my first choice. I give C's to
problematic classes/kits. I give D's and F's to terrible classes/kits you
should avoid at all costs.
··ClsG3A: Fighter
"The Fighter is a champion, swordsman, soldier, and brawler who lives
or dies by his knowledge of weapons and tactics. Fighters can be found
at the front of any battle, contesting toe-to-toe with monsters and
villains. A good fighter needs to be strong and healthy if he hopes to
survive.
CLASS FEATURES
-May wear helmets
-May wear armor and use any weapon
-May achieve Grand Mastery (five slots) with any weapon class
-May achieve Specialization (two slots) in any fighting style and
allocate three slots in Two-Weapon Style
-Hit Die: d10
Prime Requisites for Dual-Classing: Strength"
GRADE: C+
BEST RACES: Human, Half-Orc, Dwarf, or Elf
BEST WEAPONS: Any. Recommend halberds (for Ravager), axes (for Axe of the
Unyielding), flails (for Flail of Ages), maces (for Storm Star), or war hammers
(for Crom Faeyr and Runehammer)
IMPORTANT STAT(S): Strength, Dexterity, and Constitution
THOUGHTS: The plain Fighter is a decent enough class, as far as these things
go. Obviously the Grand Mastery and the use of any weapon class is what is
attractive about this class. However, I gave it a C+ because there is no
reason (ever) to pick a plain vanilla Fighter as your class. If you want to
use missile weapons, pick the Archer kit. Otherwise, pick a Fighter kit or a
multi/dual class Fighter.
·ClsG3A1: Berserker
"This is a warrior who is in tune with his anialistic side and, during
combat, can achieve an ecstatic state of mind that will enable him to
fight longer, harder, and more savagely than any human has a right to.
Berserkers tend to be barbarian-like in nature, but not always.
Sometimes it is a conscious choice that a warrior in training makes.
Regardless, opponents on the battlefield will be unsettled when they
see the savage and inhuman elements of the berserker's personality.
This class is common amongst dwarves, known to them as the Battlerager.
Advantages:
-May use Rage ability once per day every 4 levels
RAGE: The enraged state lasts for 1 turn. While enraged, the Berserker
gains a bonus of +2 to his attack and damage rolls as well as to his
Armor Class, and becomes immune to charm, confusion, fear, feeblemind,
hold, imprisonment, level drain, maze, stun, and sleep. The Berserker
also gains 15 temporary Hit Points which are taken away at the end of
his berserk spree, possibly knocking him unconscious.
Disadvantages:
-Becomes winded after berserking: -2 penalty to Armor Class, to-hit
rolls, and damage rolls.
-May not specialize in ranged weapons"
GRADE: B
BEST RACES: Human, Half-Orc, Dwarf, or Elf
BEST WEAPONS: Any. Recommend halberds (for Ravager), axes (for Axe of the
Unyielding), flails (for Flail of Ages), maces (for Storm Star), or war hammers
(for Crom Faeyr and Runehammer)
IMPORTANT STAT(S): Strength, Dexterity, and Constitution
THOUGHTS: Before enhanced edition, this was the second best Fighter kit. Now
it gets demoted to third. The Berserker's appeal is obviously the rage
ability. Being immune to pretty much everything, especially Imprisonment,
comes in handy. The winded penalty/loss of hit points isn't a big deal. Think
of him as a watered-down Dwarven Defender. The reason to select a Berserker
over a Dwarven Defender is that the Berserker is not limited to only hammers
and axes. Plus, the Dwarven Defender cannot achieve Grand Mastery. A great
kit for dual classing.
·ClsG3A2: Wizard Slayer
"This warrior has been specially trained by his sect to excel in
hunting and combating spellcasters of all kinds.
Advantages:
-Each successful melee hit bestows a 10% cumulative chance of spell
failure on the target.
-1% magic resistance per level
Disadvantages:
-May not use any magic items apart from weapons and armor."
GRADE: D
BEST RACES: Human, Half-Orc, Dwarf, or Elf
BEST WEAPONS: Any. Recommend halberds (for Ravager), axes (for Axe of the
Unyielding), flails (for Flail of Ages), maces (for Storm Star), or war hammers
(for Crom Faeyr and Runehammer)
IMPORTANT STAT(S): Strength, Dexterity, and Constitution
THOUGHTS: On first glance you might think this is a good class. And it could
have been; that's the worst party. The advantages are actually really nice,
and the idea of a warrior specialized in taking down your hardest enemies in
the game is a great idea. But not being able to use any magic items? No. No,
no no. No. Nope. Thanks but no thanks. Give this kit a wide berth.
·ClsG3A3: Kensai
"This class's name, which means "sword saint" in the common tongue,
refers to a warrior who has been specially trained to be one with his
weapon. The kensai is deadly, fast, and trained to fight without the
protection of armor. (Note: Despite its common name, a Kensai may use
any melee weapon with which he is proficient.
Advantages:
-+2 bonus to armor class
-+1 to hit and damage rolls for every 3 levels
--1 bonus to Speed Factor every 4 levels
-May use the Kai ability once per day every 4 levels (starts at 1st
level with one use).
KAI: All successful attacks in the next 10 seconds deal maximum damage.
Disadvantages:
-May not wear any armor
-May not use missile weapons.
-May not wear gauntlets or bracers"
GRADE: A+
BEST RACES: Elf
BEST WEAPONS: Long Swords (for the Angurvadal) and either Bastard Swords (for
Foebane) or Scimitars (for Spectral Brand). If going Kensai/Mage dual-class,
pick Long Swords and Katanas, for the Dak'kon Zerth Blade. Avoid 2-handed
swords and short swords (unless going Kensai/Thief; then get short swords for
Short Sword of Mask and backstabbing or 2-handed swords for using Carsomyr with
Use Any Item HLA)
IMPORTANT STAT(S): Strength, Dexterity, and Constitution
THOUGHTS: A truly great Fighter; still the best Fighter kit. The loss of armor
and gauntlets hurt, but you can protect yourself well with cloaks, rings, and
ioun stones. And the missile weapon restriction is nothing, as why would you
pick a Kensai to use a bow? You get +1 to hit and damage every 3 levels, for
EVER. You gain -1 to speed every 4 levels for EVER. By the end of the game,
you will be an unstoppable killing machine. If you dual to Thief (for Use Any
Item) or Mage (for the Robe of Vecna and the spell buffs), you will be the most
powerful characters in the game, bar none.
·ClsG3A4: Dwarven Defender (NEW TO ENHANCED EDITION)
"The Dwarven Defender is a formidable warrior that is reputed to be
worth two soldiers of any other race. Trained extensively in the art of
dwarven warfare, a handful of the stout fighters can render a defensive
line all but unbreakable.
Advantages:
-May use Defensive Stance once per day every 4 levels (starts at 1st
level with one use).
DEFENSIVE STANCE: For 1 turn, the Dwarven Defender gains +50%
resistance to all forms of physical damage, a +2 bonus to Saving
Throws, and a 50% movement rate penalty.
-Gains a 5% resistance to crushing, slashing, piercing, and missile
damage every 5 levels to a maximum of 20% at level 20.
-Hit Die: d12
Disadvantages:
-Race restricted to dwarf
-May not exceed High Mastery (four slots) in hammers and axes
-May not exceed Specialization (two slots) in any other weapon"
GRADE: A-
BEST RACES: Dwarf...duh
BEST WEAPONS: Obviously axes and hammers. Go for the Axe of the Unyielding as
well as either Crom Faeyr or the Runehammer.
IMPORTANT STAT(S): Strength, Dexterity, and Constitution
THOUGHTS: A truly great addition to the enhanced edition (and now the second
best Fighter kit). Let's look at the "disadvantages" first. Being a Dwarf for
Fighter is not exactly a "disadvantage." The difference between High Mastery
and Grand Mastery in Baldur is almost nothing (if you use their nerfed table).
Axes and hammers, outside swords and flails, are the two BEST single-handed
weapon classes in the game...not exactly a disadvantage either. Now the
advantages. You get the fantastic "OH S*** MY CHARACTER'S ABOUT TO DIE"
Defensive Stance move. As well as up to 20% resistance to all weapons! Oh
yeah, you also get a hit die of d12! That's the same as a Barbarian, but you
can still wear armor and gauntlets! Rediculous! Yeah, this is truly a f***ing
good class. I only gave it an A- because you can't dual, which is very sad
(although you can with EEKeeper...).
·ClsG3A5: Dual/Multi
I've already touched on a few of the options. I'll discuss Fighter/Thieves,
Fighter/Mages, Fighter/Clerics, and Fighter/Druid multi classes in their
respective sections (i.e under Thieves, Mages, Clerics, and Druids). For now,
I'll just speak to dual-classing. One of the great advantages of dualing is
you can dual out of a kit. For Fighters, this means dualing out of either
Berserker and Kensai. There is little reason to level up a Fighter past level
13, when he/she gets his/her maximum attacks per turn and damage. The
Berserker is nice for dualing to Clerics and Druids, as they can wear heavy
armor. The Kensai is nice for dualing to Thieves and Mages, as Thieves get the
Use Any Item HLA (thus cancelling the armor/gauntlet restriction) and Mages
can't use armor anyways (plus they can spell buff themselves). Also, just to
mention, never dual INTO a Fighter. Just don't do it; it's a terrible idea.
Why cut off spell progression for a class that doesn't get many benefits past
level 13?
WHEN TO DUAL: Either level 9 or level 13, your choice. 13 makes a stronger
character, but you go a significant amount of time through Shadows of Amn
before you unlock your primary class (especially if you dual to Cleric or Mage)
*******************************************************************************
··ClsG3B: Ranger
"The Ranger is a warrior and a woodsman who is skilled with weapons and
is knowledgeable in the ways of the forest. The Ranger often protects
and guides lost travelers and honest peasant-folk. A ranger needs to
be strong and wise to the ways of nature to live a full life.
CLASS FEATURES
-May wear helmets
-May wear any armor and use any weapon
-May not exceed Specialization (two slots) in any weapon class
-May achieve Specialization (two slots) in any fighting style
-Begins Specialized (two slots) in Two-Weapon Style and may place a
third slot into it
-May select a racial enemy, which grants a +4 bonus to damage rolls
against the selected enemy race
-May use Charm Animal ability once per day every 2 levels (starts at
1st level with one use)
-May Hide in Shadows while wearing no armor, leather armor, or studded
leather armor (CANNOT BACKSTAB)
-May cast druidic spells starting at level 8
-Alignment restricted to good
-Hit Die: d10
-Prime Requisites For Dual-Classing: Strength, Dexterity, and Wisdom"
GRADE: D
BEST RACES: Human or Elf
BEST WEAPONS: Any single-handed weapons because of bonus 2 slots in Two-Weapon
Style
IMPORTANT STAT(S): Strength, Dexterity, Constitution, and Wisdom
THOUGHTS: The Ranger is an interestingly bad mish-mosh of abilities. The good?
Same abilities as a Fighter, except for the weapon proficiencies. The bonus
slots in Two-Weapon Style are great. The racial enemy is a nice bonus against
some tough enemies (of the three good choices, pick Beholder or Golem; there
are too few Dragons). The divine spells are nice. The bad? This character
combines some good parts of Fighters and Druids with the useless ability of</pre><pre id="faqspan-3">
Thieves. The other cons? Restricted to good is really annoying for when you
go to play an evil party. If you love backstabbing, you can't with this class.
So why bother being able to hide in shadows? Also, if you love backstabbing,
why wouldn't you want to be the Assassin? If you love a Fighter/Thief, why not
just be a Fighter/Thief or a Swashbuckler? All in all, the vanilla Ranger
class is a head-scratcher. If you really want a Ranger, go multi-class
Ranger/Cleric, a fantastic class (see section ClsG3B4), or go Archer kit.
·ClsG3B1: Archer
"The Archer is the epitome of skill with the bow - the ultimate
marksman, able to make almost any shot, no matter how difficult. To
become so skilled with the bow, the Archer has had to sacrifice some of
his proficiency with melee weapons and armor.
Advantages
-+1 to hit and damage rolls with any missile weapon every 3 levels
-May achieve Grandmastery (five slots) in longbows, shortbows, and
crossbows
-May us Called Shot ability once per day every 4 levels
CALLED SHOT: All successful ranged attacks within the next 10 seconds
have the following cumulative effects besides normal damage, according
to the level of the Archer:
4th level: -1 penalty to target's THAC0
8th level: -1 penalty to target's Saving Throws vs. Spell
12th level: -1 penalty to target's Strength score
16th level: +2 bonus to damage roll
Disadvantages
-May not wear any metal armor
-May only become proficient (one slot) with melee weapons
-May not use Charm Animal ability"
GRADE: A-
BEST RACES: Elf
BEST WEAPONS: Crossbows for the Firetooth +5. Shortbows OK for Tansheron's or
Gesen's Shortbows. Avoid longbows; they suck.
IMPORTANT STAT(S): Dexterity, Constitution, and Wisdom
THOUGHTS: The Archer is the best character you can get if you like using ranged
weapons. The hit and damage bonuses are fantastic. This guy/gal is like the
Kensai of the bow. Called shot is pretty meh, nothing special. The Archer will
primarily be a defensive, back player. This means the no metal armor penalty
isn't terrible (but it's still not great). The other reason for me giving it
an A- is it's a terrible kit to dual to Cleric, because Clerics can't use sharp
weapons (goodbye all types of bows).
·ClsG3B2: Stalker
"Stalkers serve as covert intelligence-gatherers, comfortable in both
wilderness and urban settings. They are spies, informants, and
interrogators, and their mastery of stealth makes them deadly
opponents.
Advantages:
-+20% to Move Silently and Hide in Shadows
-May use Backstab ability, although for a lower damage multiplier than
thieves:
Level 1-8: x2
Level 9-19: x3
Level 17+: x4
-12th level: May memorize 3 Mage spells: Haste, Protection from Normal
Missiles, and Minor Spell Deflection
Disadvantages:
-May not wear armor heavier than studded leather"
GRADE: F
BEST RACES: Human or Elf
BEST WEAPONS: Any single-handed weapons because of bonus 2 slots in Two-Weapon
Style
IMPORTANT STAT(S): Strength, Dexterity, Constitution, and Wisdom
THOUGHTS: What a terrible kit. It gives you even more incentive than the plain
Ranger to use stealth...but it's still not as good at backstabbing as being an
Assassin...or even a regular Thief. The spells it picks are 2 useless spells
and 1 good spell that can be replaced by Boots of Speed. Oh, and you can't
wear anything better than studded armor. Good lord, what were they thinking?
Everything here is a disadvantage. AVOID.
·ClsG3B3: Beast Master
"This Ranger is a wanderer and is not comfortable in civilized lands.
Therefore, he maintains a natural affinity for animals, they are his
friends and comrades-in-arms, and the Beast Master has a limited form
of telepathic communication with them.
Advantages:
-+15% to Move Silently and Hide in Shadows
-May use Find Familiar ability to summon a pseudo dragon (if lawful or
neutral good) or fairy dragon (if chaotic good) companion
-8th level: May cast Animal Summoning I
-10th level: May cast Animal Summoning II
-12th level: May cast Animal Summoning III
Disadvantages:
-May not use any metal weapons (for example: swords, halberds, war
hammers, or morning stars)
-May not wear armor heavier than studded leather"
GRADE: C+
BEST RACES: Human or Elf
BEST WEAPONS: Clubs, Quarterstaves, and Crossbows (which is allowed...weird)
IMPORTANT STAT(S): Strength, Dexterity, Constitution, and Wisdom
THOUGHTS: Marginally better than the vanilla Ranger. Getting the familiar (for
the extra HP it confers) is nice, and Animal Summoning III is actually a pretty
decent summoning spell. For this, you have to give up most of the good weapons
out there, as well as armor better than studded leather or scale armor. Meh.
·ClsG3B4: Dual/Multi
This is the ONLY good way to be a Ranger (except for being an Archer). First
of all, DO NOT DUAL FROM A KIT. Second of all, just don't dual this
combination at all (more in a second). Seriously, the only good kit is Archer,
and Clerics can't use sharp items. The other kits can't wear good armor.
The Ranger/Cleric really is best left as multi-class, and not as dual-class.
Why? Both Rangers and Clerics gain levels very, very slowly. If you take a
Ranger up to being able to use good Druid spells, you'll spend FOREVER getting
back the abilities after dualling. And don't bother dualling the other way, as
Rangers are even slower than Clerics at gaining levels.
The multi-class Cleric/Ranger, however, is actually a great class. You can
wear heavy armor; you get bonus proficiency points (for hammers, flails, of
maces). But the real winner is that you get ALL divine spells. This is the
only character that can do so. If you like a stand-alone buffing character,
this is the guy/girl for you. If I were grading the various multi-classes and
dual-classes, I'd give the Cleric/Ranger an A.
*******************************************************************************
··ClsG3C: Paladin
"A Paladin is a warrior bold and pure, the exemplar of everything good
and true. Like the fighter, the Paladin is a person of action and
combat. However, the Paladin lives for the ideals of rigeousness,
justice, honesty, piety, and chivalry and strives to be a living
example of these virtues so that others may learn from his as well as
gain by his actions.
CLASS FEATURES:
-May wear helmets
-May wear any armor and use any item
-May not exceed Specialization (two slots) in any weapon class
-May achieve Specialization (two slots) in any fighting style and
allocate three slots in Two-Weapon Style
-May use Lay on Hands ability once per day to heal a target for 2 Hit
Points per level of the Paladin
-May cast Detect Evil once per day per level
-May cast Protection from Evil once per day per level (starts at 1st
level with one use)
-May Turn Undead as a Cleric two levels lower, starting at level 3
-May cast priest spells starting at level 9
-Recieves a +2 bonus to all Saving Throws
-Alignment restricted to lawful good
-Hit Die: d10"
GRADE: C+
BEST RACES: Must be Human
BEST WEAPONS: Two-Handed Swords (for Carsomyr +5/+6). Bastard Sword also good
(for Purifier) with Shield.
IMPORTANT STAT(S): Strength, Dexterity, and Constitution
THOUGHTS: A really good class, that compliments Fighters and Mages well. You
give up the ability to get Grand Mastery for limited Cleric abilites. A sort
of Fighter/Cleric multi class without having to use up all that XP on two
classes. GREAT at taking down Mages (due to the Carsomyr's Dispel Magic upon
hit ability). But go with a kit, all four are really good. And now you can be
an evil Paladin!!!! Only other downside is that Paladins can't dual. Seriously,
though, go with a kit.
·ClsG3C1: Cavalier
"This class represents the most common picture of the knight: the
chivalrous warrior who epitomizes honor, courage, and loyalty. The
Cavalier is specialized in battling "classical" evil monsters such as
demons and dragons.
Advantages:
-+3 bonus to hit and damage rolls against all fiendish and draconic
creatures
-May cast Remove Fear one time per day per level
-Immune to charm, fear, poison, and morale failure
-20% resistance to fire and acid
Disadvantages:
-May not use missile weapons"
GRADE: B+
BEST RACES: Must be Human
BEST WEAPONS: Two-Handed Swords (for Carsomyr +5/+6). Bastard Sword also good
(for Purifier) with Shield
IMPORTANT STAT(S): Strength, Dexterity, and Constitution
THOUGHTS: The disadvantage is meaningless, because you shouldn't be equipping
your Paladin with missile weapons anyway. The +3 bonus to hit and damage is
meh; there are only a few Demons, and Dragons are few and far between. The
real draw of this class is the Remove Fear (which clears up some level 1 Cleric
spells for your Cleric or Paladin), the 20% resistance fire/acid, and the GREAT
immunity to Charm, Fear, and Moarle failure. Nothing is more annoying than all
your Fighters running around in panic or being stuck in place. Having at least
1 warrior who will never do these things is nice. B+ only because
the other kits are better.
·ClsG3C2: Inquisitor
"The Inquisitor had dedicated his life to finding and eliminating
practitioners of evil magic and defeating the forces of darkness, and
his god has provided him with special abilities toward that end.
Advantages:
-May cast Dispel Magic once per day per 4 levels (starts at 1st level
with one use). The spell is cast at Speed Factor 1 and acts at twice
the Inquisitors's character level.
-May cast True Sight once per day per 4 levels (starts at 1st level
with one use).
-Immune to hold and charm
Disadvantages
-May not Turn Undead
-May not use Lay on Hands ability
-May not cast priest spells"
GRADE: A+
BEST RACES: Must be Human
BEST WEAPONS: Two-Handed Swords (for Carsomyr +5/+6). Bastard Sword also good
(for Purifier) with Shield
IMPORTANT STAT(S): Strength, Dexterity, and Constitution
THOUGHTS: The best of the Paladin kits. The disadvantages are that they take
away the Paladin's meager Cleric abilities. But then, you shouldn't be using a
Paladin as a Cleric, anyways. Clerics are far better at Turn Undead, healing,
and casting priest spells. So let's talk advantages. Dispel Magic is one of
those arcane spells that I hate (for Mages), because it doesn't work until
you're at a high level. Not the case with Inquisitors; they cast at TWICE
their level. And he casts it instantaneously. Trust me, EVERYTHING is going to
be dispelled. Plus, they're immune to Hold and Charm, meaning you will be free
to cast Dispel Magic on your party members who ARE Held and Charmed. True Sight
in one of your tanks is CRUCIAL. You can't have your Mages target enemies with
illusions up, and putting your Mage close enough to do True Sight is dangerous.
Plus it means your Mage can't be the best Mage kit, Conjurer, because they
can't cast True Sight in the first place. Having you tank run in and dispel
illusions is fantastic. Add the dispel magic effects of the Carsomyr and
you've got a truly formidable Mage-destroyer.
·ClsG3C3: Undead Hunter
"This holy avenger has honed his abilities toward the destruction of
the undead and other unnatural creatures and is immune to many of their
most devastating abilities.
Advantages:
-+3 bonus to hit and damage rolls against undead creatures
-Immune to hold and level drain
Disadvantages
-May not use Lay on Hands ability"
GRADE: A-
BEST RACES: Must be Human
BEST WEAPONS: Two-Handed Swords (for Carsomyr +5/+6). Bastard Sword also good
(for Purifier) with shield.
IMPORTANT STAT(S): Strength, Dexterity, and Constitution
THOUGHTS: The Undead Hunter is a pretty good kit. Especially considering the
enormous amount of Undead creatures in Baldur's Gate II. The +3 hit/damage and
the immunity to Level Drain are great. Immunity to Hold is also great. Lay on
Hands is a fairly useless ability, especially for a Paladin. I give it an A-
just because the Inquisitor is better, as your Mage opponents will be more
difficult than your Undead opponents.
·ClsG3C4: Blackguard (NEW TO ENHANCED EDITION)
"The Blackguard epitomizes evil and is nothing short of a mortal fiend.
The quintessential black knight, this villain carries a reputation of
the foulest sort that is very well deserved. Consorting with demons and
devils and serving dark deities, the Blackguard is hated and feared by
all. Some people call these villains "anti-paladins" due to their
completely evil nature.
Advantages:
-Immune to level drain and fear
-May Rebuke Undead as Paladin of the same level
-May use Absorb Health ability once per day
ABSORB HEALTH: Deals 2 points of damage per level to an enemy, healing
the Blackguard the same number of Hit Points.
-May use Poison Weapon ability once per day every 5 levels (starting at
1st level with one use)
POISON WEAPON: Each successful hit within the next round will inject
poison into the enemy, dealing an extra 2 points of damage per second
with no Saving Throw (for a total of 12 points of damage). Moreover, if
the target fails a Saving Throw vs. Poison, he will suffer 1 additional
point of damage per round for 4 rounds.
-May use Aura of Despair ability once per day starting at 3rd level
with effects that improve based on level:
3rd level: Enemies within 30 ft. receive a -1 penalty to hit
and damage rolls and a -2 to Armor Class for 1 turn
6th level: Enemies within 30 ft. receive a -2 penalty to hit
and damage rolls and a -2 to Armor Class for 1 turn
15th level: Enemies within 30 ft. receive a -4 penalty to hit
and damage rolls and a -4 to Armor Class for 1
turn, causes fear in enemies of level 8 or below
20th level: Enemies within 30 ft. receive a -4 penalty to hit
and damage rolls and a -4 to Armor Class for 1
turn, causes fear in enemies of level 18 or below
Disadvantages:
-Alignment restricted to evil
-May not cast Detect Evil
-May not cast Protection from Evil
-May not use Lay on Hands ability
GRADE: B (A+ for Dorn Il-Kahn)
BEST RACES: Must be Human
BEST WEAPONS: Halberds, for the Ravager +6. Can't use Carsomyr or Purifier.
IMPORTANT STAT(S): Strength, Dexterity, and Constitution
THOUGHTS: Finally, an evil Paladin class. And it's a teriffic class too; just
look at all those advantages. Immunity to Level Drain and Fear are great, and
you don't give up Turn Undead (it's pretty much the same). Absorb Health and
Poison Weapon are fantastic skills. Aura of Despair makes the Paladin like an
anti-Skald. Atucally, combined with a Skald, this is the ultimate buffing duo
for a party. Disadvantages are meaningless, as you should be using a Cleric
for all three of the abilities you lose. Oh, and you can't lose your abilities
if your reputation drops OR rises. So, why the B? Because Dorn Il-Kahn is a
Half-Orc Blackguard. You just can't do better than that. So why try?
*******************************************************************************
··ClsG3D: Cleric
"The Cleric is a generic priest (of any mythos) who tends to the
spiritual needs of the community. Though he is both protector and
healer, he is not purely defensive - when evil threatens, the Cleric is
well suited to seek it out on its own ground and destroy it. The
opposite is true of evil Clerics as well, and there are many variations
in between.
CLASS FEATURES:
-May wear helmets
-May wear any armor
-May only use non-bladed, non-piercing weapons (war hammer, club,
flail, mace, quarterstaff, sling)
-May only become Proficient (1 slot) in any weapon class
-May only become Proficient (1 slot) in any fighting style
-May Turn Undead
-May cast priest spells
-Hit Die: d8
Prime Requisites For Dual-Classing: Wisdom"
GRADE: C+
BEST RACES: Any except Gnome or Halfling
BEST WEAPONS: War Hammers (for Crom Faeyr), Flails (for Flail of Ages), and
Maces (for Storm Star). One of those as well as Sword + Shield style. Use a
Shield.
IMPORTANT STAT(S): Wisdom (18 is essential)
THOUGHTS: A great class. Don't use as a healer. In battles, use healing
potions. Outside battles, use sleeping to heal. No, the Cleric is best
utilized as a buff-er. He/she is teriffic at spells that protect your party.
Why the C+? Get a kit (there's no downside) or get a dual/multi.
·ClsG3D1: Priest of Talos
"Talos is the evil god of storms, destruction, and rebellion. Clerics
of the stormlord warn that Talos must be appeased or he will rain
destruction upon the land.
Advantages:
-May cast Lightning Bolt once per day every 5 levels of the caster
(starts at 1st level with one use)
-May cast Storm Shield once per day every 10 levels of the caster
(starts at 1st level with one use)
STORM SHIELD: This spell lasts 1 round per level of the caster. It
protects the caster from lightning, fire, cold, and normal missiles.
Disadvantages:
-Alignment restricted to evil"
GRADE: A
BEST RACES: Any except Gnome or Halfling
BEST WEAPONS: War Hammers (for Crom Faeyr), Flails (for Flail of Ages), and
Maces (for Storm Star). One of those as well as Sword + Shield style. Use a
Shield.
IMPORTANT STAT(S): Wisdom
THOUGHTS: The best of the three kits. Lightning Bolt is useless and hurts
party members: avoid. Storm shield, however, is great. Easy way to buff your
Cleric because of its low casting time.
·ClsG3D2: Priest of Helm
"Followers of the neutral god of watchers and protectors are warriors
in their own right and are often seen as defenders of the innocent.
Advantages:
-May cast True Sight once per day every 5 levels (starts at 1st level
with one use).
-May cast Seeking Sword once per day every 10 levels (starts at 1st
level with one use), as detailed below.
SEEKING SWORD: This spell creates a sword in the Cleric's hand (that
cannot be dropped or unequipped). The sword is considered a +4 weapon
for purposes of determining what it can hit (but this bonus does not
apply to attack or damage rolls), and it deals out 2d4 damage to any
target it hits. The weapon sets the number of attacks of the Cleric to
3. It lasts for 1 round per level of the caster. When equipped, the
wielder cannot cast further spells.
Disadvantages:
-Alignment restricted to neutral"
GRADE: B+
BEST RACES: Any except Gnome or Halfling
BEST WEAPONS: War Hammers (for Crom Faeyr), Flails (for Flail of Ages), and
Maces (for Storm Star). One of those as well as Sword + Shield style. Use a
Shield.
IMPORTANT STAT(S): Wisdom
THOUGHTS: The Seeking Sword ability is nice early on, before you can get +4 and
+5 weapons, for some of those pesky enemies that you can only hit with a +4 or
better weapon. Otherwise, it's useless, because you can't cast spells while you
have it. The True Sight ability of this class is the draw, esecially if you
don't have an Inquisitor or a Fighter/Mage. Having at least one tank who can
dispel illusions is a must.
·ClsG3D3: Priest of Lathander
"Lathander is the good god of renewal, creativity, and youth, and is
celebrated nearly everywhere. His followers are very popular throughout
the Realms, and there are numberous wealthy temples devoted to him.
Advantages
-May cast Hold Undead once per day every 5 levels of the caster (starts
at 1st level with one use)
-May cast Boon of Lathander once per day every 10 levels of the caster
(starts at 1st level with one use), as detailed below
BOON OF LATHANDER: This spell lasts 1 round per level of the caster. It
gives the caster a +1 bonus to attack and damage rolls, a +1 bonus to
all saving throws, and 1 extra attack per round. It also protects the
recipient from level drain.
Disadvantages:
-Alignment restricted to good"
GRADE: B
BEST RACES: Any except Gnome or Halfling
BEST WEAPONS: War Hammers (for Crom Faeyr), Flails (for Flail of Ages), and
Maces (for Storm Star). One of those as well as Sword + Shield style. Use a
Shield.
IMPORTANT STAT(S): Wisdom
THOUGHTS: Hold Undead is useless. The Boon of Lathander is a nice buff spell
to place on one of your Fighter/Clerics, as it protects from Level Drain and
from gives a bonus to saving throws, speed, and attack/damage rolls. But it
can only affect the caster, which sucks
·ClsG3D4: Dual/Multi
For Clerics, dualing TO a Cleric is the name of the game (with two exceptions:
Cleric/Mageis great for multi-classing, because you can put divine spells in
spell triggers and contingencies and you get GREAT HLA's because you get both
classes'. Ranger/Cleric multi-class is discussed above in section ClsG3B4).
Berserker/Clerics (dual) make great tanks. Dual at Fighter level 9 or level
13. Swashbucker/Clerics are odd, and are allowed VERY few weapons (until Use
Any Item). Dual from Thief at level 10. You can put Sanctuary on your
Cleric/Thief and he/she won't be noticed when he/she picks locks or heals
teammates (during battles...I know what I said, this is the exception that
proves the rule).
*******************************************************************************
··ClsG3E: Druid
"The Druid serves the cause of nature and neutrality, the wilderness is
his community, and he uses his special powers to protect it and to
preaserve balance in the world.
CLASS FEATURES:
-May not wear armor heavier than studded leathor
-May not equip shields larger than bucklers
-May only use the following weapons: scimitar, dagger, club, spear,
quarterstaff, dart, sling
-May only become Proficient (one slot) in any weapon class
-May only become Proficient (one slot) in any fighting style
-7th level: May shapeshift into a wolf, black bear, or brown bear once
per day
-15th level: Becomes immune to poison
-18th level: Gains 10% resistance to cold, fire, electricity, and acid,
gains a further 10% resistance at levels 21 and 24
-Alignment restricted to true neutral
-Hit Die: d8
Prime Requisites For Dual-Classing: Wisdom, Charisma"
GRADE: F
BEST RACES: Must be Human or Elf
BEST WEAPONS: Quarterstaff (go for the Staff of the Ram) or Spear (go for
Ixil's Spike)
IMPORTANT STAT(S): Wisdom, Charisma, Dexterity (for AC bonus)
THOUGHTS: A terrible class through and through. You can't wear great armor.
Bucklers are terrible (the best version is Buckler +1). You're not a tank
because of the AC and the fact that you can't use weapons well. Druid spells
are just not as good as Cleric spells for buffing (except for Iron Skins, which
can only protect the caster). Shapeshifting is terrible. Your immunities are
too little, too late. Only viable options for "Druid" are the Cleric/Ranger
multi-class, which gets access to all Druid spells, the Fighter/Druid, which
alleviates many of the Druid's problems, and possibly, just possibly, the
Avenger.
·ClsG3E1: Totemic Druid
"This Druid closely identifies with a particular animal, an animal that
he feels represents his spirit. This grants him a special connection to
the animal kingdom, and he is able to call upon their spirits to aid
him.
Advantages:
-May summon a spectral spirit animal (spirit bear, spirit wolf, spirit
lion, or spirit snake) once per day every 5 levels. The Totemic Druid
can call a 1 HD animal at level 1, a 3 HD animal at level 3, a 5 HD
animal at level 5, a 7 HD level at level 7, and a 10 HD animal at
level 10.
Disadvantages:
-Cannot Shapeshift"
GRADE: F
BEST RACES: Must be Human or Elf
BEST WEAPONS: Quarterstaff (go for the Staff of the Ram) or Spear (go for
Ixil's Spike)
IMPORTANT STAT(S): Wisdom, Charisma, Dexterity (for AC bonus)
THOUGHTS: Doesn't fix any of the problems of the Druid. Doesn't add anything
beneficial.
·ClsG3E2: Shapeshifter
"This Druid is not called Shapeshifter because he has access to a great
variety of forms, but rather because of his complete dedication to a
single alternate form. This Druid has willingly allowed himself to
become infected with lycanthropy, but due to intense study and training
he has the ability to control his affliction. The creature he becomes
is that of the werewolf, the most famous of the lycanthrope shape
changers.
Advantages:
-May Shapeshift into the form of the werewolf once per day every 2
levels (starts at 1st level with one use)
-13th level: May Shapeshift into a greater werewolf once per day
Disadvantages:
-May not wear any armor
-No other Shapeshifting abilities due to the effort required in
maintaining balance in his primary forms"
GRADE: F
BEST RACES: Must be Human or Elf
BEST WEAPONS: Quarterstaff (go for the Staff of the Ram) or Spear (go for
Ixil's Spike)
IMPORTANT STAT(S): Wisdom, Charisma, Dexterity (for AC bonus)
THOUGHTS: Doesn't fix any of the problems of the Druid. Benefits of Greater
Werewolf balanced by detriments of not wearing armor
·ClsG3E3: Avenger
"A member of a special sect within the druidic order, a Druid of this
type is dedicated to fighting those who would defile nature. Avengers
have powers the average Druid does not - additional abilities that have
been earned through extensive rituals, a process that is very
physically draining.
Advantages:
-May Shapeshift into the form of a sword spider, baby wyren, and fire
salamander besides the normal shapeshifting abilities
-Six mage spells are added to his repertoire, all the way up to the 6th
level. The spells are listed below:
1st level: Chromatic Orb
2nd level: Web
3rd level: Lightning Bolt
4th level: Improved Invisibility
5th level: Chaos
6th level: Chain Lightning
Disadvantages
-May not wear heavier armor than leather
-Incurs a -2 penalty to Strength and Constitution
GRADE: B
BEST RACES: Must be Human or Elf
BEST WEAPONS: Quarterstaff (go for the Staff of the Ram) or Spear (go for
Ixil's Spike)
IMPORTANT STAT(S): Wisdom, Charisma, Intelligence (for arcane spells),
Dexterity (for AC bonus)
THOUGHTS: The new forms you can shapeshift into are actually pretty good. And
they picked 5 great spells (Lightning Bolt sucks) to add. Make sure you get a
dragon scale armor early (easiest to get is the Shadow Dragon Scale armor).
·ClsG3E4: Dual/Multi
I've already mentioned the Ranger/Cleric multi-class, who gets all priest
spells, in section ClsG3B4.
The Fighter/Druid alleviates many of the problems of the Druid. You can use
all weapons, and dragon scales are pretty good at protection. Combine that
with the priest spell, Iron Skins, and you have a decently buffed Fighter.
Plus, you can cast Summmon Insects and Insect Plague to disrupt enemy Mages.
However, Fighters are still better at fighting, and Clerics are still better at
doing priest spells.
*******************************************************************************
··ClsG3F: Mage
"The wizard strives to be the master of magical energies, shaping them
and casting them as spells. To do so, he studies strange tongues and
obscure facts and devotes much of his time to magical research. A
wizard must rely on knowledge and wit to survive. Wizards are rarely
seen adventuring without a retinue of fighters and men-at-arms. Because
there are different types (or schools) of magic, there are different
types of wizards. The Mage studies all types of magic and learns a wide
variety of spells; his broad range makes him well suited to the demands
of adventuring.
CLASS FEATURES:
-May not wear any armor
-May only use the following weapons: dagger, quarterstaff, dart, sling
-May only become Proficient (one slot) in any weapon class
-May not place any slots in any fighting style
-May cast arcane spells
-Hit Die: d4
Prime Requisites for Dual-Classing: Intelligence"
GRADE: C+ (Conjurer kit is A-)
BEST RACES: Must be Human, Elf, Half-Elf, or Gnome* (*must be Illusionists)
BEST WEAPONS: Quarterstaff (go for the Staff of the Magi)
IMPORTANT STAT(S): Intelligence, Wisdom (for Limited Wish and Wish spells)
THOUGHTS: The most vital skill position in the entire game. Casting arcane
spells is absolutely required for any party. They are just too powerful and
too necessary to go without. That being said, grab a kit, go for dual/multi,
or become a Sorcerer.
·ClsG3F1: Kits
Each kit has its own race restrictions and stat requirements. Here's a list:
Name Races Allowed Stat Required
Abjurer Human 15 Wisdom
Conjurer Human, Half-Elf 15 Constitution
Diviner Any 16 Wisdom
Enchanter Human, Half-Elf, Elf 16 Charisma
Illusionist Human, Gnome 16 Dexterity
Invoker Human 16 Constitution
Necromancer Human 16 Wisdom
Transmuter Human, Half-Elf 15 Dexterity
WILD MAGE Human, Elf NONE
Each kit (except the Wild Mage) focuses on one class of spells. As such, they
can cast one additional spell per level, at the expense of never being able to
learn/use spells of their enemy class. Here's a list:
Name School Enemy School Enemy Mage Type
Abjurer Abjuration Alteration Transmuter
*Conjurer Conjuration/Summoning Divination Diviner
Diviner Divination Conjuration Conjurer
Enchanter Enchantment/Charm Evocation/Invocation Invoker
Illusionist Illusion/Phantasm Necromancy Necromancer
*Invoker Evocation/Invocation Enchantment/Charm Enchanter
Necromancer Necromancy Illusion Illusionist
Transmuter Alteration Abjuration Abjurer
The best kit to become is Conjurer, because you only lose Identify,
Clairvoyance, and True Sight/Oracle. Identify can be taken care of by
merchants or the Glasses of Identification, and True Sight/Oracle can easily be
taken care of by an Inquisitor or a Cleric. True Sight/Oracle works better
with tanks anyways. Clairvoyance isn't a huge loss. The only kit besides
Conjurer that is decent is the Invoker. However, you'll give up the
unbelievably good spell: Greater Malison.
The worst kits to become are Abjurer, Enchanter, or Transmuter, because
Abjuration, Alteration, and Invocation are the three best spell classes in the
game. I also believe that Illusion, Conjuration, and Necromancy are important,
so I recommend not becoming a Necromancer, Diviner, or Illusionist.
·ClsG3F2: Wild Mage
"Wild magic is a new type of magic that is characterized by powerful
and dangerous surges of unpredictable magic. Generally considered to be
an unfortunate byproduct of the Time of Troubles, wild magic has
recently begun to attract the attention of many a curious or scholarly
wizard.
Wild Mages are wizards who specialize in the study of wild magic. They
have access to spells to protect themselves from wild magic and bend it
to their wills. Wild magic is extremely unpredictable and should be
used with caution.
Every time a Wild Mage casts a spell, there is a 5% chance that the
spell explodes in a wild surge. A wild surge produces some entirely
random magical effect. A percent chance is rolled to determine the
effect, higher rolls are usually better than lower rolls. A Wild Mage's
casting level also varies slightly whenever he casts a spell - anywhere
between five levels lower and five levels higher than the Wild Mage's
true level.
There are also three spells available to the Wild Mage and ONLY the
Wild Mage. These spells are Chaos Shield, Nahal's Reckless Dweomer, and
Improved Chaos Shield. With the exception of Nahal's Reckless Dweomer,
each of these spells is included in the Wild Mage's spellbook for
free."
GRADE: A- (if you don't mind the occasional accident)
BEST RACES: Must be Human or Elven
BEST WEAPONS: Quarterstaff (go for the Staff of the Magi)
IMPORTANT STAT(S): Intelligence, Wisdom (for Limited Wish and Wish spells)
THOUGHTS: To see the wild surge table, see section 5L. The real plus of the
Wild Mage is the spell, Nahal's Reckless Dweomer (as long as you've cast a
Chaos Shield or an Improved Chaos Shield first). Using Nahal, you can cast any
of your known spells. It forces a wild surge, but at a +15 roll (and the
higher surges are for the most part better). The cons to being a Wild Mage is
of course, the negative effects of a wild surge. Most of them are good or
benign, but you could end up casting Imprison on yourself or Heal on an enemy.
·ClsG3F3: Dual/Multi
The Fighter/Mage is one of the game's more powerful characters. You can do
melee attacks, self buffs, and spell attacks. Always dual from Fighter to
Mage. Never the other way around. Always dual at levels 9 or 13. Benefit of
13 is a stronger warrior. Benefit of 9 is you regain fighter skills more
quickly.
Mage/Thief is a strange class. Always dual to Mage, since you don't need more
than 8 or 9 levels in Thief, and Mages gain XP slower than Thieves. Or you
could always go multiclass for extra stealthing and backstabbing. I don't
really see the benefit to your Mage being able to disarm traps and unlock
boxes, unless you need to shove two classes into one character, to keep your
party size small. Biggest benefit, though, is probably for people who like
backstabbing to use Improved Invisibility instead of having to dump points in
Hide in Shadows and Move Silently.
Cleric/Mage is discussed under Clerics, in section ClsG3D4.
*******************************************************************************
··ClsG3G: Thief
"To accomplish his goals, for good or ill, the Thief is a skilled
pilferer. Cunning, nimbleness, and stealth are his hallmarks. Whether
he turns his skill against innocent passerby and wealthy merchants or
oppressors and monsters is a choice for the Thief to make.
CLASS FEATURES:
-May not wear armor heavier than studded leather
-May not equip shields larger than bucklers
-May only use the following weapons: long sword, short sword, katana,
scimitar, dagger, club, quarterstaff, crossbow, shorbow, dart, sling
-May only become Proficient (one slot) in any weapon class
-May only become Proficient (one slot) in any fighting style
-May distribute 25 points per level (40 at level 1) in thieving
abilities: Open Locks, Pick Pockets, Find Traps, Move Silently, Hide
in Shadows, Detect Illusions, Set Traps
-May use set snare ability once per day every 5 levels (starts at 1st
level with one use)
SET SNARE: Set a trap in the chosen location when no hostile creatures
are in sight. Traps get more powerful with the Thief's level and can
only be triggered by enemies.
1st Level: Deals 2d8+5 missile damage
11th Level: Deals 2d8+5 missile damage and additionally deals 2
d6 poison damage per round for the next 3 rounds
16th Level: Deals 3d8+5 missile damage and 4d8+2 fire damage
21st Level: Deals 3d8+5 missile damage and 20 poison damage
with no save, slays target if a Save vs. Death with
a +4 bonus is failed
-May use Backstab ability for increased damage:
Level 1-4: x2
Level 5-8: x3
Level 9-12: x4
Level 13+: x5
-Alignment restricted to any but lawful good
-Hit Die: d6
Prime Requisites For Dual-Classing: Dexterity"
GRADE: C+
BEST RACES: Dwarf or Gnome for thieving bonuses; Human to dual
BEST WEAPONS: Any one-handed weapons allowed to Thieves for backstab ability.
Crossbows for being a ranged "Fighter"
IMPORTANT STAT(S): Dexterity
THOUGHTS: The Thief is a must-have class somewhere in any good party. Mostly
for the Find Traps/Disable Traps ability, but also for unlocking boxes/doors,
pickpocketing, setting traps, and for backstabbing (if you like backstabbing).
As with a lot of the classes, there's no reason not to get a kit or go
dual/multi. For a "guide" on how to use a Thief, see section 3F5.
·ClsG3G1: Assassin
"This is a killer trained in discreet and efficient murder, relying on
anonymity and surprise to perform his task.
Advantages:
-+1 bonus to hit and damage rolls
-Backstab ability reaches x7 multiplier instead of capping at x5
-May use Poison Weapon ability once per day every 4 levels
POISON WEAPON: Each successful hit within the next round will inject
poison into the target, dealing an extra 2 points of damage per second
with no Saving Throw (for a total of 12 points of damage). Moreover, if
the target fails Saving Throw Vs. Poison, he will suffer 1 additional
point of damage per round for 4 rounds.
Disadvantages:
-May only distribute 15 skill points per level among thieving skills"
GRADE: A+ for people who love backstabbing
F for everyone else
BEST RACES: Dwarf or Gnome for thieving bonuses; Human to dual
BEST WEAPONS: Any one-handed weapons allowed to Thieves.
IMPORTANT STAT(S): Dexterity and Strength
THOUGHTS: Pretty cut and dry/obvious. This is obviously great if backstabbing
is your thing. If it isn't, this is the worst kit you can get. Can't say much
more than that. The Poison Weapon is a great add-on for backstabbing. Oh, it's
also a great kit for dualing to Mage if you want to rock a Mage/Thief.
·ClsG3G2: Bounty Hunter
"This is a hunter of men, skilled in tracking quarry and bringing them
back alive - whether for lawful authorities or underworld masters.
Bounty Hunters are specially trained at their task and make fearsome
opponents. They have honed their trap-making abilities well beyond that
of the average Thief.
Advantages:
-+15% bonus to Set Traps
-May use Set Special Snare ability once per day every 5 levels (starts
at 1st level with one use) in addition to the normal Thief's Set
Snare
SET SPECIAL SNARE: Set a trap in the chosen location when no hostile
creatures are in sight. Traps get more powerful with the Bounty
Hunter's level and can only be triggered by enemies.
1st Level: Deals 3d8+5 missile damage and slows target for 5
rounds if a Save vs. Spell with a -4 penalty is
failed
11th Level: Deals 4d8+5 missile damage and holds target for 5
rounds if a Save vs Spell with a -1 penalty is
failed
16th Level: Erects an Otiluke's Resilient Sphere around the
target for 7 rounds if a Save vs. Spell is failed
21st Level: Mazes the target
Disadvantages:
-May only distribute 20 skill points per level among thieving skills."
GRADE: F
BEST RACES: Dwarf or Gnome for thieving bonuses; Human to dual
BEST WEAPONS: Any one-handed weapons allowed to Thieves for backstab ability.
Crossbows for being a ranged "Fighter"
IMPORTANT STAT(S): Dexterity
THOUGHTS: With the introduction of the Thieves' HLA trap abilities, Throne of
Bhaal completely ruined what used to be a decent class. But alas, that is the
reality we live in. With the epic traps being so much stronger than the Bounty
Hunter's Special Snare ability, there's absolutely no reason to ever pick a
Bounty Hunter
·ClsG3G3: Swashbuckler
"This rogue is part acrobat, part swordsman, and part wit: the epitome
of charm and grace.
Advantages:
-+1 bonus to Armor Class at 1st level, plus an additional +1 bonus
every 5 levels
-+1 bonus to hit and damage rolls every 5 levels
-May Specialize (2 slots) in any melee weapon available to Thieves
-May place 3 slots into Two-Weapon Style.
Disadvantages:
-May not use Backstab Ability"
GRADE: A-
F if you love backstabbing
BEST RACES: Dwarf or Gnome for thieving bonuses; Human to dual
BEST WEAPONS: Any one-handed weapons allowed to Thieves.
IMPORTANT STAT(S): Dexterity, Strength, and Constitution
THOUGHTS: Still the reigning king of the Thief kits. As long as you don't like
backstabbing. This character is almost a Fighter/Thief. The AC bonuses and
hit/damage bonuses are fantastic. Still not quite as good as a Kensai/Thief or
a Berserker/Thief, but close. And you can be one of the other races besides
human.
·ClsG3G4: Shadowdancer (NEW TO ENHANCED EDITION)
"Shadowdancers can harness the power of magic to increase their stealth
abilities. Enigmatic and dangerous, these uniquely skilled Thieves are
able to blend seamlessly into the shadows in ways that a normal Thief
cannot, striking without warning - sometimes with supernatural speed.
Advantages:
-+10% bonus to Hide in Shadows and Move Silently
-Hide in Plain Sight: A Shadowdancer may Hide in Shadows, even while
being observed
-May cast Shadowstep once per day every 5 levels
SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while
others are frozen in time. The Shadowdancer cannot attack or cast
spells while in the Shadow Plane
-Slippery Mind: +1 bonus to all Saving Throws
Disadvantages:
-Alignment restricted to any non-lawful
-Follows a backstab progression as follows:
Levels 1-4: x1 (no multiplier)
Levels 5-8: x2
Levels 9-12: x3
Levels 13+: x4
-May only distribute 20 skill points per level (30 at level 1) among
thieving skills
-May not use Set Snare ability
Prime Requisites For Dual-Classing: Strength, Dexterity, and Charisma"
GRADE: C+
BEST RACES: Elf for stealth bonuses or Human for dualing
BEST WEAPONS: Any one-handed weapons allowed to Thieves.
IMPORTANT STAT(S): Dexterity and Strength (and Charisma for dualing)
THOUGHTS: IT'S A NINJA!!!!! Alright, it's a really sucky ninja, but it's still
a NINJA!!!!!. You give up your ability to set traps (which really sucks with
HLA's - although, the Shadowdancer gets some nifty new HLA's to make up for
it), some of your ability to backstab, and some of your thieving skill points.
In return, you become the best Thief at doing Stealth. However, Stealth is
primarily geared towards backstabbing, and this class has reduced backstabbing
ability... so it's kind of a lame addition to enhanced edition. But it's still
a NINJA! and that's awesome. I just wouldn't play as one or put one in my
party :D
·ClsG3G5: Dual/Multi
I've already discussed the Fighter/Thief dual class extensively. Best kit is
Kensai, followed by Berserker. Kensai, once the Thief gets Use any Item, is
amazingly good. Don't dual into Fighter, it's unnecessary. Dual at level 9 or
level 13.
I discussed the Mage/Thief above in ClsG3F3.
I discussed the Cleric/Thief above in ClsG3D4.
*******************************************************************************
··ClsG3H: Bard
"The Bard is a rogue, but he is very different from the Thief. The
Bard's strength is his pleasant and charming personality. With it and
his wits, he makes his way through the world. A Bard is a talented
musician and a walking storehouse of gossip, tall tales, and lore, he
learns a little bit about everything that crosses his path and is a
jack-of-all-trades but master of none. While many Bards are scoundrels,
their stories and songs are welcome almost everywhere.
CLASS FEATURES:
-May not wear armor heavier than chain mail. (Spells cannot be cast
while wearing armor)
-May not equip shields larger than bucklers
-May only become Proficient (one slot) in any weapon class
-May only become Proficient (one slot) in any fighting style
-Thieving abilities: Pick Pockets
-Increased Lore score
-May cast arcane spells starting at level 2
-May use Bard Song ability. While active, the Bard song has the
following effects:
Restore morale to its average value
Remove Fear
Protection From Fear
-Alignment restricted to any neutral
-Hit Die: d6"
GRADE: D
BEST RACES: Must be Human or Half-Elf
BEST WEAPONS: Bows or Katanas (for Dak'kon's Zerth Blade)
IMPORTANT STAT(S): Intelligence, Dexterity, and Wisdom
THOUGHTS: The game calls him/her a jack-of-all-trades, but that's being too
generous. He is a disaster of a Thief, a mediocre of a Mage, and a disaster of
a Fighter. If you rely on him to be one of those three things, you're going to
have a bad time. You cannot dual-class or multi-class. The vanilla (plain)
Bard's song is not overly helpful. Honestly, his only useful feature is the
increased lore (meaning he's better at identifying items without a scroll or
Glasses of Identification). Go with the Blade or the Skald instead.
·ClsG3H1: Blade
"The Blade is an expert fighter and adventurer whose bardic acting
abilities make him appear more intimidating and fearsome. This Bard's
fighting style is flashy and entertaining, but is also lethally
dangerous.
Advantages:
-May place 3 slots in Two Weapon Style
-May use Offensive Spin and Defensive Spin abilities once per day every
4 levels
OFFENSIVE SPIN: During the next 4 rounds, the Blade's movement rate
doubles and he gains a +2 bonus to hit and damage rolls as well as an
extra attack every round. All attacks deal maximum damage for the
duration. Offensive Spin may not be used in conjunction with the Haste
or Improved Haste spells.
DEFFENSIVE SPIN: During the next 4 rounds, the Blade is rooted to the
spot and gains a +1 bonus to Armor Class per level, up to a maximum of
+10
Disadvantages:
-Only has one half the normal Lore value
-Only has one half the normal Pick Pockets score"
GRADE: A- (A+ upon aquiring HLA's)
BEST RACES: Must be Human or Half-Elf
BEST WEAPONS: Bows or Katanas (for Dak'kon's Zerth Blade)
IMPORTANT STAT(S): Intelligence, Dexterity, and Wisdom
THOUGHTS: Fixes the not being a Fighter problem of the plain Bard. With the 3
slots in two weaponS style and the 2 spins, the Blade becomes an adapt
Mage-defender. Of course, the Blade can still do his own spells to buff himself
and his protectees. You give up only some of the ability to identify items w/o
crolls and some of your pickpocketing ability (which really should be covered
by your Thief). Becomes the best possible Bard kit with the HLA Enhanced Bard
Song.
·ClsG3H2: Jester
"This Bard is well versed in the arts of ridicule and hilarity, and
uses his abilities to distract and confuse his enemies, cavorting madly
during combat. Do not mistake him for a true fool, however, as he can
be quite deadly.
Advantages:
-The Jester's song does not help allies. Instead, every opponent within
30 feet must save once per round to avoid falling under its effects:
1st level: Enemies must save vs. Spell with a +2 bonus or be
confused
15th level: Enemies must save vs. Spell with a +2 bonus or be</pre><pre id="faqspan-4">
confused, and must save vs. Spell or be slowed
20th level: Enemies must save vs. Spell with a +2 bonus or be
confused, must save vs. Spell with a +2 bonus or be
knocked unconscious, and must save vs. Spell or be
slowed
Disadvantages:
-None"
GRADE: F
BEST RACES: Must be Human or Half-Elf
BEST WEAPONS: Bows or Katanas (for Dak'kon's Zerth Blade)
IMPORTANT STAT(S): Intelligence, Dexterity, and Wisdom
THOUGHTS: A disaster of a kit. Most of the saves are with a +2 bonus. Meaning
almost no enemies (and absolutely no quality enemies) will ever be affected by
the Jester's song. The Jester gives up one of the only good features of the
Bard for nothing in return. Avoid.
·ClsG3H3: Skald
"This nordic Bard is also a warrior of great strength, skill, and
virtue, his songs are inspiring sagas of battle and valor, and the
Skald devotes his life to these pursuits.
Advantages:
-+1 bonus to hit and damage rolls
-The Skald's song is different from the typical Bard's and varies with
level:
1st level: Grants allies a +2 bonus to hit and damage rolls,
and a +2 bonus to AC
15th level: Grants allies a +4 bonus to hit and damage rolls,
a +4 bonus to AC, and immunity to fear
20th level: Grants allies a +4 bonus to hit and damage rolls,
a +4 bonus to AC, and immunity to fear, stun, and
confusion
Disadvantages:
-Only has one quarter the normal Pick Pockets score"
GRADE: B- (A in Shadows of Amn)
BEST RACES: Must be Human or Half-Elf
BEST WEAPONS: Katana (for Dak'kon's Zerth Blade) and Shield
IMPORTANT STAT(S): Intelligence, Dexterity, and Wisdom
THOUGHTS: Until you unlock HLA's, this is the best of the Bard kits. Upon
unlocking HLA's, there is no difference between the vanilla Bard, the Jester,
and the Skald. If you want a good Bard for most of Shadows of Amn, however,
you can't go wrong with the Skald. His/her song is so much better than all the
other kits. Bonuses to hit and damage and AC are great, as are the immunities
you get later.
*******************************************************************************
··ClsG3I: Sorcerer
"Sorcerers are practitioners of magic who were born with the innate
ability to cast spells. It is thought that the blood of some powerful
creature flows through their veins, perhaps they are the spawn of the
gods themselves, or even dragons walking in humanoid form. They know
fewer spells than Mages, and aquire spells more slowly, but they can
cast spells more often and have no need to select and prepare spells
ahead of time. Sorcerers cannot specialize in magic the way Mages do.
Other than these differences, a Sorcerer is very similar to a Mage.
CLASS FEATURES:
-May not wear any armor
-May only use the following weapons: dagger, quarterstaff, dart, sling
-May only become Proficient (one slot) in any weapon class
-May not place any slots in any fighting style
-May cast arcane spells
-May not scribe spells into their spellbook as Mages do. Instead,
Sorcerers learn a small number of spells at each level, which they can
cast daily without memorization
-Hit Die: d4
GRADE: A
BEST RACES: Must be Human, Elf, or Half-Elf
BEST WEAPONS: Quarterstaff (go for the Staff of the Magi)
IMPORTANT STAT(S): Intelligence, Wisdom (for Limited Wish and Wish spells)
THOUGHTS: Better than the Mage in most ways (As long as you know exactly what
five spells for each spell level you want, and what order you will select them
in, that is. Go over section 4C carefully and pick out your five spells and the
order you will select them in prior to starting the game). The Sorcerer does
not have to memorize spells or find/purchase scrolls. The Sorcerer can just
cast a certain number of spells per level and knows a certain number of spells
per level. See section 5E for the list on how many per level. The number of
spells you can cast per level per day are always more than enough. The only
downside to the Sorcerer compared with the Mage is that you will never know
more than 5 spells per level (and you will only know 4 spells for a very long
time among the higher levels). If you are someone who likes a LARGE variety of
spells, then this is not the class for you.
·ClsG3I1: Dragon Disciple (NEW TO ENHANCED EDITION)
"Dragon Disciples are powerful Sorcerers with dragons' blood somewhere
in their lineage. Their natural magical talents bring out their
draconic heritage, allowing them to cast powerful magical spells and
exhibit dragon-like abilities.
Advantages:
-1st level: +1 bonus to AC
-3rd level: May use Breath Weapon once per day
BREATH WEAPON: The Dragon Disciple breathes a gout of fire up to 30 ft.
long, inflicting 3d8 points of fire damage on all creatures caught with
in the 140-degree cone.
-4th level: Gains 25% innate Fire Resistance
-5th level: +1 bonus to AC and Constitution
-6th level: Breath Weapon damage increases to 4d8
-8th level: Innate Fire Resistance rises to 50%
-9th level: Breath Weapon damage increases to 5d8
-10th level: +1 bonus to AC
-12th level: Breath Weapon damage increases to 6d8
-12th level: Innate Fire Resistance rises to 75%
-15th level: Breath Weapon damage increases to 7d8
-15th level: +1 bonus to AC and Constitution
-16th level: Innate Fire Resistance rises to 75%
-18th level: Breath Weapon damage increases to 8d8
-20th level: +1 bonus to AC
-Hit Die: d6
Disadvantages:
-May cast one fewer spell per level per day"
GRADE: A++
BEST RACES: Human or Half-Elf
BEST WEAPONS: Quarterstaff (go for the Staff of the Magi)
IMPORTANT STAT(S): Intelligence, Constitution, Wisdom (for Limited Wish and
Wish spells)
THOUGHTS: Where to even start? First, the disadvantage: you will still always
have more than enough spells per level per day, even with the -1 penalty.
NOTE: YOU STILL MEMORIZE THE SAME NUMBER OF SPELLS PER LEVEL AS THE REGULAR
SORCERER. Many people thought that the disadvantage was that you learn fewer
spells, but that is not true. Now, the amazing bonuses: you get an extremely
powerful (but not party friendly) innate ability that will eventually do 8d8
damage (which is nuts for a wizard). You get a +5 bonus to AC. +5!!! You get a
+2 bonus to Constitution (for a max of 20!). You get 100% resistance to fire,
one of the most common damage types in the game. You get extra HP compared to
either the vanilla Sorcerer or the Mage because your hit die is d6. WOW. What a
class. It's the best version of a wizard possible, with the benefits of
becoming extremely rugged and durable. In my humble opinion, this kit is only
a tiny step below the Kensai/Mage and the Kensai/Thief in terms of raw power.
*******************************************************************************
··ClsG3J: Monk
"Monks are warriors who pursue perfection through contemplation as well
as action. They are versatile fighters, especially skilled in combat
without weapons or armor. Though Monks can cast spells, they have a
unique magic of their own: they can channel a subtle energy, called ki,
which allows them to perform amazing feats. The Monk's best known feat
is their ability to stun an opponent with an unarmed blow.
CLASS FEATURES
-May not wear any armor
-May only use the one-handed weapons available to the Thief class
-May only become proficient (one slot) in any weapon class
-May only become proficient (one slot) in Single-Weapon style and may
not put slots into any other style
-Moves 2 points faster than other characters. Movement rate further
improves by 1 every 5 levels
-May make 1 unarmed attack per round. An additional 1/2 attack per
round is gained every 3 levels. Damage dealt by unarmed attacks
increases with level as follows:
Level 1-2: 1d6
Level 3-5: 1d8
Level 6-8: 1d10
Level 9-14: 1d12
Level 15+: 1d20
-At level 9, unarmed attacks are treated as a +1 magical weapon and
gain a +1 bonus to hit and damage rolls. This enchantment improves to
a +2 at level 12, +3 at level 15, and +4 at level 25
-Recieves a +2 bonus to Saving Throws vs. Spell
-Deflect Missiles: +1 bonus to AC vs. missile attacks every 3 levels
-Starts with an Armor Class of 9 at 1st level and gains an additional
+1 bonus every 2 levels
-May use Stunning Blow ability once per day
STUNNING BLOW: All successful attacks within the next round force the
victim to save vs. Spell or be stunned. This special ability
automatically modifies normal attacks, no targeting needs to be done.
-5th level: Becomes immune to all diseases and cannot be slowed or
hasted
-7th level: May use Lay on Hands ability on himself to heal 2 Hit
Points per level
-8th level: Gains a -1 bonus to Speed Factor
-9th level: Gains a +1 bonus to all Saving Throws and becomes immune to
charm
-11th level: Becomes immune to poison
-12th level: Gains another -1 bonus to Speed Factor
-13th level: May use the Quivering Palm ability once per day
QUIVERING PALM: The next successful attack forces the opponent to save
vs. Spell or die. This special ability automatically modifies normal
attacks, no targeting needs to be done.
-14th level: Gains a 3% Magic Resistance per level (starting with 42%
at 14th level)
-20th level: Becomes immune to non-magical weapons
-Alignment restricted to lawful
-Hit Die: d8"
GRADE: A
BEST RACES: Must be Human
BEST WEAPONS: No fighting styles will benefit the Monk. Get a slot in
scimitar/ninja-to so you can buy the Scarlet Ninja-To +3 to equip in your
offhand (or the free Belm +2).
IMPORTANT STAT(S): Strength, Dexterity, and Constitution
THOUGHTS: The number of bonuses the Monk gets is staggering, so lets go through
them 1 at a time. First, the disadvantages: no armor and no weapons. No armor
is only a problem very early in the game, for your AC will decline rapidly as
you level up. No weapons is also only a problem very early in the game, as your
fist becomes a rediculously powerful weapon very rapidly. The only other
disadvantage is you're stuck with a +3 weapon from level 15 to level 25, and
you only get a +4 weapon at levels 25+. Some enemies require a +5 or +6 weapon
to hit them. These are rare, and you can have your party take care of these.
Now, the advantages. You move as if you were hasted without the spell or a
pair of Boots of Speed. Actually, you quickly begin to move far, far faster
than someone with a Haste spell or a pair of Boots of Speed. By level 20, your
fist is a +3 1d20 weapon. You receive an absurd number of immunities: Disease,
Poison, Charm, Non-Magical Weapons. Every 3 levels you gain another 1/2 attack
per round, for ever. You have bonus AC against missiles. You become almost
completely resistant to magic (57% at level 20). Your AC decreases by 1 every 2
levels, for ever. And if all that wasn't enough, you get the AMAZING
quievering palm ability. Have your Mage cast a Greater Malison or 2, and then
you can punch-kill anything, even dragons!
·ClsG3J1: Dark Moon Monk (NEW TO ENHANCED EDITION)
"The Order of the Dark Moon is a secretive monastic order that follows
the teachings of the dark goddess Shar. Monks of the Dark Moon use
physical prowess, dark magic, and many different forms of deception to
mask their activities and strike with deadly precision.
Advantages:
-+10% to Detect Illusion
-May invest points into the Detect Illusion skill
-May cast Chill Touch once per day every four levels (starts at 1st
level with one use)
-1st level: May cast Blindness once per day
-3rd level: May cast Blur once per day
-7th level: May cast Vampiric Touch once per day
-11th level: May cast Mirror Image once per day
Disadvantages
-Alignment restricted to lawful evil
-May not use Lay on Hands ability
-May not use Stunning Blow ability"
GRADE: A+
BEST RACES: Must be Human
BEST WEAPONS: No fighting styles will benefit the Monk. Get a slot in
scimitar/ninja-to so you can buy the Scarlet Ninja-To +3 to equip in your
offhand (or the free Belm +2).
IMPORTANT STAT(S): Strength, Dexterity, and Constitution
THOUGHTS: An upgraded version of the already great Monk. You give up two of the
useless abilities of the vanilla Monk: Lay on Hands and Stunning Blow. You
replace Lay on Hands with a far better skill: Vampiric Touch. Vampiric Touch
not only heals you, but it also damages an enemy. You also get two great
illusion spells: Blur and Mirror Image. Finally, you get the ability to do
Detect Illusion, and save your Thief from having to put any points in it.
·ClsG3J2: Sun Soul Monk (NEW TO ENHANCED EDITION)
"Sun Soul Monks were once worshippers of Amaunator in the time of
Netheril, but today their worship is divided between Lathander,
Selûne, and Sune. Sun Soul Monks adhere strictly to the law, using
their martial arts and magical abilities to drive out darkness and
corruption wherever they find it.
Advantages:
-2nd level: May cast Sun Soulray once per day
SUN SOULRAY: The Sun Soul Monk projects a blast of light from his open
palm, dealing 1d8 damage every 2 levels to a maximum of 5d8. This
ability does an additional 6 damage vs. undead
-5th level: May cast Flaming Fists once per day
FLAMING FISTS: The Sun Soul Monk channels his inner light into his
unarmed attacks, turning his fists into flaming weapons that deal an
additional 2d6 fire damage per hit for the next round. The duration
increases to 2 rounds at level 9, 3 rounds at level 12, 4 rounds at
level 15, and 5 rounds at level 25. This special ability automatically
modifies normal attacks, no weapon-switching needs to be done
-6th level: Gains an additional use of Sun Soulray
-8th level: May cast Greater Sun once per day
GREATER SUN: The Sun Soul Monk wreathes himself in flames that act as a
Fireshield (Red), granting the Monk 50% Fire Resistance and protecting
him from any attacks made within a 5-ft. radius. An opponent that hits
the Monk with any weapons or spells within the radius suffers 1d8+2
points of fire damage.
-10th level: Gains an additional use of Sun Soulray
-13th level: May cast Sun Soulbeam once per day
SUN SOULBEAM: The Sun Soul Monk emits a dazzling burst of light that
strikes at all other creatures within a 30-ft. radius. The Sun Soulbeam
does not automatically hit all targets, but makes a melee attack using
the Monk's current THAC0 (+3 to hit vs. undead). Struck creatures
suffer 9d6 points of damage (9d6+3 if undead) unless they save vs.
Spell for half. In addition, all creatures except the Monk must save
vs. Spell or be blinded for 2 hours.
-15th level: Gains an additional use of Sun Soulray
Disadvantages:
-Alignment restricted to lawful good
-May not use Stunning Blow ability
-May not use Quivering Palm ability"
GRADE: A-
BEST RACES: Must be Human
BEST WEAPONS: No fighting styles will benefit the Monk. Get a slot in
scimitar/ninja-to so you can buy the Scarlet Ninja-To +3 to equip in your
offhand (or the free Belm +2).
IMPORTANT STAT(S): Strength, Dexterity, and Constitution
THOUGHTS: Disadvantage: you lose the awesome Quivering Palm ability.
Advantages: you gain 2 strong area damage-causing abilities (especially against
undead), you gain the ability to turn your fist into a fire-damage weapon
(great against Trolls), and you gain the ability to cast Fireshield (Red).
However, I still prefer the Quivering Palm over the 4 abilities you get here,
hence the A-.
*******************************************************************************
··ClsG3K: Barbarian
"A Barbarian can be an excellent warrior. While not as disciplined or
as skilled as a Fighter, the Barbarian can willingly throw himself into
a berserker rage, becoming a tougher and stronger opponent.
CLASS FEATURES:
-May not wear armor heavier than splint mail
-May not exceed Specialization (two slots) with any weapon class
-May achieve Specialization (two slots) in any fighting style and
allocate three slots in Two-Weapon Style
-Moves 2 points faster than other characters
-Immune to backstab
-May use the Rage ability once per day every 4 levels (starts at 1st
level with one use)
RAGE: The enraged status lasts for 5 rounds and provides a +4 bonus to
Strength and Constitution, a -2 penalty to Armor Class, and a +2 bonus
to Saving Throws vs. Spell, as well as immunity to all charm, hold,
fear, maze, stun, sleep, confusion, and level drain spells
-11th level: Gains 10% resistance to crushing, slashing, piercing, and
missile damage. An additional 5% is gained at levels 15 an 19
-Hit Die: d12"
GRADE: F
BEST RACES: Human, Half-Orc, Dwarf, or Elf
BEST WEAPONS: Any. Recommend halberds (for Ravager), axes (for Axe of the
Unyielding), flails (for Flail of Ages), maces (for Storm Star), or war hammers
(for Crom Faeyr and Runehammer)
IMPORTANT STAT(S): Strength, Dexterity, and Constitution
THOUGHTS: Once upon a time, this was a decent (not great) class. With the
introduction of the Dwarven Defender in Enhanced Edition, this class has become
completely pointless. The attraction was always the d12 hit die. You can get
the same hit die with the Dwarven Defender, still use heavy armor, and you can
get High Mastery in hammers and axes.
*******************************************************************************
···ClsG4: Eric's List of Best Classes/Kits/Combos
I'll start with single classes/kits.
1) Fighter - Dwarven Defender
Great class for a single-class fighter. The Kensai is better, but I
always dual the Kensai to either Mage or Thief, so I'm not going to
list it here. The Dwarven Defender gets all the HP and CON of a
Barbarian, but can still wear armor and gauntlets
2) Ranger - Archer
Best class for bows and crossbows by a long, long margin. You get
incredible bonuses with the bow, and all you give up is great armor.
3) Paladin - Inquisitor
Great Mage dispatcher. With his epic Dispel Magic, instantaneous True
Sight, and the dispelling power of Carsomyr, no Mage stand a chance.
4) Thief - Assasin
Best Thief for backstabbing. Huge damage is done with backstabbing.
5) Thief - Swashbuckler
Great Thief. Practically a Fighter/Thief without the downsides of
going dual class. Can't Backstab.
6) Bard - Skald
Only useful in an already well-composed party. His Bard song is great
at buffing the entire party without having to use spells.
7) Sorcerer - Dragon Disciple
The best arcane magic caster in the game (assuming you don't need more
than 4 or 5 spells per level). You never have to buy/find scrolls. You
don't have to memorize any spells, you can just cast them. And your
AC, CON, and HP become insanely good for a mage.
8) Monk - Dark Moon Monk
The best of the two Monk kits. A truly extraordinary warrior at higher
levels. You retain the best Monk skill, Quivering Palm. You give up
Stunning Blows for the ability to cast 2 great illusion spells, Blur
and Mirror Image. And you get the great (for a Monk, not a Mage)
Vampiric Touch spell.
Next, the dual and multi classes:
1) Fighter - Kensai/Thef (DC)
The Thief eventually gets the HLA Use Any Item, and your Kensai can
then wear armor and gauntlets, creating the greatest warrior that ever
was.
2) Fighter - Berserker/Cleric (DC)
All of the bonuses of having a Cleric along with the tanking abilities
of a Berserker. You can buff yourself and your party, and then run in
with hammers swinging.
3) Fighter - Kensai/Mage (DC)
The Mage spells compensate for your lack of armor, especially
Stoneskin. Also, you get to cast Tenser's Transformation and then
become the other greatest warrior that ever was. And you can use the
katana, Dak'kon's Zerth Blade.
4) Cleric/Mage (MC)
The utlimate spellcaster. This class gets access to every single
arcane spell and most of the priest spells as well. You can load
Cleric spells into spell triggers and contingencies. It's fantastic.
5) Cleric/Ranger (MC)
The only class in the entire game to get every single Priest spell.
You get all 7 levels of Druid-only Priest spells, even though the
Ranger normally only gets Druid spells through level 3.
*******************************************************************************
*******************************************************************************
*******************************************************************************
··4B: NPC Guide
Honestly, kamster99 over at Steam Community did a perfect job of this. Far
better than I ever could. It's absolutely complete, including all the enhanced
edition characters, as well as all the information I would include in such
aguide. Google "kamster99 bg2ee npc guide" and it should be the first link.
Or go to the following address:
http://steamcommunity.com/sharedfiles/filedetails/?id=195278341
*******************************************************************************
*******************************************************************************
*******************************************************************************
··4C: Spell Guide
For each spell, I will give three things: 1) brief description, 2) stats,
3) grades and thoughts
MINI TABLE OF CONTENTS
···SpelGA Arcane Spells
··SpelGA01 Level 1
·SpelGA01C Level 1 Summary
··SpelGA2 Level 2
·SpelGA2C Level 2 Summary
··SpelGA3 Level 3
·SpelGA3C Level 3 Summary
··SpelGA4 Level 4
·SpelGA4C Level 4 Summary
··SpelGA5 Level 5
·SpelGA5C Level 5 Summary
··SpelGA6 Level 6
·SpelGA6C Level 6 Summary
··SpelGA7 Level 7
·SpelGA7C Level 7 Summary
··SpelGA8 Level 8
·SpelGA8C Level 8 Summary
··SpelGA9 Level 9
·SpelGA9C Level 9 Summary
··SpelGA10 Level 10 (HLA Spells)
·SpelGA10C Level 10 Summary
··SpelGA11 13 Best Spells in Game
···SpelGP Priest Spells
··SpelGPCD Cleric vs. Druid Spells
··SpelGP1 Level 1
··SpelGP2 Level 2
··SpelGP3 Level 3
··SpelGP4 Level 4
··SpelGP5 Level 5
··SpelGP6 Level 6
··SpelGP7 Level 7
··SpelGP8 Level 8 (HLA Spells)
*******************************************************************************
···SpelGA: Arcane Spells
··SpelGA01: Level 1
Armor
Level 1
Item Code: SCRL67
Mage School: Conjuration
Range: 0
Duration: 9 hours
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None
SUMMARY: Gives the wizard a scale mail-like armor at AC 6 with DEX bonuses.
GRADE: D+
THOUGHTS: Useless. Get items instead. OK in beginning when you don't have
items.
Blindness
Level: 1
Item Code: SCRL71
Mage School: Illusion/Phantasm
Range: Visual range of caster
Duration: 10 turns
Casting Time: 2 rounds
Area of Effect: 1 creature
Saving Throw: No Effects/No Penalty
SUMMARY: Blinded victim recieves -4 to hit attack rolls and -4 to AC
GRADE: C-
THOUGHTS: If you can pull it off, it's a nice hinderance. But it only affects
1 creature. And there's no penalty to saving.
Burning Hands
Level: 1
Item Code: SCRL68
Mage School: Alteration
Range: 5 feet
Duration: Instantaneous
Casting Time: 1
Area of Effect: 60 degree arc
Saving Throw: Half Damage/No Penalty
SUMMARY: Creatures within 60 degrees of wizard and within 5 feet get 1d3 + 2
points/level of caster of damage.
GRADE: F
THOUGHTS: Putting your mage within 4 feet of an enemy is stupid. And it's not
party friendly. Don't use it.
Charm Person
Level: 1
Item Code: SCRL69
Mage School: Enchantment/Charm
Range: Visual range of caster
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 person
Saving Throw: No Effects/+3 Bonus
SUMMARY: Works only on people and creatures that look like people. When
charmed, the person will do anything he/she is told to do; he'll protect the
caster. Charmed creature cannot leave area or be harmed. Dissipates with a
successful Dispel Magic.
GRADE: F
THOUGHTS: A saving throw at PLUS 3 is ludicrously bad. You can't even do
anything with it aftewards. Terrible.
Chill Touch
Level: 1
Item Code: SCRL82
Mage School: Necromancy
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: Caster
Saving Throw: No Effects/No Penalty
SUMMARY: When wizard makes a successful melee attack, creature suffers 1-8
points of damage and receives a -2 penalty to its THAC0
GRADE: F
THOUGHTS: You have to have your wizard make a successful melee attack, and then
it does 1-8 points of damage? Ha. Is this a joke?
Chromatic Orb
Level: 1
Item Code: SCRL83
Mage School: Evocation
Range: 30 yards
Duration: Special
Casting Time: 1
Area of Effect: Single Target
Saving Throw: Special
SUMMARY: 2-foot sphere thrown at target. Does damage for which there is no
save. A secondary effect varies by level of caster and target must save vs.
spells at +6. 1st level = 1-4 damage and blinds one round. 2nd level = 1-4
damage and pain. 3rd level = 1-6 damage and burns. 4th level = 1-6 damage and
blinds one turn. 5th level = 1-8 damage and weakness. 6th level = 1-8 damage
and weakness. 7th level = 1-10 damage and paralyze 2 turns. 10th level = 1-12
acid damage and turns victim to stone. 12th level = 2-16 acid damage and
instantly kills victim
GRADE: A
THOUGHTS: The acid damage (starting level 10) makes this a great weapon against
trolls, and leaves you extra spots in level 2/3. The +6 bonus to saving throws
means the secondary effect will almost never happen. However, if you've thrown
in 1 (or more) Greater Malisons, then this spell is just like Finger of Death
at level 1! That is, once you reach level 10.
Color Spray
Level: 1
Item Code: SCRL70
Mage School: Alteration
Range: 30 feet
Duration: Special
Casting Time: 1
Area of Effect: 60 degree arc
Saving Throw: Special
SUMMARY: Fan-shape of colors springs from caster's hand. From 1 to 6 creatures
are affected in order of increasing distance from wizard. All 4th level or
lower creatures must make a saving throw or be rendered unconscious.
GRADE: F
THOUGHTS: Oh great, you can knock out 4th level creatures. Seen any recently?
Nope? Didn't think so.
Find Familiar
Level: 1
Item Code: SCRL6D
Mage School: Conjuration/Summoning
Range: N/A
Duration: Special
Casting Time: 1 round
Area of Effect: Self
Saving Throw: None
SUMMARY: Only the protagnoist can cast this spell. Summons you a type of
familiar based on your alignment. They all have different abilities. Creator
receives a bonus of half the familiar's HP added to his own. Death/loss of
familiar results in caster losing 1 point of constitution permanently.
GRADE: A-
THOUGHTS: You should never really use your familiar, as the chance for losing a
permanent point of constitution is too high. Just keep him in your pack.
Instead, summon a familiar for the extra HP. Obviously, you don't need to learn
this spell, as you should only have to use it once. See section 5K for the
list of familiars you can get.
Friends
Level: 1
Item Code: SCRL72
Mage School: Enchantment/Charm
Range: 0
Duration: 1d4 rounds + 1 round/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
SUMMARY: Caster temporarily gains 6 points of charisma. People attempt to be
friends with the caster. Officious bureaucrats become helpful and surly gate
guards become informative.
GRADE: B-
THOUGHTS: Good for getting some nice discounts at merchants.
Grease
Level: 1
Item Code: SCRL66
Mage School: Conjuration
Range: 10 yards
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: 30' x 30' square area
Saving Throw: Special
SUMMARY: Covers a material with a slippery layer of grease. Creatures must
save vs spell or slip annd skid (move slowly). Creatures caught allowed another
saving throw every
round.
GRADE: F
THOUGHTS: Pointless. Use Web (arcane) or Entangle (divine) instead
Identify
Level: 1
Item Code: SCRL75
Mage School: Divination
Range: 0
Duration: Instantaneous
Casting Time: Special
Area of Effect: 1 item
Saving Throw: None
SUMMARY: Identifies unidentified items.
GRADE: A-
THOUGHTS: Crucial if you don't want to have to pay 100 GP a pop to identify all
your items. Can be covered by a glasses of identification though.
Infravision
Level: 1
Item Code: SCRL76
Mage School: Divination
Range: Visual range of caster
Duration: 10 turns
Casting Time: Special
Area of Effect: 1 Creature
Saving Throw: None
SUMMARY: Recipient gains ability to see in the dark
GRADE: F
THOUGHTS: Pointless if you have an elf or dwarf. Actually, it's still
pointless if you DO have an elf or dwarf. Huh, how about that?
Larloch's Minor Drain
Level: 1
Item Code: SCRL84
Mage School: Necromancy
Range: 30 yards
Duration: Special
Casting Time: 1
Area of Effect: Target creature
Saving Throw: None
SUMMARY: Caster drains life force of enemy 4 points and mage gains the 4 hit
points
GRADE: D-
THOUGHTS: Good idea, but 4 points is completely pointless
Magic Missile
Level: 1
Item Code: SCRL77
Mage School: Evocation
Range: Visual range of caster
Duration: Instantaneous
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
SUMMARY: Creates up to five missiles of magical energy that always strike the
target. Each missile inflicts 1d4+1 points of damage. For every two levels,
wizard gains an additional missile, starting at 3rd level with 2, and ending at
9th level with 5.
GRADE: A+
THOUGHTS: The best spell from level 1. Quick casting time and no saving throw
allowed.
Nahal's Reckless Dweomer (WILD MAGES ONLY)
Level: 1
Item Code: SPWI124
Mage School: N/A
Range: Special
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
SUMMARY: A wild burst of magical energy that you hope will take a form you want
(hint: it doesn't). Effect is randomly determined by a dice roll on the Wild
Surge Table. Mage's level is added to the roll.
GRADE: B-
THOUGHTS: What can I say? If you like completely random effects, from
beneficial to disastrous, this is the spell for you. I tend to prefer knowing
what my spells will do when I cast them. Apparently, one of the more funny
results of this spell is that it can have you launch a cow at your enemies.
Protection from Evil
Level: 1
Item Code: SCRL78/SCRL3H
Mage School: Abjuration
Range: Touch
Duration: 2 rounds/level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
SUMMARY: All attacks by evil creatures are at a penalty of -2 and saving throws
by recipient is at +2 bonus.
GRADE: B-
THOUGHTS: A good spell, but leave it to your clerics to protect your party from
evil.
Protection from Petrification
Level: 1
Item Code: SCRL73
Mage School: Abjuration
Range: 0
Duration: 5 turns
Casting Time: 1
Area of Effect: Target
Saving Throw: None
SUMMARY: Immunity against petrification attacks
GRADE: F
THOUGHTS: At no time will your character be petrified unless you're stupid
enough to read a cursed scroll of petrification
Reflected Image
Level: 1
Item Code: SCRL5U
Mage School: Illusion/Phantasm
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
SUMMARY: Create image that tags along and performs same action. Attackers have
50% chance of hitting image or you. Image disappears when attacked.
GRADE: F
THOUGHTS: A poor imitation of the level 2 spell, Mirror Image
Shield
Level: 1
Item Code: SCRL79
Mage School: Evocation
Range: 0
Duration: 5 turns
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
SUMMARY: Creates a shield that is AC 4 against melee and AC 2 against missile
attacks. Also makes wizard immune to Magic Missile.
GRADE: C-
THOUGHTS: Decent AC against weapons, but the magic missile immunity is useless.
Good casting time and duration, though.
Shocking Grasp
Level: 1
Item Code: SCRL80
Mage School: Alteration
Range: Touch
Duration: Special
Casting Time: 1
Area of Effect: Touched creature
Saving Throw: None
SUMMARY: Electric charge deals 1d8 damage +1 per level when caster touches a
creature.
GRADE: F
THOUGHTS: Damage is poor, your mage has to get up close to an enemy, and he/she
can miss.
Sleep
Level: 1
Item Code: SCRL81
Mage School: Enchantment/Charm
Range: 30 yards
Duration: 5 rounds/level
Casting Time: 1
Area of Effect: Special
Saving Throw: No Effects/-3 penalty
SUMMARY: All creatures within 30 feet of each other go into a comatose sleep
unless saving at a -3 penalty. Anything with 4+3 Hit Dice or more are immune.
GRADE: F
THOUGHTS: Guess which enemies have more than 4+3 Hit Dice? All of them.
Spook
Level: 1
Item Code: SCRLA6
Mage School: Illusion/Phantasm
Range: 30 feet
Duration: 3 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: No Effects/Special penalty
SUMMARY: Creature targeted must save vs. spell at penalty of -1 for every 2
levels of caster, up to maximum of -6 a level 12. Works against any creature of
2 or more intelligence. Doesn't work on undead.
GRADE: C-
THOUGHTS: A decent enough effect + Duration, as well as a quick casting time
and a good penalty to saving. But it only affects 1 creature. Wait for Horror
in level 2.
·SpelGA01C: LEVEL 1 CONCLUSION
Not the best level (obviously). Mainly focus on damage spells.
4 must-have spells: 1) Chromatic Orb
2) Magic Missiles
3) Identify (fine to just hold scrolls)
4) Find Familiar (use once/don't learn)
2 spells to consider: 1) Friends
2) Shield
*******************************************************************************
··SpelGA2: Level 2
Agannazar's Scorcher
Level: 2
Item Code: SCRL1B
Mage School: Evocation
Range: 20 yards
Duration: Instant
Casting Time: 3
Area of Effect: 2-foot by 60-foot jet
Saving Throw: None
SUMMARY: Causes a jet of flame to burst from the caster in a jet that strikes
the target for 3-18 points of damage. Hits anything between target and caster
as well.
GRADE: C-
THOUGHTS: Would be a nice spell if it didn't have the unfortunate problem of
ALWAYS hitting your party members.
Blur
Level: 2
Item Code: SCRL85
Mage School: Illusion/Phantasm
Range: 0
Duration: 4 rounds + 2 rounds/level
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
SUMMARY: Outline of wizard's form blurs and shifts. Melee and missle attacks
come at a -3 penalty and wizard gains a +1 to all saving throws.
GRADE: A
THOUGHTS: A fantastic illusion spell, especially for fighter/mages. Combined
with Mirror Image and Minor Sequencer, you gain an amazing illusionary defense.
Chaos Shield (WILD MAGES ONLY)
Level: 2
Item Code: N/A
Mage School: N/A
Range: 0
Duration: 5 rounds + 10 rounds/5 levels of caster
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
SUMMARY: Adds +15 onto the wild surge rolls (for casting Nahal's Reckless
Dweomer). Stacks with wild mage level bonus.
GRADE: A
THOUGHTS: Obviously a necessary component to using Nahal's. Makes your random
magic more likely to have a good effect. When you get Improved Chaos Shield,
use that.
Deafness
Level: 2
Item Code: SCRLA2
Mage School: Illusion/Phantasm
Range: 60 yards
Duration: Special
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: No Effects/No Penalty
SUMMARY: Recipient becomes completely deaf; spellcasters then have a 50% chance
to miscast any spell.
GRADE: D
THOUGHTS: Would be OK if the saving throw had a penalty and the chance of
miscast magic was higher.
Detect Invisibility
Level: 2
Item Code: SCRL87
Mage School: Divination
Range: 0
Duration: Instant
Casting Time: 2
Area of Effect: 70 foot radius
Saving Throw: None
SUMMARY: Makes caster able to see any invisible/hidden objects or creatures.
GRADE: C
THOUGHTS: Nice if you just CAN'T wait for the better versions of this spell,
Oracle and True Sight. Otherwise, avoid it.
Ghoul Touch
Level: 2
Item Code: SCRL1C
Mage School: Necromancy
Range: 0
Duration: 5 rounds
Casting Time: 1
Area of Effect: Caster
Saving Throw: No Effects/No Penalty
SUMMARY: Caster, upon successful melee attack, will paralyze a creature for 5
rounds, unless he/she/it saves.
GRADE: F
THOUGHTS: You have to touch an enemee, you have to have a successful melee
attack, and the damage/effect sucks.
Glitterdust
Level: 2
Item Code: SCRLA3
Mage School: Conjuration/Summoning
Range: 10 yards
Duration: 4 rounds
Casting Time: 2
Area of Effect: 20 feet
Saving Throw: Special
SUMMARY: Dust of glittering golden particles blind enemies unless they save vs.
spell. Secondary effect of revealing invisible creatures in the area of effect.
GRADE: D
THOUGHTS: It's like Blindness + Invisibility Purge. Ignore it until you get
Oracle and True Sight.
Horror
Level: 2
Item Code: SCRL89
Mage School: Necromancy
Range: 25 yards
Duration: 1 turn
Casting Time: 2
Area of Effect: 30 foot cube
Saving Throw: No Effects/No Penalty
SUMMARY: All enemies must save or flee in terror. Undead are immune to fear.
GRADE: B+
THOUGHTS: Would be perfect but for the saving throw (hint: that's what Greater
Malison is for).
Invisibility
Level: 2
Item Code: SCRL90
Mage School: Illusion/Phantasm
Range: Touch
Duration: Special
Casting Time: 2
Area of Effect: Creature touched
Saving Throw: None
SUMMARY: Makes a character invisible, unless the character attacks or performs
any action
at all.
GRADE: D
THOUGHTS: Just wait for Improved Invisibility, seeing as how you literally
can't do anything with this spell but scout.
Knock
Level: 2
Item Code: SCRL91
Mage School: Alteration
Range: Visual range of caster
Duration: Instant
Casting Time: 1
Area of Effect: Locked door or chest
Saving Throw: None
SUMMARY: Opens locked, held, or wizard-locked doors. Opens secret doors, locked
boxes, and chests.
GRADE: F
THOUGHTS: Great if you don't have a thief in your party. But that begs the
question, why isn't there a thief in your party?
Know Alignment
Level: 2
Item Code: SCRL92
Mage School: Divination
Range: 10 yards
Duration: Instant
Casting Time: 1 round
Area of Effect: 1 creature
Saving Throw: No Effects/No Penalty
SUMMARY: Tells you the alignment of a character
GRADE: F
THOUGHTS: You will never need this.
Luck
Level: 2
Item Code: SCRL93
Mage School: Enchantment/Charm
Range: 10 yards
Duration: 3 rounds
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: None
SUMMARY: Recipient recieves 5% bonus to ALL actions for 3 rounds.
GRADE: F
THOUGHTS: Would be great if it affected more than 1 party member...or if it was
a decent benefit.
Melf's Acid Arrow
Level: 2
Item Code: SCRL95
Mage School: Conjuration
Range: Visual range of caster
Duration: Special
Casting Time: 2
Area of Effect: 1 target
Saving Throw: Special
SUMMARY: Wizard creates magical arrow that strikes target. It inflicts 2d4
points of acid damage. For every 3 levels of caster, arrow lasts another round
(unless dispelled).
GRADE: A
THOUGHTS: Great early damage spell, especially against mages (as the acid will
cause them to miscast magic). Also great against trolls if you don't have any
other acid or fire weapons.
Mirror Image
Level: 2
Item Code: SCRL96
Mage School: Illusion/Phantasm
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
SUMMARY: Spellcaster causes two to eight duplicates that copy action of wizard.
When an image is struck, it disappears.
GRADE: A
THOUGHTS: Great illusionary defense spell, especially when combined with Blur
and Minor Sequencer.
Power Word, Sleep
Level: 2
Item Code: SCRL6E
Mage School: Conjuration/Summoning
Range: 30 yards
Duration: 5 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
SUMMARY: Causes a comatose slumber to come upon one creature, who must have
less than 20 hit points. No save, and effect lasts for 5 rounds.
GRADE: D
THOUGHTS: The no save is nice...the <20 HP requirement, not so much.
Ray of Enfeeblement
Level: 2
Item Code: SCRLAI/SCRL6F
Mage School: Enchantment/Charm
Range: Visual sight of caster
Duration: 1 round/level
Casting Time: 2
Area of Effect: 1 creature
Saving Throw: No Effects/No Penalty
SUMMARY: Reduce victim to strength of 5 for duration, unless a save is made.
GRADE: D
THOUGHTS: Duration and save suck. Effects not that helpful.
Resist Fear
Level: 2
Item Code: SCRL94
Mage School: Abjuration
Range: 10 yards
Duration: 1 hour
Casting Time: 1
Area of Effect: 30' radius
Saving Throw: Special
SUMMARY: Protects from fear spells and morale failures. Cures effects of fear
spells and morale failures.
GRADE: B+
THOUGHTS: A very nice spell to buff/cure party members, especially prior to
fighting dragons and other tough enemies.
Stinking Cloud
Level: 2
Item Code: SCRL97
Mage School: Evocation
Range: 30 yards
Duration: 1 turn
Casting Time: 2
Area of Effect: 30-foot radius
Saving Throw: Special
SUMMARY: Creatures in cloud must save vs poison or reel and fall down for 1-2
rounds.
GRADE: D
THOUGHTS: Effects are not all that good, especially compared to Web.
Strength
Level: 2
Item Code: SCRL98
Mage School: Alteration
Range: Touch
Duration: 1 turn/level
Casting Time: 1 round
Area of Effect: Target creature
Saving Throw: None
SUMMARY: Sets strength of character to 18 and ands 50% bonus (up to 18/00). If
strength was at 19 or higher, than this spell will lower the character's
strength
GRADE: D
THOUGHTS: My fighters always have at least 18/00 strength, or they have a
weapon/girdle that corrects that, so I find this spell pointless
Vocalize
Level: 2
Item Code: SCRL3G
Mage School: Alteration
Range: 0
Duration: 1 turn
Casting Time: 2
Area of Effect: Caster
Saving Throw: None
SUMMARY: Allows you to cast spells when silenced
GRADE: C+
THOUGHTS: Handy in a pinch, but you don't get silenced very often. The Amulet
of Power gives you constant Vocalization anyways.
Web
Level: 2
Item Code: SCRL99
Mage School: Evocation
Range: Visual sight of caster
Duration: 1 turn
Casting Time: 2
Area of Effect: Special
Saving Throw: No Effect/-2 Penalty
SUMMARY: Long sticky strands cover an area of 30 feet in radius. Anyone in area
must save vs spell with a -2 penalty each round, or be stuck in web.
GRADE: B+
THOUGHTS: Great for stopping enemies, as they can't fight while stuck. Better
than Entangle because of this, as well as the -2 penalty to saving throws.
Only downside? Your characters get stuck too, so use a Free Action spell or
have Free Action weapons/items equipped. A useful fighting technique for a
Fighter/Mage with the Flail of Ages +5 or the Ring of Free Action.
·SpelGA2C: LEVEL 2 CONCLUSION
Good level for illusions and for enemy group distractions (like Web or Horror)
3 must-have spells: 1) Blur
2) Melf's Acid Arrow
3) Mirror Image
3 spells to consider: 1) Horror
2) Resist Fear
3) Web
*******************************************************************************
··SpelGA3: Level 3
Clairvoyance
Level: 3
Item Code: SCRL1D
Mage School: Divination
Range: Special
Duration: Instant
Casting Time: 3
Area of Effect: Special
Saving Throw: None
SUMMARY: See all features and buildings of the region he is in.
GRADE: D
THOUGHTS: I like it a lot, so I cheat up a lot of copies of scrolls. If I was
not cheating, however, I could not justify using up a valuable Level 3 spot on
this spell.
Detect Illusion
Level: 3
Item Code: SCRL6K
Mage School: Divination
Range: 0
Duration: Instant
Casting Time: 3
Area of Effect: 20' radius
Saving Throw: None
SUMMARY: Cancels all illusion/phantasm spells level 3 or lower of enemies only.
GRADE: D
THOUGHTS: Same thing I said for Detect Illusion: just wait for Oracle and True
Sight. Level 3 and lower illusion spells are not very common amongst good
opponents.
Dire Charm
Level: 3
Item Code: SCRL1S
Mage School: Enchantment/Charm
Range: 20 yards
Duration: 5 rounds
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: No Effects/No Penalty
SUMMARY: Exactly the same as Charm Person, but with no bonus to saving throws.
GRADE: D
THOUGHTS: Still not good enough to make Charm Person worth it.
Dispel Magic
Level: 3
Item Code: SCRL1E
Mage School: Abjuration
Range: Visual range of caster
Duration: Special
Casting Time: 6
Area of Effect: 30-foot cube
Saving Throw: Special
SUMMARY: Removes all magical effects from everyone within the area. Chance of
working is 50% + 5% for each level the caster is above the person who cast the
spell you're trying to dispel or 50% - 10% for each level the caster is below
the person who cast the spell you're trying to dispel.
GRADE: A-
THOUGHTS: This removes magical effects from everyone, including your own party.
I frequently use it to clear away Stun, Charm, Slow, and the like on my party.
But it'll also take away any positive magical effects you might have, such as
Strength and Haste. Also, Inquisitors are much better than any mage will be at
casting this spell (and they can use Carsomyr which dispels magic on any
creature it hits).
Fireball
Level: 3
Item Code: SCRL1G/SCRL5Z
Mage School: Evocation
Range: Visual range of caster</pre><pre id="faqspan-5">
Duration: Instantaneous
Casting Time: 3
Area of Effect: 30-foot radius
Saving Throw: 1/2 Damage/No Penalty
SUMMARY: Delivers damage proportional to the caster's level: 1d6 points for
every level, up to a maximum of 10d6 damage at level 10.
GRADE: C+
THOUGHTS: Good at damage and nice saving throw. I always end up damaging my
party more than any enemy. Flame Arrow is much better for a level 3 damage
spell.
Flame Arrow
Level: 3
Item Code: SCRL1F
Mage School: Conjuration/Summoning
Range: Visual range of caster
Duration: 1 round
Casting Time: 3
Area of Effect: Special
Saving Throw: 1/2 Damage/No Penalty
SUMMARY: Hurls fiery bolts at opponents, inflicting 1d6 piercing damage and 4d6
fire damage (only half if creature saves vs spell). Caster receives one bolt
for every five levels of experience, starting with 1 bolt at level 5.
GRADE: A
THOUGHTS: Best damage spell level 3 or lower. Amazing in a sequencer. And it's
party friendly.
Ghost Armor
Level: 3
Item Code: SCRL1T
Mage School: Conjuration/Summoning
Range: 0
Duration: 5 turns
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
SUMMARY: Magical field acts like plate armor of AC 2 with DEX bonuses. Lasts
until dispelled or until duration runs out.
GRADE: B
THOUGHTS: Good for an emergency casting, but there are much better protection
spells coming up in level 4 and beyond.
Haste
Level: 3
Item Code: SCRL1H
Mage School: Alteration
Range: Visual range of caster
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: 40' cube, 1 creature/level
Saving Throw: None
SUMMARY: All creatures affected function at double their normal movement and
receive an extra attack per round. Significantly raises fatigue and does not
effect spellcasting.
GRADE: A
THOUGHTS: An absolutetly crucial pre-battle buff spell. I tend to cheat myself
up some Boots of Speed, so this spell is unnecessary. If you're not cheating,
use this spell a lot. If you do use this spell a lot, you will probably not
want to use Dispel Magic, at least not while Haste is in effect.
Hold Person
Level: 3
Item Code: SCRL1I
Mage School: Enchantment/Charm
Range: Visual range of caster
Duration: 1 turn
Casting Time: 3
Area of Effect: Special
Saving Throw: No Effects/No Penalty
SUMMARY: Holds any humans and human-like creatures. Every enemy within 5 feet
of target creature is affected.
GRADE: B
THOUGHTS: Much better than the Charm Person and Dire Charm spells, because you
can attack your frozen enemies. Only works on humans and humanoids, though,
and there's no penalty to saving throw. Thus the B. (Also, would be nice if
you could use on confused party members who are attacking each other).
Hold Undead
Level: 3
Item Code: SCRL6L
Mage School: Necromancy
Range: Visual range of caster
Duration: 2 rounds/level
Casting Time: 3
Area of Effect: Special
Saving Throw: No Effects/No Penalty
SUMMARY: Same as Hold Person but for undead creatures. Holds only 1d4 undead
creatures.
GRADE: C+
THOUGHTS: Too few creatures held, and they're likely to save anyways
Invisibility 10' Radius
Level: 3
Item Code: SCRL1J
Mage School: Illusion/Phantasm
Range: 0
Duration: Special
Casting Time: 1 round
Area of Effect: 10' radius
Saving Throw: None
SUMMARY: All creatures within 10' of caster go invisible. Remains in effect
until broken, dispelled, creature attacks, 24 hours pass, open doors, talk,
eat, climb stairs...
GRADE: C+
THOUGHTS: A decent enough buff spell, but like the level 2 spell Invisibility,
it's just not good enough. Wait for Improved Invisibility (and later Mass
Invisibility).
Lightning Bolt
Level: 3
Item Code: SCRL1K
Mage School: Evocation
Range: 40 yards + 10 yards/level
Duration: Instantaneous
Casting Time: 3
Area of Effect: Special
Saving Throw: 1/2 Damage/No Penalty
SUMMARY: Wizard releases powerful stroke of electrical energy that causes 1d6
damage per level of spellcaster, up to 10d6. Streaks outward in direct line for
the range, and bounces off any walls until it goes its full range.
GRADE: C+
THOUGHTS: Too dangerous. Like fireball, it'll kill your party members. Stick
with Flame Arrow.
Melf's Minute Meteors
Level: 3
Item Code: SCRLA5
Mage School: Evocation/Alteration
Range: 70 yards
Duration: Special
Casting Time: 3
Area of Effect: 1 target/meteor
Saving Throw: None
SUMMARY: Enables caster to throw globes of fire (one for each level of XP) that
cause1d4 +3, +3 fire damage with a +5 bonus to attack rolls.
GRADE: B-
THOUGHTS: Decent enough damage spell, and there's no Saving Throw. I just
rarely need my mage to run arround throwing missiles. Leave it to the Archers
and Fighters.
Minor Spell Deflection
Level: 3
Item Code: SCRL6G
Mage School: Abjuration
Range: 0
Duration: 3 rounds/level
Casting Time: 3
Area of Effect: Caster
Saving Throw: None
SUMMARY: Absorbs and consumes 4 spell levels cast directly at wizard, level 7
or lower.
GRADE: D
THOUGHTS: It's just too little. 4 spell levels isn't worth spending a valuable
level 3 slot on.
Monster Summoning I
Level: 3
Item Code: SCRL1L
Mage School: Conjuration/Summoning
Range: 40 yards
Duration: 2 rounds + 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
SUMMARY: Wizard summons a random selection of 3 HD monsters. 60% chance of only
summoning one monster and 40% chance of summoning two monsters. Fight until
slain or duration
expires.
GRADE: F
THOUGHTS: One or two 3 HD monsters are just not going to help you. At all.
Non-Detection
Level: 3
Item Code: SCRL1M
Mage School: Abjuration
Range: Touch
Duration: 20 turns
Casting Time: 3
Area of Effect: 1 creature or item
Saving Throw: None
SUMMARY: Wizard makes creature undetectable by Clairvoyance, ESP, and
Invisibility Purge. Does not effect True Sight or Oracle.
GRADE: F
THOUGHTS: If it blocked True Sight/Oracle it would be one of the best spells in
the game (that award goes to Spell Immunity). Without that component, I
honestly can't think of a single time when this would be useful.
Protection from Cold
Level: 3
Item Code: SCRL6I
Mage School: Abjuration
Range: Touch
Duration: 1 turn/level
Casting Time: 3
Area of Effect: Creature Touched
Saving Throw: None
SUMMARY: Complete invulnerability to normal cold attacks, and 50% protection
from exposure to magical cold attacks.
GRADE: D
THOUGHTS: Not many creatures use cold. When they do, it's too late to cast
this spell...
Protection from Fire
Level: 3
Item Code: SCRL6H
Mage School: Abjuration
Range: Touch
Duration: 1 turn/level
Casting Time: 3
Area of Effect: Creature Touched
Saving Throw: None
SUMMARY: Complete invulnerability to normal cold attacks, and 50% protection
from exposure to magical cold attacks.
GRADE: C-
THOUGHTS: Same as Protection from Cold, but there are more creatures who use
fire attacks
Protection from Normal Missiles
Level: 3
Item Code: SCRL1N
Mage School: Abjuration
Range: Touch
Duration: 5 turns
Casting Time: 3
Area of Effect: Creature touched
Saving Throw: None
SUMMARY: Total invulnerability to non-magical hurled and projected missiles.
GRADE: D
THOUGHTS: Not many creatures will use non-magical missile weapons against you.
Remove Magic
Level: 3
Item Code: SCRLA7
Mage School: Abjuration
Range: Visual range of caster
Duration: Special
Casting Time: 3
Area of Effect: 30-feet cube
Saving Throw: Special
SUMMARY: Just like Dispel Magic, but it only affects enemies.
GRADE: D
THOUGHTS: The whole point of Dispel Magic is to affect party members with
charm,held, sleep, slow, and the like. This spell only works on enemies, and
therearen't too many times you will need to take away Haste or Strength from a
group of enemies. Chance of working is the same as Dispel Magic working (see
above).
Skull Trap
Level: 3
Item Code: SCRL1P
Mage School: Necromancy
Range: 20 yards
Duration: Until triggered
Casting Time: 3
Area of Effect: 30 foot radius
Saving Throw: 1/2 damage/No Penalty
SUMMARY: Skull is thrown at target area, which floats until it is triggered and
explodes, damaging everyone within a 30 foot radius at 1D6 hit points per level
of caster. Saving throw is for 1/2 damage.
GRADE: A-
THOUGHTS: The other interesting damage spell in level 3. It won't do much at
lower levels, but at higher levels, look out. It NEVER stops gaining damage,
and the saving throw still alows 1/2 damage. Also, it's better than any trap
the Thief can do (until they get HLA's). Only downside? It tends to hurt party
members as well.
Slow
Level: 3
Item Code: SCRL1O
Mage School: Alteration
Range: Visual range of caster
Duration: 1 turn
Casting Time: 3
Area of Effect: 40' cube
Saving Throw: No Effects/-4 Penalty
SUMMARY: Causes creatures to move and attack at half normal rate, have an AC of
+4, and an attack penalty of -4. Negates Hasted creatures.
GRADE: A-
THOUGHTS: A really nice group disabling spell, especially considering the
saving throw penalty. Far better than Horror.
Spell Thrust
Level: 3
Item Code: SCRL6J
Mage School: Abjuration
Range: Visual Sight of Caster
Duration: Instant
Casting Time: 3
Area of Effect: Target Creature
Saving Throw: None
SUMMARY: Dispels all 5th level or lower spell protections on targeted creature.
GRADE: D
THOUGHTS: Wait for Breach, as there aren't even any good 5th level or lower
spell protections.
Vampiric Touch
Level: 3
Item Code: SCRL1Q
Mage School: Necromancy
Range: Touch
Duration: Instant
Casting Time: 3
Area of Effect: Target creature
Saving Throw: None
SUMMARY: Target loses 1-6 hit points for every 2 caster levels (up to 6-36 HP
for 12th level caster). Hit points are added to caster's hit points. Points
over caster's maximum are temporary and last 5 turns.
GRADE: B-
THOUGHTS: Useful version of Larloch's Minor Drain, but you do still have to
touch enemies.
·SpelGA3C: LEVEL 3 CONCLUSION
A very important level, with a lot of good spells. Take the 4 must-haves, and
then pick one or two of the others, based on your fighting style.
4 must-have spells: 1) Dispel Magic
2) Flame Arrow
3) Haste
4) Slow
5 spells to consider: 1) Ghost Armor
2) Hold Person
3) Melf's Minute Meteors
4) Skull Trap
5) Vampiric Touch
*******************************************************************************
··SpelGA4: Level 4
Confusion
Level: 4
Item Code: SCRL1U
Mage School: Enchantment/Charm
Range: Visual range of the caster
Duration: 5 rounds + 1 round/6 levels
Casting Time: 4
Area of Effect: Up to 60-foot cube
Saving Throw: No Effects/-2 Penalty
SUMMARY: All creatures within area, including friendly creatures, are affected
if they fail a saving throw at -2 penalty. Creatures affected wonder around,
stand still, or go berserk. Anyone who attacks them will be perceived as an
enemy
GRADE: F
THOUGHTS: It's not party friendly and affected characters will still attack if
you attack them...so what does it do for you again? Wait for Slow.
Contagion
Level: 4
Item Code: SCRLA8
Mage School: Necromancy
Range: 30 yards
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: No Effects/No Penalty
SUMMARY: Causes disease and weakness in target creature. Strength, dexterity,
and charisma are reduced by 2 and character is Slowed until character receives
a Cure Disease spell.
GRADE: D
THOUGHTS: Only affects 1 creature, no penalty to saving throw, and damage is
not all that good
Emotion: Hopelessness
Level: 4
Item Code: SCRL5H
Mage School: Enchantment/Charm
Range: Visual range of the caster
Duration: 2 rounds + 1 round/level
Casting Time: 4
Area of Effect: Up to 60-foot cube
Saving Throw: Special
SUMMARY: Disturb mental state of enemies who fail a save vs spell. Also
removes fear and protects from fear for party members.
GRADE: C+
THOUGHTS: A combo of Horror and Resist Fear in a single level 4 spell.
However, you could just use Horror and Resist Fear. I don't think it justifies
a level 4 slot.
Enchanted Weapon
Level: 4
Item Code: SCRL6M
Mage School: Enchantment/Charm
Range: 0
Duration: 1 day
Casting Time: 4
Area of Effect: Special
Saving Throw: None
SUMMARY: Conjures a +3 weapon useable by anyone. It may be a mace, axe, long
sword, or short sword.
GRADE: D+
THOUGHTS: Nice if none of your creatures have a +3 or better weapon. Otherwise
it's a waste of valuable level 4 slots.
Farsight
Level: 4
Item Code: SCRLAJ
Mage School: Divination
Range: Special
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
SUMMARY: Caster is able to view an area of unexplored map. During duration,
caster can spy on area.
GRADE: D
THOUGHTS: Just stick an Improved Invisibility on a creature and have them
scout.
Fireshield (Blue)
Level: 4
Item Code: SCRL1W
Mage School: Evocation/Alteration
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Caster
Saving Throw: None
SUMMARY: Gives user 50% cold resistance and any creature within a 5' radius
that hits the caster suffers 1d8 +2 cold damage.
GRADE: A
THOUGHTS: A very nice protection spell, that damages opponents that hit you.
Combined with Fireshield (Red) and Stoneskin (in, say, a Spell Sequencer),
you've got a seriously buffed character.
Fireshield (Red)
Level: 4
Item Code: SCRL6N
Mage School: Evocation/Alteration
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Caster
Saving Throw: None
SUMMARY: Same as Fireshield (Blue) but with fire instead of cold.
GRADE: A
THOUGHTS: Same as Fireshield (Blue)
Greater Malison
Level: 4
Item Code: SCRL5I/SCRL5W
Mage School: Enchantment/Charm
Range: Visual range of the caster
Duration: 2 rounds/level
Casting Time: 4
Area of Effect: Up to 60-foot cube
Saving Throw: None
SUMMARY: Causes all creatures in area to make subsequent saving throws at a
penalty of -4.
GRADE: A+++ (Part of my Grouping: 13 Best Spells in Game)
THOUGHTS: An absolutely wonderful spell, that makes just about every other
spell in the game better. SOOOO many spells have terrible saving throws for No
Effect or Half Effect, and this fixes that. 1 Greater Malison makes most
creatures miss most saving throws. 2 makes all creatures miss all saving
throws. This should be cast at the beginning of ANY difficult battle (tough
mages + dragons).
Ice Storm
Level: 4
Item Code: SCRL1X
Mage School: Evocation
Range: Visual range of caster
Duration: 4 rounds
Casting Time: 4
Area of Effect: 30' radius
Saving Throw: None
SUMMARY: Causes huge stones of ice to fall in a 60-foot-diameter area,
inflicting 2d8
points damage to any creatures within area.
GRADE: D
THOUGHTS: Same problem as Fireball: it'll destroy your party.
Improved Invisibility
Level: 4
Item Code: SCRL1Y
Mage School: Illusion/Phantasm
Range: Touch
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Creature touched
Saving Throw: None
SUMMARY: Recipient is invisble AND able to attack and stay "unseen." Most
enemies can see the shimmer and attack, albeit at a -4 penalty to attack rolls
(while recipient gets a +4 bonus).
GRADE: A
THOUGHTS: The good version of invisibility. Works great as a buff as well as
for scouts (and for disarming traps prior to battles).
Minor Globe of Invulnerability
Level: 4
Item Code: SCRL1Z
Mage School: Abjuration
Range: 0
Duration: 1 round/level
Casting Time: 4
Area of Effect: 5-foot-radius sphere
Saving Throw: None
SUMMARY: Shimmering magical sphere surrounds creature and prevents any level
1-3 spells, but any type of spell can be cast out of sphere. Brought down by
Dispel Magic.
GRADE: F
THOUGHTS: Good idea; poor execution. Level 1-3 spells are nothing, and the
dispel magic vulnerability is unacceptable.
Minor Sequencer
Level: 4
Item Code: SCRL6P
Mage School: Invocation/Evocation
Range: 0
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
SUMMARY: Allows mage to store 2 spells levels 1-2 (either arcane or divine or
both) and release instantly at a later time (from his special ability button).
GRADE: A
THOUGHTS: First of the 3 all-powerful sequencers, although not quite as good as
its two older brothers. As with all sequencers/contingencies, only ever
memorize one, because you can only have one sequencer (of each type) active at
once. To see my recommendations for using sequencers and contingencies, see the
next section (section 4D).
Monster Summoning II
Level: 4
Item Code: SCRL2A
Mage School: Conjuration/Summoning
Range: 40 yards
Duration: 3 rounds + 1 round/level
Casting Time: 4
Area of Effect: Special
Saving Throw: None
SUMMARY: 60% chance of summoning 1 (4 HD) monster and 40% chance of summoning 2
(4 HD) monsters. Monsters remain for duration of spell, unless slain.
GRADE: F
THOUGHTS: Not much better than Monster Summoning I, and this time it takes up
valuable level 4 slots.
Otiluke's Resilient Sphere
Level: 4
Item Code: SCRL5J
Mage School: Alteration
Range: 0
Duration: 1 turn
Casting Time: 1
Area of Effect: Target creature
Saving Throw: No effect/No penalty
SUMMARY: Globe encloses creature (if he/she/it fails save) and keeps creature
from attacking for duration of spell. Sphere is completely immune to all
damage. Brought down with a Dispel Magic spell.
GRADE: C-
THOUGHTS: Terrible for using on opponents (just use Hold Person/Creature
instead). Would be great for using on party members about to die, but the
saving throw will almost always be made by party members.
Polymorph Other
Level: 4
Item Code: SCRL5L
Mage School: Alteration
Range: Visual sight of caster
Duration: Permanent
Casting Time: 4
Area of Effect: 1 creature
Saving Throw: No Effects/No Penalty
SUMMARY: Turns another creature into a squirrel until a successful Dispel Magic
is cast.
GRADE: F
THOUGHTS: Funny, but stupid. There are far better disabling spells out there.
Polymorph Self
Level: 4
Item Code: SCRL5M
Mage School: Alteration
Range: 0
Duration: 1 turn + 3 rounds/level
Casting Time: 4
Area of Effect: Self
Saving Throw: None
SUMMARY: Turns you into either a gnoll, mustard jelly, ogre, or spider
GRADE: F
THOUGHTS: Terrible. I'll say it yet again: don't use your mage to fight.
Unless you're a fighter/mage...in which case you still wouldn't use this spell.
Remove Curse
Level: 4
Item Code: SCRL5G
Mage School: Abjuration
Range: Touch
Duration: Permanent
Casting Time: 4
Area of Effect: Special
Saving Throw: Special
SUMMARY: Caster removes a curse from an object or person.
GRADE: F
THOUGHTS: Useless...unless you have a character equip a cursed weapon or read a
cursed scroll...and you wouldn't be that stupid, right?
Secret Word
Level: 4
Item Code: SCRL6O
Mage School: Abjuration
Range: Visual sight of Caster
Duration: Instant
Casting Time: 4
Area of Effect: Target creature
Saving Throw: None
SUMMARY: Target creature loses one spell of 8th level or lower.
GRADE: D
THOUGHTS: Like I said with Spell Thrust, wait for Breach.
Spider Spawn
Level: 4
Item Code: SCRL6R
Mage School: Conjuration/Summoning
Range: 40 yards
Duration: 6 rounds + 1 round/level
Casting Time: 6
Area of Effect: Special
Saving Throw: None
SUMMARY: At 7th level, you get a giant spider; at 9th level you get a phase
spider; at 12th level you get a sword spider. 20% chance of spawning two
spiders instead of one.
GRADE: B+
THOUGHTS: If summoning spells are your thing (they're not mine) this is the
best one levels 1-4, for spiders are surprisingly durable monsters in the game.
If you're running out of level 4 slots, use level 5 Animate Dead instead, and
vice versa.
Spirit Armor
Level: 4
Item Code: SCRL5K
Mage School: Necromancy
Range: Touch
Duration: 10 turns
Casting Time: 3
Area of Effect: 1 creature
Saving Throw: None
SUMMARY: Sets recipient's AC to 1 (same as full plate) and gives a +3 bonus to
save vs magic attacks. When the spell runs out, it inflicts 2d4 damage upon
the recipient, unless he/she makes a saving throw vs spell.
GRADE: C+/B-
THOUGHTS: Duration and bonuses are nice, but the damage at the end is annoying.
I just can't justify a level 4 slot on this.
Stoneskin
Level: 4
Item Code: SCRL1V/SCRL2B
Mage School: Alteration
Range: 0
Duration: 12 hours
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
SUMMARY: Outer skin of stone covers caster, getting 1 layer for every 2 levels
of the caster. Lasts until a Dispel Magic or removed by attacks. Each layer of
skin will block 1 non-magical attack.
GRADE: A+++ (Part of my Grouping: 13 Best Spells in Game)
THOUGHTS: Best defensive spell in the game. A must-have for all mages, even
those used primarily for attacking/fighting. Duration and casting time are
fantastic, and the fact that it gets better with icreasing caster level
(forever) make it a great spell. And you can stack mutiple stoneskins.
Teleport Field
Level: 4
Item Code: SCRL6Q
Mage School: Alteration
Range: Visual sight of caster
Duration: 1 turn
Casting Time: 4
Area of Effect: 30' radius
Saving Throw: No Effects/No Penalty
SUMMARY: Teleports all enemies in area randomly.
GRADE: C
THOUGHTS: A decent enough stalling technique, but not worthy of a level 4 slot.
Wizard Eye
Level: 4
Item Code: SCRLA1
Mage School: Divination/Alteration
Range: 0
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
SUMMARY: Wizard creates an invisible eye that can see up to 60 feet away in
brightly lit areas. Blocked by solid barriers and the caster is subject to any
gaze attack met by the eye. Dispel magic on eye or caster ends the spell.
GRADE: D (Cheesy A)
THOUGHTS: This spell sucks (for its intended purpose). Just use a scout with
Improved Invisibility instead. If you want to be super cheesy, you can use
this as a diversion for your enemies. They'll attack it instead of your party
members, and it cannot be killed. I don't do this, because it's just too
cheesy.
·SpelGA4C: LEVEL 4 CONCLUSION
Like level 3, another really great level for spells. Obviously take the Best
Spells and at least 3 of the must-haves. Only take the rest if a spell really
appeals to you.
13 Best Spells: 1) Greater Malison
2) Stoneskin
4 must-have spells: 1) Fireshield (Blue)
2) Fireshield (Red)
3) Improved Invisibility
4) Minor Sequencer
2 spells to consider: 1) Spider Spawn
2) Spirit Armor
*******************************************************************************
··SpelGA5: Level 5
Animate Dead
Level: 5
Item Code: SCRL2D
Mage School: Necromancy
Range: 10 yards
Duration: 8 hours
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
SUMMARY: 5% chance per level of caster of summoning 2 undead monsters,
otherwise it's one. At level 15, caster can only summon one Skeleton Warrior
(a very powerful ally). Lasts until killed or duration runs out. Cannot be
dispelled.
GRADE: A-
THOUGHTS: Best summoning spell levels 1-5 (once you hit level 15, that is). The
Skeleton Warrior is a really good thing to summon. If you're running out of
level 5 slots, use the level 4 spell Spider Spawn instead, and vice versa.
Breach
Level: 5
Item Code: SCRL6U
Mage School: Abjuration
Range: Visual sight of caster
Duration: Instant
Casting Time: 5
Area of Effect: Target Creature
Saving Throw: None
SUMMARY: Breaches and dispels almost all protection spells (like resist fear or
fireshield) and combat protections (like stoneskin, spirit armor, protection
from normal weapons). There is no saving throw.
GRADE: A+++ (Part of my Grouping: 13 Best Spells in Game)
THOUGHTS: The best of the best spell protection strippers in levels 1-6. It
takes down ALL of the protections levels 6 and below. Poof, gone. And there's
no saving throw. Combine a Breach, a Greater Malison, and a Lower Resistance in
a Spell Sequencer, and you have the ultimate mage destroyer spell. Note, level
7, 8, and 9 protection spells will require a better spell stripper.
Chaos
Level: 5
Item Code: SCRL5P
Mage School: Enchantment/Charm
Range: Visual range of caster
Duration: 5 rounds + 1 round/6 levels
Casting Time: 4
Area of Effect: Up to 60-foot cube
Saving Throw: Special
SUMMARY: Identical to level 4 spell Confusion except the saving throw. Victims
level 4 or lower do not get one. Victims level 5 or higher save at a penalty
of -4.
GRADE: F
THOUGHTS: Same problems as the level 4 spell confusion.
Cloudkill
Level: 5
Item Code: SCRL2E
Mage School: Evocation
Range: 10 yards
Duration: 1 turn
Casting Time: 5
Area of Effect: 40' wide, 20' high, 20' deep cloud
Saving Throw: Special
SUMMARY: Slays any creature with 4 +1 HD. Creatures between 4 +1 and 6 HD make
a saving throw at -4 penalty or die. All creatures of any level must leave or
suffer 1d10 points of damage each round.
GRADE: B
THOUGHTS: Combine with Web for some nice results
Cone of Cold
Level: 5
Item Code: SCRL2F
Mage School: Evocation
Range: 0
Duration: Instantaneous
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2 Damage/No Penalty
SUMMARY: Sends a cone of cold five feet long and one foot in diameter per level
of the caster. It causes 1d4 +1 damage per level of the caster.
GRADE: A-
THOUGHTS: Best damage spell level 6 or below. It's not party friendly, which
sucks, but otherwise it's pretty good. Damage levels up with your wizard, and
saving throw is only for half damage.
Conjure Lesser Air Elemental
Level: 5
Item Code: SCRL7B
Mage School: Conjuration/Summoning
Range: 15 yards
Duration: 1 turn +1 round/level
Casting Time: Special
Area of Effect: Special
Saving Throw: None
SUMMARY: Summon a 8 HD air elemental; 15% chance elemental will go beserk and
attack summoner. After summoning, caster must "master" the elemental.
GRADE: F
THOUGHTS: A weak ally for summoning, that takes 4 rounds to do, and has a 15%
chance of creating an enemy instead of an ally. Nope.
Conjure Lesser Earth Elemental
Level: 5
Item Code: SCRL7C
Mage School: Conjuration/Summoning
Range: 15 yards
Duration: 1 turn +1 round/level
Casting Time: Special
Area of Effect: Special
Saving Throw: None
SUMMARY: Summon a 8 HD earth elemental; 15% chance elemental will go beserk and
attack summoner. After summoning, caster must "master" the elemental.
GRADE: F
THOUGHTS: A weak ally for summoning, that takes 4 rounds to do, and has a 15%
chance of creating an enemy instead of an ally. Nope.
Conjure Lesser Fire Elemental
Level: 5
Item Code: SCRL6X
Mage School: Conjuration/Summoning
Range: 15 yards
Duration: 1 turn +1 round/level
Casting Time: Special
Area of Effect: Special
Saving Throw: None
SUMMARY: Summon a 8 HD fire elemental; 15% chance elemental will go beserk and
attack summoner. After summoning, caster must "master" the elemental.
GRADE: F
THOUGHTS: A weak ally for summoning, that takes 4 rounds to do, and has a 15%
chance of creating an enemy instead of an ally. Nope.
Domination
Level: 5
Item Code: SCRL5N
Mage School: Enchantment/Charm
Range: Visual sight of caster
Duration: 8 rounds
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: No Effects/-2 Penalty
SUMMARY: Enables castor to control of actions of any creature. No option for
release except for a successful Dispel Magic.
GRADE: B
THOUGHTS: If you like charm spells, this is the first useable one. It never
lets go and it has a -2 penalty. You can attack them and have them do stuff
against their morals.
Feeblemind
Level: 5
Item Code: SCRL5Q
Mage School: Enchantment/Charm
Range: Visual range of caster
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: No Effects/-2 Penalty
SUMMARY: Lowers subject's intellect to a simple beast of burden until a
successful Dispel Magic.
GRADE: C+
THOUGHTS: I don't find it useful. OK on enemy mages, but they'll save.
Hold Monster
Level: 5
Item Code: SCRL5O
Mage School: Enchantment/Charm
Range: Visual range of caster
Duration: 1 round/level
Casting Time: 5
Area of Effect: 5 foot radius around target
Saving Throw: No Effects/-2 Penalty
SUMMARY: Hold 1d4 creatures in place.
GRADE: F
THOUGHTS: 1d4 enemies is pitiful. Just kill them.
Lower Resistance
Level: 5
Item Code: SCRL6V
Mage School: Abjuration/Alteration
Range: Visual sight of caster
Duration: 1 round/level
Casting Time: 5
Area of Effect: Target creature
Saving Throw: None
SUMMARY: Lowers a creature's magic resistance by 10% + 1% per level of caster.
No saving throw allowed. Effect is cumulative with multiple castings. Not
affected by Dispel Magic.
GRADE: A+++ (Part of my Grouping: 13 Best Spells in Game)
THOUGHTS: A wonderful spell. Lowers your enemy's pesky magic resistances.
Combined with Breach and Greater Malison, your enemies don't stand a chance.
Especially useful with dragons and enemy mages.
Minor Spell Turning
Level: 5
Item Code: SCRL7D
Mage School: Abjuration
Range: 0
Duration: 3 rounds/level
Casting Time: 5
Area of Effect: Caster
Saving Throw: None
SUMMARY: Causes a total of 4 spell levels to rebound on the original caster.
GRADE: C-
THOUGHTS: Too weak. Also, just get the Cloak of Mirroring (even though it
doesn't reflect the damage back).
Monster Summoning III
Level: 5
Item Code: SCRL2G
Mage School: Conjuration/Summoning
Range: 40 yards
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
SUMMARY: 60% chance of summoning 1 (5 HD) mosnter. 40% chance of summoning 2
(5 HD) monsters.
GRADE: C+
THOUGHTS: A decent summoning spell that has the misfortune of being in the same
class as Animate Dead. If you can't do necromancy, go with this. Otherwise,
avoid.
Oracle
Level: 5
Item Code: SCRL6W
Mage School: Divination
Range: 0
Duration: Instant
Casting Time: 5
Area of Effect: 60' radius
Saving Throw: None
SUMMARY: Cancels all illusions/phantasms of enemies 5th level or lower
GRADE: B
THOUGHTS: Almost like True Sight, but not quite. If you can't afford any level
6 slots, use this instead. Otherwise, wait for True Sight.
Phantom Blade
Level: 5
Item Code: SCRL6Z
Mage School: Evocation
Range: 0
Duration: 3 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
SUMMARY: Creates a translucent blade to form for caster. Caster is Proficient
with the weapon, the damage/hit is like +3 sword; causes +10 damage against
undead.
GRADE: F
THOUGHTS: DON'T USE YOUR MAGES TO FIGHT. And dual/multi classed mages should
have better weapons.
Protection from Acid
Level: 5
Item Code: SCRL6Y
Mage School: Abjuration
Range: Touch
Duration: 1 turn/level
Casting Time: 6
Area of Effect: Creature Touched
Saving Throw: None
SUMMARY: Makes recipient invulnerable to acid.
GRADE: D
THOUGHTS: Can't remember more than 1 or 2 times in the entire gamed where I was
hit with acid. And you don't know when it's coming...so its a useless spell.
Protection from Electricity
Level: 5
Item Code: SCRL5T
Mage School: Abjuration
Range: Touch
Duration: 1 turn/level
Casting Time: 5
Area of Effect: Creature touched
Saving Throw: None
SUMMARY: Makes recipient invulnerable to electricity
GRADE: C+
THOUGHTS: Same as acid, but you can use it to protect yourself from Lightning
Bolt.
Protection from Normal Weapons
Level: 5
Item Code: SCRL6T
Range: Self
Duration: 1 round/level
Casting Time: 2
Area of Effect: Self
Saving Throw: None
SUMMARY: Caster gets complete invulnerability to all non-magical weapons.
GRADE: D
THOUGHTS: By the time this will have a decent duration, you don't need to be
worryingabout anything but magical weapons and magical attacks.
Shadow Door
Level: 5
Item Code: SCRL2H
Mage School: Illusion/Phantasm
Range: 10 yards
Duration: 1 round/level
Casting Time: 2
Area of Effect: Special
Saving Throw: None
SUMMARY: Caster makes the illusion of teleporting away and becomes invisible as
per the Improved Invisibility spell.
GRADE: C+
THOUGHTS: No difference from Improved Invisibility. So if you need to free up
some level 4 spell space, use this. But with Breach, Lower Resistance, and
Spell Immunity, you shouldn't have an excess of level 5 spots.
Spell Immunity
Level: 5
Item Code: SCRL6S
Mage School: Abjuration
Range: 0
Duration: 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
SUMMARY: Wizard chooses one spell school to become completely immune to.
GRADE: A+++ (Part of my Grouping: Best 13 Spells in Game)
THOUGHTS: Useful for only two purposes: 1) becoming immune to Divination and
2)becoming immune to Abjuration. Why Divination? So that enemies can't dispel
your Illusion spells with True Sight or Oracle. The ultimate defense. Why
Abjuration? To make yourself immune to Imprisonment (especially for your main
character) for the few enemies who use it. It also makes you immune to spells
that take down your spell defenses (like Breach, Ruby Ray, and Spellstrike).
Only 2 downsides: 1) short duration (until later in game) and 2) can't be put
in a contingency or sequencer. Duration means that you might have to use two
or three in the course of a single battle.
Spell Shield
Level: 5
Item Code: SCRL8X
Mage School: Abjuration
Range: 0
Duration: 3 rounds/level
Casting Time: 8
Area of Effect: Caster
Saving Throw: None
SUMMARY: Protects from the next magical attack against wizard, including
Breach, Lower Resistance, Pierce Shield, Ruby Ray, Warding Whip, and
Spellstrike. The shield is consumed after 1 stop.
GRADE: D
THOUGHTS: A casting time of 8 for a spell that protects from 1 solitary attack?
Please.
Sunfire
Level: 5
Item Code: SCRLAL
Mage School: Evocation
Range: Caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 30-foot radius
Saving Throw: 1/2 Damage/No Penalty
SUMMARY: Fireball radiates outward from caster, doing 1d6 damage for eaach
level of the caster, up to a maximum of 15d6 at level 15.
GRADE: B+
THOUGHTS: A superior version of Fireball. Still has the party unfriendly
problem, but it's great to stick 3 in a Spell Sequencer, make yourself
invisible, walk to the middle of a group of enemies, and BLAM!
·SpelGA5C: LEVEL 5 CONCLUSION
A big level for Best Spells. For the most part, use up as many slots as
possible on those 3. Some times, those are the only 3 spells I take for the
entire level.
13 Best Spells: 1) Breach
2) Lower Resistance
3) Spell Immunity
3 must-have spells: 1) Animate Dead
2) Cone of Cold
3) Sunfire
2 spells to consider: 1) Domination
2) Oracle
*******************************************************************************
··SpelGA6: Level 6
Carrion Summons
Level: 6
Item Code: SCRL8A
Mage School: Carrion Summons
Range: 40 Yards
Duration: 7 rounds + 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
SUMMARY: Open a portal to summon 1 or 2 carrion crawlers. Mutate them into
larger morevicious versions of themselves. 35% chance of summoning two.
GRADE: F
THOUGHTS: Animate Dead and Spider Spawn are far better and are not level 6
spells.
Chain Lightning
Level: 6
Item Code: SCRL7S
Mage School: Invocation/Evocation
Range: Visual range of caster
Duration: Instant
Casting Time: 5
Area of Effect: Special
Saving Throw: 1/2 Damage/No enalty
SUMMARY: Arcs of electricity leap to enemies, do 1d6 damage for every 2 levels
of the caster
GRADE: B+
THOUGHTS: An improved version of Lightning Bolt. Pretty useful, but I tend to
save level 6 slots for defensive spells. Use Cone of Cold and Finger of Death
until you get the ultimate damage spell, Abi-Dalzim's Horrid Wilting.
Conjure Air Elemental
Level: 6
Item Code: SCRL7Y
Mage School: Conjuration/Summoning
Range: Visual sight of caster
Duration: 1 turn/level
Casting Time: Special
Area of Effect: Special
Saving Throw: None
SUMMARY: 60% chance of a 12 HD elemental, 35% chance of a 16 HD elemental, and
5% chance of a 24 HD elemental. Caster must summmon then mentally master the
elemental. There is a 15% chance of the elemental going berserk and attacking
the caster.
GRADE: F
THOUGHTS: Same problems as lesser elementals. Takes too long and there's too
high a chance for creating an enemy. Avoid.
Conjure Earth Elemental
Level: 6
Item Code: SCRL7Z
Mage School: Conjuration/Summoning
Range: Visual sight of caster
Duration: 1 turn/level
Casting Time: Special
Area of Effect: Special
Saving Throw: None
SUMMARY: 60% chance of a 12 HD elemental, 35% chance of a 16 HD elemental, and
5% chance of a 24 HD elemental. Caster must summmon then mentally master the
elemental. There is a 15% chance of the elemental going berserk and attacking
the caster.
GRADE: F
THOUGHTS: Same problems as lesser elementals. Takes too long and there's too
high a chance for creating an enemy. Avoid.
Conjure Fire Elemental
Level: 6
Item Code: SCRL7X
Mage School: Conjuration/Summoning
Range: Visual sight of caster
Duration: 1 turn/level
Casting Time: Special
Area of Effect: Special
Saving Throw: None
SUMMARY: 60% chance of a 12 HD elemental, 35% chance of a 16 HD elemental, and
5% chance of a 24 HD elemental. Caster must summmon then mentally master the
elemental. There is a 15% chance of the elemental going berserk and attacking
the caster.
GRADE: F
THOUGHTS: Same problems as lesser elementals. Takes too long and there's too
high a chance for creating an enemy. Avoid.
Contingency
Level: 6
Item Code: SCRL7U
Mage School: Evocation
Range: Visual range of caster
Duration: 1 day/level
Casting Time: 1 turn
Area of Effect: Special
Saving Throw: None
SUMMARY: Caster chooses one spell out of his repertoire of memorized spells, up
to 1 levelfor every 3 levels of caster (max of level 6 at level 18+). He also
chooses a condition when this spell will be instantly activated: HP at 10%,
25%, or 50%, Caster is Helpless, Caster is Hit, Caster is Poisoned, or Caster
Sees Enemy.
GRADE: A+++ (Part of My Grouping: 13 Best Spells in Game)
THOUGHTS: Contingency's are great; they keep your character from dying or being
struck helpless (4 best conditions are the 3 HP's and the Helpless). To see my
recommendations for contingencies and triggers, see section 4D.
Death Fog
Level: 6
Item Code: SCRL7R
Mage School: Evocation
Range: 10 yards
Duration: 1 turn
Casting Time: 6
Area of Effect: 30' radius
Saving Throw: None
SUMMARY: All life forms not immune to acid suffer 8 points of damage per round.
Instantly kills summoned creatures.
GRADE: D
THOUGHTS: Meh, just use Death Spell, it's better and party-friendly.
Death Spell
Level: 6
Item Code: SCRL7I
Mage School: Necromancy
Range: Visual sight of caster
Duration: Instant
Casting Time: 6
Area of Effect: 30' radius
Saving Throw: None
SUMMARY: Slays all creatures in the area with 8 or less HD. Slays any and all
summoned creatures (summoned by enemies, not by game). Demons do not count
either (they are gated, not summoned).
GRADE: B+
THOUGHTS: Doesn't kill anyone useful, but it's great for getting rid of packs
of lower level enemies. Also great for killing some of the tougher enemies
summoned by enemy mages.
Disintegrate
Level: 6
Item Code: SCRL7T
Mage School: Alteration
Range: Visual sight of caster
Duration: Instantaneous
Casting Time: 6
Area of Effect: Target Creature
Saving Throw: No Effects/No Penalty
SUMMARY: Thin green ray shoots out and strikes creature, disintigrating
him/her/it. Good chance of disintigrating some or all of the items the creature
is carrying.
GRADE: F
THOUGHTS: Terrible. Most will save, but when you do get it to work, you lose
all the loot.
Flesh to Stone
Level: 6
Item Code: SCRL7H
Mage School: Alteration
Range: Visual range of caster
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: No Effects/No Penalty
SUMMARY: Turns any flesh to stone. If statue is then attacked physically, it
will disintigrate, destroying any loot.
GRADE: F
THOUGHTS: An OK stalling tactic, as long as you don't acidentally destroy them
along with the loot and if you have a bunch of Stone to Flesh scrolls and if
they don't just make the save. Oh wait, no, this is a terrible tactic and a
terrible spell.
Globe of Invulnerability
Level: 6
Item Code: SCRL7F
Mage School: Abjuration
Range: 0
Duration: 1 round/level
Casting Time: 6
Area of Effect: 5-foot-radius sphere
Saving Throw: None
SUMMARY: Immobile sphere around caster prevents 1-4 level spells from entering,
but any spells can leave.
GRADE: F
THOUGHTS: Barely any better than the minor version. Once again, it's the level
5-10 spells that get you.
Improved Haste
Level: 6
Item Code: SCRL7Q
Mage School: Alteration
Range: Visual range of caster
Duration: 3 rounds + 1 round/level
Casting Time: 3
Area of Effect: Target creature
Saving Throw: None
SUMMARY: Same thing as haste, except it only affects one creature at a time and
it doubles the amount of attacks per round.
GRADE: B
THOUGHTS: It only affects 1 creature, which is annoying, and it isn't all that
much better than Haste. But the double attacks a round is pretty useful.
Invisible Stalker
Level: 6
Item Code: SCRL7E
Mage School: Conjuration/Summoning
Range: 40 yards
Duration: 9 hours
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
SUMMARY: Summons an invisible 8 HD stalker and obeys the caster.
GRADE: C+
THOUGHTS: A decent enough summoning spell, but there's a much better summoning
spell this level, as well as Animate Dead and Spider Spawn in levels 5 and 4.
Mislead
Level: 6
Item Code: SCRL7K
Mage School: Illusion/Phantasm
Range: 0
Duration: 1 round/level
Casting Time: 1
Area of Effect: Special
Saving Throw: None
SUMMARY: Caster gets Improved Invisibility and is transported a few feet away.
An exact image of the caster is left in his place, which can move around but do
no actions.
GRADE: F
THOUGHTS: Same as for Shadow Door, just use Improved Invisibility instead.
And the duration is terrible.
Pierce Magic
Level: 6
Item Code: SCRL7L
Mage School: Abjuration
Range: Visual sight of caster
Duration: Special
Casting Time: 6
Area of Effect: Target Creature
Saving Throw: Special
SUMMARY: Lowers target's magic resistance by 1% per level of caster and cancels
one 8th level or lower spell protection. Resistance is lowered for 1 round per
level of the caster.
GRADE: C
THOUGHTS: A decent spell bashing spell, but Breach and Wharding Whip are
better. A decent magic resistance lowering spell, but Lower Resistance is
better. I just don't really see the appeal of this spell.
Power Word, Silence
Level: 6
Item Code: SCRL7P
Mage School: Conjuration/Summoning
Range: 30 yards
Duration: 7 rounds
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
SUMMARY: Target is silenced for the next 7 rounds. No save. Only counter is to
dispel magic or vocalize.
GRADE: A-
THOUGHTS: Good if you want to take a powerful mage out of a fight. I give it
an A- instead of an A+ because you'll inevitably have to cast 2. Mages always
have a vocalize spell up their sleeves. But, it does mean some of your
toughest enemies simply lose the ability to do anything for 7 whole rounds.
Protection from Magic Energy
Level: 6
Item Code: SCRL7J
Mage School: Abjuration
Range: Touch
Duration: 1 turn/level
Casting Time: 6
Area of Effect:
Saving Throw:
SUMMARY: 100% invulnerability to all magic based attacks, such as magic missile
or Abi-Dalzim's Horrid Wilting.
GRADE: A
THOUGHTS: A fantastic spell that protects you from all magic damage. Combined
with Protection from Magical Weapons, there isn't much out there that will be
able to hurt you.
Protection from Magical Weapons
Level: 6
Item Code: SCRL7O
Mage School: Abjuration
Range: Self
Duration: 4 rounds
Casting Time: 1
Area of Effect: Self
Saving Throw: None
SUMMARY: Complete invulnerability to all magical weapons, including
blessed/enchanted weapons as well as powerful monsters' attacks.
GRADE: A
THOUGHTS: A fantastic spell that protects you from all magical weapons.
Combined with Protection from Magic Energy, there isn't much out there that
will be able to hurt you.
Spell Deflection
Level: 6
Item Code: SCRL7V
Mage School: Abjuration
Range: 0
Duration: 3 rounds/level
Casting Time: 6
Area of Effect: Caster
Saving Throw: None
SUMMARY: 10 spell levels of spells are absorbed and consumed.
GRADE: B
THOUGHTS: A decent protection spell, due to the rediculously long duration. But
10 spell levels is just too little for me. I wait for Spell Trap (or just use
the Spell Trap ability of the Staff of the Magi). I can never justify using
this over the other protective level 6 spells.
Stone to Flesh</pre><pre id="faqspan-6">
Level: 6
Item Code: SCRL8C
Mage School: Alteration
Range: Visual range of caster
Duration: Permanent
Casting Time: 6
Area of Effect: 1 creature
Saving Throw: None
SUMMARY: Converts a creature back into the flesh, after a successful attack of
Flesh to Stone.
GRADE: D
THOUGHTS: Obviously useful if your character has been turned to stone, but
don't memorize it. At most, you'll need 2-3 copies of the scroll for the
entire game.
Summon Nishruu
Level: 6
Item Code: SCRL8B
Mage School: Conjuration/Summoning
Range: 40 yards
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
SUMMARY: Summons a magical being that is drawn to magic. It feeds on the
energies surrounding and used by wizards. Perfectly loyal and it has no
physical attacks. It drains all magical charged items of one charge, destroying
it if no charges remain. The wizard also loses memory of one spell from its
highest level of spells memorized. These two effects happen each time the
Nishruu touches a wizard. Completely immune to magic (magic heals it).
GRADE: B
THOUGHTS: This could have been the greatest summoning spell in the game. It's
got two problems: 1) it takes up a rediculously valuable level 6 spell slot and
2) it has atendency to destroy the target's (charged) items. I prefer to wait
for Summon Hakeasher.
Tenser's Transformation
Level: 6
Item Code: SCRL7G
Mage School: Alteration
Range: 0
Duration: 1 round/level
Casting Time: 6
Area of Effect: Caster
Saving Throw: None
SUMMARY: HP doubles and all damage comes from the magical HP first. AC is
increased by 4, up to a maximum of -10. Each attack is made at +2 and each hit
inflicts 2 extra points of damage. Wizard cannot cast spells while this spell
is in effect.
GRADE: A+ for Fighter/Mages
F for all other Mages
THOUGHTS: A great pre-battle buff for you Fighter/Mages. Perhaps the best. But
because of that last line (the no casting spells) it is TERRIBLE for your
Mages.
True Sight
Level: 6
Item Code: SCRL7M
Mage School: Divination
Range: 0
Duration: 10
Casting Time: 8
Area of Effect: 70' radius
Saving Throw: None
SUMMARY: Instantly dispels all enemy illusions/phantasms in a 70 foot area.
Continues to dispel all illusions once per turn for its duration.
GRADE: A+++ (Part of My Grouping: 13 Best Spells in the Game)
THOUGHTS: An absolutely, unbelievably crucial spell. You CANNOT target (with
magic) any creature with an active illusion, be it lowly Blur or the epic
Simulacrum. The only downsides to True Sight are 1) it has a long casting time
(so it needs to be in a trigger), 2) Inquisitors are far, far better at using
this spell. Not only is it instantaneous, but they also run into the actual
battle, so they're more likely to dispel enemy illusions, and 3) Conjurers, the
best Mage kit, cannot use this spell
Wyvern Call
Level: 6
Item Code: SCRL7W
Mage School: Conjuration/Summoning
Range: 40 yards
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
SUMMARY: Summons a wyvern to the caster's aid. Perfectly loyal.
GRADE: D
THOUGHTS: Use Summon Nishuruu or Animate Dead. The Wyvern sucks.
·SpelGA6C: LEVEL 6 CONCLUSION
Level 6 is jam-packed with great spells, especially protective spells. Take
only 1 contingency, and if you're a Conjurer, you cannot use True Sight. Take
all of the must-haves, and maybe 1 or 2 of the spells to consider.
13 Best Spells: 1) Contingency
2) True Sight (unless you're a conjurer)
4 must-have spells: 1) Power Word, Silence
2) Protection from Magic Energy
3) Protection from Magical Weapons
4) *Tenser's Transformation (FIGHTER/MAGES ONLY!!!)
5 spells to consider: 1) Chain Lightning
2) Death Spell
3) Improved Haste
4) Spell Deflection
5) Summon Nishruu (really, just wait for Hakeashar)
*******************************************************************************
··SpelGA7: Level 7
Cacofiend
Level: 7
Item Code: SCRL8I
Mage School: Conjuration/Summoning
Range: Visual sight of caster
Duration: 15 rounds
Casting Time: Special
Area of Effect: Special
Saving Throw: None
SUMMARY: Teleports in a demon that attacks and kills anything in sight. Your
party must be Protected from Evil or it will kill them (and you) as well. Tends
to kill civilians for massive reputation reductions.
GRADE: C+ (A+ for fun!)
THOUGHTS: While this is an extremely entertaining spell to cast in, say, the
middle of a crowded inn and watch it kill everyone, it's not really all that
useful in a battle. Wait for Summon Fiend. It's a whole lot stronger (and
there aren't many good level 8 spells).
Control Undead
Level: 7
Item Code: SCRL8V
Mage School: Necromancy
Range: Visual sight of caster
Duration: 6 rounds + 1 round/level
Casting Time: 7
Area of Effect: 1-4 creatures
Saving Throw: Special
SUMMARY: Take control of 1-4 undead creatures. 3 HD undead get no saving throw
but 4 HD or greater undead get a no penalty save vs spell for no effect.
GRADE: D
THOUGHTS: Useless. Most undead are greater than 4 HD and they'll all save.
Delayed Blast Fireball
Level: 7
Item Code: SCRL8N
Mage School: Invocation/Evocation
Range: Visual range of caster
Duration: Special
Casting Time: 7
Area of Effect: 30' radius
Saving Throw: 1/2 Damage/No Penalty
SUMMARY: Creates a fireball that hovers at a spot until someone walks close, at
which point it explodes for 15d6 points of damage.
GRADE: F
THOUGHTS: It's exactly the same as Skull Trap. EXACTLY the same. And that was
a level 3 spell. Hah.
Finger of Death
Level: 7
Item Code: SCRL8O
Mage School: Necromancy
Range: Visual range of caster
Duration: Permanent
Casting Time: 5
Area of Effect: 1 creature
Saving Throw: 2d8 +1 Damage/-2 Penalty
SUMMARY: Kills a character unless they save at -2 penalty, then they get 2d8 +1
damage.
GRADE: A+++ (Part of My Grouping: 13 Best Spells in Game)
THOUGHTS: This spell is crucial. For obvious reasons. As long as you've used
1 or 2 Greater Malisons, this will kill. It also has the nice bonus of being
extremely quick (relatively) to cast. If the target saves, they still get a
good amount of damage
Improved Chaos Shield (WILD MAGE ONLY)
Level: 7
Item Code: N/A
Mage School: N/A
Range: 0
Duration: 2 turns
Casting Time: 7
Area of Effect: Caster
Saving Throw: None
SUMMARY: Adds a +25 bonus to wild sure rolls.
GRADE: A
THOUGHTS: An even better addition to Nahal's Reckless Dweomer
Khelben's Warding Whip
Level: 7
Item Code: SCRL8H
Mage School: Abjuration
Range: 10 yards
Duration: 3 rounds
Casting Time: 7
Area of Effect: Special
Saving Throw: None
SUMMARY: Dispels highest spell protection (up to 8th level) on target. Dispels
next highest once per round for the next 2 rounds.
GRADE: A
THOUGHTS: You have to choose between this spell and Ruby Ray of Reversal. Both
take down the highest level spell protection on contact. For Warding Whip, it
can only take down level 8 or lower protections while Ruby Ray can take down
level 9 spells. Khelben makes up for it by taking down another protection each
round. I tend to prefer the whip, because most mages do not use level 9
protections until you've learned Spellstrike, the ultimate spell breaker.
However, the choice is yours.
Limited Wish
Level: 7
Item Code: SCRLA4
Mage School: Conjuration/Summoning/Invocation/Evocation
Range: Unlimited
Duration: Special
Casting Time: 9
Area of Effect: Special
Saving Throw: Special
SUMMARY: Summons a genie who will fulfill either a one-time or a repeatable
wish. The higher your wisdom, the more likely a good outcome insues (so be 16
or higher). Greedy desires usually end in disaster.
GRADE: A
THOUGHTS: A very unique and strange spell. Repeatable wishes kind of suck, but
the one-time wishes are pretty good. You can get a 2nd pair of Glasses of ID
and you can cast Time Stop + Wail of the Banshee. You can get a good amount of
gold as well as a good magical item. The real kicker is you get a (giant) bonus
quest. Clearly not a spell you need to keep memorized on a consistent basis.
Mantle
Level: 7
Item Code: SCRL8J
Mage School: Abjuration
Range: 0
Duration: 4 rounds
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
SUMMARY: Invulnerability to all weapons except for +3 or better weapons. Does
not work with Protection from Magical Weapons.
GRADE: F
THOUGHTS: What a joke. The duration is 4, and Protection from Magical Weapons
does pretty much the same thing (except it's better).
Mass Invisibility
Level: 7
Item Code: SCRL8W
Mage School: Illusion/Phantasm
Range: Visual sight of caster
Duration: 1 round/level
Casting Time: 7
Area of Effect: 30' radius
Saving Throw: None
SUMMARY: All friendly creatures within area of effect get an Improved
Invisibility.
GRADE: A
THOUGHTS: Best group illusion spell. Yes, enemy mages will frequently
dismantle it, but otherwise it's perfect. It gets your entire party, it makes
them all invisible (even while attacking - sort of), and you get +4 bonuses to
saves and enemies get -4 bonuses to attack rolls. Great to fire off after
taking out the mage.
Mordenkainen's Sword
Level: 7
Item Code: SCRL8R
Mage School: Evocation
Range: 0
Duration: 1 round/level
Casting Time: 7
Area of Effect: Special
Saving Throw: None
SUMMARY: Very useful (at higher levels). It does good damage and is immune to
a lot of attacks.
GRADE: A-
THOUGHTS: Other than duration, this is a very powerful summoning object.
Power Word, Stun
Level: 7
Item Code: SCRL8Q
Mage School: Conjuration/Summoning
Range: Visual sight of caster
Duration: Special
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
SUMMARY: Creatures with 1 - 29 HP are stunned 4d4 rounds, those with 30 - 59
for 2d4 rounds, those with 60 - 89 for 1d4 rounds, and those with 90+ are not
affected
GRADE: B-
THOUGHTS: Decent for stopping a certain annoying creature until later. All in
all, I dont think it deserves a level 7 slot
Prismatic Spray
Level: 7
Item Code: SCRL8P
Mage School: Conjuration/Summoning
Range: 20 yards
Duration: Instantaneous
Casting Time: 7
Area of Effect: 70' long cone
Saving Throw: Special
SUMMARY: 7 shimmering rays of light flash out. Any creature with less than 8
HD is blinded for 5 rounds. Any creature in area will be hit by either 1 or 2
rays.
Red: 20 HP damage, save for half
Orange: 40 HP damage, save for half
Yellow: 80 HP damage, save for half
Green: Save vs. poison or die. Save causes 20 points of poison damage
Blue: Save vs. petrification or turn to stone
Indigo: Save vs. wands or be feebleminded
Violet: Save vs. spell or be disintigrated
GRADE: C+
THOUGHTS: Too random to be useful. Also, the turning to stone just sucks
because you lose the loot. If you're looking for a damage spell, just hold on
until Abi-Dalzim.
Project Image
Level: 7
Item Code: SCRL8F
Mage School: Illusion/Phantasm
Range: 0
Duration: 1 round/level
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
SUMMARY: A illusionary copy of the wizard moves around, has the same HP, and
can cast the same spells. The caster is frozen while the illusion moves
around. If the caster takes any damage, the spell ends. It can be ended by
Dispel Magic.
GRADE: C+
THOUGHTS: Don't get me wrong, this is a great spell, but it's not quite
Simulacrum. And I already have trouble narrowing down level 7 spells. So just
wait for Simulacarum in level 8. If the spells I've picked in level 7 are not
your cup of tea, then by all means go for this spell. It's the first illusion
spell that is better than level 4 Improved Invisibility (except Mass
Invisibility).
Protection from the Elements
Level: 7
Item Code: SCRL8E
Mage School: Abjuration
Range: Touch
Duration: 1 round/level
Casting Time: 7
Area of Effect: Creature Touched
Saving Throw: None
SUMMARY: Confers 75% immunity to all elemntal (like fire, cold, elec.) attacks,
whether magical or non-magical.
GRADE: B-
THOUGHTS: A decent enough protection spell, but it only confers 75% immunity.
Also, not many enemies use these kinds of attacks. I prefer Protection from
Magic Energy and Protection from Magical Weapons.
Ruby Ray of Reversal
Level: 7
Item Code: SCRL8G
Mage School: Alteration
Range: Visual sight of caster
Duration: Instantaneous
Casting Time: 5
Area of Effect: Target creature
Saving Throw: None
SUMMARY: Dispels the highest spell protection of any level on contact.
GRADE: A
THOUGHTS: You have to choose between this spell and Khelben's Warding Whip.
Both take down the highest level spell protection on contact. For Warding
Whip, it can only take down level 8 or lower protections while Ruby Ray can
take down level 9 spells. Khelben makes up for it by taking down another
protection each round. I tend to prefer the whip, because most mages do not
use level 9 protections until you've learned Spellstrike, the ultimate spell
breaker. However, the choice is yours.
Spell Sequencer
Level: 7
Item Code: SCRL8L
Mage School: Invocation/Evocation
Range: 0
Duration: Permanent
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
SUMMARY: Allows you to trigger three spells levels 1-4 instantaneously.
GRADE: A+
THOUGHTS: Far better than it's little brother, Minor Sequencer, but not quite
as strong as it's older brother, Spell Trigger. Misses out on my best spells
list for that reason alone. For my guide on how to use contingencies and
triggers, see section 4D.
Spell Turning
Level: 7
Item Code: SCRL8D
Mage School: Abjuration
Range: 0
Duration: 3 rounds/level
Casting Time: 7
Area of Effect: Caster
Saving Throw: None
SUMMARY: Protects against 12 spell levels (i.e 4 3rd-level spells or 1
6th-level and 1 7-th level etc.) Does not defend against Dispel Magic, but it
can't be affected by it either.
GRADE: B+
THOUGHTS: A pretty good defensive spell, only 1 slot short of Spell Trap. I
usually just use the Spell Trap ability of the Staff of the Magi, but if you
don't want/can't get it, this spell suffices. Levels 9/10 are too important to
waste a slot on Spell Trap (the actual spell). Also, use this before fighting
Beholders.
Sphere of Chaos
Level: 7
Item Code: SCRL8M
Mage School: Alteration
Range: Visual range of caster
Duration: 1 turn
Casting Time: 7
Area of Effect: 30' radius
Saving Throw: Special
SUMMARY: All enemies must save or have a random effect: become squirrel,
confused, burst in flames, held, disintegrated, healed 20 HP, teleported,
rendered unconscious, or hasted.
GRADE: D
THOUGHTS: Too random and too many good effects (towards enemies).
Summon Djinni
Level: 7
Item Code: SCRL8T
Mage School: Conjuration/Summoning
Range: 40 yards
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
SUMMARY: Summon a djinni to fight. If mistreated, the djinni will turn on his
master.
GRADE: F
THOUGHTS: Terrible. The djinni switches sides easily. And he's not that good,
even when he's on your side.
Summon Efreeti
Level: 7
Item Code: SCRL8S
Mage School: Conjuration/Summoning
Range: 40 yards
Duration: 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
SUMMARY: Summon an Efreeti to fight. If mistreated, the Efreeti will turn on
his master.
GRADE: D
THOUGHTS: Terrible. Same as Djinni, but can cast spells.
Summon Hakeashar
Level: 7
Item Code: SCRL8U
Mage School: Conjuration/Summoning
Range: 40 yards
Duration: 8 rounds + 1 round/level
Casting Time: 1 round
Area of Effect: Special
Saving Throw: None
SUMMARY: Just like Summon Nishruu, but it has more hit points, better attacks,
immunity to normal weapons. Perfectly loyal with no physical attacks. All
magical items with charges are drained by 1 when touched. Causes mage to lose
memory of highest possible spell when touched. Magic heals the creature.
GRADE: A+++ (Part of my Grouping: 13 Best Spells in Game)
THOUGHTS: Beefier version of Summon Nishruu, and I love it. Summon it for your
toughest battles with mages. Great against Lichs as well.
·SpelGA7C: LEVEL 7 CONCLUSION
A lot of good spells in this level as well. Of course take Finger of Death and
Summon Hakeashar as well as the 3 must-haves. Choose at least 1 or 2 of the
considers.
13 Best Spells: 1) Finger of Death
2) Summon Hakeashar
3 must-have spells: 1) Khelben or Ruby Ray
2) Mass Invisibility
3) Spell Sequencer
4 spells to consider: 1) Limited Wish
2) Mordenkainen's Sword
3) Protection from the Elements
4) Spell Turning
*******************************************************************************
··SpelGA8: Level 8
Abi-Dalzim's Horrid Wilting
Level: 8
Item Code: SCRL9G
Mage School: Necromancy
Range: Visual sight of caster
Duration: Instantaneous
Casting Time: 8
Area of Effect: 30-ft. cube
Saving Throw: 1/2 Damage/Special
SUMMARY: Inflicts 1d8 damage per level of caster over entire area. Water
elementals and plant creatures save at -2, others with no penalty. Successful
save causes half damage. Does not hurt party members.
GRADE: A+++ (Part of my Grouping: Best 13 Spells in Game)
THOUGHTS: The best damage causing spell in the game (except for a couple of
level 10 HLA spells). It's party friendly and a save still causes half the
damage. It never stops increasing in value as you level up, either.
Bigby's Clenched Fist
Level: 8
Item Code: SCRLB1
Mage School: Evocation
Range: Visual range of caster
Duration: 4 rounds
Casting Time: 8
Area of Effect: 1 creature
Saving Throw: Special
SUMMARY: 4 rounds of damage. 1st = 3D6 damage and held with no save. 2nd round
allows savevs. paralyze at -2 to escape or 4D6 and held. 3rd/4th = save with
no penalty or 6D6 damage and held 2 rounds. Magic Resistance will stop the
spell
GRADE: C+
THOUGHTS: Too much saving and magic resistance. Only affects 1 creature. Stick
with Abi-Dalzim
Improved Mantle
Level: 8
Item Code: SCRL9C
Mage School: Abjuration
Range: 0
Duration: 4 rounds
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
SUMMARY: Invulnerability to all weapons except +4 or better.
GRADE: F
THOUGHTS: Same problems as regular mantle. Too short, and useless compared
with Protection from Magical Weapons.
Incendiary Cloud
Level: 8
Item Code: SCRL9E
Mage School: Evocation
Range: Visual range of caster
Duration: 1 turn
Casting Time: 8
Area of Effect: 30' radius cloud
Saving Throw: 1/2 Damage/No Penalty
SUMMARY: Creatures in cloud suffer 1-4 points damage per level of caster.
GRADE: D
THOUGHTS: Abi-Dalzim is party friendly and better.
Maze
Level: 8
Item Code: SCRL9H
Mage School: Conjuration/Summonning
Range: Touch
Duration: Special
Casting Time: 3
Area of Effect: 1 Creature
Saving Throw: None
SUMMARY: Sends victim to an extradimensional mage. Escape time is dependent on
victim's intelligence. Longer time is required for less intelligent creatures.
GRADE: D
THOUGHTS: A decent enough stalling tactic, but it's pitiful for a level 8
spell, especially against enemy mages.
Pierce Shield
Level: 8
Item Code: SCRL9A
Mage School: Abjuration
Range: Visual range of caster
Duration: Instantaneous
Casting Time: 8
Area of Effect: Special
Saving Throw: None
SUMMARY: Lowers magic resistance by 10% + 1% per level of caster. Also cancels
one spell protection of any level.
GRADE: B+
THOUGHTS: Almost like a combination of Lower Resistance and Ruby Ray of
Reversal in one spell, except it cancels any random spell instead of the
highest level possible.
Power Word, Blind
Level: 8
Item Code: SCRL9J
Mage School: Conjuration/Summoning
Range: Visual range of caster
Duration: 6 rounds
Casting Time: 1
Area of Effect: 10' radius
Saving Throw: None
SUMMARY: All creatures within 10' of target are blinded, with all the penalties
involved with blindness.
GRADE: D
THOUGHTS: Too weak for a level 8 spell
Protection from Energy
Level: 8
Item Code: SCRL8Y
Mage School: Abjuration
Range: Touch
Duration: 1 round/level
Casting Time: 8
Area of Effect: Creature touched
Saving Throw: None
SUMMARY: 75% immunity to all energy attacks (fire/cold/magic/etc...).
GRADE: D
THOUGHTS: Slightly improved version of Protection from the Elements. Still not
worth it. 75% is too weak and this is too high of a level for this spell.
Stick with Protection from Magic Energy and Protection from Magical Weapons.
Simulacrum
Level: 8
Item Code: SCRL8Z
Mage School: Illusion/Phantasm
Range: 0
Duration: 1 round/level
Casting Time: 9
Area of Effect: Special
Saving Throw: None
SUMMARY: A duplicate of caster is created at 60% the level of the caster. Has
all the spells and abilities of the caster at that level. Also has 60% the HP
of the caster.
GRADE: A
THOUGHTS: Best Illusion spell in the game, and the only one that you must have
since Improved Invisibility. Use it with Spell Immunity: Divination for best
effects.
Spell Trigger
Level: 8
Item Code: SCRL9D
Mage School: Invocation/Evocation
Range: 0
Duration: Permanent
Casting Time: 1 round
Area of Effect: Caster
Saving Throw: None
SUMMARY: Mage can store 3 level 1-6 spells to trigger instantaneously at a
later time.
GRADE: A+++ (Part of my Grouping: 13 Best Spells in Game)
THOUGHTS: The best trigger in the game. Lots of possibilities. See my guide
in section 4D for some recommendations on how to use triggers and
contingencies.
Summon Fiend
Level: 8
Item Code: SCRL9B
Mage School: Conjuration/Summoning
Range: Visual range of caster
Duration: 15 rounds
Casting Time: 9
Area of Effect: None
Saving Throw: None
SUMMARY: Summons a powerful Glaberazu which will attack anyone and anything not
protected from evil.
GRADE: A
THOUGHTS: Most powerful (NON-HLA) creature you can summon short of the Gate
spell (which is a complete waste of a level 9 spell). Just make sure your
party is protected from evil and that there are no innocents around.
Symbol, Death
Level: 8
Item Code: SCRLAM/SCRLAO
Mage School: Conjuration/Summoning
Range: 30 yards
Duration: Special
Casting Time: 1 round
Area of Effect: 30' radius
Saving Throw: No Effects/No Penalty
SUMMARY: Creates a death trap. When a creature comes close, all creatures
within 30' must save vs. death or die. Creatures over 60 HP are immune.
GRADE: D
THOUGHTS: Too difficult to use. You have to lure enemies to the trap, and it's
impossible to tell how many HP they have in the first place. And they'll
probably save anyways. Greater Malison + Fingers of Death is better.
Symbol, Fear
Level: 8
Item Code: SCRL9F
Mage School: Conjuration/Summoning
Range: 30 yards
Duration: Special
Casting Time: 1 round
Area of Effect: 30' radius
Saving Throw: No Effect/-4 penalty
SUMMARY: Creates a fear trap. When a creature comes close, all creatures within
30' must save vs. spell at a -4 penalty or be affected by fear for 2 rounds + 1
round/every 3 levels of caster.
GRADE: B-
THOUGHTS: Better than Symbol, Death for a few reasons. It's easy to cast
Resist Fear on your party to keep them safe. The -4 penalty is the other
reason; it's like casting Greater Malison.
Symbol, Stun
Level: 8
Item Code: SCRLAN
Mage School: Conjuration/Summoning
Range: 30 yards
Duration: Special
Casting Time: 1 round
Area of Effect: 30' radius
Saving Throw: No Effect/-4 penalty
SUMMARY: Creates a stun trap. When a creature comes close, all creatures within
30' must save vs. spell at a -4 penalty or be affected by stun for 2 rounds + 1
round/every 3 levels of caster.
GRADE: C+
THOUGHTS: Better than Symbol, Death for a the -4 penalty on saves. Harder to
protect your party than fear, however.
·SpelGA8C: LEVEL 8 CONCLUSION
Spend at least 2-3 slots on Abi-Dalzim and only 1 slot on Spell Trigger. Next,
make sure you have at least 1 Simulacrum. Any extra slots can go to the other
3 spells.
13 Best Spells: 1) Abi-Dalzim's Horrid Wilting
2) Spell Trigger
2 must-have spells: 1) Pierce Shield
2) Simulacrum
2 spells to consider: 1) Symbol, Fear
2) Summon Fiend
*******************************************************************************
··SpelGA9: Level 9
Absolute Immunity
Level: 9
Item Code: SCRL9P
Mage School: Abjuration
Range: 0
Duration: 4 rounds
Casting Time: 1
Area of Effect: Caster
Saving Throw: None
SUMMARY: Confers complete invulnerability to all weapons except those of +6
enchantment.
GRADE: F
THOUGHTS: A level 9 slot for a shorter version of Protection from Magical
Weapons. Wow.
Bigby's Crushing Hand
Level: 9
Item Code: SCRLB2
Mage School: Evocation
Range: Visual range of caster
Duration: 3 Rounds
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: Special
SUMMARY: First round does 2D10 damage and pins them to ground (can save at -4
to avoid pinning). If fail save, next round does 3D10 damage (can save at -2
for another pinning). If they fail their 2nd save, they get a 4D10 damage.
GRADE: F
THOUGHTS: An upgraded version of Bigby's Clenched Fist that just does not merit
a level 9 slot.
Black Blade of Disaster
Level: 9
Item Code: SCRL9X
Mage School: Evocation
Range: 0
Duration: 18 Rounds
Casting Time: 4
Area of Effect: Special
Saving Throw: None
SUMMARY: Spell caster gets a black, blade-shaped sword. Caster has Grand
Mastery with weapon. Acts as a +5 weapon and deals 2-24 damage. Victims must
save vs death at a +4 bonus or be disintigrated. 10% chance on each hit it
drains 4 levels of victim and heals the wielder 20 HP.
GRADE: F
THOUGHTS: By the time your Fighter/Mage could use this spell, you should have
better weapons anyways. And obviously, your regular Mages should not be
fighting with melee weapons.
Chain Contingency
Level: 9
Item Code: SCRL9Q
Mage School: Evocation
Range: 0
Duration: Special
Casting Time: 1 turn
Area of Effect: Caster
Saving Throw: None
SUMMARY: Stores 3 level 1-8 spells to be released instantly under certain
conditions. Can be directed to affect the caster, last enemy to hit caster, or
nearest enemy. Conditions are the same as the normal Contingency spell.
GRADE: A
THOUGHTS: An upgraded version of one of my favorite spells, Contingency. I've
found it's better to use as a self-buffing rather than chucking 3 Abi-Dalzim's
at your nearest enemies (although that is fun too). Shoving 3 Implosions (if
you're a Cleric/Mage MC) is also quite though. To see my guide on how to use
contingencies and triggers, see section 4D.
Energy Drain
Level: 9
Item Code: SCRL9W
Mage School: Necromancy
Range: Touch
Duration: Permanent
Casting Time: 3
Area of Effect: Target Creature
Saving Throw: None
SUMMARY: Drains victim of of 2 levels of experience with no save. Also loses
the HD, HP, and abilities that go along with the 2 levels of XP loss. Can only
be restored with a priest's restoration spell.
GRADE: F
THOUGHTS: Disaster of a level 9 spell. You'd have to use at least 3 or 4 copies
to have any affect on a high-level enemy.
Freedom
Level: 9
Item Code: SCRL9Z
Mage School: Abjuration
Range: Special
Duration: Instantaneous
Casting Time: 9
Area of Effect: Special
Saving Throw: None
SUMMARY: Frees anyone affected by the spells Imprison or Maze.
GRADE: F (A as a scroll)
THOUGHTS: A very useful spell, but completely unnecessary to memorize. Just
buy a few scrolls (2-3 at the most) and keep.
Gate
Level: 9
Item Code: SCRL9N
Mage School: Conjuration/Summoning
Range: Visual range of caster
Duration: 33 rounds
Casting Time: 9
Area of Effect: Special
Saving Throw: None
SUMMARY: Summons a Pit Fiend who attacks anyone or anything not protected
from evil.
GRADE: F
THOUGHTS: Not much better than Summon Fiend, and it burns an uber-useful level
9/10 slot.
Imprisonment
Level: 9
Item Code: SCRL9S
Mage School: Abjuration
Range: Touch
Duration: Permanent
Casting Time: 9
Area of Effect: 1 creature
Saving Throw: None
SUMMARY: Imprisons the victim in a small sphere far beneath the surface of the
earth permanently, unless a Freedom spell is cast. Not affected by magic
resistance, no saving throws, and not affected by any spell protections. Dispel
Magic does nothing to reverse its effects.
it.
GRADE: C+
THOUGHTS: Any enemy that is so hard to beat that you simply want to bypass the
battle with an imprisonment spell, will probably have loot that you just really
don't want to give up.Some people really like this spell, but for me, the
downside is just not worth it. If you want a delaying tactic, combine Greater
Malison, Feeblemind, and Maze.
Meteor Swarm
Level: 9
Item Code: SCRL9T
Mage School: Evocation
Range: 90 yards
Duration: 4 rounds
Casting Time: 9
Area of Effect: 30' radius
Saving Throw: None
SUMMARY: Meteors strike randomly in the area of effect, causing 4-40 points of
damage with no saving throw to anyone hit.
GRADE: F
THOUGHTS: Abi-Dalzim does better damage and is party friendly.
Power Word, Kill
Level: 9
Item Code: SCRL9U
Mage School: Conjuration/Summoning
Range: Visual range of caster
Duration: Instant
Casting Time: 1
Area of Effect: 1 creature
Saving Throw: None
SUMMARY: Targeted creature, if he/she/it has less than 60 HP currently, dies
with no save.
GRADE: B
THOUGHTS: Better than Finger of Death in that there is no save. B+ because
it's still hard to tell if the creature is at 60 HP or less.
Shapechange
Level: 9
Item Code: SCRL9Y
Mage School: Alteration
Range: 0
Duration: 5 turns
Casting Time: 9
Area of Effect: Caster
Saving Throw: None
SUMMARY: Wizard can become a mind flayer, iron golem, greater werewolf, earth
elemental, fire elemental, or giant troll
GRADE: A-
THOUGHTS: Iron Golems are super-resistant to damage and Greater Werewolves
regenerate insanely fast. The best, however, is the mind flayer. Their attacks
DESTROY enemies extremely quickly. Cast Time Stop and this, then kill any
opponent.
Spell Trap
Level: 9
Item Code: SCRL9L
Mage School: Abjuration
Range: 0
Duration: 18 rounds
Casting Time: 9
Area of Effect: Caster
Saving Throw: None
SUMMARY: Absorbs 30 levels of spells and causes the caster to recall previously
cast spell levels of equal value.
GRADE: B-
THOUGHTS: The best spell protection and it allows you to re-memorize other
spells. Why the B- you ask? The Staff of the Magi will allow you to cast this
without wasting a level 9 slot. So get it.
Spellstrike
Level: 9
Item Code: SCRL9M
Mage School: Abjuration/Alteration
Range: Visual range of caster
Duration: Instantaneous
Casting Time: 5
Area of Effect: Target creature
Saving Throw: None
SUMMARY: Instantly dispels any and all magical protections of target creature,
with no saving throw and no magic resistance effects.
GRADE: A
THOUGHTS: The upgraded version of Breach, and I love it. Combine with Lower
Resistances and Greater Malisons to cripple even your toughest opponents.
Time Stop
Level: 9
Item Code: SCRL9R
Mage School: Alteration
Range: 0
Duration: Special
Casting Time: 9
Area of Effect: Special
Saving Throw: None
SUMMARY: Wizard causes flow of time to stop for one round of outside time.
During this time, the caster can act for three rounds of time. Note that all
spells cast during Time Stop take effect immediately after time returns to
normal.
GRADE: A++++++++++ (Part of my Grouping: 13 Best Spells in Game)
THOUGHTS: The ultimate spell; the greatest spell in the game, bar none.
Combined with Improved Alacrity, the Robe of Vecna, and the Amulet of Power,
you can release an absolutely rediculous number of any level spells you feel
like. It is like an ultimate spell trigger.
Wail of the Banshee
Level: 9
Item Code: SCRL9V
Mage School: Necromancy
Range: 0
Duration: Instantaneous
Casting Time: 9
Area of Effect: 30' Radius
Saving Throw: No Effects/No Penalty
SUMMARY: Wizard screams and anyone within 30' (except party members) die unless
they save vs. death
magic.
GRADE: A-
THOUGHTS: Great if you throw in a Greater Malison or 2 first. Then it's like a
Finger of Death area affect.
Wish
Level: 9
Item Code: SCRLB4
Mage School: Conjuration/Summoning/Invocation/Evocation
Range: Unlimited
Duration: Special
Casting Time: 5
Area of Effect: Special
Saving Throw: Special
SUMMARY: More potent version of Limited Wish.
GRADE: A
THOUGHTS: Just as strange as the Limited Wish spell, but far, far more potent.
You MUST have at least 18 wisdom to use succesfully, or it will lead to
disaster. Great affects include: all party members get 25 for all stats for 4
rounds, Double Length Time Stop + Improved Alacrity, and all party members
re-memorize all spells.
·SpelGA9C: LEVEL 9 CONCLUSION
An insanelly powerful class of spells, where slots are always at a premium,
especially considering level 10 spells will also use level 9 slots. No advice
for this section, choose what you will.
13 Best Spells: 1) Time Stop
3 must-have spells: 1) Chain Contingency
2) Spellstrike
3) Wish
4 spells to consider: 1) Power Word, Kill
2) Shapechange
3) Spell Trap (Replaced by Staff of Magi)
4) Wail of the Banshee
*******************************************************************************
··SpelGA10: Level 10* (HLA Spells)
*NOTE: level 10 spells are not found as scrolls. Your Mage selects them as
HLA's after leveling up past 3 million XP. They take up level 9 slots.
Comet
Level: 10
Item Code: N/A
Mage School: N/A
Range: 90 yards
Duration: Instantaneous
Casting Time: 3
Area of Effect: 30' Radius
Saving Throw: None
SUMMARY: Comet strikes earth damaging only foes with two effects: 1) all foes
must save vs paralyzation or be knocked down and stunned for 1d4 rounds and
2) causes 10d10 damage with no save.
GRADE: A+
THOUGHTS: You must choose between this and Dragon's Breath, and I usually take
Dragon's Breath, even though Comet has no Saving Throw against its damage.
Dragon's Breath does 20D10 damage and half damage with a save means it does
10D10 damage, which is the guaranteed damage of Comet. Only reason to select
Comet over Dragon's Breath, then, is that a lot of creatures are very fire
resistant, where they are not blunt damage resistant. The choice is yours.
Dragon's Breath
Level: 10
Item Code: N/A
Mage School: N/A
Range: Visual range of caster
Duration: Instantaneous
Casting Time: 3
Area of Effect: 30-foot radius
Saving Throw: Special
SUMMARY: Dragon head roars, doing 20D10 fireball that only affects foes and
knocks foes down and away from caster. Save vs breath allows victims to take
half damage and not be knocked down.
GRADE: A+
THOUGHTS: You must choose between this and Comet, and I usually take Dragon's
Breath, even though Comet has no Saving Throw against its damage. Dragon's
Breath does 20D10 damage and half damage with a save means it does 10D10
damage, which is the guaranteed damage of Comet. Only reason to select Comet
over Dragon's Breath, then, is that a lot of creatures are very fire resistant,
where they are not blunt damage resistant. The choice is yours.
Energy Blades
Level: 10
Item Code: N/A
Mage School: N/A
Range:
Duration:
Casting Time:
Area of Effect:
Saving Throw:
SUMMARY: Discs of pure energy give +10 to THAC0 and do 1d4 +5 missile damage
+1d10 electrical damage. Caster given 1 disc per level and attacks are set to 9
as long as discs are held.
GRADE: A+ for Fighter/Mages
F for Mages
THOUGHTS: A Fighter/Mage combining this spell with Tenser's Transformation will
do ungodly amounts of damage. But once again, save your non-Fighter/Mages for
better spells.
Improved Alacrity
Level: 10
Item Code: N/A
Mage School: N/A
Range: Unlimited
Duration: 2 Rounds
Casting Time: 9
Area of Effect: Special
Saving Throw: None
SUMMARY: Eliminates pause between casting spells for 2 rounds
GRADE: A+++ (Part of my Grouping: 13 Best Spells in the Game)
THOUGHTS: Crucial to any use of Time Stop (unless you're going
Shapechange and physically attack as a mind flayer).
Summon Planetar/Dark Planetar
Level: 10
Item Code: N/A
Mage School: N/A
Range: 40 yards
Duration: 4 rounds + 1 round/level
Casting Time: 5
Area of Effect: Special
Saving Throw: None
SUMMARY: Calls forth a planetar or a fallen planetar to fight at your side
GRADE: A+
THOUGHTS: Along with the Priest HLA Summon Deva/Fallen Deva, this is the best
summoning spell in the game. It has a large selection of Cleric Spells & Druid
Spells as well as a few good mage spells. It is also a great fighter with high
magic resistance.
·SpelGA10C: LEVEL 10 CONCLUSION
Since all level 10 spells got an A+, I'll leave it to you as to which spells to
select.
13 Best Spells: 1) Improved Alacrity
*******************************************************************************
SpelGA11: 13 Best Spells in Game
This is my list of the 13 best arcane spells in the game. These are the spells
that no matter what, you simply can't be without (and if you're a sorcerer,
they should be the first spells you pick for levels 4-10).
Level 4
Greater Malison
Stoneskin
Level 5
Breach
Lower Resistance
Spell Immunity
Level 6
Contingency
True Sight
Level 7
Summon Hakeashar
Finger of Death
Level 8
Abi-Dalzim's Horrid Wilting
Spell Trigger
Level 9
Time Stop
Level 10
Improved Alacrity
*******************************************************************************
···SpelGP: Priest Spells
Some spells are only useable by Druids, some only by Clerics, and some by both.
For each spell, I will list this in its stats. Remember also that Paladins and
Rangers use Druid spells up to the level they are allowed. Finally, since
there are 121 total priest spells, and a lot of them are bad, I will not give
stats and grades to bad spells. I will merely list bad spells along with a
brief (1 sentence) reason for why each is a bad spell.
··SpelGPCD: Cleric vs. Druid Spells
Here is a list of what spells Clerics can use, what spells Druids can use, and
what spells Both can use. LEGEND: No Star = Both Allowed; * = Cleric Only;
** = Druid Only
LEVEL 1
Armor of Faith
Bless
*Command
Cure Light Wounds
Detect Evil
Doom
**Entangle
*Magic Stone
*Protection from Evil
*Remove Fear
*Sanctuary
Shillelagh
LEVEL 2
*Aid
Barksin
*Chant
**Charm Person or Mammal
*Draw Upon Holy Might
Find Traps
Flame Blade
**Goodberry
*Hold Person
Know Alignment
Resist Fire and Cold
*Silence 15' Radius
Slow Poison
*Spiritual Hammer
LEVEL 3
*Animate Dead
**Call Lightning
Cure Disease
Cure Medium Wounds
Dispel Magic
*Glyph of Warding
**Hold Animal
*Holy Smite
Invisibility Purge
Miscast Magic
Protection from Fire
*Remove Curse
*Remove Paralysis
Rigid Thinking
Strength of One
**Summon Insects
*Unholy Blight
*Zone of Sweet Air
LEVEL 4
Animal Summoning I
Cause Serious Wounds
Cloak of Fear
Cure Serious Wounds
Death Ward
Defensive Harmony
Farsight
*Free Action
*Holy Power
*Lesser Restoration
*Mental Domination
Negative Plain Protection
Neutralize Poison
Poison
*Protection from Evil 10' Radius
Protection from Lightning
LEVEL 5
Animal Summoning II
Cause Critical Wounds
*Champion's Strength
Chaotic Commands
Cure Critical Wounds
*Flame Strike
*Greater Command
**Insect Plague
**Iron Skins
Magic Resistance
Mass Cure
**Pixie Dust
*Raise Dead
*Repulse Undead
*Righteous Magic
*Slay Living
True Seeing
LEVEL 6
*Aerial Servant
Animal Summoning III
*Blade Barrier
*Bolt of Glory
Conjure Animals
**Conjure Fire Elemental
**Dolorous Decay
*False Dawn
**Fire Seeds
Harm
Heal
Physical Mirror
*Sol's Searing Orb
Wondrous Recall
LEVEL 7
Confusion
**Conjure Earth Elemental
**Creeping Doom
Earthquake
*Finger of Death
Fire Storm
*Gate
*Greater Restoration
*Holy Word
**Nature's Beauty
Regeneration
*Resurrection
Shield of the Archons
*Sunray
*Symbol: Death
*Symbol: Fear
*Symbol: Stun
*Unholy Word
LEVEL 8 (HLA)
Aura of Flaming Death
Elemental Summoning
**Elemental Transformation (Fire)
**Elemental Transformation (Earth)
Energy Blades
Globe of Blades
**Greater Elemental Summoning
Implosion
Mass Raise Dead
Storm of Vengeance
Summon Deva/Summon Fallen Deva
*******************************************************************************
··SpelGP1: Level 1
USEFUL SPELLS
Armor of Faith
Level: 1
Type: Cleric & Druid
Casting Time: 1
Duration: 3 + 1/level
SUMMARY: Absorbs part of damage from all attacks. For every 5 levels, you get
5% asorbtion, up to 25% at level 20
GRADE: B+
THOUGHTS: Good defensive spell, especially at higher levels. Good duration.
Bless
Level: 1
Type: Cleric & Druid
Casting Time: 1
Duration: 6
SUMMARY: All allies within 25 feet
GRADE: A for Cleric/Mages
F for Everyone Else
THOUGHTS: Nice party buff spell with too long of a casting time and too little
duration. Leave it to your Cleric/Mages to shove this spell into spell
triggers.
Remove Fear
Level: 1
Type: Cleric Only
Casting Time: 1
Duration: 2
SUMMARY: Remove and protect from fear and morale loss (nautral and
spell-caused)
GRADE: A
THOUGHTS: Identical to arcane level 2 spell, Resist Fear, despite the
differences in name/description. Free up some level 2 slots from your mage.
Sanctuary
Level: 1
Type: Cleric Only
Casting Time: 4
Duration: 1
SUMMARY: Makes priest invisible unless performs an "offensive action"
GRADE: A+ for Mage/Thieves
B+ for Everyone Else
THOUGHTS: Great if your cleric runs low on HP and needs to heal up. Great for
sneaking around as a thief/mage.
FAILED SPELLS
Command
Fails Because: save and short duration
Cure Light Wounds
Fails Because: don't use your priests to heal
Detect Evil
Fails Because: spell gives useless info
Doom
Fails Because: too long casting time and affects only one enemy
Entangle
Fails Because: saving throw is easy and enemies can still fight
Magic Stone
Fails Because: save and short duration
Protection from Evil
Fails Because: only affects 1 character. Wait for the 10' version
Shillelagh
Fails Because: your cleric doesn't need a +1 crudgel
*******************************************************************************
··SpelGP2: Level 2
USEFUL SPELLS
Barkskin
Level: 2
Type: Cleric & Druid
Casting Time: 5
Duration: 4 + 1/level
SUMMARY: Sets base AC to 6 with a -1 bonus every 4 levels. Also a +1 bonus to
saving throws.
GRADE: B
THOUGHTS: Not as powerful as Stoneskin/Ironskin but still a useful defenseive
spell (especially if you don't have access to either of those two spells).
Chant
Level: 2
Type: Cleric Only
Casting Time: 1
Duration: 5
SUMMARY: All allies within 30 feet receive a +1 bonus to attack/damage/saving
rolls and all enemies receive a -1 penalty to those rolls
GRADE: A for Cleric/Mages
F for everyone else
THOUGHTS: Nice combo party buff and enemy de-buff. Long casting time means
leave it to the cleric/mages to stick in a trigger.
Draw Upon Holy Might
Level: 2
Type: Cleric Only
Casting Time: 2
Duration: 10
SUMMARY: Raises strength, constitution, and dexterity 1 point every 3 levels
GRADE: A for Fighter/Clerics
B for Everyone Else
THOUGHTS: Good for fighting. Duh.
Hold Person
Level: 2
Type: Cleric Only
Casting Time: 5
Duration: 1
SUMMARY: Hold 1-4 humans or humanoids who fail a save
GRADE: B+
THOUGHTS: Identical to the arcane level 3 spell of the same name. Free up some
mage slots.
Resist Fire and Cold
Level: 2
Type: Cleric & Druid
Casting Time: 5
Duration: 1/level
SUMMARY: All fire/cold damages are halved.
GRADE: B+
THOUGHTS: A good spell if you're fighting ice or fire creatures, but it's hard
to know when enemies will use these types of damage.
Silence, 15' Radius
Level: 2
Type: Cleric Only
Casting Time: 5
Duration: 2 rounds/level
SUMMARY: Everyone within 15 feet must save or be silenced
GRADE: B
THOUGHTS: A weaker version of the level 6 arcane spell, Power Word, Silence.
It also covers an entire area instead of just 1 creature. The save for no
effects is rough, but it has good duration.
Slow Poison
Level: 2
Type: Cleric & Druid
Casting Time: 1
Duration: Instantaneous
SUMMARY: Dramatically detoxicate a creature who has been poisoned
GRADE: A-
THOUGHTS: A very handy spell to keep for when your party members get poisoned,
which happens somewhat frequently (until you get Neutralize Poison).
FAILED SPELLS
Aid
Fails Because: only affects 1 creature, which makes it less useful than
Bless
Charm Person or Mammal
Fails Because: too easy to save. Too easy to break spell and has short
duration
Find Traps
Fails Because: leave it to your thieves (cuz this doesn't disarm them)
Flame Blade
Fails Because: your cleric should have better weapons
Goodberry
Fails Because: use Potions of Extra Healing, not these pieces of s***
Know Alignment</pre><pre id="faqspan-7">
Fails Because: spell gives you useless info
Spiritual Hammer
Fails Because: your cleric should have better weapons
*******************************************************************************
··SpelGP3: Level 3
USEFUL SPELLS
Animate Dead
Level: 3
Type: Cleric Only
Casting Time: 1
Duration: ?
SUMMARY: Summon 1 or 2 skeleton/zombies at 5% chance of 2/level until caster
reaches level 15 when he can summon one Skeleton arrior
GRADE: A+ at level 15
B+ levels 1-14
THOUGHTS: identical to the arcane level 5 spell of the same name. Free up some
mage slots.
Cure Disease
Level: 3
Type: Cleric & Druid
Casting Time: 1
Duration: Instantaneous
SUMMARY: Cure 1 target of blindness, deafness, and most diseases
GRADE: B+
THOUGHTS: good spell when your party members occasionally get diseased (until
you get Neutralize Poison)
Dispel Magic
Level: 3
Type: Cleric & Druid
Casting Time: 6
Duration: Instantaneous
SUMMARY: Identical to the level 3 arcane spell of the same name
GRADE: A
THOUGHTS: Free up some mage slots
Holy Smite
Level: 3
Type: Cleric Only
Casting Time: 3
Duration: Instantaneous
SUMMARY: Cause 1d4 damage per level of caster and blind for 1 round any evil
creatures within 20 foot radius of spell target. Save is allowed for half
damage and no blindness
GRADE: A-
THOUGHTS: First good offensive priest spell that levels up as you do and the
save still causes half damage. Most of your enemies are evil. Be careful not
to get your own party's evil members, however.
Remove Paralysis
Level: 3
Type: Cleric Only
Casting Time: 6
Duration: Instantaneous
SUMMARY: Frees creatures from any paralysis effects
GRADE: A-
THOUGHTS: Your party members will frequently be held/paralyzed and this spell
will be crucial.
Summon Insects
Level: 3
Type: Druid Only
Casting Time: 9
Duration: 7
SUMMARY: summmon a swarm of insects to attack one enemy who must save vs breath
at a -4 penalty or suffer its effects: -2 to attacks, +2 to AC, 1 HP damage
every 2 seconds, and 50% chance of spell casting failure.
GRADE: A
THOUGHTS: Great until you get the level 5 spell Insect Plague. Use it to
disrupt enemy mages.
Zone of Sweet Air
Level: 3
Type: Cleric Only
Casting Time: 3
Duration: Instantaneous
SUMMARY: Dispel toxic vapors (like Cloudkill or Stinking Cloud)
GRADE: B-
THOUGHTS: I find the effects of the above 2 spells really annoying, so I always
keep one of these memorized
FAILED SPELLS
Call Lightning
Fails Because: can't be used indoors or in caves
Cure Medium Wounds
Fails Because: don't use your priests to heal
Glyph of Warding
Fails Because: enemies don't go through doors
Hold Animal
Fails Because: most enemies are humans/humanoids
Invisibility Purge
Fails Because: wait for True Seeing
Miscast Magic
Fails Because: mages will save
Protection from Fire
Fails Because: Resist Fire and Cold is better
Remove Curse
Fails Because: don't be stupid enough to equip a cursed item
Rigid Thinking
Fails Because: affects 1 creature and an easy save
Strength of One
Fails Because: set party members strength to 18/76, even if they have
better strength
Unholy Blight
Fails Because: most enemies are evil, not good
*******************************************************************************
··SpelGP4: Level 4
USEFUL SPELLS
Call Woodland Being
Level: 4
Type: Druid Only
Casting Time: 7
Duration: 3
SUMMARY: Summons a nymmph with spells (including level 5 Cure Party)
GRADE: A
THOUGHTS: Good early summoning character, but won't be useful later in game.
Death Ward
Level: 4
Type: Cleric & Druid
Casting Time: 1
Duration: 10/level
SUMMARY: Protects 1 target from death magic, like Disintigrate and Power Word,
Kill
GRADE: B-
THOUGHTS: Rare it is that your fighters will face mages who do death magic, but
useful when this happens. Fantastic duration gives you time to cast it
multiple times.
Defensive Harmony
Level: 4
Type: Cleric & Druid
Casting Time: 1
Duration: 10
SUMMARY: -2 AC bonus to all allies within 10 feet
GRADE: A+
THOUGHTS: Best party buff spell levels 1-4
Neutralize Poison
Level: 4
Type: Cleric & Druid
Casting Time: 4
Duration: Instantaneous
SUMMARY: Neutralize poison, restore 1d8 HP, and cure disease in target
GRADE: A
THOUGHTS: Combines Slow Poison, Cure Light Wounds, and Cure Disease in one
spell. Once you get this, un-memorize Slow Poison and Cure Disease.
Poison
Level: 4
Type: Cleric & Druid
Casting Time: 4
Duration: 1
SUMMARY: Cause 1 creature to be posioned and suffer damage according to the
caster's level
GRADE: A
THOUGHTS: Best damage spell levels 1-4. Maxes out at 8d8 +6 damage/round at
level 17.
Protection from Evil 10'
Level: 4
Type: Cleric Only
Casting Time: 7
Duration: 20/level
SUMMARY: All evil creatures who attack receive a -2 penalty to attack and all
attacks against evil creatures receives a +2 bonus. Protects from demons
GRADE: A+
THOUGHTS: Absolutely required for facing undead and for summoning demons.
FAILED SPELLS
Animal Summoning I
Fails Because: use Animate Dead instead
Cause Serious Wounds
Fails Because: too little damage, too much saving, too much risk
Cloak of Fear
Fails Because: too short of range
Cure Serious Wounds
Fails Because: don't use your priests to heal
Farsight
Fails Because: use an invisible scout instead
Free Action
Fails Because: only affects 1 creature; use Dispel Magic for all but
Web
Holy Power
Fails Because: Draw Upon Holy Might is better
Lesser Restoration
Fails Because: doesn't do the one thing you want from a restoration
spell - cure Level Drain
Mental Domination
Fails Because: too much save and too much turning hostile
Negative Plane Protection
Fails Because: just use Protection from Evil 10'
Protection from Lightning
Fails Because: you'll never know when an enemy will hit you with
electricity
*******************************************************************************
··SpelGP5: Level 5
USEFUL SPELLS
Chaotic Commands
Level: 5
Type: Cleric & Druid
Casting Time: 3
Duration: 10/level
SUMMARY: Prevents affects of magical commands in one target, such as charm,
confusion, sleep, and domination.
GRADE: A
THOUGHTS: If you prefer preventing you party members from the effects listed
above instead of curing with Dispel Magic, this is the spell for you. Shame it
only affects one creature at a time, but it has a massive duration.
Flame Strike
Level: 5
Type: Cleric Only
Casting Time: 8
Duration: Instantaneous
SUMMARY: Strike target with column of flame for 1d8 damage per level of caster.
Save for half damage.
GRADE: B+
THOUGHTS: Good damage spell, but I find poison to do more damage later in game
due to enemies' fire resistances.
Insect Plague
Level: 5
Type: Druid Only
Casting Time: 1
Duration: 6
SUMMARY: Sumons a swarm of insects that covers 5 nearest enemies, including
target. Spell casting is impossible, 1 HP damage every 2 sec, and enemies must
save vs. breath or run in fear.
GRADE: A+
THOUGHTS: One of the best priest spells in the game, and it's only available to
Druids (and Cleric/Rangers ;D ). Completely disables mages as well as invisible
creatures. Much better group disabler than any other priest spell. Creeping
Doom is the upgraded/ultimate version of this spell.
Iron Skins
Level: 5
Type: Druid Only
Casting Time: 1
Duration: 12 hours
SUMMARY: Identical to the level 4 arcane spell, Stoneskin.
GRADE: A+
THOUGHTS: The other great Druid spell. Your clerics are stuck with Barkskin,
but your druids and your Cleric/Mages get Stoneskin or Iron Skins.
Mass Cure
Level: 5
Type: Cleric & Druid
Casting Time: 5
Duration: Instantaneous
SUMMARY: Cure all allies within 30 feet of 1d8 + 1/level HP
GRADE: A
THOUGHTS: One of the 2 exceptions to the rule: don't use your priests to heal.
Cures your entire party and gets better as you level up.
Righteous Magic
Level: 5
Type: Cleric Only
Casting Time: 1
Duration: 1/level
SUMMARY: Gain 1 temp. HP per level of caster, gain +1 to strength every 3
levels of priest (up to 24), and make priest inflict max damage with all hits.
GRADE: A+ for Fighter/Clerics
B for Everyone Else
THOUGHTS: Used in conjunction with Draw Upon Holy Might, your Fighter/Cleric
becomes incredibly powerful
Slay Living
Level: 5
Type: Cleric Only
Casting Time: 1
Duration: Instantaneous
SUMMARY: After casting, cleric has 3 rounds to make a successful attack. Attack
then deals 2d6+9 damage with no save. Target is killed unless save vs spell.
Caster gets 1 chance to make a hit or lose the spell.
GRADE: A for Fighter/Cleric
F for everyone else
THOUGHTS: Great damage for you Fighter/Clerics to deal, but your non
Fighter/Clerics are too likely to miss.
True Seeing
Level: 5
Type: Cleric & Druid
Casting Time: 8
Duration: 10
SUMMARY: Idnetical to the level 6 arcane spell, True Sight.
GRADE: A
THOUGHTS: Save some slots for your mage. Especially good if your Mage is a
Conjurer or if you are a Fighter/Cleric or both.
FAILED SPELLS
Animal Summoning II
Fails Because: use Animate Dead instead
Cause Critical Wounds
Fails Because: there are better damage spells in level 5
Champion's Strength
Fails Because: Rigeous Magic is far better
Cure Critical Wounds
Fails Because: don't use your priest to heal
Greater Command
Fails Because: not party friendly. Too much saving.
Magic Resistance
Fails Because: good, but not good enough for a valuable level 5 slot
Pixie Dust
Fails Because: invisibility sucks compared to improved invisibility
Raise Dead
Fails Because: 1 HP means your character will just die right away. Try
not dying in the first place (or wait for Resurrection
and Mass Raise Dead)
Repulse Undead
Fails Because: use Turn Dead instead
*******************************************************************************
··SpelGP6: Level 6
USEFUL SPELLS
Aerial Servant
Level: 6
Type: Cleric Only
Casting Time: 9
Duration: 10 rounds/level
SUMMARY: summons an aerial servant to fight with you
GRADE: B+
THOUGHTS: Pretty good summoning spell. Best since Animate Dead, but not as
good as the epic summoning you'll get in levels 7/8
Bolt of Glory
Level: 6
Type: Cleric Only
Casting Time: 9
Duration: Instantaneous
SUMMARY: Does a lot of damage with no save allowed. Extra damage done to
Undead and Demons. Weak only against elemental creatures.
GRADE: A+ for Cleric/Mages
A- for Everyone Else
THOUGHTS: Fantastic damage spell, but with an obscenely long casting time. But
as a Cleric/Mage, you can always stick 3 of these in level 8 Spell Trigger.
Heal
Level: 6
Type: Cleric & Druid
Casting Time:
Duration:
SUMMARY: Restores all HP, cures all diseases and all mind-altering effects.
GRADE: A
THOUGHTS: A great healing spells. Long casting time, but it heals everything
(except Level Drain, poison, and Charm/Domination/Held).
FAILED SPELLS
Animal Summoning
Fails Because: Aerial Servant is better
Blade Barrier
Fails Because: not party friendly
Conjure Animals
Fails Because: Aerial Servant is better
Conjure Fire Elemental
Fails Because: I prefer Aerial Servant because so many enemies are fire
resistant
Dolorous Decay
Fails Because: Bolt of Glory does more damage
False Dawn
Fails Because: better anti-undead spells in levels 7/8
Fire Seeds
Fails Because: too little damage and not party friendly
Harm
Fails Because: Bolt of Glory does more damage from a distance
Physical Mirror
Fails Because: missile strikes not all that worrisome
Sol's Searing Orb
Fails Because: better anti-undead spells in levels 7/8. Mediocre damage
against non-undead enemies
Wondrous Recall
Fails Because: would be great if it were 2 level 5 spells back, but who
wants/needs spells 1-4 back?
*******************************************************************************
··SpelGP7: Level 7
USEFUL SPELLS
Creeping Doom
Level: 7
Type: Druid Only
Casting Time: 1
Duration: 6
SUMMARY: Summons a horde of insects for 6 rounds, dealing 2 points of damage
every second,completely disabling an enemy's ability to cast spells. Victim
can save vs. breath at a -2 penalty to suffer only 3 rounds of damage.
GRADE: A+
THOUGHTS: Best of the three insect spells. Every second means MASSIVE damage.
Gate
Level: 7
Type: Cleric Only
Casting Time: 5
Duration: 33
SUMMARY: summons a Pit Fiend.
GRADE: A for Most Clerics
F for Cleric/Mage
THOUGHTS: Strongest creature you can summmon as a cleric levels 1-7. Just make
sure that no innocent people are around AND that your party is protected from
evil before casting. Cleric/Mages should stick with Summon Fiend and not waste
the level 7 spell slots.
Greater Restoration
Level: 7
Type: Cleric Only
Casting Time: 3
Duration: Instantaneous
SUMMARY: Fully heals everything that can possibly affect a creature.
GRADE: A+
THOUGHTS: The holy grail of healing spells. It heals everything. Period. Most
commonly used due to Level Drain.
Resurrection
Level: 7
Type: Cleric Only
Casting Time: 1
Duration: Instantaneous
SUMMARY: raises character from death and Heals him/her
GRADE: B+
THOUGHTS: Don't die in the first place. If you do, however, this is vastly
superior to Raise Dead.
Shield of the Archons
Level: 7
Type: Cleric & Druid
Casting Time: 9
Duration: 3/level
SUMMARY: Similar to arcane spell, Spell Trap. Absorbs spell levels to a total
of half the caster's level.
GRADE: A
THOUGHTS: Great, especially later in the game. Of course, Cleric/Mages should
stick to the Staff of the Magi or the arcane spell Spell Trap for the real
deal.
Sunray
Level: 7
Type: Cleric Only
Casting Time: 4
Duration: Instantaneous
SUMMARY: All enemies get 3d6 damage and must save vs. spells or be blinded 10
rounds. Undead creatures take 1d6 damage for every level of caster and must
save vs. spells or be destroyed
GRADE: A
THOUGHTS: Best anti-undead weapon in the game. It's party friendly, hurts
non-undead as well, and there's no saving against damage, undead or not.
FAILED SPELLS
Confusion
Fails Because: mages get it at level 4...and I don't like THAT version.
Conjure Earth Elemental
Fails Because: Aerial Servant is better
Earthquake
Fails Because: not party friendly and can summon a new enemy. HA!
Finger of Death
Fails Because: leave it to the mages
Fire Storm
Fails Because: not party friendly
Holy Word
Fails Because: not party friendly
Nature's Beauty
Fails Because: good, but not deserving of a powerful level 7 slot
Regeneration
Fails Because: good, but not deserving of a powerful level 7 slot
Symbol: Death
Fails Because: leave it to the mages
Symbol: Fear
Fails Because: leave it to no one; it sucks
Symbol: Stun
Fails Because: leave it to no one; it sucks
Unholy Word
Fails Because: your enemies are mostly evil and Holy Word sucks anyways
*******************************************************************************
··SpelGP8: Level 8* (HLA Spells)
*NOTE: level 8 spells are selected as HLA's after leveling up past 3 million
XP. They take up level 7 slots.
USEFUL SPELLS
Greater Elemental Summoning
Level: 8
Type: Druid Only
Casting Time: 1
Duration: 10
SUMMARY: summons an elemental prince (fire, earth, or air) who is incredibly
powerful and has his own spells
GRADE: A-
THOUGHTS: Great summoning spell. Unfortunately for it, Summon Deva/Fallen Deva
is better.
Implosion
Level: 8
Type: Cleric & Druid
Casting Time: 5
Duration: 2
SUMMARY: Does 10D10 fire damage and 10D10 blunt damage. Holds character for 2
rounds (including the damage round). Save at no penalty for half damage
GRADE: A
THOUGHTS: Extraordinary amounts of damage, especially if stuck into a
Cleric/Mage's Chain Contingency
Mass Raise Dead
Level: 8
Type: Cleric & Druid
Casting Time: 2
Duration: Instantaneous
SUMMARY: Raise all dead party members and heal them 3d10 + 1 level/caster HP
GRADE: B+
THOUGHTS: Don't let multiple party members die, but if you do, use this spell.
Storm of Vengeance
Level: 8
Type: Cleric & Druid
Casting Time: 8
Duration: 3
SUMMARY: 30' radius goes through 4 rounds of damage. Enemies level 6 or lower
are slain instantly. Each round does 1d6 elemental damage. 1st round = poison,
2nd = fire, 3rd = acid, and 4th = electricity. Only harms foes.
GRADE: A
THOUGHTS: A great damage spell that doesn't hurt party members.
Summon Deva/Fallen Deva
Level: 8
Type: Cleric & Druid
Casting Time: 5
Duration: 4 + 1/level
SUMMARY: summons an angelic/demonic guardian to fight with you
GRADE: A+
THOUGHTS: not as powerful as a Mage's Summon Planetar, but still the best
summoning spell a priest can cast.
FAILED SPELLS
Aura of Flaming Death
Fails Because: good, but not deserving of a powerful level 7 slot
Elemental Summoning
Fails Because: good, but not as good a summoning spell as Summon
Deva/Fallen Deva
Elemental Transformation (Fire/Earth)
Fails Because: good, but not deserving of a powerful level 7 slot
Energy Blades
Fails Because: good, but not deserving of a powerful level 7 slot
Globe of Blades
Fails Because: not party friendly
*******************************************************************************
*******************************************************************************
*******************************************************************************
··4D: Contingencies and Triggers Guide
There are three different spell triggers and two types of contingencies in
Baldur's Gate II. For each of the five, you can only have 1 copy of each
active at a time. Here are my suggestions, based on the type of wizard you
are:
Minor Spell Trigger (2 spells levels 1-2)
Cleric/Mage: 1) Bless + Chant
Fighter/Mage: 1) Blur + Mirror Image
Offensive Mage: 1) 2X Magic Missile OR
2) Magic Missile + Melf's Acid Arrow (for enemy Mages)
Spell Sequencer (3 spells levels 1-4)
Cleric/Mage: 1) Defensive Harmony + Chant + Haste OR
2) Defensive Harmony + Bless + Chant
Fighter/Mage: 1) Fireshield (Red) + Fireshield (Blue) + Stoneskin
Offensive Mage: 1) 3X Flame Arrow OR
2) 2X Greater Malison + Slow
Spell Trigger (3 spells levels 1-6)
Cleric/Mage: 1) 3X Bolt of Glory
2) Tenser's Transformation + True Sight (arcane) +
Sanctuary OR
3) Heal + 2X Mass Cure
Fighter/Mage: 1) Tenser's Transformation + Protection from Magical
Weapons + Protection from Magic Energy
Offensive Mage: 1) Breach + Greater Malison + Lower Resistance OR
2) 3X Sunfire
Contingency (1 spell; 1 level for every 3 levels of caster, up to level 6 at
level 18)
Cleric/Mage: 1) Stoneskin @ levels 12+ @ HP = 25% OR
2) Dispel Magic @ levels 12+ @ Helpless OR
3) Heal @ levels 18+ @ HP = 10% OR
Fighter/Mage: 1) Stoneskin @ levels 12-17 @ HP = 25% THEN
2) Tenser's @ levels 18+ @ HP = 25%
Mage: 1) Stoneskin @ levels 12+ @ HP = 25% OR
2) Dispel Magic @ levels 12+ @ Helpless
Chain Contingency (3 spells levels 1-8)
Cleric/Mage: 1) 3X Implosion @ See Enemy @ Nearest Enemy OR
2) Spell Turning + Heal + Protection from Magic Energy
@ HP = 10% @ Myself
Fighter/Mage: 1) Tenser's Transformation + Protection from Magic
Energy + Protection from Magical Weapons @ HP = 25%
@ Myself
Mage: 1) 3X Abi-Dalzim's Horrid Wilting @ See Enemy @ Nearest
Enemy OR
2) Protection from Magic Energy + Protection from
Magical Weapons + Simulacrum @ HP = 25% @ Myself OR
3) Protection from Magic Energy + Spell Turning +
Simulcarum @ HP = 25% @ Myself
*******************************************************************************
··4E: Fighting Strategies Guide
For beginning players, be sure that you've read 3F3 and 3F7 to understand the
basic mechanics of fighting and how to give your warriors scripts.
Every player develops their own special brand of fighting techniques. There are
unlimited possibilities and options. I will go over my strategies in this
guide. If you have a different/better/changed version of fighting strategies,
please email me them and I will add them to the guide. I will wrap up with a
monster-specific guide. Please note that these strategies are only for tough
battles. If there's a pack of 6 goblins hanging around, just send in a scripted
Fighter. This is for facing tough enemies, like dragons, large golems, mages,
etc.
MINI TABLE OF CONTENTS
··FitGA General Fighting Strategies
·FitGA1 Scouting and Saving
·FitGA2 Buffing
·FitGA3 Using Warriors in Battle
·FitGA4 Using Spellcasters in Battle
·FitGA5 Using Thieves in "Battle"
·FitGA6 Using a Bard in Battle
··FitGB Enemy Specific Strategies
·FitGB1 Golems
·FitGB2 Demons
·FitGB3 Undead
·FitGB4 Lichs
·FitGB5 Dragons
·FitGB6 Mages
·FitGB7 Beholders
·FitGB8 Mind Flayers
·FitGB9 Trolls
*******************************************************************************
··FitGA: General Fighting Strategies
This is how I approach a lot of battles. Remember, they're just
recommendations. Take the pieces you like, get rid of the parts you don't, and
formulate your own fighting style(s).
·FitGA1: Scouting and Saving
Fighting tough enemies falls into 4 parts: 1) Scouting & Saving, 2) Buffing,
3) Battle, and 4) Resting. Resting is obvious and I'm not going to elaborate
any further. Prior to Buffing is Scouting. You always need to know what enemy
you'll be fighting. Three methods: 1) just read the walkthrough, 2) just save a
lot and reload whenever you get to a tough battle, or 3) the non-cheese method:
using Thieves or characters with Improved Invisibility to scout ahead. Once you
know what you're up against, you can proceed to Buffing.
Before you face a tough enemy, you will always want to save FIRST. The game
will usually give you tough enemies right after an auto-save. This way, if you
accidentally barrel into a tough fight unprepared and die, you don't have to
re-do all that much work. This isn't always the case, so be sure to save a
lot. Save immediately prior to starting your Buffing and DO NOT SAVE AGAIN
UNTIL THE BATTLE IS COMPLETELY OVER.
*******************************************************************************
·FitGA2: Buffing
Buffing (or preparing for battle) is the most important part of fighting a
tough battle. Please don't waste your time Buffing to fight a golem or demon.
For your hard battles, however, it is the major determining factor on whether
you will win a battle or die. Actual fighting goes quickly, and you won't have
much time to do lots of things.
First come your traps, set by Thieves and spellcasters (if you like using
traps).
Next you will do summoning spells/items (if you like doing summonings). Mages
can use Spider Spawn, Animate Dead, Summon Nishruu/Hakeashar, Mordenkainen's
Sword, Simulacrum, Summon Planetar. Clerics can use Animate Dead, Aerial
Servant, Summon Deva. Items include the Horns of Valhalla, the Spider Figurine,
the Lion Figurine, the Moon Dog, the Genie Bottle, and the Golem Tomes. You get
the picture. Note: if you're summoning any Demons, you MUST cast Protection
from Evil 10' prior to summoning them and you won't be able to control them AT
ALL during the battle.
Finally, you will Buff with your arcane spellcasters, your divine capable spell
casters, and your potions. Remember that spells don't last forever. Cast your
long duration spells prior to your short acting spells. Usually 1-2 rounds of
spells are all you get. 3 rounds can be done, but it's pushing it. Also, don't
forget about your warriors' special and innate spells.
Mages are usually better at Buffing, and Cleric/Mages are amazing at it. Know
what type of enemy you will be facing, and choose buff spells accordingly.
A) From your plain vanilla wizards, Resist Fear is a good early team
buff. Stoneskin is a must if your wizard will be entering the fray.
Protections from Magic Energy and Magical Weapons are good as well. If
you're fighting Mages, you'll need spell protections as well (Spell
Trap, Spell Turning,etc...). Make sure your contingencies are set and
that your offensive triggers are ready to go. Giving some of your
warriors illusions or individual protections is also a good idea.
B) From your plain vanilla Clerics Defensive Harmony is a fantastic
buff. From your Cleric/Mages, load up triggers with Bless and Chant.
These make great team buffs. For your Fighter/Clerics, using Draw Upon
Holy Might and Rigeous Magic is great.
C) From your Fighter/Mages, use your illusions and your fighting
enhancers. Blur + Mirror Image in a trigger is great. Tenser's
Transformation really shines here.
D) Starting about mid-way through Shadows of Amn, you must have True
Sight heading into any tough battle. Inquisitors can do this as can
Fighter/Mages and Fighter/Clerics. I don't recommend having your plain
wizard do it unless there's no other choice. Note: the Thieves' Hood
will allow your thief to do it.
*******************************************************************************
·FitGA3: Using Warriors in Battle
Once you've done all the buffs you want, it's time for battle. Don't waste any
time, because the clock is ticking on your buff spells running out. Send your
melee fighters right up to the enemies with the AI on. Send your ranged
warriors to the side and slightly back from enemies, in a spot where they can
see and reach all the enemies.
For the most part, you will then ignore your warriors during a battle. Pause
frequently during battles to check the health of your party members and your
enemies (using the TAB button). If a warrior becomes incapacitated, use a
Cleric or Mage to bring him back (usually with Dispel Magic). If a warrior's
health gets close to dying, have them retreat from the battle and take healing
potions. You might have to briefly turn off the AI to get them to leave the
battle. Once they are healthy again, immediately send them back into the
battle.
You will keep a continuous cycle of retreating, healing (with potions), and
returning to battle. For this to work, though, you must have at least 2
warriors. I prefer 3. In the most difficult of battles, be sure to use
warriors' special and innate abilities.
*******************************************************************************
·FitGA4: Using Spellcasters in Battle
Important Note: if enemies have illusions, you CANNOT target them with spells.
You must dispel their illusions with True Sight prior to targeting enemies with
any spells.
Your main focus in battles should be with your non-scripted spellcasters. Keep
your spellcasters (except for Fighter/Clerics and Fighter/Mages) away from
enemies. If an enemy is melee attacking your spellcaster, you've screwed up.
First, let's talk about your offensive wizards. For your toughest enemies,
you'll need to lower defenses first: 1) start with spell destroying spells if
necessary. Use Breach, Khelben's Warding Whip, Spellstrike, etc... 2) continue
with Greater Malisons and Lower Resistances as needed, and 3) finish with
damage spells and killing spells. Time Stop, when you get it, as well as
Improved Alacrity, will make casting all 3 parts instantaneous.
Your other task for spellcasters, especially your Clerics, is to watch for your
warriors becoming incapacitated. Be ready to cast Dispel Magic, Remove
Paralysis, Cure Disease, and Neutralize Poison as needed. Remember, your
warriors should be healing themselves with potions. Your priests are wasted
running around casting Cure Wounds and the like. Instead, have your priests and
non-offensive wizards renew buffs as they begin to run out.
*******************************************************************************
·FitGA5: Using Thieves in "Battle"
Unless you're rocking a Fighter/Thief, your thief shouldn't be melee fighting
in a battle. Hence the quotation marks. If you like backstabbing (and you
probably do), you can use Thieves to avoid certain battles altogether. Either
place an Immproved Invisibility on your Thief or have him go stealth. Move him
to the back of an enemy and then attack. With an Assassin and a great weapon,
you can kill a LOT of things without ever having to buff and battle. You can
skip straight from scouting to killing.
You also can have your Thief do this during a traditional battle. Invisibility
works well here. While your Fighters are swinging away, keep sneak-running in
and backstabbing.
*******************************************************************************
·FitGA6: Using a Bard in Battle
For the most part, this should mean using a Skald or a Blade with Enhanced Bard
Song. If you're a Blade prior to the enhanced song, treat him/her just like any
other warrior, or have them guard your spellcasters. For your Skalds and
Enhanced Blades, you need low AC. Seriously low AC. Why? You will move your
Bard close to your warriors, turn on Bard song, and do nothing else for the
duration of a battle. If you take a potion, you interrupt the song. If you
attack or defend, you interrupt the song. The best job you can do as a Bard is
to stand absolutely still or follow your warriors around while doing absolutely
nothing. This means that you need a seriously low AC, or you will die. Fast.
*******************************************************************************
··FitGB: Enemy Specific Strategies
Here is where I will give specific tips and advice for the more difficult
enemies in the game.
·FitGB1: Golems
Clay golems must be hit by blunt weapons to damage
Iron/Adamantium golems must be hit by +3 or better weapons
Don't try using spells on golems, they're incredibly resistant to magic.
You can trap & attack large golems in doorways, if they're too difficult for
you
·FitGB2: Demons
Obviously, Protection from Evil 10' is useful in these situations
Just send in your warriors
Demons are not very tough, despite what they look like
·FitGB3: Undead (vampires/ghosts/spirits/wraiths/spectres/skeletons/lichs/
ghouls/etc...)
Protection from Evil 10' is a must
Items that prevent Level Drain or have Negative Plane Protection will do nicely
as well
Priests (Paladins/Druids/Clerics/Rangers) can Turn Undead - very useful
Priest spells (like False Dawn and Sunray) are extremely useful
Restoration scrolls/Greater Restoration to heal Level Drain
·FitGB4: Lichs
Lichs are a special type of undead. They cast spells. They especially love
Time Stop; almost every lich will cast it. They also use death magic
and Imprisonment more than other enemies.
Normal undead strategies work well: Protection from Evil, Neg. Plane Prot.,
False Dawn, Sunray, Turn Undead, and the like
Summon creatures to distract the lich
Protection from the Undead makes you invisible to the lich...then just wait for
his spells to expire before killing him
·FitGB5: Dragons
Dragons are tough. Make sure you've buffed with Resist Fear.
Breach, Greater Malison, and Lower Resistance are key here
Have a Monk cast Quivering Palm (only after a Greater Malison or two)
Dragons are notoriously non-resistant to electricity --> Chain Lightning X3 in
a trigger
You can polymorph dragons (after lowering resistance) --> easier to kill a
squirrel
·FitGB6: Mages
Mages are probably the toughest opponents in the game
Somewhat similar to the strategies for fighting dragons
True Sight is beyond essential here. You cannot target illusioned mages with
spells
Summon Nishruu and Hakeashar
Breach is amazing here, as are Khelben's Warding Whip, Pierce Shield, and
Spellstrike
Greater Malison + Lower Resistances
Abi-Dalzim's and Skull Trap do wonders here
Archers are pretty great against mages, especially with Arrows of Dispelling
Inquisitors, with Carsomyr, are fantastic against Mages
You can use Protection from Magic scrolls, if you still find these fights too
dificult
·FitGB7: Beholders
Beholders are obnoxiously difficult and annoying
Cloak of Mirroring is fantastic
Enrage/Rage abilities work well
Spell protections like Spell Trap are great
Watch out for Elder Orbs (leaders) casting Imprisonment
Once again, Protection from Magic scrolls if still too difficult
·FitGB8: Mind Flayers
Mind Flayers have an annoying ability: lots of mental attacks
Chaotic Commands is a great priest spell for this
Archers are good
Invisible Stalkers are good
Animate Dead is good
Psion's Blade +5 is located in TOB in Yaga-Shura's Lair
·FitGB9: Trolls
Trolls are also annoying
They can take a massive beating before falling over
However, if you're beating them enough, they won't be able to counter-attack
Surround them with warriors and just let them beat the everlasting crap out of
the trolls
Once they're on the ground, you must attack with fire or acid to kill
Melf's Acid Arrow, Flame Arrow, and Melf's Minute Meteors work well here
-------------------------------------------------------------------------------
···5 Useful Lists
-------------------------------------------------------------------------------
··5A: Item Codes (LINK)
Honestly, Dan Simpson over at GAMEFAQ's did a perfect job of this. Far better
than I evercould. All it's missing is the enhanced edition content, and
honestly, there aren't many items and they're not anything special. To find
his list, Google "dsimpson items listing" and it'll be the first result. Or go
to the following address:
http://www.gamefaqs.com/pc/258273-baldurs-gate-ii-shadows-of-amn/faqs/9332
*******************************************************************************
··5B: XP and Levels
LEVEL Fighters & Barbarians Paladins & Rangers Thieves & Bards
1 0 0 0
2 2000 2250 1250
3 4000 4500 2500
4 8000 9000 5000
5 16000 18000 10000
6 32000 36000 20000
7 64000 75000 40000
8 125000 150000 70000
9 250000 300000 110000
10 500000 600000 160000
11 750000 900000 220000
12 1000000 1200000 440000
13 1250000 1500000 660000
14 1500000 1800000 880000
15 1750000 2100000 1100000
16 2000000 2400000 1320000
17 2250000 2700000 1540000
18 2500000 3000000 1760000
19 2750000 3300000 1980000
20 3000000 3600000 2200000
21 3250000 3900000 2420000
22 3500000 4200000 2640000
23 3750000 4500000 2860000
24 4000000 4800000 3080000
25 4250000 5100000 3300000
26 4500000 5400000 3520000
27 4750000 5700000 3740000
28 5000000 6000000 3960000
29 5250000 6300000 4180000
30 5500000 6600000 4400000
31 5750000 6900000 4620000
32 6000000 7200000 4840000
33 6250000 7500000 5060000
34 6500000 7800000 5280000
35 6750000 --- 5500000
36 7000000 --- 5720000
37 7250000 --- 5940000
38 7500000 --- 6160000
39 7750000 --- 6380000
40 8000000 --- 8000000
LEVEL Mages & Sorcerers Clerics Druids Monks
1 0 0 0 0
2 2500 1500 2000 1500
3 5000 3000 4000 3000
4 10000 6000 7500 6000
5 20000 13000 12500 13000
6 40000 27500 20000 27500
7 60000 55000 35000 55000
8 90000 110000 60000 110000
9 135000 225000 90000 225000
10 250000 450000 125000 450000
11 375000 675000 200000 675000
12 750000 900000 300000 900000
13 1125000 1125000 750000 1125000
14 1500000 1350000 1500000 1350000
15 1875000 1575000 3000000 1575000
16 2250000 1800000 3150000 1800000
17 2625000 2025000 3300000 2025000
18 3000000 2250000 3450000 2250000
19 3375000 2475000 3600000 2475000
20 3750000 2700000 3750000 2700000
21 4125000 2925000 3900000 2925000
22 4500000 3150000 4150000 3150000
23 4875000 3375000 4400000 3375000
24 5250000 3600000 4700000 3600000
25 5625000 3825000 5000000 3825000
26 6000000 4050000 5500000 4050000
27 6375000 4275000 6000000 4275000
28 6750000 4500000 6500000 4500000
29 7125000 4725000 7000000 4725000
30 7500000 4950000 7500000 4950000
31 7875000 5175000 8000000 5175000
32 --- 5400000 --- 5400000
33 --- 5625000 --- 5625000
34 --- 5850000 --- 5850000
35 --- 6075000 --- 6075000
36 --- 6300000 --- 6300000
37 --- 6525000 --- 6525000
38 --- 6750000 --- 6750000
39 --- 6975000 --- 6975000
40 --- 8000000 --- 8000000
*******************************************************************************
··5C: Expensive/Useful Gems, Potions, Weapons/Other Items, and Scrolls
USEFUL ITEMS (save these items)
Required - Section 6B4
1 Rogue Stone
RECOMMEND - Section 6B01
1 Beljuril
1 Diamond
OPTIONAL - Cespenar Components
1 Scroll of Protection from Normal Weapons
1 Scroll of Invisibility
1 Scroll of Improved Haste
1 Bottle of Antidote
2 Rogue Stones
5 Star Sapphire Gems
1 Diamond
1 Sapphire
1 Emerald
EXPENSIVE GEMS
Beljuril
Black Opal
Diamond
Emerald
Glittering Beljuril Gemstone
Kings Tears
Laeral's Tear Necklace
Moonbar Gem
Pearl Necklace
Rogue Stone
Star Sapphire
Water Opal
EXPENSIVE POTIONS
Oil of Firey Burning
Oil of Speed (ONLY IF IN WHITE BOTTLE)
Potion of Absorption
Potion of Agility
Potion of Clarity
Potion of Cloud Giant Strength
Potion of Defense
Potion of Explosions
Potion of Extra Healing
Potion of Fire Giant Strength
Potion of Fire Resistance
Potion of Fortitude
Potion of Frost Giant Strength
Potion of Genius
Potion of Heroism
Potion of Hill Giant Strength
Potion of Invulnerability (ONLY IF IN PURPLE BOTTLE)
Potion of Magic Blocking
Potion of Magic Protection
Potion of Magic Shielding
Potion of Master Thievery
Potion of Mind Focusing
Potion of Mirrored Eyes
Potion of Perception
Potion of Power
Potion of Regeneration
Potion of Stone Form
Potion of Stone Giant Strength
Potion of Storm Giant Strength
Potion of Strength
Potion of Superior Healing
Red Potion
Rogue's Potion of Frost Giant Strength
Vial of Mysterious Liquid
Violet Potion
EXPENSIVE WEAPONS/OTHER ITEMS
Any weapon/item with a +X modifier after it (where X = 1,2,3,4,5,6)
Any weapon/item that is named
Any plate armor or full plate armor
EXPENSIVE SCROLLS
Any level 4 or greater arcane scroll
Any divine scroll (some of the blue scrolls)
Any protection scroll except for Stone to Flesh (green scrolls)
Any cursed scroll but that of Weakness, Foolishness, or Ailment
(green scrolls)
*******************************************************************************
··5D: Allignment Bhaalspawn Abilities
Note that there is also an element of randomness to what abilities you get.
This here is just a sample of the abilities I drew for each alignment. Take it
as more of a guide to general trends rather than specifics.
Lawful Good Cure Light Wounds, Slow Poison, Draw upon Holy
Might
Neutral Good Cure Light Wounds, Slow Poison, Draw upon Holy
Might
Chaotic Good Cure Light Wounds, Slow Poison, Draw upon Holy
Might, Vampiric Touch
Lawful Neutral Larloch's Minor Drain, Cure Light Wounds, Slow
Poison, Horror, Vampiric Touch, Draw Upon Holy
Might
True Neutral Larloch's Minor Drain, Slow Poison, Horror,
Vampiric Touch, Draw Upon Holy Might
Chaotic Neutral Larloch's Minor Drain, Slow Poison, Vampiric
Touch, Draw Upon Holy Might
Lawful Evil Larloch's Minor Drain, Horror, Vampiric Touch
Neutral Evil Larloch's Minor Drain, Cure Light Wounds,
Horror, Vampiric Touch, Draw Upon Holy Might
Chaotic Evil Larloch's Minor Drain, Horror, Vampiric Touch
*******************************************************************************
··5E: Spell Progressions
BARD
LEVEL: 1 2 3 4 5 6 7 8 9
1 0 0 0 0 0 0 --- --- ---
2 1 0 0 0 0 0 --- --- ---
3 2 0 0 0 0 0 --- --- ---
4 2 1 0 0 0 0 --- --- ---
5 3 1 0 0 0 0 --- --- ---
6 3 2 0 0 0 0 --- --- ---
7 3 2 1 0 0 0 --- --- ---
8 3 3 1 0 0 0 --- --- ---
9 3 3 2 0 0 0 --- --- ---
10 3 3 2 1 0 0 --- --- ---
11 3 3 3 1 0 0 --- --- ---
12 3 3 3 2 0 0 --- --- ---
13 3 3 3 2 1 0 --- --- ---
14 3 3 3 3 1 0 --- --- ---
15 3 3 3 3 2 0 --- --- ---
16 4 3 3 3 2 1 --- --- ---
17 4 4 3 3 3 1 --- --- ---
18 4 4 4 3 3 2 --- --- ---
19 4 4 4 4 3 2 --- --- ---
20 4 4 4 4 4 3 --- --- ---
21 5 4 4 4 4 3 --- --- ---
22 5 5 4 4 4 3 --- --- ---
23 5 5 5 4 4 3 --- --- ---
24 5 5 5 5 4 3 --- --- ---
25 5 5 5 5 4 3 --- --- ---
26 5 5 5 5 4 3 --- --- ---
27 5 5 5 5 4 3 --- --- ---
28 5 5 5 5 5 3 --- --- ---
29 5 5 5 5 5 3 --- --- ---
30 5 5 5 5 5 4 --- --- ---
31 5 5 5 5 5 4 --- --- ---
32 5 5 5 5 5 4 --- --- ---
33 5 5 5 5 5 4 --- --- ---
34 5 5 5 5 5 4 --- --- ---
35 5 5 5 5 5 4 --- --- ---
36 5 5 5 5 5 4 --- --- ---
37 5 5 5 5 5 4 --- --- ---
38+ 5 5 5 5 5 5 --- --- ---
MAGE*
LEVEL: 1 2 3 4 5 6 7 8 9
1 1 0 0 0 0 0 0 0 0
2 2 1 0 0 0 0 0 0 0
3 2 1 0 0 0 0 0 0 0
4 3 2 0 0 0 0 0 0 0
5 4 2 1 0 0 0 0 0 0
6 4 2 2 0 0 0 0 0 0
7 4 3 2 1 0 0 0 0 0
8 4 3 3 2 0 0 0 0 0
9 4 3 3 2 1 0 0 0 0
10 4 4 3 2 2 0 0 0 0
11 4 4 3 3 0 0 0 0 0</pre><pre id="faqspan-8">
12 4 4 4 4 4 1 0 0 0
13 5 5 5 4 4 2 0 0 0
14 5 5 5 4 4 2 1 0 0
15 5 5 5 5 5 2 1 0 0
16 5 5 5 5 5 3 2 1 0
17 5 5 5 5 5 3 3 2 0
18 5 5 5 5 5 3 3 2 1
19 5 5 5 5 5 3 3 3 1
20 5 5 5 5 5 4 3 3 2
21 5 5 5 5 5 5 4 3 2
22 5 5 5 5 5 5 5 3 3
23 5 5 5 5 5 5 5 3 3
24 5 5 5 5 5 5 5 4 3
25 5 5 5 5 5 5 5 4 3
26 5 5 5 5 5 5 5 4 3
27 5 5 5 5 5 5 5 4 4
28 5 5 5 5 5 5 5 5 4
29 5 5 5 5 5 5 5 5 4
30 5 5 5 5 5 5 5 5 4
31 5 5 5 5 5 5 5 5 4
32 5 5 5 5 5 5 5 5 4
33 5 5 5 5 5 5 5 5 4
34 5 5 5 5 5 5 5 5 4
35+ 5 5 5 5 5 5 5 5 5
*NOTE: Mage kits get 1 additional spell per level. Wild mages count as
specialist for number of spells.
SORCERER*
LEVEL: 1 2 3 4 5 6 7 8 9
1 3/2 0 0 0 0 0 0 0 0
2 4/2 0 0 0 0 0 0 0 0
3 5/3 0 0 0 0 0 0 0 0
4 6/3 3/1 0 0 0 0 0 0 0
5 6/4 4/2 0 0 0 0 0 0 0
6 6/4 5/2 3/1 0 0 0 0 0 0
7 6/5 6/3 4/2 0 0 0 0 0 0
8 6/5 6/3 5/2 3/1 0 0 0 0 0
9 6/5 6/4 6/3 4/2 0 0 0 0 0
10 6/5 6/4 6/3 5/2 3/1 0 0 0 0
11 6/5 6/5 6/4 6/3 4/2 0 0 0 0
12 6/5 6/5 6/4 6/3 5/2 3/1 0 0 0
13 6/5 6/5 6/4 6/4 6/3 4/2 0 0 0
14 6/5 6/5 6/4 6/4 6/3 5/2 3/1 0 0
15 6/5 6/5 6/4 6/4 6/4 6/3 4/2 0 0
16 6/5 6/5 6/4 6/4 6/4 6/3 5/2 3/1 0
17 6/5 6/5 6/4 6/4 6/4 6/3 6/3 4/2 0
18 6/5 6/5 6/4 6/4 6/4 6/3 6/3 5/2 3/1
19 6/5 6/5 6/4 6/4 6/4 6/3 6/3 6/3 4/2
20 6/5 6/5 6/4 6/4 6/4 6/3 6/3 6/3 6/3
21 6/5 6/5 6/4 6/4 6/4 6/4 6/3 6/3 6/3
22 6/5 6/5 6/4 6/4 6/4 6/4 6/4 6/3 6/3
23 6/5 6/5 6/4 6/5 6/4 6/4 6/4 6/4 6/3
24 6/5 6/5 6/5 6/5 6/4 6/4 6/4 6/4 6/3
25 6/5 6/5 6/5 6/5 6/4 6/4 6/4 6/4 6/4
26 6/5 6/5 6/5 6/5 6/4 6/4 6/4 6/4 6/4
27 6/5 6/5 6/5 6/5 6/4 6/4 6/4 6/4 6/4
28 6/5 6/5 6/5 6/5 6/5 6/4 6/4 6/4 6/4
29 6/5 6/5 6/5 6/5 6/5 6/4 6/4 6/4 6/4
30 6/5 6/5 6/5 6/5 6/5 6/5 6/4 6/4 6/4
31 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/4 6/4
32 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/4
33 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/4
34 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/4
35 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/4
36 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5
37+ 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5 6/5
*Note: the first number represents how many spells the Sorcerer can cast at
that level. The second number represents how many spells the Sorcerer knows at
that level. Remember the Dragon Disciple knows the same number of spells as
the vanilla Sorcerer, but he/she can cast one LESS spell per level.
CLERIC
LEVEL: 1 2 3 4 5 6 7
1 1 0 0 0 0 0 0
2 2 0 0 0 0 0 0
3 2 1 0 0 0 0 0
4 3 2 0 0 0 0 0
5 3 3 1 0 0 0 0
6 3 3 2 0 0 0 0
7 3 3 2 1 0 0 0
8 3 3 3 2 0 0 0
9 4 4 3 2 1 0 0
10 4 4 3 3 2 0 0
11 5 4 4 3 2 1 0
12 6 5 5 3 2 2 0
13 6 6 6 4 2 2 0
14 6 6 6 5 3 2 1
15 7 6 6 6 4 2 1
16 7 7 7 6 4 3 1
17 7 7 7 7 5 3 2
18 8 8 8 8 6 4 2
19 9 9 8 8 6 4 2
20 9 9 9 8 7 5 2
21 9 9 9 9 8 6 2
22 9 9 9 9 8 6 3
23 9 9 9 9 9 7 3
24 9 9 9 9 9 7 3
25 9 9 9 9 9 7 3
26 9 9 9 9 9 8 3
27 9 9 9 9 9 8 3
28 9 9 9 9 9 8 4
29 9 9 9 9 9 8 4
30 9 9 9 9 9 8 4
31 9 9 9 9 9 8 5
32 9 9 9 9 9 8 5
33 9 9 9 9 9 8 5
34 9 9 9 9 9 8 6
35 9 9 9 9 9 8 6
36 9 9 9 9 9 8 6
37 9 9 9 9 9 8 6
38+ 9 9 9 9 9 8 7
DRUID
LEVEL: 1 2 3 4 5 6 7
1 1 0 0 0 0 0 0
2 2 0 0 0 0 0 0
3 2 1 0 0 0 0 0
4 3 2 0 0 0 0 0
5 3 3 1 0 0 0 0
6 3 3 2 0 0 0 0
7 3 3 2 1 0 0 0
8 3 3 3 2 0 0 0
9 4 4 3 2 1 0 0
10 4 4 3 3 2 0 0
11 5 4 4 3 2 1 0
12 6 5 5 3 2 2 0
13 6 6 6 4 2 2 0
14 6 6 6 5 3 2 1
15 6 6 6 6 6 6 6
16 7 7 7 6 6 6 6
17 7 7 7 7 6 6 6
18 8 8 8 8 6 6 6
19 9 9 8 8 6 6 6
20 9 9 9 8 7 6 6
21 9 9 9 9 8 6 6
22 9 9 9 9 8 6 6
23 9 9 9 9 9 7 6
24 9 9 9 9 9 7 6
25+ 9 9 9 9 9 7 7
PALADIN
LEVEL: 1 2 3 4
9 1 0 0 0
10 2 0 0 0
11 2 1 0 0
12 2 2 0 0
13 2 2 1 0
14 3 2 1 0
15 3 2 1 1
16 3 3 2 1
17 3 3 3 1
18 3 3 3 1
19 3 3 3 2
20+ 3 3 3 3
RANGER
LEVEL: 1 2 3
8 1 0 0
9 2 0 0
10 2 1 0
11 2 2 0
12 2 2 0
13 3 2 1
14 3 2 1
15 3 3 2
16+ 3 3 3
*******************************************************************************
··5F: Racial Class Restrictions
Single Class Race Restrictions
Fighter Any Race
Ranger Human, Elf, or Half-Elf
Paladin Human Only
Cleric Any Race
Druid Human or Elfs
Mage Human, Elf, Half-Elf, or Gnome* (*must be Illusionist)
Thief Any Race
Bard Human or Half-Elf
Sorcerer Human, Elf, or Half-Elf
Monk Human Only
Barbarian Any Race
Multiclass Race Restrictions
Fighter/Thief Any Race
Fighter/Cleric Half-Elf, Gnome, Dwarf, or Half-Orc
Fighter/Mage Elf, Half-Elf, or Gnome* (*must be Illusionist)
Mage/Thief Elf, Half-Elf, or Gnome* (*must be Illusionist)
Cleric/Mage Half-Elf or Gnome* (*must be Illusionist)
Cleric/Thief Gnome Only
Fighter/Druid Gnome Only
Cleric/Ranger Half-Elf or Half-Orc
Fighter/Mage/Thief Elf or Half-Elf
Fighter/Mage/Cleric Half-Elf Only
*******************************************************************************
··5G: Class Weapon Restrictions
Fighter Any Weapon
Berserker Any Weapon
Wizard Slayer Any Weapon
Kensai No Ranged Weapons (except throwing axes)
Dwarven Defender Any Weapon
Ranger Any Weapon
Archer Any Weapon
Stalker Any Weapon
Beast Master No Metal Weapons
Paladin Any Weapon
Cavalier No Ranged Weapons (except throwing axes)
Inquisitor Any Weapon
Undead Hunter Any Weapon
Blackguard Any Weapon
Cleric Non-Bladed, Non-Piercing Weapons Only
Priest of Talos Non-Bladed, Non-Piercing Weapons Only
Priest of Helm Non-Bladed, Non-Piercing Weapons Only
Priest of Lathander Non-Bladed, Non-Piercing Weapons Only
Druid Scimitar, Dagger, Club, Spear, Quarterstaff,
Dart, Sling
Totemic Druid Same as Druid
Shapeshifter Same as Druid
Avenger Same as Druid
Mage Dagger, Quarterstaff, Dart, Sling
Kits Dagger, Quarterstaff, Dart, Sling
Wild Mage Dagger, Quarterstaff, Dart, Sling
Thief Long Sword, Short Sword, Katana, Scimitar,
Dagger, Club, Quarterstaff, Crossbow, Shortbow,
Dart, Sling
Assassin Same as Thief
Bounty Hunter Same as Thief
Swashbuckler Same as Thief
Shadowdancer Same as Thief
Bard Any Weapon
Blade Any Weapon
Jester Any Weapon
Skald Any Weapon
Sorcerer Dagger, Quarterstaff, Dart, Sling
Dragon Disciple Dagger, Quarterstaff, Dart, Sling
Monk Long Sword, Short Sword, Katana, Scimitar,
Dagger, Club, Quarterstaff, Dart, Sling
Dark Moon Monk Same as Monk
Sun Soul Monk Same as Monk
Barbarian Any Weapon
*******************************************************************************
··5H: Location of Good Merchants
The Adventurer's Mart in Waukeen's Promenade (AR 0700; x2200 y1600)
1) Ribald (AR 0702; x715 y615)
2) Deidre (AR 0702; x500 y450)
3) Lady Yuth (AR 0702; x185 y400)
Waukeen's Promenade (AR 0700)
1) Hes (for selling items) (x3030 y315)
2) Galoomp the Bookkeeper (x3330 y300)
Bridge District (AR 0500)
1) Cutpurse (only at night) (x675 y2500)
The Copper Coronet in the Slums District (AR 0400; x2475 y2250)
1) Joluv (AR 406; x1330 y1745)
2) Bernard (only after completing Hendak quest) (AR 406; near
bar)
The Underdark (AR 2100)
1) Carlig (x1600 y3700)
Ust Natha (AR 2200)
1) Drow Merchant 1 (x1060 y3350)
2) Drow Merchant 2 (x1030 y3100)
Watcher's Keep (AR 3000)
1) Sister Garlena (x980 y700)
*******************************************************************************
··5I: Weapon Proficiency Points Progressions
Level Fighter/Barbarian Paladin/Ranger Cleric/Monk/Thief/Bard Druid
1 4 4 2 2
2
3 +1 +1
4 +1 +1
5
6 +1 +1
7
8 +1 +1
9 +1 +1
10
11
12 +1 +1 +1 +1
13
14
15 +1 +1
16 +1 +1
17
18 +1 +1
19
20 +1 +1
21 +1 +1
22
23
24 +1 +1 +1 +1
25
26
27 +1 +1
28 +1 +1
29
30 +1 +1
31 MAX L
32 +1
33 +1 +1
34 MAX LEVEL
35
36 +1 +1
37
38
39 +1
40 +1
Note: Fighters/Barbarians/Paladins/Rangers get a proficiency point every 3
levels, Clerics/Monks/Thieves/Bards/Druids get a proficiency point
every 4 levels
Mage/Sorcerer
1 1
2
3
4
5
6 +1
7
8
9
10
11
12 +1
13
14
15
16
17
18 +1
10
20
21
22
23
24 +1
25
26
27
28
29
30 +1
31 MAX L
32
33
34
35
36
37
38
39
40
Note: Mages/Sorcerers get a proficiency point every 6 levels
*******************************************************************************
··5J: Items for Cromwell and Cespenar (and Locations)
CROMWELL:
Ankheg Plate Mail (AC 1)
Ankheg Shell - Windspear Hills & Resurrection Gorge (Dorn)
5,000 GP
Crom Faeyr (Best Single-Handed Weapon in SoA)
Hammer of Thunderbolts +3 (Temple - Sewers - Windspear Key Illithid)
Gauntlets of Ogre Power (Planar Sphere - Halflings)
Girdle of Frost Giant Strength (Underdark - Western Kuo-Toas)
Scroll of Crom Faeyr (Temple Ruins - Shadow Dragon)
10,000 GP
Wave Halberd +4
Wave Blade (Sahuagin City - Rebel Prince)
Wave Shaft (Bridge - Planar Prison - Warden)
7,500 GP
Mace of Disruption +2
Mace of Disruption +1 (Graveyard - Tombs - Bohdi's Blood Bath)
200 Pounds of Illithium (Waukeen's Promenade - during Sir Sarles
mission)
7,500 GP
Red Dragon Armor (AC -1)
Red Dragon Scales (Windspear Hills)
5,000 GP
Shadow Dragon Armor (AC 1)
Shadow Dragon Scales (Temple Ruins)
5,000 GP
Short Bow of Gesen (needs no ammo)
Gesen Bow Shaft (Bridge - Tanner Shop - Lowest Level)
Gesen Bow String (Brynnlaw - Spellhold - Maze - Golem Trapped Box)
7,500 GP
Silver Sword
Silver Blade (given by Saemon Havarian when escaping Brynnlaw)
Silver Hilt (dropped by Kruin in chapter 6)
7,500 GP
The Equalizer
Pommel Jewel of the Equalizer (Irenicus' Dungeon - Pleasure Bedroom)
Blade of the Equalizer (Underdark - Southern Beholders)
Hilt of the Equalizer (Underdark - Eastern Illithid)
CESPENAR:
Angurvadal +5 (22 Strength; Level Drain Immuity)
Angurvadal +4 (Watcher's Keep)
Liquid Mercury (Sendai's Enclave - Mind Flayer Area - Small Pool)
10,000 GP
Aslyferund Elven Chain +5 (AC 0; Normal Weapon Immunity)
Bladesinger Chain +4 (Suldanessellar - Forest Grove - Black Dragon)
1 Scroll of Protection from Normal Weapons
40,000 GP
Axe of the Unyielding +5 (AC +1; Regenerate; Con +1; 10% chance decapitation)
Axe of the Unyielding +3 (Watcher's Keep)
Baalor's Claw (Yaga-Shura's Lair - Level 2 - Berenn)
5,000 GP
Bag of Plenty +2 (unlimited Bullets +2 from sling)
Bag of Plenty +1 (Yaga-Shura's Lair - Level 2)
King's Tear gem
10,000 GP
Blessed Bracers (+10 HP; Cure Critical Wounds; Cast Resurrection)
Paladin's Bracers (Watcher's Keep)
10,000 GP
Blue Dragon Plate (AC -1; 90% immune electricity)
Blue Dragon Scales (Abazigal's Inner Sanctum - Blue Dragon)
5,000 GP
Carsomyr +6 (Best weapon in entire game)
Carsomyr +5 (Windspear Hills - Firkraag)
Eye of Tyr (Sendai's Enclave - Odamaron's Lair - Odamaron the Lich)
5,000 GP
Case of Plenty +2 (unlimited Bolts +2 from crossbow)
Case of Plenty +1 (Watcher's Keep)
5,000 GP
Circlet of Netheril (upgraded) (+10 HP; Mem +1 level 7 & 8 spell)
Bronze Ioun Stone (Saradush Prison - Level 1 - cot in cell after ghost
to rest)
Circlet of Netheril (Watcher's Keep)
5,000 GP
Clay Golem Manual (summons clay golem)
Golem Manual (Watcher's Keep)
Clay Golem Page (Watcher's Keep)
5,000 GP
Club of Detonation +5 (30% chance +15% fire damage; 5% chance fireball)
Club of Detonation +3 (Watcher's Keep)
Ring of Fire Resistance (Windspear Hills - Rukh Transmuter)
5,000 GP
Dagger of the Star +5 (15% chance invisible 1 minute; Star bolt = 1D8 Fire +
Electrical)
Dagger of the Star +4 (Watcher's Keep)
5 Star Sapphire gems
5,000 GP
Darkfire Bow +5 (+5 THAC0)
Darkfire Bow +4 (Tethyr - Amkethran - Commander + 7 archers)
5,000 GP
Erinne Sling +5 (+5 THAC0; +5 damage; makes 5 Bullets +4 per day)
Erinne Sling +4 (Watcher's Keep)
5,000 GP
Firetooth +5 (+7 THAC0; No ammo needed; 1d8 +5, +2 fire damage) (best ranged
weapon)
Firetooth +4 (Watcher's Keep - Sister Garlena)
Bowstring of Gond (Sendai's Enclave - Arena area - Captain Egeissag)
5,000 GP
Flail of Ages +4 (Poison),+4 (Electric),+5 (best flail in game)
Flail of Ages +3 (De'Arnise Keep)
Flail Head (poison) (Watcher' Keep)
Flail Head (electric) (Abazigal's Inner Sanctum - Abazigal)
5,000 per extra head
Foebane +5 (+1 Saving Throws; hit casts Larloch's Minor Drain no save)
Foebane +3 (Watcher's Keep)
Fflar's Scabbard (Saradush Prison - Level 2 - Container)
5,000 GP
Gram the Sword of Grief +5 (upgraded) (5% magic res; 10% chance 2D12 Poison;
lose 1 level)
Gram the Sword of Grief (Abazigal's Inner Sanctum - Abazigal)
Heart of the Damned (Sendai's Enclave - Odamaron's Lair - Odamaron the
Lich)
5,000 GP
Heartwood Ring (one extra 6th & 7th level Druid spell)
Oaken Ring (Priest in Amkethran)
Nymph's Tear (Forest of Mir - Container)
5,000 GP
Helm of the Rock (upgraded) (25% res fire, cold, acid, poison, elec) (Aura of
Command)
Helm of the Rock (Helm of the Rock)
2 Horns (Watcher's Keep)
5,000 GP
Hindo's Doom +4 (best katana in game)
Hindo's Doom +3 (Watcher's Keep)
Hindo's Hand (Abazigal's Lair - Kuo-Toa Area - Imprisoned Monk)
5,000 GP
Improved Cloak of Protection +2 (+2 AC and Saving Throws; Imp. Invis. and Haste
1/day)
Cloak of Protection +2 (Sahuagin City - Spectre's Chest)
1 Scroll of Invisibility
1 Scroll of Improved Haste
20,000 GP
Ixil's Spike +6 (Free Action; 1D6 +6 damage)
Ixil's Spike (Watcher's Keep)
Ixil's Nail +4 (Watcher's Keep)
5,000 GP
Juggernaut Golem Manual (summmon Juggernaut Golem Manual)
Golem/Clay Golem/Stone Golem Manual
Juggernaut Golem Page (Abazigal's Lair - Eyeball area - Table)
15,000 GP
Montolio's Cloak (upgraded) (+1 AC & Saving Throws; +2 THAC0 off hand)
Montolio's Cloak (Amkethran - Asana Haraad's Father if you save her
life)
Montolios Clasp (Watcher's Keep)
5,000 GP
Purifier +5 (30% Mag Res; Dispel Magic 2/day; Mass Cure 1/day; +5 Damage vs
Chaotic Evil)
Purifier +4 (Watcher's Keep)
Eye of Tyr (Sendai's Enclave - Odamaron's Lair - Odamaron the Lich)
5,000 GP
Quiver of Plenty +2
Quiver of Plenty +1 (Watcher's Keep)
Rogue Stone
10,000 GP
Ravager +6 (2nd best 2-handed weapon in game)
Ravager +4 (Yaga-Shura's Lair - Level 2 - Inix)
Serpent Shaft (Watcher's Keep)
5,000 GP
Runehammer +5 (2nd best hammer in game)
Runehammer +4 (Siege Camp - Yaga-Shura)
Rune of Clangeddin (Woodcutter's Cabin - Area outside Sendai's Enclave)
5,000 GP
Short Sword of Mask +5 (15% chance drain level and entangle)
Short Sword of Mask +4 (Watcher's Keep - Sister Garlena)
Heart of the Damned (Sendai's Enclave - Odamaron's Lair - Odamaron the
Lich)
5,000 GP
Spectral Brand +5 (best scimitar in game)
Spectral Brand +4 (Watcher's Keep)
Skull of the Lich (Sendai's Enclave - Odamaron's Lair - Trapped
Container)
5,000 GP
Staff of the Ram +6 (1D6 +12 crushing, +1D4 piercing; 15% chance stunned)
Staff of the Ram +4 (Watcher's Keep)
Roranach's Horn (Gromnir's Castle - Level 2 - Gromnir Il-Khan)
5,000 GP
Stone Golem Manual (summon stone golem)
Golem/Clay Golem Manual
Stone Golem Page (Yaga-Shura's Lair - Level 2)
10,000 GP
Storm Star +5 (best mace in game)
Storm Star +3 (Watcher's Keep)
Starfall Ore (Cabinet - Kiser Jhaeri's Home)
5,000 GP
Taralash +5 (+5 THAC0; +2 movement rate)
Taralash +4 (Watcher's Keep)
Bowstring of Gond (Sendai's Enclave - Arena Area - Captain Egeissag)
5,000 GP
Thieves' Hood (Improved) (Immune to Backstab/poison; True Sight 3 times/day)
Thieves' Hood (Watcher's Keep)
Ring of Invisibility (Brennan Riesling - Den of the Seven Vales -
Waukeen's Prom)
1 bottle of Antidote
10,000 GP
White Dragon Scale (AC -2; 50% cold res)
White Dragon Scales (Watcher's Keep)
5,000 GP
Wondrous Gloves
Bard's Gloves (Watcher's Keep)
1 Diamond
1 Sapphire
1 Emerald
1 Rogue Stone
5,000 GP
*******************************************************************************
··5K: Familiars/Upgraded Familiars*
LAWFUL GOOD/NEUTRAL GOOD
Pseudo Dragon
24 HP (Caster gets +12 HP)
-2 AC, 50% MR, renders victims unconscious, Casts Blur
CHAOTIC GOOD
Fairy Dragon
24 HP (Caster gets +12 HP)
4 AC, 32% MR, Casts Invisibility 10' Radius & Mirror Image 1/day
LAWFUL NEUTRAL
Ferret
24 HP (Caster gets +12 HP)
0 AC, 50% MR, 75% Pickpocket, 40% Stealth, 20% Detect Traps
TRUE NEUTRAL
Rabbit
16 HP (Caster gets +8 HP)
-4 AC, 50% Detect Traps, 30% Stealth, 75% Resistance to Fire, Cold,
Electricity
CHAOTIC NEUTRAL
Cat
24 HP (Caster gets +12 HP)
0 AC, 20% Pickpocket, 99% Stealth, 50% MR
LAWFUL EVIL
Imp
18 HP (Caster gets +9 HP)
2 AC, Polymorphs, 25% MR
NEUTRAL EVIL
Dust Mephit
24 HP (Caster gets +12 HP)
6 AC, Casts Glitterdust 2/day, 10% MR
CHAOTIC EVIL
Quasit
24 HP (Caster gets +12 HP)
2 AC, Casts Horror, 25% MR
*When you beat Shadows of Amn, your familiar becomes upgraded:
LAWFUL GOOD/NEUTRAL GOOD
Pseudo Dragon
48 HP (Caster gets +24 HP)
0 AC, 35% MR, renders victim unconscious, Casts Blur, Ghost Armor,
Detect Illusion
CHAOTIC GOOD
Fairy Dragon
24 HP (Caster gets +12 HP)
0 AC, 45% MR, Casts Invisibility 10' Radius, Imp. Invis., & Mirror
Image 1/day
LAWFUL NEUTRAL
Ferret
48 HP (Caster gets +24 HP)
-4 AC, 65% MR, 95% Pickpocket, 60% Stealth, 60% Detect Traps
TRUE NEUTRAL
Rabbit
48 HP (Caster gets +24 HP)
1 AC, 85% Detect Traps, 60% Stealth, 65% MR, 50% Detect Illusion,
always haste
CHAOTIC NEUTRAL
Cat
48 HP (Caster gets +24 HP)
-4 AC, 20% Pickpocket, 99% Stealth, 65% MR, 60% Find Traps
LAWFUL EVIL
Imp
48 HP (Caster gets +24 HP)
-2 AC, Polymorphs, 35% MR, poison attack, regenerate 1 HP/second
NEUTRAL EVIL
Dust Mephit
48 HP (Caster gets +24 HP)
3 AC, Casts Glitterdust 2/day, 25% MR, Prismatic Spray, Stoneskin, 60%
damage resistant, immune to fire
CHAOTIC EVIL
Quasit
48 HP (Caster gets +24 HP)
-2 AC, Casts Horror, 35% MR, immune to fire, cold, elec., regen 1
HP/sec, 3 attacks/round, attack reduces target DEX
*******************************************************************************
··5L: Wild Surges
Odd # Effect Even # Effect
1 Repulsion Field 2 Caster Colors Change
3 Squirrels Appear 4 Caster is Itchy
5 Caster Glows 6 Fireball on Caster
7 Caster's Sex Changes 8 Caster Colors Change
9 Everyone Changes 10 Explosion on Caster
Direction
11 Entangle on Caster 12 Target Slowed
13 Target Becomes Wolf 14 Caster is Held
15 Caster is Held 16 Caster is Squirrel
17 Caster's Gold Destroyed 18 Target Weakened
19 Sunfire Cast 20 Target Moves Slower
21 Fireball on Caster 22 Caster is Held
23 Fear on Target 24 Two More Rolls
25 Clairvoyance 26 Globe of Invulnerability on
Target
27 Silence 15' Radius 28 Caster is Dizzy
on Caster
29 Target Invisible 30 Pretty Sparkles
31 Caster becomes Target 32 Caster is Invisible
33 Color Spray 34 Birds Appear
35 Fireball on Caster but 36 Gems Added to Inventory
No Damage
37 Combat Music 38 Goodberries Added to Inventory
39 Fireball at Target 40 Magical Items Drained
41 Random Treasure Added 42 +2 THAC0 +2 Damage
43 Teleport Field on 44 Teleport Field on Target
Caster
45 Hiccups Area Effect 46 All Doors Opened or Roll Twice
47 Polymorph to Wolf 48 Change Target Randomly
49 Caster is Rested 50 Monsters Summoned Near Target
51 Start Snowing or 52 Loud Noise. Target Saves vs
Roll 2 times Stun
53 Target's HP Double 54 Summon Demon Attacks Target
55 Spell Fired with 56 Duration is Halved
Squealing
57 Visual Effect, Spell 58 Projectile Speed Halved
Fizzles
59 All Weapons Glow 60 No Saving Throw Allowed
61 Target is Held 62 Detect Magic on Target
63 Roll 4 times 64 Slow Target
65 Different Spell, Same 66 Lightning Bolt at Target
Level
67 Caster Strength Raise 68 Heal Target
69 Entangle on Target 70 Weaken Caster
71 Fireball on Target 72 Flesh to Stone on Target
73 Caster is Rested 74 Heal Caster
75 Target is Dizzy 76 Sunfire on Target
77 Target is Held 78 Target Blinded
79 Target is Charmed 80 Gems Added to Target
81 Target Moves Slowly 82 Random Treasure for Target
83 Target becomes Squirrel 84 Silence 15' Radius on Target
85 Target's Sex Changes 86 Explosion; Does Not Harm Target
87 Stinking Cloud on 88 Cow Falls from Sky on Target
Target
89 Target is Dizzy 90 Spell has 60 foot Radius
91 Target is Itchy 92 Caster's HP doubled
93 Target Held 94 Target is Hastened
95 Destroy Target's Gold 96 Spell at Double Effectiveness
97 -4 Target's Saving 98 Target's Colors Changed
Throw
99 Spell Cast at Double 100 Spell Cast as Normal
Level
*******************************************************************************
··5M: Cleric vs Druid Priest Spells
LEGEND: No Star = Both Allowed; * = Cleric Only; ** = Druid Only
LEVEL 1
Armor of Faith
Bless
*Command
Cure Light Wounds
Detect Evil
Doom
**Entangle
*Magic Stone
*Protection from Evil
*Remove Fear
*Sanctuary
Shillelagh
LEVEL 2
*Aid
Barksin
*Chant
**Charm Person or Mammal
*Draw Upon Holy Might
Find Traps
Flame Blade
**Goodberry
*Hold Person
Know Alignment
Resist Fire and Cold
*Silence 15' Radius
Slow Poison
*Spiritual Hammer
LEVEL 3
*Animate Dead
**Call Lightning
Cure Disease
Cure Medium Wounds
Dispel Magic
*Glyph of Warding
**Hold Animal
*Holy Smite
Invisibility Purge
Miscast Magic
Protection from Fire
*Remove Curse
*Remove Paralysis
Rigid Thinking
Strength of One
**Summon Insects
*Unholy Blight
*Zone of Sweet Air
LEVEL 4
Animal Summoning I
Cause Serious Wounds
Cloak of Fear
Cure Serious Wounds
Death Ward
Defensive Harmony
Farsight
*Free Action
*Holy Power
*Lesser Restoration
*Mental Domination
Negative Plain Protection
Neutralize Poison
Poison
*Protection from Evil 10' Radius
Protection from Lightning
LEVEL 5
Animal Summoning II
Cause Critical Wounds
*Champion's Strength
Chaotic Commands
Cure Critical Wounds
*Flame Strike
*Greater Command
**Insect Plague
**Iron Skins
Magic Resistance
Mass Cure
**Pixie Dust
*Raise Dead
*Repulse Undead
*Righteous Magic
*Slay Living
True Seeing
LEVEL 6
*Aerial Servant
Animal Summoning III
*Blade Barrier
*Bolt of Glory
Conjure Animals
**Conjure Fire Elemental
**Dolorous Decay
*False Dawn
**Fire Seeds
Harm
Heal
Physical Mirror
*Sol's Searing Orb
Wondrous Recall
LEVEL 7
Confusion
**Conjure Earth Elemental
**Creeping Doom
Earthquake
*Finger of Death
Fire Storm
*Gate
*Greater Restoration
*Holy Word
**Nature's Beauty
Regeneration
*Resurrection
Shield of the Archons
*Sunray
*Symbol: Death
*Symbol: Fear
*Symbol: Stun
*Unholy Word
LEVEL 8 (HLA)
Aura of Flaming Death
Elemental Summoning
**Elemental Transformation (Fire)
**Elemental Transformation (Earth)
Energy Blades
Globe of Blades
**Greater Elemental Summoning
Implosion
Mass Raise Dead
Storm of Vengeance
Summon Deva/Summon Fallen Deva
-------------------------------------------------------------------------------
···7 FAQ's
-------------------------------------------------------------------------------
Q: How do I sell items from inside my Bag of Holding/Scroll Case/etc...
A: When speaking with the merchant, double click your bag/case to open it up
and sell from inside it. This feature is new to Enhanced Edition.
Q: How do I steal from a merchant? How do I use a merchant for identifying
items?
A: When speaking to merchants/innkeepers, there will be buttons along the
bottom that show you what is available. The button with a phantom hand is
for stealing. The button with a ? mark is for identifying items.
Q: Why is my item shaded blue/red? How do I get rid of that?
A: Red means your character, for any number of reasons, cannot equip it. Most
common is that the item is restricted to a different class, or that you have
inadequate Abilities. See section 5G for more info. If your item is blue,
it means that you have not identified it. To do so, see section 3F9 for all
the ways to identify items.
Q: What do I do with these scrolls? How do I get my mage to learn them?
A: You can either have a character equip the scroll in the Quick Item slots to
use as a one-off, or you can right-click the spell in the mage's inventory
and have him attempt to learn the spell. Once learned, you can always queue
then memorize the spell. Also remember: priests (Clerics/Druids/Rangers/
Paladins) don't learn spells from scrolls; they just inherently know all
spells.
Q: Why did my mage fail to learn the spell? How do I fix that?
A: Your chance of learning a spell (when you hit write spell) is a random
factor, and your probability increases with higher intelligence as well as
lower level spells. So drink a Potion of Genius (or two) before attempting
to learn spells, especially those expensive level 8 and level 9 spells.
Q: Why are there only 10 questions in the FAQ?
A: Because it's really difficult as an expert player to know where people are
going to have problems, and I haven't gotten emailed any questions yet :(
Everything seems the same level of difficulty to me (that is, I know how to
do all of the stuff and things). THIIINNNGGGGGSSSSSS COOOORRRAAALLLLLL. So
email me your questions and I'll add them to this list, and I won't feel so
sad for nobody asking me any questions. If you're the 1st person to email
me, you get absolutely nothing! YAY!
Q: I didn't read any part of your guide, but how do I do _______?
A: Really? Seriously? Come on, at least take 1 look through the obsessively
nice table of contents I made and try to find the answer before emailing me.
Q: Where the F*** is your walkthrough?
A: Damn, now I know how George R. R. Martin feels....except for the fame...and
the money, and the writing skills. Oh, I made myself sad. I'm working as
hard as I can to get the walkthrough done, and I'll upload Part 2 as soon as
I finish it.
Q: I hate you, I hate the way you write, and I hate your guide. Go f*** off
and die.
A: Thanks for the feedback!
Q: Why are your "jokes" so painfully terrible?
A: Oh get over it. Jesus.
-------------------------------------------------------------------------------
···8 Versions, History, & Thanks
-------------------------------------------------------------------------------
PAST VERSIONS: NONE
CURRENT VERSION: This is currently Version 1.0
NOTE: Currently missing only Part 2: The Walkthrough. Will update to 1.1 when
the walkthrough is uploaded.
THANKS: A huge thanks to Dan Simpson (dsimpson) and GAMEFAQ's for his work on
the Items Code listing that I tell you to go use in this guide. A huge thanks
to kamster99 and Steam Community for his work on the NPC Guide that I tell you
to go use in this guide.
-------------------------------------------------------------------------------
···9: Legal Stuff
-------------------------------------------------------------------------------
This guide is copyrighted by me, Eric Baldur. Eric Baldur is a pseudonym. For
proof of ownership, the owner, I, have access to the email account posted here.
I have also filed this guide with the U.S. Copyright Office and it is currently
pending copyright. I retain full rights to this document. I reserve the right
to post, remove, or edit any part or the entirety of this document from any
location. This guide is intended as a helpful resource for the video game:
Baldur's Gate II: Enhanced Edition. I have no association with the video game,
Steam, Hasbro, Wizards of the Coast, BeamDog, Black Isle, or any other company
involved in the making and selling of the game. I have no association with any
other program or guide that I link to in this guide. If you want to use/copy
any part of this guide, or link to it, please just drop me an email.
I'm pretty cool about it. That being said, you may not post any part of this
guide without my written permission, and you may not change the name of the
creator or the name of my email account under ANY circumstances. You may not
change any part of this guide without my express written consent.