BG EE part 7

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Rasaad's Journey, Part II |

o======================================================================o

Sequence of Events: {WLK065}

1) Sharran Ambush

2) The Deepstone Clan's Woes

3) Thwarting Ovidiu's Ambush

4) Frontal Assault

5) Liberating the Lumber Camp

6) Cuddy's Kitchen Caper

7) Meems' Mighty Mixture

8) The Welcoming Party

9) Mercs and Monks

10) Jassar and Sephos

11) Alorgoth's Chambers

12) Kitchen Raid

13) Down to the Mines

14) Overseer Azmadi and Haldorr Deepstone

15) Alternate Access and Haralt Deepstone

16) Unleash the Dwarves of War!

17) Portal Run

18) Shadow Smiting

19) The Wheel of Obliteration

20) End of the Journey

Ambush Site (OH4290)

o======================================================================o

1) Rasaad's quest begins much like Dorn's with a good old fashioned

ambush as you traverse the World Map. The ambush party includes a

Sharran Sorcerer, a Sharran Assassin, a Sharran Monk, and a Sharran

Crusader. As usual, the Mage should be your first priority, but note

that the Crusader can cast Clerical spells, and the Assassin in this

case is really quite obnoxious with the whole Potions of Invisibility/

backstab thing. Annoying enough that you might want to use a True Sight

to keep him honest. Once they're dead, Rasaad will talk-the time to

deal with Alorgoth has come, since he's clearly not going to leave

Rasaad alone. If you've got Viconia in your party, she'll now take the

opportunity to depart forever, rather than fight her coreligionists,

so if you've got a mind to do Rasaad's quest, you'll need to leave

Viconia behind in the Pocket Plane before you get started. Heh. Hope

you have a back-up Cleric. For my evil Party, Jaheira had hit that

magic 6,000,000 experience mark by now, making her a... passable

substitute for Viconia. Just need to hope I don't need to cast Remove

Paralysis, Remove Fear, or Restoration. Anywho, loot your foes before

leaving-the Sharran Crusader will drop a suit of Full Plate Mail, a

Cloak of Protection +1, a Helmet, Pellan's Shield +2 and a Morning

Star +3. The Sharran Assassin will drop a variable number of Potions of

Superior Healing and Potions of Invisibility, a Torn Map and a Short

Sword +3. The Sharran Monk will drop a Potion of Extra Healing x3, a

Potion of Fire Giant Strength and a Potion of Magic Protection. Finally,

the Sharran Sorcerer will drop an Adventurer's Robe, a Potion of Extra

Healing, two Potions of Invisiblity, a Quarterstaff +1 and twenty Darts

of Stunning. Picking up the Torn Map will update our World Map,

providing us with our next destination... the Deepstone Clanhold.

Note: From my experience with Rasaad's questline, it's full of bugs.

Namely, Rasaad's banters sometimes just don't make sense. This might

have to do with the fact that I didn't include Rasaad as a full time

party member, but he just picked odd times to start talking about Yaga

Shura. Sometimes he'll say what he's supposed to say, sometimes he

won't... just follow the walkthrough and ignore Rasaad and you'll be

fine... and when all else fails, picking dialogue option #1 to keep

Rasaad in line and happy.

Deepstone Clanhold, Exterior (OH4200)

o======================================================================o

2) If you thought that, after Dorn and Hexxat's quests, no new areas

would be added to the already-cluttered Throne of Bhaal World Map...

well, you were wrong. As soon as you enter this area you'll be pestered

by a Dwarf named Lemp Coldhearth, who'll ask what your business here is.

Play nice and insist you're no friend of the Sharran and he'll take you

to the west to talk to Meems Dugdeep, leader of the Deepstone clan...

such as it is. Apparently these Dwarves dug into something that drew the

attention of the Sharrans-when will Dwarves learn that digging leads to

trouble? Anyways, most of the clan was killed or enslaved, the latter

group now works in the mines or in the forests. There are three ways to

get into the Deepstone Clanhold-first is a direct assault on the gates,

second is by helping the Dwarves blast into the mines. The third option

involves freeing the Dwarves in the lumber camp and riding some logs

down-river and past the Sharran bridge guards. If you provoked Lemp

Coldhearth when you entered, Meems and company will be hostile as well,

which eliminates the blasting option... but not the river option.

Options are great and all... unless you have to write about them. Then

you have two options-write several different walkthroughs to cover all

the possibilities or... well, be lazy. I'm going for lazy this time.

My favorite approach is the direct approach, but honestly, you can

penetrate the Deepstone Clanhold all three ways if you cared to. The

blasting and log-riding routes force you to fight fewer foes, but that

means less experience and goodies, unless you backtrack... and since

the front door is so much more straight-forward, that's how I'll

cover it... with a few notes to help out folks going different ways.

Don't worry, we need not make our decision just yet.

***ITEMS***

(x=900, y=2350) Battle Axe +1, Throwing Axe x40

(x=750, y=2510) 47 gold

(x=750, y=2530) Arrows x40, Arrow of Piercing x20

(x=710, y=2500) Potion of Extra Healing x2, Elixir of Health x2,

Potion of Clarity, Potion of Invulnerability,

Potion of Magic Shielding

<---------------------------------------------------------------------->

3) First, head east from Meems' camp to find a road running to the

north-east. Follow it a short distance until you find a stone circle

surrounded by four obelisks. Don't approach too close, however, as Dwarf

named Rolf Hammersparks (x=2980, y=2080) awaits you. If you approach

him, he'll either warn you about an ambush or-if you get too close-the

ambush will succeed. Instead, circle around the obelisks to the north

(you should find a path running south-west to the stonework) and leave

most of your party east of the tree at (x=3050, y=1620). Approach with

only one warrior, moving to the edge of the stonework to trigger Rolf's

warning. Annoyed that Rolf spilled the beans, the leader of the

ambuscade-one 'Sharran Guard Ovidiu' will show up and approach the

stonework and curse the Dwarf. Attack him with the warrior who

approached Rolf, while the rest of your party attacks the rest of the

ambushers, up north. The Sharran Guards are all armed with bows, which

they prefer to use-sadly, you're already within melee reach. Ovidiu is

even more of a bastard, however, being armed with a Composite Longbow +3

and ten Arrows of Detonation, which he would have lovingly pelted you

with, if he had the chance. Aside from that, Ovidiu will drop twenty

Arrows +2, Plate Mail +1, a Bastard Sword +2, two Potions of Superior

Healing, two Oils of Speed, a Helmet, and an Intricate Key, which will

open the way to the Deepstone Clanhold. All his guards came equipped

with Splint Mail, a Helmet, twenty Arrows +1, a Potion of Superior

Healing, two Potions of Extra Healing, an Oil of Speed, a Composite

Longbow +1 and a Bastard Sword +1. If Rolf survived the attack he'll

wander back to Meems' camp without so much as a 'thank you'. Jerk.

<---------------------------------------------------------------------->

4) From the stonework, follow a path to the north-west a short distance

to reach the bridge leading across the river. On it are a pair of wussy

Sharran Bridge Guards who make the mistake of challenging you. Dispatch

them, then loot them each for a suit of Chain Mail +3, a Helmet, two

Scimitars +1, and three Potions of Superior Healing before continuing

across the bridge. You might want to pop on a Haste a few personal buffs

before crossing, but if you're willing to use a Time Stop/Horrid Wilting

combo, you shouldn't need any buffs. Across the bridge and through some

war-worn barricades you'll find five Sharran Gate Guards, a warrior

named Tallus, a Sharran Overseer, and a Sharran Sorcerer. Upon spotting

the party, one of the guards will raise the alarm, while the Sorcerer

orders the gate to be sealed. Too bad we already have the key, eh?

Anywho, pick on the Sorcerer first, as Mages are almost always the

most dangerous enemies on the field. Tallus seems capable of causing

some green explosion which does moderate damage and can knock foes

unconsious, but aside from his possession of 'Meems's Special Grog'

there's nothing special about him to indicate he should have any such

powers... Anyways, when your foes are all dead, get to looting. Tallus

will drom the aforementioned grog-another ingredient for Meems' bomb-a

suit of Hide Armor, a pair of Battle Axes, two Potions of Superior

Healing and two Potions of Extra Healing. The Sorcerer leaves behind a

a Mage Robe of Fire Resistance, a Ring of the Princes +1, five Potions

of Superior Healing and a Quarter Staff. Finally, each of the Gate

Guards drop a suit of Plate Mail, a Helmet, a Large Shield, a Potion of

Superior Healing, a Potion of Extra Healing and a Long Sword +1. We

could open the gates and walk right on in to the Dwarven Clanhold, but

we've still got some Dwarves to save, so... head back across the

bridge.

<---------------------------------------------------------------------->

5) North of the bridge you'll find the 'Lumber Camp'. When you approach

the Sharran in charge-Sharran Overseer Razvan (x=2550, y=800)-will waste

some time talking before hostilities inevitably break out. She's joined

by a Sharran Priest, who'll cast some mid-level buffs before summoning

an Aerial Servant, then trying to cast Hold Person, some Sharran

Overseers, who are wussies, and some Sharran Mercenaries, who... are

actually quite brutal in melee combat. This fight-as are most fights in

Rasaad's questline-can be easily won with a Time Stop/Horrid Wilting

combo. It's a tactic I'll use often during this quest, because of the

number of foes involved in many fights, and because... well, it's just

really effective. This fight isn't too bad even without spells, however.

Just keep an eye on your warriors in case those Sharran Mercenaries

score some cheap hits. They can hit very lower Armor Classes with only

moderate attack rolls, and they deal some mean damage. The Sharran

Mercenaries each drop a suit of Full Plate Mail, a Helmet, a Large

Shield +2, a Battle Axe +3, three Potions of Superior Healing, and a

tainted Oil of Speed. Sharran Overseer Razvan will leave behind a Potion

of Superior Healing, a Potion of Extra Healing and a Potion of

Explosions-the latter is one of the ingredients for Meems' bomb. The

Sharran Overseers each carried a suit of Leather Armor, a Potion of

Extra Healing, and a Club, while the Sharran Priest forfeits a suit of

Splint Mail, a Medium Shield, a Potion of Extra Healing and a Mace +1.

<---------------------------------------------------------------------->

6) After the fight (before you even get around to looting, in fact)

you'll be bothered by the leader of the lumberjack Dwarves-Cuddy

Dugdeep. Exchange pleasantries and state you're in the process of

liberating the Dwarves (dialogue option #1) and he'll question your

means of infiltration. If you pick dialogue option #3, he'll take his

survivors back to camp, considering the frontal approach too dangerous.

Pick dialogue options #1 or #2 and he will-if you play along and

question him (dialogue option #1 repeatedly)-suggest riding some logs

downstream, bypassing the guards and slipping into a secret entrance...

one the rest of the Dwarves apparently don't know about, or they

wouldn't be trying to blast their way into the mines. If you go along

with this, you'll sneak into the Kitchen of the Clanhold (OH4210), where

you'll meet two more Dwarves-Fillis and Killis. Those names sounds awful

J.R.R Tolkein... whatever, talk them into manning up and fighting the

Sharrans and you'll be presented with two more options-just go bust some

heads, or ask for their advice and they'll suggest using the dumbwaiter

to get down into the mines, where many more Dwarves await liberation-and

vengeance. Doing this will take you down into the mines (OH4220), where

you'll be immediately confronted by a Sharran Overseer and three Dark

Moon Monks, who are all wussies... except for the Monk's Quivering

Palm ability, which can kill characters outright. From here you can

keep assaulting the mines, or use the dumbwaiter to return to the

surface. From the kitchen, find a secret door at (x=1070, y=1800) which

will lead you back outside (x=1200, y=1900), should you need egress.

Then again, if you decline Cuddy's offer to ride down the river, he'll

head over to Meems' camp, and you'll lose the opportunity to sneak in

this way. You can always leave and then come back in via an alternate

route, if you feel so inclined. In any event, Step #7 will assume you

turned down Cuddy, or you left after snaeking inside. As I said before,

I prefer the front door, even though riding the river is the only

route that gives an experience reward... paltry as it is.

***REWARD***

(For sneaking into the Dwarven Clanhold with Cuddy)

EXP 1000 (each character)

<---------------------------------------------------------------------->

7) Turn down Cuddy, or return to the camp after breaching the Clanhold

and loot the Sharrans. Search around camp and you'll find the third and

final ingredient Meems needs-some Rock Salt. Now that you have all

three ingredients, return to Meems (x=1120, y=2500). Pick dialogue

option #1 twice to get blasting. You-and a rather large contingent of

Dwarves-will find yourselves in the south-eastern corner of the mines

(OH4220), in a tunnel marked 'Tunnel Under River'. From here you can

start murdering Sharrans, or sneak back outside and use the front door,

if you wish. Step #8 and on will cover this unimaginative approach,

regardless of what you did beforehand.

***ITEMS***

(x=2470, y=630) Rock Salt

(x=2500, y=620) Arrows +1 x40

Deepstone Clanhold (OH4210)

o======================================================================o

8) Walk right up to the gates (x=1000, y=1000) and head on inside.

You'll be greeted by a welcoming party of two Dark Moon Monks, two

Sharran Guards, a Sharran Mercenary and a Sharran Priest. If you are

lucky, you won't be bothered while you put down these six, but there's

a good chance another Sharran Mercenary will open the doors to the

north-west (x=1950, y=1250) and join the fray. If that's not annoying

enough, your presence in the Clanhold will soon be detected by a group

of Sharran Assassins led by one Danys Ten-Teeth, who are fond of using

Potions of Invisibility and the 'Poison Weapon' ability. I found the

initial group weak enough to kill with a straight melee assault-no

buffing required. For the Assassins, I put Stoneskin on whatever

character could cast it, and used a Gem of Seeing to keep them honest.

If you manage to kill the first group without them opening the door...

well, open the door and kill the Mercenary outside, but stay in the

first chamber and let the Assassins come to you. Once they're all dead,

get to looting-you know what they drop by now, magical arms and armor,

and a variety of potions. The only interesting drop is the Suryris's

Blade +2... which is just an old Baldur's Gate 1 Halberd. Yeah, I'm

getting lazy with the drops here, but it's taking up more space than the

descriptive text, and it's just as accurate at this point in the game to

tell you that the miscellaneous magical gear is worth selling, and

nothing else, and the potions are... well, I don't need to bother

pointing out why potions are useful, do I? Don't worry, I'll still point

out the good stuff, but from here on out, you can sift through the

garbage on your own.

<---------------------------------------------------------------------->

9) Apply some personal buffs and Haste before going through the doors to

the north-west. In the hall beyond you'll find a pair of Sharran

Mercenaries led by Torchadahl. In the barracks to the north-east

(more specifically, through the door at (x=2030, y=850)) are another

pair of Sharran Mercenaries led by Theyeredahl, who might join the

fight. About a half-dozen Dark Moon Monks led by Braitenbach WILL join

from the north-west. Be wary for Quivering Palm and withdraw and heal

wounded characters as necessary... and perhaps consider blasting them

with a Horrid Wilting (or three) if they group up. Once they're dead,

get to looting-the only item worth noting is another Plate of the

Dark +1, which was worn by Torchadahl. Loot the barracks where

Theyeredahl are/were for some minore goodies before advancing.

***ITEMS***

(x=1920, y=600) Scroll of Protection From Poison, Battle Axe +1,

Scroll of Protection From Acid

(x=2180, y=640) Bastard Sword +1, Arrows +2 x20, Arrows of Piercing x20,

Bullet +1 x5

(x=2320, y=730) Plate Mail +1, Large Shield +1, Iol Gem,

Scroll of Color Spray, Potion of Extra Healing,

Potion of Frost Giant Strength, 217 gold

***TRAPS***

(x=1920, y=600)

<---------------------------------------------------------------------->

10) Continue north-west the reach the end of the hall, then turn

north-east to find Jassar (x=1770, y=500) and Sephos (x=1820, y=520)

guarding a door (x=1850, y=450). These two are a pair of buttholes in

a straight fight... or at least Sephos is. He's a high-level

Fighter/Mage who uses some of our own tricks-namely buffing up and

making a nuisance of himself in melee combat. You'll need to use True

Sight and Breach to get through his defenses. Other than that, he also

has a Wand of Paralyzation, which he'll use to cause more mischief.

There are a number of ways to make this fight less annoying-like

starting with a backstab, or just using a Time Stop/Horrid Wilting

combo. Just start the casting out of their sight and you'll be fine.

Aside from the Wand of Paralyzation (which only has three charges),

they drop nothing interesting.

<---------------------------------------------------------------------->

11) Unlock the door they were guarding-no special key is required,

just... pick the lock. In the room beyond you'll find Shani, who'll

chatter a bit before attacking. If you try to bluff your way through

the conversation, she'll call to non-existant guards before vanishing...

but what fun is that? If you pick a fight, she'll start out with a

Spell Trigger and a Chain Contingency, putting up a bunch of buffs

including Globe of Invulnerability, Protection From Energy, Spell

Turning, Stoneskin, True Sight, and Protection From Magical Weapons.

Then she'll cast Time Stop, during which time she'll used Improved

Alacrity, Dragon's Breath, Web, then a series of Magic Missiles. After

that, she'll summon a Mordenkainen's Sword, then she'll cast a pair of

Horrid Wiltings. Ouch. Of course, my fully-buffed protagonist can be

made immune to everything she can throw at me. A True Sight, a few

Breaches, and she's gone. Loot her for a Potion of Extra Healing, a

Scroll of Spell Strike, two Potions of Invisiblity, and a Dagger +1.

Hrm. Not much of a reward for killing three high-level foes, is it?

Never fear-loot the room for the real goodies. The two journals here

don't really provide any useful information, so onto the real stuff.

The Night Walkers increase the wearer's speed a bit, and also make

the wearer immune to Web, Entangle, and Grease... effects that we

will encounter... oh... once more in the entire game? They also allow

the wearer to cast Shadow Door three times per day, but considering

how often enemies will use True Sight, it's not much of a defense

anymore. The Headband of the Devout is actually pretty nifty-it

bestows a constant Bless effect on the wearer, giving them a +1 bonus

to attack and damage. It also make them immune to Confusion, and

allows them to use Righteous Magic once per day, which will give them

+10 Hit Points, +3 Strength, and maximize damage dealt for one turn,

which is a pretty lengthy bit of time for max damage. On the negative

side, it can only be used by a Monk... or a Thief with the 'Use Any

Item' high-level ability. Sadly, I think Vhailor's Helm is better, so

I really don't have a use for it. Last and certainly not least is the

Cloak of the Dark Moon, which gives a +2 bonus to Armor Class (and

stacks with other protection items), give a +2 bonus to Saving Throws...

but only at night, makes the wearer immune to Blindess-an annoyance

we'll have to deal with shortly, but not something that's common

throughout Throne of Bhaal. It also allows the user to cast the potent

defensive spell Protection From Magical Energy three times per day,

lasting four hours per casting. Yeah, this cloak is pretty awesome.

So who gets it? My top choices are Dorn/Keldorn, or Jaheira. In the

former case... do I really need the Nymph Cloak anymore? The days of

reaction checks and appeasing merchants is past, and both of them could

really use the Armor Class. On the other hand, Jaheira's saves are

worse, Dorn/Keldorn both have weapons with reach that can help keep

them out of the worst of melee combat, and... well, the Cleric rule.

Protect your Cleric so they can protect others. I give it to the

character with half a dozen Heal spells. Plus, if you did Neera's

quest, Keldorn/Dorn should already be wearing the cloak of the Lich.

***ITEMS***

(x=1820, y=130) Alorgoth's Journal, Scroll of Protection From Undead,

Scroll of Protection From Acid

(x=1635, y=130) Journal of Boldcam Deepstone

(x=1650, y=150) Night Walkers, Headband of the Devout,

Cloak of the Dark Moon, Sisters of Light and Darkness

<---------------------------------------------------------------------->

12) Leave Alorgoth's Quarters and return to the hall. Enter a hallway to

the south-west, which quickly forks. Turn north-west and open a door at

(x=1200, y=1150) to find a room occupied by Taddaus (x=800, y=980),

a Sharran Priestling, and a pair of anonymous Dwarves led by one named

Fiddich (x=880, y=910). Kill Taddaus and Fiddich will speak to you.

Pick dialogue option #1 to gain some new allies in the fight against

the Sharrans-mostly useless now that this level is all but cleared-or

pick dialogue option #2 to send them back to Meems' camp. The real

deal is dialogue options #3 followed by #1, which will get Fiddich to

run down the entire level for you... which again is kind of wasted by

this approach, but it does get you a nice experience reward. In the

dining room to the south-west you'll find Phyllidus, a weakling Monk

who serves only to try to call non-existant guards on you. Also, if

you're curious, this is where Danys Ten-Teeth and her Sharran Assassins

started out. Finall for the east, the Kitchen lies through the door at

(x=1050, y=1650). If you didn't sneak in with Cuddy, Killis and Fillis

will be quite a bit less helpful. Also, you won't be able to use the

dumbwaiter. You can, however, find and use the secret door

(x=1100, y=1800) to sneak back out, should you need to... but if you

didn't sneak in with Cuddy, you won't able able to use this route to

sneak back in. Makes no sense...

***ITEMS***

(x=450, y=1550) Potion of Extra Healing x2, Antidote x3,

Potion of Clarity

***REWARD***

(For getting directions from Fiddich)

EXP 3000 (each character)

<---------------------------------------------------------------------->

13) Return north-east to the hall again. Now it's time to head to the

north-western end of the hall and explore up there. Go through the

north-eastern-most door to find Inquisitor Murundhi (x=1180, y=400).

Murder him and loot the room, then head into the room to the south-west

for more lootage. Finally, head down the stairs to the north-west

(x=300, y=700) to reach the mines.

***ITEMS***

(x=1150, y=300) Scroll of Identify, Cursed Scroll of Clumsiness,

Scroll of Protection From Acid,

Scroll of Power Word: Stun

(x=1200, y=250) Throwing Axe x10, 7 gold

(x=800, y=450) Scroll of Charm Person, 9 gold

***TRAPS***

(x=1150, y=300)

Deepstone Mines (OH4220)

o======================================================================o

14) Immediately upon reaching this level you'll encounter Overseer

Azmadi (x=2070, y=430) who, along with two Dark moon Monks watches over

two nameless Deepstone Dwarves led by Haldorr Deepstone (x=2040, y=400).

Rasaad ruins all hopes of avoiding a fight... and why would you want to?

Butcher the Sharrans and Haldorr will speak to you. It doesn't matter

what you say-they'll end up wandering off. Loot Azmadi for a Helmet of

Charm Protection, amongst other magical junk and potions. If you want

to trigger some chatter from Rasaad, head over to the glowing purple

pit to the north-west.

***ITEMS***

(x=880, y=550) Shadow Gem

<---------------------------------------------------------------------->

15) Continue south and you'll be attacked by a trio of Dark Moon Monks

and a Sharran Overseer... provided you didnt sneak in Cuddy and use the

dumbwaiter to get down to the mines. Also, some Sharran Guards might

come join the fun from the south-west if you didn't blast your way in

with Meems. One of said guards will drop a 'Holding Pen Key', which

isn't actually necessary. Now, for some things to do. Over at

(x=2500, y=1250) which you can ride up to the Kitchen, if you wish...

but again, without sneaking in with Cuddy, you won't be able to ride

it back down. Lame. Continue to the south-west and you'll find a trio

of Deepstone Dwarves along with their leader, Haralt Deepstone

(x=1770, y=1200). Talk to him and you'll end up freeing him, whether

you have the 'Holding Pen Key' or not. South of their cage you'll find

the 'Tunnel Under River', which, if you helped Meems make her bomb you

can use to escape the mines. For obvious reasons you can't do so if

you didn't help out.

<---------------------------------------------------------------------->

16) Well, all that was fun. Continue south-west until you reach a bridge

crossing a chasm. Cross it to the north-west to find a large host of

Sharrans including nine Sharran Overseers, a Sharran Monk, a Sharran

Sorceress, and their leader, Overseer Akuda (x=530, y=1180). When you

approach she'll harass a group of Dwarves led by Bentaxe Foekiller

(x=620, y=1050). Don't let their numbers fool you-these guys are

weaklings, as their experience values will show after Akuda talks to you

and the fighting starts. Go after the Sorceress first-Mage and all-then

wipe out the rest. Akuda can cast some Clerical spells, but she's still

not much of a threat. After the fight, Bentaxe will talk to you. He

wants revenge on the Sharrans, and won't settle for being sidelined.

Pick dialogue option #3 repeatedly to do so and he'll turn violent.

After he's dead, his more reasonable kinsman, Halnur Farcutter will

talk to you and accept your decision to send the Dwarves away... Or you

could just let them tag along, but they do get in the way... not to

mention they prevent you from saving and resting. In the end, it's

more rewarding to let the Dwarves tag along, however.

<---------------------------------------------------------------------->

17) Dwarves or no, continue into another chamber to the north-east,

which has little of interest inside. The chamber to the west, however,

has a bit more going on. Alorgoth awaits us at (x=440, y=720), guarded

by a Sharran Sorcerer, a Sharran Crusader, six Shadow Guards, and

Yxtrazzal. Approach and Alorgoth will speak to you-feigning ignorance

of Rasaad in an attempt to provoke him. Naturally, a fight ensues, but

Alorgoth and Yxtrazzal don't stick around. This fight is one of a

series of fights we'll have to survive, so I try to avoid taking too

much damage-something the Shadow Guards can certainly inflict,

especially with a Sorcerer behind them. I have Edwin/Imoen hit them

with a Time Stop/Horrid Wilting Combo, which should kill a few of them,

and weaken the rest. After a short while, several Shadow Creatures

will come through the portal to the Shadow Plane that Alorgoth created

(x=400, y=600). Your goal is to make your way through this portal-the

enemies don't matter, as the Shadow Creatures will continue to spawn.

They're not too rough in a fight, but they can drain levels, cause

fear, and blind characters... the perfect nuisance monsters. Clear the

way as much as possible-a single Sunray will take out many Shadow

Creatures-and when you've got an opening, bolt for the portal.

***ITEMS***

(x=1220, y=700) Shadow Gem x2

Shadow Plane (OH4230)

o======================================================================o

18) As soon are you arrive in the Shadow Plane you'll be assaulted by

a mixed group of Shadow Creatures and Shadow Fiends, so move characters

vulnerable to level drain to the back of the party and have them use

ranged weapons for now. Once the Shadows are defeated, head to the east,

leaving the cavern marked as the 'Crystal Chamber' and continue into

the one marked as the 'Shadow Cavern'. Alorgoth will taunt you before

running to the south-dispatch some more Shadows, and when all is

clear... it's time to spell-buff. Heal up, wait for any Blindness to

wear off-but don't rest. That'll just spawn more Shadows. Apply your

Dragon-fight buffs, including Remove Fear, summons, Haste, and personal

buffs-all that good stuff. When you're ready to go, follow Alorgoth

to the south-west.

<---------------------------------------------------------------------->

19) You'll find Alorgoth (x=540, y=1280) and Yxtrazzal (x=480, y=1150)

waiting for you. Alorgoth and Rasaad will exchange words before Alorgoth

tells Yxtrazzal to reveal her true form-that of a Shadow Dragon. The

portal back to the prime will vanish, trapping us here. Since we can't

retreat, we might as well fight, right? Ignore Alorgoth for this fight,

since he can't be killed. He's not all that dangerous, anyways. Neither

is Yxtrazzal, for that matter. In fact, she might be the weakest Dragon

we've fought since... the last Shadow Dragon, back in Umar Hills. Being

fully buffed, all I had to do is pop up some Greater Whirlwind Attacks

and pummel her to death. When Yxtrazzal falls (don't blink) the Shadow

Plane-or at least the part of it you're in-will start to collapse.

Endure more chatter and convince Rasaad not to be a retard and throw

his life away, then loot Yxtrazzal for some Shadow Dragon Scales, a

Black Opal, a Scroll of Shadow Door, the Wheel of Obliteration and

3272 gold. Grab the Wheel of Obliteration and equip it in a quick item

slot. Alorgoth will throw a tantrum, letting you know that the Wheel is

important. Return to where the portal to the Prime used to be (south

of the crystal cluster in the Crystal Chamber) and use it to reopen the

portal. Don't go through, however-I know the damage, screen-shaking,

and Meteor Swarm effects tell you to get out of here quick-like, but

you need to witness Alorgoth's demise-and talk Rasaad out of another

bout of stupidity-before you'll be whisked back automatically.

<---------------------------------------------------------------------->

20) Back in the prime, dispatch whatever baddies you left behind, and

Bentaxe will talk to you again (if you let him fight with you). He'll

offer you a reward for all you've done, and won't take no for an

answer. His reward-7500 gold-is... well, generous, but unnecessary now.

Certainly the gear we pulled off the Sharrans will sell for several

times more. Ah well. Rasaad will also speak to you, putting some

resolution on his vendetta and triggering another quest reward. Loot

the dead around where the portal stood for junk you might wish to sell

or drink-the only bit of intersting loot is another Pellan's Shield +2

dropped by the Sharran Crusader. Aside from that, you can have Cespenar

turn the Shadow Dragon Scales you found into... Shadow Dragon Scale

armor. You know, the same armor that was obsolete at the end of Shadows

of Amn? Anyways, Rasaad's journey is finally over.

***REWARD***

(For allowing Bentaxe to seek vengeance against the Sharrans)

Gold 7500

***REWARD***

(For defeating Alorgoth)

EXP 20000

o======================================================================o

| Sendai |

o======================================================================o

Sequence of Events: {WLK066}

1) Woodcutter's Welcome

2) Ambushed Outside of the Enclave

3) Ambushed Again

4) Woodcutter's Ruse

5) Forcing Your Way Through

6) Sacking the Guard Room

7) North Tunnels

8) South Tunnels

9) Staging Our Own Ambushes

10) Odamaron's Lair

11) Diaytha's Challenge

12) Diaytha's Demise

13) Dueling Captain Egeissag

14) Murdering Mithykyl the Mind Flayer

15) Crafting With Cespenar, VIII

16) Showdown With Sendai

17) Talking to Ourselves

18) Doubting Doubt

Woodcutter's Cabin (AR6111)

o======================================================================o

1) When you arrive you'll see a Woodcutter (x=1800, y=1450) with two

enchanted axes and Elven Chain Mail. A quick 'Detect Evil' reveals that

there are an awful lot of evil and magic resistant animals about! If you

talk to the Woodcutter he'll tell you he saw some Dark Elves in the

south-western corner of the forest, and implore you to go see. First,

loot his house for various goodies, including the Rune of Clangeddin,

which upgrades the Runehammer. Woodcutting must be awfully lucrative

around these parts!

Note: Try to avoid pissing off the Woodcutter or... well, those evil

little animals and the humble woodcutter will reveal that all is not as

it seems. I know, surprise, surprise, but if you provoke him now, you

won't be able to trigger the encounter in Step #4.

***ITEMS***

(x=600, y=400) 3 gold

(x=500, y=330) Arrows +3 x20, Bolts +3 x20, Bullets +3 x20,

Long Sword +3, Medium Shield +2, Rune of Clangeddin

(x=550, y=250) Potions of Superior Healing x5

(x=500, y=200) 1 gold

(x=150, y=200) 102 gold

Sendai's Enclave, Exterior (AR6100)

o======================================================================o

2) Take his advice and go north from his cabin and note a pair of

hastily-erected gravestones in the north-eastern corner of the area

which were apparently designed to look old. From there you need to go

west, then south. I send Jaheira over there alone, with the Shield of

Balduran equipped and Chaotic Commands in place. My reasons become

abundantly clear once a pair of Umber Hulk Elders (with enough Hit Dice

to be immune to Death Spell) a pair of Drow, and a Hive Mother appear.

Jaheira quickly runs back to the party, and the Umber Hulk Elders and

Drow will follow her to their demise. Once they're cut down Jaheira

heads back south and kills the Hive Mother by herself. I loot the Drow

for their Elven Chain +1, their Katanas +2, and some Potions before I

head back to the Woodcutter.

Note: Since most of the Drow will drop Elven Chain +1, I will no longer

record individual instances of it in the Items Section of the guide. It

might have been rare enough to note in Shadows of Amn, but it has now

largely become mandatory armor for the rank-and-file of Throne of Bhaal.

<---------------------------------------------------------------------->

3) This time he tells us that he heard some voices over by the graves

to the north. Alright, so head back up there. Again I lead with Jaheira

bearing the Shield of Balduran by a short distance. A pair of Gauth will

show up along with five Drow. I attack the Drow in the front-middle

first, to prevent him from casting spells while the Gauth pointlessly

attack Jaheira. They should prove no trouble, and two of them will

drop the same gear as the other two did earlier, while two of them

will drop some Bolts +1, Bolts +3, Elven Chain +1, and Heavy Cross

Bows +3, along with Antidotes, which the game is trying to give you

plenty of (hint!).

<---------------------------------------------------------------------->

4) Before I talk to the Woodcutter again I do some light spell-buffing

(Stoneskin, and Haste). Once you survive another ambush he'll get tired

of the disguise and attack you, and the various animals nearby will turn

into Drow as well. My protagonist immediately starts casting Time Stop,

while the rest of the party charges the Drow Wizard to the east to

quickly kill him. The Drow Warriors need to be respected here, as they

can use a variety of abilities, some can backstab (if we can dual-and-

multi-class, why can't they?) and/or use attacks like Kai, Called Shot,

Smite, and worst of all, Greater Whirlwind Attack. Once the Drow Wizard

to the east meets his messy demise the rest of my part surges west to

meet the Drow Warriors advancing. My protagonist finishes his Time Stop

and begins a series of Greater Whirlwind attacks which outright kill

three Drow Warriors, leaving only mop-up to be done once the sequence

ends. I don't have the 9th level spell slots to do that often, but since

I can move on Sendai after this fight at my leisure, I decide to smite

these Drow with excessive force. Once they're all dead the entrance to

Sendai's Enclave will reveal itself. Go up there and dispose of the

three Drow Warriors outside. I just want you to note that the Drow

Warrior captain took almost 150 damage to kill, and with high magic

resistance and access to the same feats that we've been using all along,

we need to take these upcoming fights more seriously. Fire Giants were

bad news, sure, but Fire Giants didn't use Greater Whirlwind Attacks.

Note From Lee:

Make sure to take the party all the way around in front of the cabin, as

there are a couple of asshole Drow with ranged weapons that will appear

to the north. By moving to the front of the cabin, the party will be out

of their range, at least initially, and you can focus on the Drow Wizard

without suffering any damage from missiles.

I place Edwin in the cabin doorway, which acts as a natural shield for

all attacks from the north and west. Jaheira and Anomen take positions

near the "deer" at (x=2000, y=1600), and my protagonist, Keldorn, and

Sarevok surround the Woodcutter. Once the Woodcutter and his "animals"

turn hostile, Edwin, Jaheira and Anomen kill the Drow Wizard (nee deer),

while the others take out the Woodcutter. After that (1-2 rounds), I can

slay the rest easily, keeping Edwin back out of harms way. I didn't even

need to spell-buff for this fight, although I can see how using some

simple buffs couldn't hurt...

***REWARD***

(For killing the Drow Captain and opening the way to Sendai's Enclave)

EXP 10000 (each character)

Sendai's Enclave, Entry Tunnels (AR6101)

o======================================================================o

5) Enter Sendai's Enclave at (x=1500, y=100) after disarming the trap

in front. Inside, Haste your party and continue down the stairs to the

north-east. You'll have to cut your way through a throng of Myconids,

who will be joined in time by various Spiders and Umber Hulks, so keep

on your toes and be wary of the poison and confusion flying your way.

Continue killing Umber Hulks and Spiders as you head north-east, until

you reach a platform containing six Drow and two Umber Hulk Elders.

These Drow aren't as potent as the group we just faced, massacre them,

loot and look around. There are three platforms adjacent to this one,

the one to the north-west contains two doors we can't access, and the

one to the south-east is... well... facing south, so it can't really

have a door, given the 2D-Isometric perspective. Since our choice is

made for us, we need to continue onward, to the north-east

(x=2900, y=700). Make sure to spell-buff, first.

***TRAPS***

(x=1400, y=150)

Guard Room (AR6109)

o======================================================================o

6) In this area you'll be assaulted by about a dozen Drow, including

a Drow Priestess and a Drow named Thelynn'ss. Other Drow have

capabilities beyond the norm that go unmarked, as some of the Drow are

Mages, some will use Called Shot and other abilities. Imoen and my

protagonist both cast a Time Stop, while I summon a Deva and an

Elemental Prince in the middle of the room to distract the Drow and

draw them together. Imoen goes first, and although the Drow have

magic resistance two still perish under her onslaught of Horrid Wiltings

and Comet, and many more are injured. Shortly afterward, my protagonist

goes, uses Greater Whirlwinds, and kills no less than five Drow,

including Thelynn'ss, thus removing their greatest threat. After that,

it's all mop up. They'll drop the same loot we've come to expect from

these Drow-valuable, but not worth wearing. Thelynn'ss will drop an

Amulet of Cheetah Speed, which I can't find a home for, since every

character is already wearing better, and the Drow Guard's Key, which we

need to proceed. As you go to leave you'll be treated by a cutscene

showing that Sendai is rather busy at the moment, and not fully

appraised of just what doom approaches her. She sets loose some slaves

in the north tunnels and her pets in the south, which she thinks

sufficient to stop us. This far into the game and we're still being

underestimated? Ah well. Take your pick, slaves or pets. Then when

you're done killing what you chose, head into the other tunnels and

kill the other creatures, too. Unless you're too good to bother getting

all that experience and exploring.

***REWARD***

(For obtaining the Drow Guard's Key and forcing Sendai to respond)

EXP 5000 (each character)

North Tunnels (AR6102)

o======================================================================o

7) Enter the north tunnels at (x=2370, y=550) where you'll witness a

Slavemaster encouraging some slaves to attack. In this case, it's some

Derro Berserkers, and what you have here is essentially another

endurance trial. Kill the Derro Berserkers and keep advancing, as they

will respawn endlessly. Eventually the Derro Berserkers will be joined

by Derro who use Crossbows, and about halfway through, Orogs will show

up. Keep moving, killing, and chasing the Slavemaster. At the end of the

tunnels he'll be waiting for you with a trio of Umber Hulks. Once the

Slavemaster dies, everything else will stop re-spawning and you can

safely loot the massive amounts of dead lying around... if you for

some reason still need any money. The Slavemaster will drop a pair of

Battle Axes of Mauletar +2, Plate of the Dark +1, two Potions of Extra

Healing, an Oil of Speed, a Potion of Invulnerability, and a Potion of

Storm Giant Strength... lots of Baldur's Gate 1 items returning late in

Baldur's Gate 2. Each Orog will forfeit a suit of Plate Mail +1, a Two

Handed Sword +2, a Helmet, and two bits of random loot (some coins, a

gem, a scroll, a potion, or some jewelry). Derro Berserkers leave behind

a suit of Chain Mail, a Helmet, some loot, and a Drow Halberd +3.

Finally, the Derro leave us some Bolts, Bolts +1, Chain Mail, a Short

Sword +2, a Light Cross Bow +1 (or a Heavy Cross Bow +1), and some loot.

Now, to prove a point I went far out of my way, wasted a lot of time and

effort, and discovered that the loot I obtained just in this room was

worth about 200,000 gold. Heck, with a high Charisma and reputation,

each Orog's gear sold for 4,400 gold. What's the point, you ask? Money

isn't an issue anymore in this this game after this... and really, it

shouldn't have been since Throne of Bhaal started. Even late-arrivers to

the game shouldn't have any serious concerns about Cespenar's upgrade

costs, which is really the only thing left to spend money on anyways.

Note: On my last playthrough, I spell-buffed before entering the North

Tunnels, then as soon as I was in, sent my party to kill the initial

Derro we encountered... all save my protagonist, who ran down the tunnel

ignoring all the enemies and triggering the Slavemaster's appearance.

I kept going until at the end of the tunnel the Slavemaster showed up

and decided to stand his ground. Then I used a Greater Whirlwind attack,

ran up, and smote him. After he was dead, I ran back to my party, since

all the enemies were after my protagonist (and let's face it, he's

strong, but not that strong). Once I regrouped, I turned to face the

massive horde of enemies tailing my protagonist. A Time stop/triple

Horrid Wilting combo all but ended the fight.

South Tunnels (AR6103)

o======================================================================o

8) Now I backtrack to the previous area and enter the south tunnels

(x=2620, y=450). The monsters in this area are finite, so they won't

stress your endurance too much, but other threats abound. What else

would a Drow keep as pets but Spiders, and Spiders mean poison. I lead

with my protagonist, who is immune to poison via the Ring of Gaxx,

Keldorn/Korgan, who are sporting the Ring of Anti-Venom, and Jaheira,

who is innately immune to poison, being a high-level Druid and all. If

you still have the Periapt of Proof Against Poiston, you can always

throw that on antoher character, as well. In classic Baldur's Gate

style, where there's a spider lair, there are web traps. As long as you

stay on the path, however, you'll be safe. The one unique creature in

this place is the spider Lashar'ra, whose poison can kill instantly.

However unlikely this is, her poison still does something along the

lines of 16 damage per second on a successful save, so only engage with

characters who are immune to poison. Lashar'ra can also use a variety of

clerical abilities: I've seen it use Heal on itself several times in one

fight, and it can also cast Summon Spiders. Lastly, it has a Vortex Web

ability similar to what Vortex spiders have, which can slow characters.

All in all, this route is a little easier than the northern tunnels if

you have the right equipment. Exit to the next area at (x=2800, y=100).

***TRAPS***

(x=700, y=550)

(x=850, y=500)

(x=900, y=640)

(x=900, y=900)

(x=1100, y=500)

(x=1300, y=700)

(x=1480, y=600)

(x=1800, y=1300)

Sendai's Enclave, Hub (AR6104)

o======================================================================o

9) Head north-east until you reach a platform with four bridges

extending off of it, one continues to the north-east, another lead to

the north-west, yet another extends to the south-east (which just leads

back to the north tunnels)... and finally, of course, is the path back

to the south-west leading back the way we came. In this area we'll find

some monsters milling about, to the north-west are two groups of eight

Drow, and to the north-east are two Umber Hulks and two Umber Hulk

Elders. The best thing about this area is the fact that we can sneak up

on these enemies! It's been a while, I know, but I assume we still know

how to mark their location and hit them with area-of effect spells like

Horrid Wilting and Incendiary Cloud.

Odamaron's Lair (AR6110)

o======================================================================o

10) I head north-west first, into the building at (x=950, y=700). Once

inside, I refrain from taking the obvious approach and running to the

center of the room, as there are a pair of traps which block the stairs

up. Instead, I scan for traps, disarm them with an invisible character,

and bring the Lich Odamaron into view. He'll put up some spell-buffs

and begin to cast True Sight, wasting his first turn. As soon as the

traps are removed I quickly charge with my protagonist and a Cleric,

who both immediately set off a Sunray, which should outright kill the

Lich, or at least bring victory within easy grasp. I thank Odamaron for

playing and loot his body for the Eye of Tyr, a Drow Wardstone, and

the Heart of the Damned. Two upgrade components from one critter? Not

bad. Loot the pipe near the stairs where you entered to score the

Skull of the Lich. Make that three upgrade components. As you leave,

you'll get another cutscene involving Sendai, who is informed of just

who, exactly, is assaulting her. That makes her react a little more

respectfully, and she sends her priestess, Diaytha to stop you after

she... uh... relieves her Guard Captain of command.

Note From Lee:

I don't know if I just got lucky, or if this is a sound strategy, but

I simply waited at the entrance and let him cast his Time Stop and

other shit. Once he's done with that, he moves forward to engage and I

cut him down in 1-2 rounds. Anomen was stunned during the assault, but

other than that I suffered no damage or other impairment.

***ITEMS***

(x=800, y=100) Potions of Superior Healing x2, Skull of the Lich,

Potions of Extra Healing x3, Potion of Master Thievery

(x=250, y=200) Arrows +3 x20, Bolts +3 x40, Bullets +4 x40

(x=220, y=600) Sphene Gem, Tchazar Gem

***TRAPS***

(x=750, y=280)

(x=800, y=280)

(x=800, y=100)

***REWARD***

(For forcing Sendai to send Diaytha to halt your advance)

EXP 5000 (each character)

Sendai's Enclave, Antechamber (AR6105)

o======================================================================o

11) Now head to the north-east (x=2550, y=600), where you'll find

Diaytha. Despite what Sendai says, she seems utterly content to

underestimate you, since you're not Drow. And hey, why not, it's not

like we've killed scores of Drow and all but obliterated an entire Drow

city. Anyways, she challenges you to meet her in Ogremach's chamber, and

if you defeat him, she'll deign to confront you. We might as well,

since it's the only way we can go. Go through the door to the south-east

to find Ogremach, Prince of Earth. I prefer to lure him and his Greater

Earth Elementals out, since the room is trapped. Also, we can bottleneck

them at the door and impose a severe disadvantage upon them. Ogremach

is nothing special, he'll use Stoneskin and Earthquake, has a lot of

Hit Points, and is immune to crushing weapons, but he's just a melee

enemy that the party can gang up on and kill. I engage him with my

protagonist first, who is protected by Stoneskin and hence should come

out of the fight fairly unscathed. Just be sure to withdraw characters

as he injures them, as he can deal an awful lot of damage very quickly.

Still, it's nothing that can't be blocked by Stoneskin, and a few

Greater Whirlwind Attacks should suffice to put him down.

***ITEMS***

(x=1200, y=1000)

<---------------------------------------------------------------------->

12) With Ogremach dead, the door to the north-west opens. After

spell-buffing, I send my protagonist (and his simulacrum) up first to

meet Diaytha, who is joined by a Vampire, a Demon Knight, an Abishai,

and a Hive Mother. I lead with the simulacrum, and I don't bring

Diaytha into sight. She has some things to say, but won't address a

summon. The rest of her group, however, will respond, and my simulacrum

uses Greater Whirlwind(s) to quickly cut down the Vampire, Demonknight,

and Abishai. If he dies, so be it, it's just a simulacrum. Now my

protagonist withdraws, who was just there to spot for the simulacrum

anyways. Jaheira puts on the Shield of Balduran and leads the second

charge into the room. Diaytha speaks, and Jaheira heads straight for

the Hive Mother to occupy it, while the rest of the party falls upon

Diaytha, who would have taken great delight in hitting us with a

Creeping Doom if we gave her the chance. My party then cuts down the

Hive Mother. Another variant of this, which is more proactive, involves

my protagonist bringing Diaytha into sight while spotting for his

simulacrum. She talks, my protagonist retreats into the hallway before

the room and casts Time Stop, while my expendable simulacrum cuts down

the rabble. Diaytha should hit the simulacrum with her Insect Plague,

which is too far away to spread to the rest of the party. My protagonist

completes his Time Stop and proceeds to cut down both Diaytha and the

Hive Mother with Greater Whirlwinds. The Demonknight drops a Two Handed

Sword +1, and Diaytha leaves us a suit of useless Drow Full Plate +5,

and the Darksteel Shield +4, which goes on Jaheira since Anomen/Viconia

both have worse saves, and hence are using the Shield of the Order +4.

Big surprise, another tough-talking mortal who was no match for us.

Head through the door at (x=900, y=500).

Arena (AR6106)

o======================================================================o

13) In this area you'll be confronted by another foolish mortal,

Captain Egeissag, who hasn't learned from Diaytha's mistake. Nearby is

your friendly Spectator buddy that we met in the Sahuagin city. The

Spectator seems somewhat certain that we'll squash Egeissag into 'so

much mush', and will suggest to Egeissag that he challenge the

protagonist to a one-on-one fight so he can claim credit for defeating

the infamous Bhaalspawn all by himself. Egeissag-suffering from a lapse

of sanity-seems to think this is a good idea. If we refuse, we can just

smash Egeissag the old fashioned way, but we'll have to deal with his

archers, which are in unreachable locations. I'd rather not bother

getting into a shooting match with a bunch of Drow I can't reach, so

I accept. Whoever loses dies, along with all of their allies in the

room. The Spectator's True Sight will decidedly work against us, and

Captain Egeissag is a high enough level Fighter that he can use some

abilities. Still, with Stoneskin on he can't touch me, and with

Greater Whirlwind, I can certainly touch him. By the way, did you know

that Egeissag backwards is Gassiege? I don't get it, but what a crappy

name. He dies in one round, Hardiness didn't help him much. After he

dies, his Drow archers follow suit, and the Spectator complains about

Drow summoning him for their moronic tasks. He'll thank you again for

freeing him from the Sahuagin city and kindly ask that you wait for it

to leave before you collapse the roof to this place. Another Sendai-

cutscene ensues. She sends out her only standing ally left, Mithykyl

the Mind Flayer. Loot Captain Egeissag for some Drow crap that will just

turn to dust shortly, two Potions of Superior Healing, and the Bowstring

of Gond, with which we can upgrade a variety of weapons

Illithid Chambers (AR6107)

o======================================================================o

14) Head out the door at (x=1000, y=400) and smite an Ulitharid and an

Umber Hulk when you arrive. Time to switch to typical Mind Flayer

tactics. Chaotic Commands on the protagonist, ranged weapons for

everybody else... or hit-and-run backstab bonanza, whichever you prefer.

Through the door to the south-east (x=600, y=750) you'll find a Vampiric

Illithid waiting for you to come along and smite it. Through the doors

to the north-east (x=600, y=500) and (x=750, y=400) you'll find

Mithykyl, some Ulitharid buddies, and some Umber Hulk pets. They're not

strong or numerous enough to really give you much challenge. I retreat

into the first room and bottleneck them in the door way with my

protagonist while the rest of the party shoots away. Good tactics never

need to change. For my evil party, this place is a breeze. My

Fighter/Mage/Thief is sporting an Armor Class of -11 (-14 with Blur),

and she is, quite frankly, nearly untouchable by these critters.

***ITEMS***

(x=600, y=600) Garnet, Bloodstone Amulet, Potion of Insight,

Bolt +2 x40, Arrows of Ice x40, Bullets +3 x30,

Liquid Mercury

<---------------------------------------------------------------------->

15) The fight with Sendai is imminent, but before we go confront her,

there are some items we should make. We've obtained the Eye of Tyr,

the Skull of the Lich, the Heart of the Damned, the Bowstring of Gond,

and Liquid Mercury. With those items in hand I will upgrade three

items I've been using for a while now, and with the Liquid Mercury I'll

finally create a worthy off-hand weapon for my protagonist:

Angurvadal +5

-------------

(10000 gold)

(Angurvadal +4)

(Liquid Mercury)

Now this is more like it. It raises your Strength to 22 and protects

you from level drain when equipped. For Fighter/Thieves and other

two-weapon Fighters, this is the protection from level drain you've

been waiting for. Late, sure, but here, nonetheless. Angurvadal +5

functions as a weaker Crom Faeyr, its bonuses make it appealing as an

off-hand weapon more than anything else. My evil protagonist doesn't

need the Strength boost, having a natural 22 Strength, but I'll still

keep the weapon handy for when level-draining foes show up. Besides,

until I obtain and upgraded Hindo's Doom, there's really not anything

better to put in my off-hand.

Carsomyr +6

-----------

(5000 gold)

(Carsomyr +5)

(Eye of Tyr)

There's no real brain-work to be done here, this upgrade takes the best

Paladin weapon in the game and makes it just a little bit better. One

might say, it doesn't seem fair, Carsomyr was already godly before. And

they're right. It's not fair. But it's not fair in a way that benefits

us. Keldorn cries tears of righteous fury for all evil critters in his

path, I'm sure.

Darkfire Bow +5

---------------

(5000 gold)

(Bowstring of Gond)

(Darkfire Bow +4)

Supposedly the best Short Bow in the game... I prefer the Short Bow of

Gesen, myself. Less THAC0, more damage, and it doesn't use up the

Bowstring of Gond, which is the most competed-over component in the

game.

Firetooth +5

------------

(5000 gold)

(Bowstring of Gond)

(Firetooth +4)

Now this is better. The Bowstring of Gond doesn't make Firetooth much

better, but unlike its competitors-Darkfire and Taralash-Firetooth is

already a weapon that's good enough to be used. I don't think that

Darkfire or Taralash beat the competition even with the Bowstring of

Gond, so why bother using it on weapons that aren't up to snuff when

I can use it on a great weapon like Firetooth and make it greater?

Purifier +5

-----------

(5000 gold)

(Eye of Tyr)

(Purifier +4)

This weapon is really, really trying to be Carsomyr, and with the

upgrade... it actually comes close. If you're a Paladin married to a

shield, this is the best you can get, and really, it's not bad. 30%

magic resistance, Dispel Magic twice/day, Mass Cure once/day, and

+5 damage versus Chaotic Evil foes immitates Carsomyr... Only Carsomyr

Dispels Magic each hit, has 50% magic resistance, and gets up to a +6

enchantment. It makes a respectable attempt... Still, Carsomyr it is

not.

Runehammer +5

-------------

(5000 gold)

(Runehammer +4)

(Rune of Clangeddin)

The Runehammer +5 gains the ability to raise your Strength to 22 once

per day (I don't see why this couldn't have been a permanent effect),

protects you from fear, casts Mass Cure once per day, and deals two

more points of damage to undead. Best of all, it goes up to a +5

enchantment.

Spectral Brand +5

-----------------

(5000 gold)

(Skull of the Lich)

(Spectral Brand +4)

An instrument of unholy death it may well be, but I put it in the hands

of my Druid, nonetheless. Jaheira can't really ask for a better weapon,

which is good, because there's not one out there for her. It now gives

her Negative Plane Protection while equipped and can boost her THAC0

by ten for three rounds. The +5 enchantment and extra cold damage

helps, too.

Sword of Mask +5

----------------

(5000 gold)

(Heart of the Damned)

(Sword of Mask +4)

Well, this is the best Short Sword in the game, and big surprise, it's

not too impressive. Sure the the Entanglement for four rounds is nice,

but compared to other common debilitating weapons, it just doesn't stack

up. Also the 15% chance to level drain seems decent at first, but think

of the level most enemies are now. Think of how many hits that would

take to significantly weaken them, much less kill them? I mean, Axe of

the Unyielding and the Ravager have a 10% chance to KILL, and Flail of

the Ages has a 33% chance to Slow an enemy. Entangled enemies can still

fight back. Dead ones cannot, and slowed ones are at a severe

disadvantage. If you're not sold on this, there's another weapon we'll

find that can be upgraded with the Heart of the Damned.

Taralash +5

-----------

(5000 gold)

(Bowstring of Gond)

(Taralash +4)

Another bow upgrade which fails to impress me. I still prefer the

Mana Bow's magic resistance to Taralash's increased movement rate.

I prefer it so much, that like the Gesen Bow, I'm willing to accept a

+4 weapon over a +5 weapon. There's better uses for the Bowstring of

Gond.

Well, that's one heaping helping of new gear, including as many

essential and potent upgrades as we've received at once since the

beginning of the game. With this new arsenal, how could Sendai possibly

hope to stand against us? Okay, a few +1 bonuses to attack and damage

aren't going to change the game, but a little encouragement can go a

long way. Rest up and head back to Sendai's Enclave, now substantially

better equipped than we were when we left.

Sendai's Sanctum (AR6108)

o======================================================================o

16) Spell-buff as much as possible and head through the door at

(x=1100, y=100). Sendai is, of course, not happy to see you, but at

least she prepared a surprise for you. You don't get to just fight

Sendai herself, you get to fight a number of statue-Sendai of varying

classes before the real Sendai shows up. They come at you one at a

time (fortunately) and every time you kill one some Drow will show up

at the western exit. And not the weaker Drow, but Drow with spells,

Hardiness, Greater Whirlwind, and all that other bad news. The key is

preparation-have as many instances of Breach and Pierce Magic as you

can get. When Sendai's statues put up defenses, rip them down and kill

them. You'll also need plenty of True Sight spells. The biggest task

you have to accomplish to to stem the flow of Drow from the west, which

can be accomplished by summoning a Deva and an Elemental Prince and

using them to hold off the Drow. One won't last an entire fight,

however, so Jaheira prepares two. While the summons hold the west,

the party focuses their full and undivided attention on Sendai. In

this fight it's a good idea to keep some characters firing at a range,

since the pedestals upon which Sendai's statues stand can only be

assailed by a few characters at once. Don't just click to attack Sendai

and expect your mindless party members to make space for each other,

either. The first two Sendai statues are spell casters (watch out for

Insect Plague from the first, and a Time Stop combo including Meteor

Swarm and Gate from the second), while the third is a Thief. Next you

have to face a Berserker, then another spell caster who'll try to break

up the party with Symbol spells, a Fighter, then another Thief. Once

they're all dead Sendai herself will show up. She can summon Invisible

Stalkers to harass you, and if she's under pressure she'll 'twist her

onyx ring' to teleport away. This is when Edwin/Imoen use a Time Stop to

debuff her and hit the room with some offensive spells, and my

protagonist does his best to follow up with a Time Stop/Greater

Whirlwind sequence of his own. Stay on top of Sendai, and when she dies,

the fight ends.

***REWARD***

(For defeating Sendai)

EXP 40000 (each character)

<---------------------------------------------------------------------->

17) Once you stand victorious you'll be whisked away to deal with the

Solar again. Now you'll deal with your present, not your past. Gee,

I wonder what our next topic will be? The Solar will continue with its

vagueries, you'll counsel yourself, and when you're done learning

nothing you'll get some experience and another part of the Pocket Plane

will open up. Finally you'll be returned to Sendai's Enclave to do the

best part of any battle-the looting! You'll get more Katanas +2 and

Potions of Superior Healing than you can shake a stick at, along with

Drow crap, Onyx Rings, Gold Rings, and other various potions as they

suited Sendai's statues. Sendai herself drops a lot of Drow crap, but

of interest she'll leave behind a Wand of Cursing, Wong Feis' Ioun

Stone, and Studded Leather of Thorns +6. The Ioun Stone actually seems

like it might be worth using, as its Armor Class bonus, +15 Hit Points,

and regeneration are awfully enticing, even though it doesn't protect

against critical hits. Still... one untimely critical hit can affect a

negatively battle more than its bonuses witll benefit us. The Armor of

Thorns is quite obsolete compared to the White Dragon Scale, however.

Go through the portal at (x=650, y=600) to teleport to the forest

outside of Sendai's Enclave. The Bhaalspawn left to hunt are getting

thinner by the day. Before we pick on Abazigal, however, let's head back

to the Pocket Plane to finish the next challenge.

***REWARD***

(For enduring more revelations)

EXP 10000 (each character)

<---------------------------------------------------------------------->

18) Head south into the new challenge area, where you'll confront

yourself again. This time, the aspect of you that needs to be overcome

is doubt. Doubt kept you humble, innocent, and away from the taint. Of

course, it also kept you weak, naive, and vulnerable. To have doubt

now is to sacrifice everything we've gained, and jeopardize our future

ambitions, be they greedy or benevolent Once you deny doubt, one way

or the other, it'll turn into a Slayer and attack. Put it down and

this challenge is over.

***REWARD***

(For overcoming your doubt)

EXP 30000 (protagonist)

EXP 25000 (each character, save the protagonist)

o======================================================================o

| Abazigal |

o======================================================================o

Sequence of Events: {WLK067}

1) Draconis

2) Abazigal's Lair

3) Breath Potion

4) Olhydra, Prince of Water

5) Moribund Monk's Mission

6) Eyeball Extermination

7) Iycanth's Request

8) Retrieving the Eyestalk

9) Violence Always Solves Everything

10) Role Reversal

11) Earning Experience

12) Fll'Yissetat's Lair

13) Showdown With Abazigal

14) There Can Be Only One

15) Crafting With Cespenar IX

16) Fending Off the Favored

Abazigal's Lair, Exterior (AR6000)

o======================================================================o

1) Leave the forest outside of Sendai's Enclave by the means most

convenient to you and travel to Abazigal's Lair. I spell-buff fully,

including summons, Remove Fear, all that good stuff, then I move forward

to meet Draconis (x=780, y=880), Abazigal's son (also our nephew!) and

the first guardian we'll need to dispose of. I approach with only my

protagonist while the rest of my party waits off-screen, as Draconis'

first several acts will be to cast Stoneskin, Haste, Symbol: Fear,

Mislead, and let loose a Horrid Wilting which I really don't need to

catch my party in. After his first assault is over my protagonist uses

the Gem of Seeing, Imoen/Edwin uses Breach, and I attack Draconis in

earnest, summons and all. I ignore the Invisible Stalkers he summons,

and when he puts up his first Protection from Magical Weapon Imoen/Edwin

hits him with another Breach, after which the party should finish him

off.

After defeating his humanoid form, he'll taunt us and transform into a

Dragon. Edwin/Imoen immediately cast a Time Stop and hit Draconis with

two Pierce Magics and a Breach, which should remove his defenses

(necessary, because he's one of the few foes in the game who uses Spell

Immunity: Abjuration). Then my melee Fighters run up and try and hit him

with as many Greater Whirlwinds as possible. Draconis is an odd sort of

Dragon, as he uses Wing Buffet fairly often, along with Remove Magic.

He's also fond of going invisible, so he needs to be kept honest with

constant True Sight spells. Hit him when and where you can. When he

becomes 'Badly Injured' my protagonist ideally tries to get off his Time

Stop/Greater Whirlwind sequence to put Draconis down. The evil party has

a much harder time with this fight than the good party, thanks to

Keldorn's ability to quickly use True Sight whenever needed, whereas the

evil party has to spend a good bit of time casting (fortunately in the

Enhanced Edition, the Gems of Seeing really help)... Also, there's no

hope of a Time Stop/Greater Whirlwind sequence near the end to seal the

deal-you'll just have to stay on him, expend a whole lot of True Sights,

and hope for the best. When he falls, loot his body for Tzu-Zan's

Bracers, which can only be used by Monks. Of course, my

Fighter/Mage/Thief could also use them with the 'Use Any Item'

ability... but I prefer the Wondrous Gloves... Also grab Draconis' Head,

which we'll need to get into Abazigal's Lair. Pretty gruesome key, don't

you think? Thank Michael Bell for his voice work with Draconis and enter

Abazigal's Lair (x=500, y=700).

***ENHANCED EDITION***

Due to my troubles with Draconis in the original version of the game,

and the increased tenacity of Dragons in the Enhanced Edition in

general, I worried about the fight with Draconis the whole time I worked

on the guide. When I got to him, however, my evil party flattened him in

a laughably short amount of time. The differences that might explain

this, besides luck? I had Dorn instead of Haer'Dalis, which meant a

much greater melee presence. Also, my Gems of Seeing kept him from

being able to run away and cause mischief. I know it wasn't a vorpal

hit, however, as my protagonist landed the last hit. Later trials went

well, too, so I doubt it was a fluke-my evil party is just stronger in

the Enhanced Edition.

Abazigal's Lair (AR6001)

o======================================================================o

2) As soon as you enter the area, have your Thief detect traps, as you

are literally standing on one, and any movement forward with any

character save the unfortunate front-character (party position slot #4)

will result in it triggering. This problem is intensified by the fact

that you'll be attacked by a Greater Werewyvern and some Lesser Earth

Elementals, the former of which can cause trouble for a single,

unsupported Fighter. When the Greater Werewyvern dies, loot its body

for a Scroll of Stone to Flesh and an 'Empty Breath Potion Flask'.

Given the unusual drops, we should assume they're meant for something.

***TRAPS***

(x=1070, y=900)

(x=660, y=280)

Frost Salamander Cave (AR6008) and Breath Potion Room (AR6012)

o======================================================================o

3) There are four hot-springs in this room which can be explored, and

since Abazigal locked his doors, these underwater tunnels are indeed

our only work-around. Most of them can't be traversed yet, since we

just can't hold our breath long enough, so head into the spring at

(x=300, y=600) to surface in a room full of Frost Salamanders (AR6008).

Kill them and exit at the south-western end of the cavern (x=200, y=800)

to reach a rather well-furnished room occupied by a pair of Bone Fiends.

Smash them and loot the room before activating the pool at

(x=300, y=450) to obtain the Breath Potion.

Note From Lee:

The entrance to the chamber (where you first appear to fight the Frost

Salamandars) is a great place to grind for experience. Resting triggers

three of the buggers, and they aren't nearly as hard to kill as their

9000 XP each would seem to indicate.

***ITEMS***

(x=420, y=150) Arrows +3 x40, Bolts +3 x40, Bullets +3 x40

(x=500, y=250) Scroll of Stone to Flesh

(x=600, y=200) Arrows x120, Bolts x120, Bullets x120, Darts x120

***TRAPS***

(x=420, y=150)

Kuo-Toa Chambers (AR6002)

o======================================================================o

4) Return to the first chamber and investigate the hot springs. Two of

them still require us to obtain a rope so we can navigate them, so,

despite the illusion of choice, the only way we can proceed is to head

into the spring at (x=900, y=750). When you surface, you'll be

confronted by a mob of Kuo-Toa Archers and Warriors that foolishly

charge through a narrow tunnel. I equip many of my characters with

ranged weapons just so they can participate. Hitting the Kuo-Toa with

area-of-effect spells doesn't hurt, either, although they are resistant

to Horrid Wilting, so go with Comet, if you have the option. Why are

fish-men resistant to dehydration? You'd think that they'd be

particulary susceptible to Horrid Wilting... Ah well. In the room to the

west is a Kuo-Toa Priest and two Greater Water Elementals (which

resemble Water Weirds more than anything else). You can't attack the

Water Elementals in melee, so I just bring forth my protagonist

(protected by Stoneskin to serve as a target) and let my ranged

attackers safely take the elementals down. To the north you'll find a

Kuo-Toa Captain and two more Greater Water Elementals. From here, head

west to confront another Kuo-Toa Priest, two Greater Water Elementals,

and Olhydra, who can decimate characters at close-range (especially

with its aura), but unlike the Greater Water Elementals it doesn't seem

to have a ranged option. For it's lack of foresight, I shoot it to death

from a safe distance.

<---------------------------------------------------------------------->

5) Now head to the east and dispatch a Kuo-Toa Whip guarding a Monk.

Pick/Knock the locked door and approach to coax him to initiate

dialogue with you. He'll tell you that Abazigal's caverns are connected

by underground tunnels (I think we knew that already...) and that we

need a rope to explore the longer, darker, more convoluted tunnels.

Fortunately, the Monk just so happened to be able to hide a rope which

is long enough to allow you to navigate through the tunnels. How did

he hide a rope that must be scores of feet long? Don't think about it

too much. Not only that, but he'll tell you that he brought a 'Scroll

of Reversal' with him which serves a two-fold purpose. First, a she-

Dragon is geased to serve Abazigal and the scroll can free it. Second,

the scroll will dispel the wards keeping Abazigal's sanctuary sealed.

Without this most fortuitous encounter, we'd have had no way to

reach Abazigal's chamber, much less breach it. The Scroll, however,

was taken from him and (he can hide a huge bundle of rope, but not a

piece of paper?) and likely lies within the dungeon somewhere. After

telling you all that, the Monk dies and the game makes certain to note

that healing him was impossible and his death most permanent. As

opposed to all the other deaths in this game that we took for granted

as permanent? He'll leave behind Hindo's Hand when he dies, so be sure

to pick it up.

Cavern of Iycanth the Mad (AR6003)

o======================================================================o

6) Return to the main chamber and go into the northernmost of the two

unexplored springs (x=600, y=650). In this cavern you'll find a host

of eyeball enemies milling around. Seekers cast low-level spells like

Magic Missile, Aganazzar's Scorcher, Melf's Acid Arrow, and Flame

Arrow, and Eagle Eyes shoot missiles at you, which appear to be

normal missiles but are, in fact, magical. Neither one can overcome

the Cloak of Mirroring, however, and we know what that means-my

protagonist sweeps the area while the helpless enemies attack to no

avail. Sentinels summon low-level enemies, and Vigilants... I have no

idea, float around and make magical effects appear on you?

<---------------------------------------------------------------------->

7) Continue to the north until you run across Iycanth the Mad, who is

well deserving of the title. If you're nice and direct and ask him for

the Scroll of Reversal, he'll tell you that around here adventurers

work for their scrolls of reversal, and ask you to retrieve the

eyestalk of an invading Gauth he chased away a few days ago. You can

certainly choose the violent route, but in this instance it's far more

amusing and rewarding to go along with it. Say that this task is

beneath you (being an uber-powered Bhaalspawn and all) and he'll

suggest sub-contracting the job to the three petrified adventurers

nearby. First I'll discuss the violent, unimaginative route

(Steps #8-9), then I'll deal with the preferable route.

Gauth's Chamber (AR6011)

o======================================================================o

8) Go through the hot spring at (x=1100, y=700) to encounter the Gauth

and his Kobold companions-or were they Elder Orbs? Unfortunately, they

were Elder Orbs, and there's no real chance to force them to attack a

specific party member, like Jaheira. Instead, cast Death Ward on

everybody and Haste the party up and try and destroy the Elder Orbs as

fast as possible. Using a Time Stop/Greater Whirlwind sequence may help,

too (my protagonist regularly was able to kill two Elder Orbs in one

sequence, Stoneskins and all, and sometimes he was able to nail three,

if he scored a vorpal hit with the Axe of the Unyielding). At our level

we can come through this with no casualties, so long as we have just a

little luck and are rather aggressive. Once they're dead loot the Gauth

for its eyestalk.

<---------------------------------------------------------------------->

9) Return to the previous area and go through the hot spring at

(x=500, y=800) to reach Iycanth the Mad. If you chased him away with

hostility before, he'll immediately turn hostile and summon allies. If

you were nice, however, you can talk to him and commence hostilities,

which is in every way preferable since you can then choose who to

approach him with. Having him focus on my protagonist is far more

useful than having him pick on my 5th and 6th party slot characters.

He'll summon an Eagle Eye, a Sentinel, a Gorgon Eye, an Eye of the

Dead, and an Eye of the Beholder. The Eye of the Dead summons various

weak undead to bother you, while the Eye of the Beholder acts... just

like a Beholder. The Gorgon Eye shoots out ranged attacks that can

affect the whole party with Flesh to Stone, although it has to hit the

character it's attacking to force the rest of the party to save against

the effect (save vs. spells). If it focuses on the character wearing

the Cloak of Mirroring, however, its attacks will be utterly

ineffectual. My plan for this fight? I move my Mages from the back of

the party to the front, so they're nowhere near the enemies when the

fight starts and so my most well protected characters (my protagonist

with the Cloak of Mirroring and Jaheira with the Shield of Balduran

and a -11 Armor Class) are in the back of the party roster-and hence

near where the enemies will spawn. Edwin/Imoen then casts Time Stop and

proceeds to blast the enemies with as many Comets as possible, and

Horrid Wilting, which together should destroy all of the eyeball

monsters, and leave Iycanth alone and vulnerable, if not dead. Why

bother building up an elaborate strategy if you can just blast the

enemies into oblivion? Iycanth will leave behind the Scroll of Reversal

when he dies.

<---------------------------------------------------------------------->

10) On the other hand, for a more amusing and rewarding experience use a

Scroll of Stone to Flesh on one of the petrified adventurers to free

them all. Bondari, Tim Goldenhand, and Nanoc the Barbarian are now at

your service, and you find yourself taking the opposite role you've

been accustomed to occupying these two games-you're now the mysterious

quest-giver, and they, the eager, power-hungry adventurers looking to

make a name for themselves. I cheese this up as much as possible,

allowing my protagonist to make grand, sweeping narrative strokes as

he sends these out-matched adventurers on what is truly a minor little

fetch-quest. I offer them 100 gold for the task, at which they can

barely contain their excitement to get under way. Several days later,

they return, scheming as I'm sure we so often have schemed. They

suppose (correctly) that, being a powerful quest-giving character, we

must have good loot, and perhaps it would be more rewarding to just kill

us for our stuff than complete the quest. Of course, their innovative

tactics of Magic Missile, backstab, and attack are not nearly enough

to take on our super-Bhaalspawn protagonist, who turns into the Slayer

and kills them all. Bondari, realizing that this was not such a good

idea promptly reloads the game and decides to just give us the the

Gauth's Eyestalk we sent them after... as well as the Bronze

Pantalettes. After that, they depart, ending what is perhaps the most

amusing RPG segment outside of Summoner's (PS1) idle-title cutscene.

<---------------------------------------------------------------------->

11) Take the Gauth's Eyestalk to go through the hot spring at

(x=500, y=800) to reach Iycanth the Mad. Talk to him and give him his

Gauth's Eyestalk for a suitable reward (far more experience than if

you had just kill the Gauth and Elder Orbs yourself (which you can

still do, by the way). You can also fiddle around with some eggs

(x=440, y=400), which will spit out various eye minions (Eye of the

Beholder, Eye of the Dead, or a Gorgon Eye). You can summon up ten

enemies in this way, and since each one gives either 12,000 or 15,000

experience, it's a good 120,000+ experience. What's more, you can now

dispose of Iycanth, and you can do so on your own terms. I approach

with my protagonist, who is more or less invulnerable to whatever the

eyeballs can throw at him. Imoen/Edwin casts Time Stop and hits the

enemies with several Comets and/or Horrid Wilting spells to decimate

the hostiles (see Step #9 for more information). Between the eyeball

eggs, Iycanth and his minions, and the Elder Orbs, we can earn ourselves

a hefty 250,000~ experience, not including what we gained from giving

Iycanth the Gauth Eyestalk. Now that's some experience!

***ITEMS***

(x=500, y=300) Andar Gem, Potion of Superior Healing

(x=600, y=250) Scroll of Stone to Flesh, Juggernaut Golem Page

***REWARD***

(For giving Iycanth the Gauth's Eyestalk)

EXP 30000 (each character)

Item Scroll of Reversal

Fll'Yissetat's Lair (AR6004)

o======================================================================o

12) Exit the level at (x=1250, y=1800) and go into the hot spring at

(x=600, y=850) to reach Fll'Yissetat, the Green Dragon Abazigal has

geased into guarding his chambers. Use the Scroll of Reversal to free

the Dragon for some experience, or kill it. Better yet, do both by

freeing her, then telling her to show you some respect afterwards.

Standard Dragon fight rules apply-if you spell-buff before you get too

close. If you spell-buff nearby, she-like Saladrex-will attack. She

fights alot like Nizidramanii'yt did back in Shadows of Amn-keep an eye

out for Plant Growth (which acts like Entangle) and Creeping Doom. Also,

she uses a rather potent acid breath weapon with the area-of-effect of

Saladrex's fiery breath. Prepare some Protection from the Elements

spells to protect your weaker party members and prevent her from one-

shotting them with her breath weapon. Keep up the pressure and use a

few Greater Whirlwind attacks and she'll fall easily enough. She'll

leave behind Abazigal's Wardstone and The Specter's Ring (aka: Ring of

Improved Invisibility).

***REWARD***

(For using the Scroll of Reversal to free Fll'Yissetat)

EXP 10000 (each character)

Abazigal's Lair (AR6005)

o======================================================================o

13) Head over to Abazigal's Lair (x=100, y=1000). Before we even

consider attacking Abazigal, scout around the room and note where the

Frost Salamanders are. Our first order of business is to hunt them down

and kill them. My good protagonist attacks them in melee with ranged

support while my evil protagonist just does hit-and-run backstabs. Kill

all of Abazigal's minions without bringing him into view. Since he's

located in the middle of the level, this isn't very difficult to do.

Once all his minions are dead, I position myself along the southern edge

of the area and cast my longer-lasting spell-buffs (Blur, Stoneskin,

Iron Skin, Remove Fear, and the obligatory Haste). You should also

consider preparing up and casting as many instances of Protection from

Electricity (a 5th-level Mage spell) as you can-or if you find yourself

short of Breach spells, settle for Protection from the Elements instead

(7th-level Mage spell). The former is preferable due to its duration-at

one turn per level, there's no chance of it ending before you're done

with Abazigal... although the one round per level on Protection from the

Elements might suffice. After clearing out his minions and buffing, I

take my party north (leading with my protagonist) and engage Abazigal

(after the obligatory shit-talking). Protected by Stoneskin, my party

can gang up on Abazigal and take him down without my protagonist

suffering any damage. Like Draconis, after his biped form dies he'll

turn into a Dragon and attack. Now I summon allies and attack Abazigal

in earnest. The reason we attacked from the south instead of charging

from the east where we entered is simple-when he Wing Buffets, I don't

want him to knock my characters into the narrow entrance area. He can

block that entire area with his body, and fighting a Dragon without room

to maneuver is not a good idea. He starts out with Improved Haste,

Righteous Magic, Spell Turning, and Armor of Faith active. Imoen/Edwin

start out with a Time Stop sequence, followed by Pierce Magic, Breach,

and Lower Resistance to remove as many of his defenses as possible and

open him to further spell abuse. Still, it's most likely going to be

melee that wins the day, and with a full compliment of summons and all

my warriors using Greater Whirlwind Attack, it's only a matter of time

before he goes down. My protagonist withdraws once Abazigal hits

'Injured' status or lower and begins his own Time Stop sequence with the

goal of smashing Abazigal with Greater Whirlwind Attacks. When he falls,

he will, like Sendai, proclaim himself victorious in death and you'll be

whisked away to your Pocket Plane. Since we killed Abazigal second,

we'll be treated to a cutscene showing Balthazar turning on Melissan,

thus spelling out our next target.

***REWARD***

(For defeating Abazigal)

EXP 40000 (each character)

***REWARD***

(For... watching Balthazar imprison Melissan?)

EXP 4000 (each character)

<---------------------------------------------------------------------->

14) This time the Solar speaks to you about the remaining part of the

prophecy, but fortunately it summons Yaga-Shura to tell us about the

Five. The Five, Sarevok, and ourselves presumably controlled the most

of Bhaal's essence, and the more of our siblings that died and 'returned

to the source' as it were, the closer Bhaal's resurrection came. Now

there are just two of us left-ourselves and Balthazar, and a reckoning

is inevitable. We get more experience for just listening to the speech,

and when its done, we're returned to Abazigal's Lair, to loot as we

will. Abazigal will leave behind Gram the Sword of Grief +5, the

Flail Head (Electric), and Blue Dragon Scales. Once you've gathered

these items, head through the portal at (x=800, y=400) to exit

Abazigal's Lair. Elminster will show up and tell us-at length-that we

need to get inside Balthazar's monastery and bring the fight to him,

before he brings the fight to us, and that Saemon Havarian, our old

friend, might just be our key.

***REWARD***

(For enduring even more revelations)

EXP 10000 (each character)

<---------------------------------------------------------------------->

15) Of course, before we return to Amkethran, however, let's pay

Cespenar another visit:

Blue Dragon Plate

-----------------

(5000 gold)

(Blue Dragon Scale)

There's not much to say about this armor, it's essentially the same

thing as Red Dragon Scale, with the same Armor Class bonus, and the

same restrictions (no sneaking, no spells.) There's only two

differences, instead of 50% fire resistance you get 90% lightning

resistance. Fire is arguably more common than lightning, but even more

prevalent in Throne of Bhaal are death spells, Horrid Wilting, and

status-effecting spells, so the difference is rather moot. The other

difference? It's blue, not red. Let your aesthetics be your guide. By

the way, is it just me, or is making armor out of your brother's hide-

dragon or not-just a little creepy?

Flail of the Ages +5

--------------------

(5000 gold)

(Flail Head (Electrical))

(Flail of the Ages +4)

The awesome get awesomer... more awesome? Either way, this last head

exceeds all our expectations by not just adding another head and

boosting the Flail of the Ages to a +5 weapon, it also increases all

the elemental damage by a point as well. 1d6 +5, +4 elemental damage

(10-16 damage) becomes 1d6 +6, +10 elemental damage (17-22 damage).

Not only that, but the Flail of the Ages +5 now adds a cherished +5%

to Magic Resistance and gives the user Free Action, freeing up the

need for Edventar's Gift. Truly, it's hard to imagine a better weapon

for a Cleric... or a Fighter, or anybody, for that matter. This might

just be the best one-handed weapon in the game, but if you refuse to

choose between the Flail of the Ages and Axe of the Unyielding, just

use both.

Gram the Sword of Grief +5

--------------------------

(5000 gold)

(Gram the Sword of Grief +5)

(Heart of the Damned)

Now this is more like it. It gives a chance to drain a level every hit

(not the 15% chance like the Short Sword of Mask +5) with a save of

-5. In effect, that's about a 25% chance to drain a level, which is

blatantly superior to the Short Sword of Mask. Call me crazy, too, but

I prefer the 2d12 poison damage over the Entanglement any day. Lastly,

Magic Resistance is always nice, and something to keep an eye out for,

especially in big magic battles that characterize Throne of Bhaal.

Unfortunately, the Ravager +6 is by far the best two-handed weapon in

the game, and Gram, as much as it tries, just can't compete. Against

enemies immune to vorpal effects, (think bosses) it might be better to

try and weaken them with this weapon, then fish for the one-hit kill

that will never come. Still, it's a better weapon than the Short Sword

of Mask, and hence a better use for the Heart of the Damned.

Hindo's Doom +4

---------------

(5000 gold)

(Hindo's Doom)

(Hindo's Hand)

You really can't argue that Hindo's Doom is a fine weapon, although its

merits lie mostly with its defensive properties, as a +4 Katana with

no bonus damage doesn't impress anybody anymore. On the other hand, its

10% magic resistance and immunity to death magic is worth looking at.

Since it's a defensive weapon, this means one thing-it's worth looking

at in the off-hand, as our main-hand weapon (which receives most of our

attacks per round) is dominated by great offensive weapons like Axe of

the Unyielding and Flail of the Ages. I compare this weapon to

Angurvadal, the leading competitor for my off-hand... if your Strength

score is already 22, like my evil protagonist, it's hard to argue

against Hindo's Doom.

Juggernaut Golem Manual

-----------------------

(15000 gold)

(Juggernaut Golem Page)

(Stone Golem Manual*)

The final upgrade for the Golem Manual, and this time it actually is an

upgrade, although it's still a mixed blessing. First, since I ignored

the Stone Golem 'upgrade' earlier, I saved myself 10,000 gold, since

the manual can skip upgrades. The Juggernaut Golem itself is a fair bit

more potent than the Clay Golem, as a look at its stats will clearly

indicate. It also absorbs hits for the summoner, like Stoneskin does,

and this is the contentious point for this summon. For a Mage like

Edwin or Imoen, it works fine-they won't be getting hit much anyways.

But I had been using the manual with my Fighter/Mage, who was able to

use Vhailor's Helm to create a simulacrum which could in turn summon

another Golem. Cheap, but effective. But after absorbing five hits the

Golem will vanish, and its long been my strategy to absorb punishment

with my protagonist. This effectively reduces the Golem's lifespan,

since my protagonist is likely to sustain five hits rather quickly in

most fights. Of course, I can still do the double-summon and send my

Golems up first and let them go out the good old-fashioned way; by

taking damage or after 10 rounds. It's a change of strategy, sure, and

it's not an entirely helpful one, but the combat stats on the upgraded

Golem should more than make up for this potential defect. On the plus

side, Iron Golems take up a huge amount of space and can block enemy

advances, they're resistant to damage, deal a tremendous 8d8, +2d6

damage (10-60 damage) and can stun enemies, and with a THAC0 of -1,

they might even land a hit or two.

<---------------------------------------------------------------------->

16) Now, as is normal for our post-Cespenar session, it's time to

complete the test that was opened up for us. I send my party down into

the new south-eastern chamber, where Cyric will meet us. The current

Lord of Murder wants to check up on the potential competition, and at

length he decides that a 'test' isn't out of bounds for this place.

He'll tell you to prepare, and prepare I shall. I give my protagonist

the Gargoyle Boots for this fight and spell-buffs himself as much as he

can, while the rest of the party hides on the stairs to the north-west.

Three 'Favored of Cyric' will appear and attack, and they're high level

assassins who can go invisible constantly and cut down strong Fighters

with astonishing speed. They should, however, attack my protagonist.

He's compelled to attack when he can and keep up Stoneskin constantly.

The rest of the party attacks and should be able to slay them, now

that they're focused on my protagonist. When the last one dies, you'll

get the typical experience reward.

***REWARD***

(For overcoming your father's successor)

EXP 30000 (protagonist)

EXP 25000 (each character, save the protagonist)

o======================================================================o

| Balthazar |

o======================================================================o

Sequence of Events: {WLK068}

1) Big Metal Unit

2) Saemon's Snare

2) The Direct Route

3) Faheed and Majira

5) Showdown with Balthazar

6) Amelyssan the Usurper

7) Potential

Kerrick's Smithy (AR5502)

o======================================================================o

1) Return to Amkethran. First thing we should do is head to Kerrick's

Smithy (x=3050, y=850) and talk to Kerrick. If you have the Golden

Pantaloons, the Silver Pantaloons, and the Bronze Pantalettes he'll

put them through the Pantaloon Ergo-Magical Transmogrifier and make a

set of Power Pantaloon Battle Armor-or the Big Metal Unit. This 'armor'

bestows an Armor Class of -10, and by installing the Big Metal Rod

(acts as a Bow or Crossbow, for determining who can use it) allows the

wearer of the armor to use a variety of ammunition. Of course, it makes

you look and move like a big freaky Adamantite Golem. Anyways, use it

or not, the most important thing about this Step in the guide is the

fact that I can now combine the two files that comprise this FAQ. What,

you didn't think I had the Walk-though and the Indexes on the same file

while I wrote this, did you? Silly goose, I'm far too lazy to scroll up

and down every time I kill a new monster or find a new item that needs

to be recorded. Anyways, it's a solemn moment that indicates to me that

this FAQ is almost done, and I just thought I'd share it with my future

readers. You're welcome.

There are three ways to enter the Monastery, which I'll detail below.

The only way to do all three is to follow Saemon's route first,

then leave the Monastery grounds and kill all the Mercenaries and

Monks that spawn, then go get the key to the Graveyard from Jaheed and

Majira. Of course, there's no need to do this unless you're in

desperate need of experience, but still.

<---------------------------------------------------------------------->

2) Perhaps the least appealing way to reach Balthazar is via Saemon

Havarian. Enter the Smuggler's Cave at (x=2800, y=700) and talk to

Saemon. If you decide to work with him you'll find that his master

plan is to use some outfits he found to disguise yourselves. With the

disguises and Saemon's knowledge of what to say, you should be able to

convince the guards to let you in. His other route is to refer you to

Faheed and Majira (see Step #4, below.) Agree to follow Saemon's plan

and he will indeed get you inside the gate. Once inside the Monastery

grounds, however, it'll be revealed that Saemon was collaborating with

Balthazar. Like earlier in the game we were to be drugged by Saemon and

delivered to our enemies. Unfortunately for Balthazar, however, he

earned the ire of Saemon, who chose to not drug us this time. This time

Saemon's shifty nature works in our favor, and he leaves us-quite in

command of our senses and dangerous-to fight two Fighters, a Monk, and

two Mages. It sounds like it could be rough, but a single Time Stop

Sequence ends all effective resistance, as Imoen/Edwin blasts the Mages

to death with Comets and/or Horrid Wilting, and the survivors are mopped

up by our melee Fighters. Enter the Monastery at (x=1450, y=400) or

leave the Monastery grounds (x=400, y=900).

<---------------------------------------------------------------------->

3) If you walk right up to the gates (or leave the grounds after

Saemon sneaks you in) you'll have to fight hordes of Monks and

Mercenaries. They might seem endless, but they're not, and if you

survive their damage and Quivering Palms, it's a good way to net some

late game experience. Since I'm still only at 7,000,000 experience

points, I welcome every bit of experience I can get as I near the end of

the game. One of the many corpses can be looted for a Monastery Gate

Key, which can now be simply breached (x=800, y=1300).

Faheed and Majira's House (AR5508)

o======================================================================o

4) Go talk to Zakee Rafeha in his tavern and ask if he knows a way into

the Monastery, and he'll refer you to a pair of adventurers named Faheed

and Majira. They live at the house at (x=3400, y=250), and if you talk

to them they'll admit to having a key with which you can gain access

into the Monastery. Either tell them you're looking to kill Balthazar or

kill them and take the key. Their loot and experience is a perk, but

it's not so great that there's any real impetus to kill them. When they

leave the house (or this life), you can safely loot the house. Like it

matters anymore. Leave Faheed and Majira's House (Khalid and Jaheira?)

and enter the Graveyard at (x=1900, y=800). Go up the ladder and through

the casket at (x=800, y=200). Note that characters with a low Dexterity

might fail to climb the ladder and take some damage. Just keep trying

and they'll get up there eventually.

***ITEMS***

(x=200, y=200) 120 gold

(x=520, y=220) Rogue Stone, Emerald, Diamond x2, Pearl x3,

Plate Mail +1

Balthazar's Monastery (AR5505)

o======================================================================o

5) Once in Balthazar's Monastery, spell-buff up. You'll be fighting

lots of Monks just dying to hit you with Quivering Palm, so be

prepared and keep your characters with low saves safe. Throwing around

some Death Ward spells can't hurt. Balthazar will exchange words with

you, pointing out Melissan as the mastermind of the conspiracy that

formed the Five-and apparently destroyed it. Balthazar, however, is a

different sort of Bhaalspawn. His intent is to destroy the rest of the

Bhaalspawn, then kill himself, thus preventing the taint of Bhaal from

ever returning. Naturally, a fight ensues. Balthazar has a host of

abilities, but I use a Greater Whirlwind Attack with all my Fighters and

rush him, which is sufficient to kill him. It's an incredibly

uninspiring fight. The only things you need to watch out for is his

Lunar Stance, which can lower your saves and make it much more likely

that you'll get nailed by a Quivering Palm. Other than that, just focus

on Balthazar himself and ignore his cronies.

***REWARD***

(For defeating Balthazar)

EXP 40000 (each character)

<---------------------------------------------------------------------->

6) Again you'll be returned to the Pocket Plane for another session with

your Solar. This time it will summon up Melissan and expose the plans of

the puppet master herself. She'll reveal herself to be Amelyssan the

Blackhearted, High Matriarch and Deathstalker of Bhaal. During the Time

of Troubles Bhaal came to her, his greatest mortal servant, and

entrusted her with the rites that would resurrect Bhaal when the time

came. Of course, the downside of being an evil deity is that your

servants work for the cause itself, out of fear, and most of all-for

power. Melissan has decided to take that power for herself, the more

Bhaalspawn that died, the more power she had at her disposal. She led

the Bhaalspawn to Saradush, where they were destroyed by Yaga-Shura,

then she set us upon the Five, whom we killed one by one. All that

remains for us to do is dismiss our Pocket Plane and confront Melissan

at the Throne of Blood.

***REWARD***

(For enduring the Solar one final time)

EXP 10000 (each character)

<---------------------------------------------------------------------->

7) You'll find yourself back in Balthazar's Monastery. You can loot his

body for a Garnet, two King's Tears, an Emerald, three Diamonds, and

204 gold. Wee. Return to the Pocket Plane and head to the east, where

the last test begins. You'll encounter the Ravager, the representation

of your powers. It can summon Bone Blades, which can-in their numbers-

be more damaging than The Ravager itself. Use Hardiness, Stoneskins,

Iron Skin, Armor of Faith and anything else that'll protect you, as

this is a straight melee fight. Comet and Horrid Wilting might get rid

of some of the Bone Blades, but they'll just return. Use Greater

Whirlwind Attacks and keep on top of The Ravager and it'll fall,

eventually. Your last love-talk will occur, and all that's left is

to rest up and prepare for the final fight. There's no finesse involved,

it's going to be a pure endurance struggle against multiple rounds of

foes. Buffs should be your primary focus-prepare plenty of Stoneskins,

Iron Skins, and other defensive and debuffing spells. When you're

ready, exit the Pocket Plane at (x=2000, y=1000). If you want to go

level some more, by all means, go somewhere hostile and rest. Other

than reaching the experience cap, however, there's nothing left to do.

***REWARD***

(For realizing your potential)

EXP 30000 (protagonist)

EXP 25000 (each character, save the protagonist)

o======================================================================o

| Chapter 10 |

o======================================================================o

| Throne of Bhaal |

o======================================================================o

Sequence of Events: {WLK069}

1) Melissan I

2) Yan-C-Bin

3) Melissan II

4) Cyronax

5) Melissan III

6) Infernal Females

7) To the Victor go the Spoils

1) As soon as we arrive in the Throne of Bhaal, Melissan will be there

to welcome us. She'll throw up a Stoneskin and summon a pair of Bone

Fiends. I expend no special effort or resources on this fight, my

party rushes Melissan and beats her around until she flees. At which

point Melissan will retreat to absorb more of Bhaal's essence and a path

will appear to the south-west. Things will work like this for this

entire level-defeat Melissan, then a part of the level will open up,

guarded by some enemies. Kill them, cut off the pool that supplies her

with power, and fight Melissan again. After each Melissan fight and

each pool fight, heal up as necessary. She'll return stronger every

fight. She ignores elemental damage (at least from weapons), can't

be killed by vorpal hits (what a crappy end-boss that would be...),

and resists about half of the physical damage she sustains. She's also

got an impressive collection of spells, can do knockback attacks (like

a Dragon's Wing Buffet) and is pretty dangerous in melee, too. Still,

with overwhelming force she can be subdued, and by now many of my

Fighters have nearly a dozen Greater Whirlwind Attacks, and my

Clerics can cast several Heal spells each. It will come in handy.

<---------------------------------------------------------------------->

2) To the south-west you'll find Yan-C-Bin, Elemental Prince of Air,

who will summon some Vampiric Wraiths and Greater Air Elementals.

There's not too much in the way of tactics involved here: Use your

characters protected from level drains to focus on the Vampiric

Wraiths, then smite the rest of the elementals in melee. Once everything

is dead, activate the pool at (x=600, y=1400).

<---------------------------------------------------------------------->

3) Melissan will show up again, this time she'll summon a Shadow Slayer

to aid her, as well as some Bone Fiends. Since she's nastier this time

around, I use a Greater Whirlwind with my Fighters to put the hurt on

her, withdrawing wounded characters as necessary. With any luck, she'll

focus on my protagonist, who is healing at six Hit Points per round and

is therefore unlikely to need healing.

<---------------------------------------------------------------------->

4) Now the pool to the south-east opens up, which is guarded by another

Elemental Prince-Cyronax, Elemental Prince of Ice. He'll summon up some

Blizzard Trolls and Frost Salamanders. Again, it's a straight melee,

and I try to use my protagonist to soak up as much damage as he can

to avoid having to use healing magic. This is one of the few fights

where offensive spells will pay off, and hitting Cyronax and his

cronies with a Comet might be a good idea. Before the next round of

combat I expend my first spell-buffs, Protection from Evil 10' Radius,

Haste, and Stoneskin/Iron Skin.

<---------------------------------------------------------------------->

5) Activate the next pool (x=2000, y=1400) to bring Melissan back. I

have Imoen/Edwin use the Staff of the Magi to go invisible (thankfully

the Shadow Slayers cannot see invisible creatures) and immediately send

the rest of my party to the north. Melissan will summon several Shadow

Slayers, which I ignore. I focus on Melissan-who will teleport to the

north behind the beam of energy-and try to hit her as much as possible.

Her goal is to cast a Time Stop and wreak havoc on the party by

summoning demons, casting Storm of Vengeance, or just attacking (perhaps

mixed with a Power Word: Kill). In my experience, if she gets off this

Time Stop, you might as well reload. After I'm sure she's been

interrupted (I'm alive after a few moments) I use Greater Whirlwind

Attacks with all my Fighters and quickly pummel her until she flees.

<---------------------------------------------------------------------->

6) Now head to the north-east to encounter a powerful group of enemies,

including an Alu-Fiend, a Succubus, a pair of Mariliths, and a Fallen

Solar. I summon a Juggernaut Golem near them to draw their attention

while the rest of my party quickly crosses and attacks the Solar with

the sole intention of killing her before she gets off Creeping Doom.

Then I focus on the Alu-Fiend and Succubus, who will try and Charm our

party members ceaselessly. I ignore the Mariliths and endure their

abuse for now, as they're just the lesser of the evils. Once everything

else is dead they get my attention. I spell-buff to the max, summon

some monsters to the south near where Melissan will spawn and hit the

final pool (x=2000, y=450).

<---------------------------------------------------------------------->

7) Melissan shows up for the last time and grudgingly acknowledges that

you've exceeded even her expectations. This is the last round, and

I found this fight to be much easier than the last-perhaps because I

poured resources into it this time. As soon as she appears Imoen/Edwin

hits her with Breach, and all my Fighters (including my simulacrum)

use Greater Whirlwind Attack. Under such pressure there's little she

can do but die. After she falls the Solar will show up and tell her that

the gods have decreed this contest is over. Melissan will ultimately

fail to control the stolen Bhaalspawn essences within her and will

collapse. Imoen now must make a choice-and she willingly gives up her

Bhaalspawn taint, leaving us with the entire share of Bhaal's power. Now

we must choose our destiny-we can either give up the taint which will be

destroyed along with Melissan and live out our lives as a mortal being,

or we can keep the power, and ascend to godhood.

Watch the end movie we've earned and read the character bios for the

party members we finished the game with. The Baldur's Gate saga is over.

EVIL PARTY STATS: END OF CHAPTER 10

o======================================================================o

Dorn

Blackguard 33

Experience: 7658476

Hit Points: 152

Armor Class: -8

Paralyze/Poison/Death: 0 (-1)

Rod/Staff/Wand: 2 (-1)

Petrify/Polymorph: 1 (-1)

Breath Weapon: 1 (-1)

Spells: 3 (-1)

Weapon Proficiencies

Bastard Sword ++

Long Sword +

Two Handed Sword ++

Spear ++

Halberd ++

Cross Bow ++

Two-Handed Weapon Style ++

Sword and Shield Style ++

Armor: Shuruppak's Plate

Gloves: Gauntlets of Extraordinary Specialization

Helmet: Helm of the Noble +1

Amulet: Kaligun's Amulet of Magic Resistance

Weapon: Ravager +6 (THAC0: -11)

Gram the Sword of Grief +5 (THAC0: -10)

Firetooth +5 (THAC0: -11)

Shield: ...

Ring 1: Ring of Duplication

Ring 2: Ring of Earth Control

Cloak: Cloak of the Lich

Boots: The Paws of the Cheetah

Belt: Girdle of Fortitude

Misc 1: ...

Misc 2: ...

Misc 3: Horn of Blasting

<---------------------------------------------------------------------->

Korgan

Berserker 38

Experience: 7537756

Hit Points: 202

Armor Class: -11

Paralyze/Poison/Death: -2 (-2)

Rod/Staff/Wand: -2 (-2)

Petrify/Polymorph: 0 (-2)

Breath Weapon: 0 (-2)

Spells: -1 (-2)

Weapon Proficiencies

Axe +++++

War Hammer +++++

Mace +++

Two-Weapon Style +++

Armor: Silver Dragon Scale

Gloves: The Brawling Hands

Helmet: Eyes of the Beholder

Amulet: Periapt of Proof Against Poison

Weapon: Ilbratha +1 (THAC0: -6)

Axe of the Unyielding +5 (THAC0: -14)

Runehammer +5 (THAC0: -14)

Shield: Crom Faeyr +5 (THAC0: -12)

Ring 1: Ring of Regeneration

Ring 2: The Guard's Ring +2

Cloak: Cloak of the Sewers

Boots: The Paws of the Cheetah

Belt: Destroyer of the Hills

Misc 1: ...

Misc 2: Horn of Silence

Misc 3: ...

<---------------------------------------------------------------------->

Jaheira

Fighter 23/Druid 20

Experience: 3781012/3781012

Hit Points: 112

Armor Class: -13

Paralyze/Poison/Death: 1 (-1)

Rod/Staff/Wand: 4 (-1)

Petrify/Polymorph: 3 (-1)

Breath Weapon: 3 (-1)

Spells: 0 (-6)

Weapon Proficiencies

Scimitar ++

Dagger ++

Club ++

Quarter Staff ++

Sling +

Sword and Shield Style ++

Armor: Enkidu's Full Plate +3

Gloves: Legacy of the Masters

Helmet: Helm of Balduran

Amulet: Harper Pin

Weapon: Firetooth +3 (THAC0: -10)

Spectral Brand +5 (THAC0: -12)

Shield: Kazrah's Shield +4

Ring 1: Ring of Regeneration

Ring 2: Heartwood Ring

Cloak: Cloak of the Dark Moon

Boots: The Paws of the Cheetah

Belt: Girdle of Fire Giant Strength

Misc 1: ...

Misc 2: ...

Misc 3: ...

<---------------------------------------------------------------------->

Viconia

Cleric 39

Experience: 7504233

Hit Points: 115

Armor Class: -13

Paralyze/Poison/Death: -2 (-4)

Rod/Staff/Wand: 2 (-4)

Petrify/Polymorph: 1 (-4)

Breath Weapon: 4 (-4)

Spells: 3 (-4)

Weapon Proficiencies

War Hammer +

Club +

Flail +

Mace +

Quarterstaff +

Sling +

Two-Handed Weapon Style +

Sword and Shield Style +

Single Weapon Style +

Two Weapon Style +

Armor: Silver Dragon Scale

Gloves: Xarrnous' Second Sword Arm

Helmet: The Visage

Amulet: Amulet of Power

Weapon: Flail of Ages +5 (THAC0: -5)

Sling of Arvoreen +4 (THAC0: -10)

Shield: Shield of the Order +4

Ring 1: Ring of Fire Control

Ring 2: Holy Symbol of Talos

Cloak: The Spirit's Shield +2

Boots: Senses of the Cat

Belt: Girdle of Stone Giant Strength

Misc 1: Collar Bell

Misc 2: ...

Misc 3: Black Spider Figurine

<---------------------------------------------------------------------->

Protagonist

Fighter 18/Mage 16/Thief 21

Experience: 2577053/2577053/2577053

Hit Points: 149

Armor Class: -11

Paralyze/Poison/Death: -1 (-4)

Rod/Staff/Wand: 0 (-4)

Petrify/Polymorph: 0 (-4)

Breath Weapon: 0 (-4)

Spells: 1 (-4)

Weapon Proficiencies

Bastard Sword +

Long Sword ++

Katana ++

Dagger ++

Two Weapon Style +++

Armor: Aslyferund Elven Chain +5

Gloves: Wondrous Gloves

Helmet: Vhailor's Helm

Amulet: Amulet of the Master Harper

Weapon: Dagger of the Star +5 (THAC0: -8)

The Answerer +4 (THAC0: -8)

Shield: Hindo's Doom +4 (THAC0: -5)

Ring 1: Ring of Gaxx

Ring 2: Ring of Acuity

Cloak: Cloak of Mirroring

Boots: The Paws of the Cheetah

Belt: Elves' Bane

Misc 1: Juggernaut Golem Manual

Misc 2: Gem of Seeing

Misc 3: Wand of Spell Striking

<---------------------------------------------------------------------->

Edwin

Conjurer 30

Experience: 7606627

Hit Points: 82

Armor Class: -2

Paralyze/Poison/Death: 0 (-8)

Rod/Staff/Wand: -5 (-8)

Petrify/Polymorph: -1 (-6)

Breath Weapon: -6 (-13)

Spells: 2 (-6)

Weapon Proficiencies

Dagger +

Quarter Staff +

Dart +

Sling +

Armor: Robe of Vecna

Gloves: Bracers of Defense A.C. 3

Helmet: Circlet of Netheril

Amulet: Edwin's Amulet

Weapon: Staff of the Magi (THAC0: 12)

Crimson Dart +3 (THAC0: 10)

Shield: ...

Ring 1: Reaching Ring

Ring 2: The Warder's Signet +3

Cloak: Cloak of Displacement

Boots: The Paws of the Cheetah

Belt: Belt of Inertial Barrier

Misc 1: Book of Infinite Spells

Misc 2: Gem of Seeing

Misc 3: Efreeti Bottle

<---------------------------------------------------------------------->

Lots of changes... many of which were covered in the last explanation,

but some that weren't. My protagonist gained the 'Use Any Item' high

level ability, which allowed her to equip a few items she otherwise

couldn't have-namely the Wondrous Gloves and the Amulet of the Master

Harper. This allowed her to pass on the Amulet of Power to Viconia.

Viconia, for her part, benefited a good bit from the Silver Dragon

Scale, as it allowed her to also wear the Spirit's Shield +2, dropping

her Saving Throws and Armor Class to awfully good places. Korgan swapped

out his Red Dragon Scale for the second suit of Silver Dragon Scale and

reached an Armor Class of -10... a good bit lower than his Armor Class

was in my vanilla game. Dorn and Jaheira made do with the old suits of

armor-but both benefited from new Enhanced Edition Cloaks. My

protagonist ended up using Dagger of the Star +5, The Answerer +4 and

Hindo's Doom +4 as 'main' weapons, but I kept Daystar and Angurvadal +5

on hand in case I needed to damage undead or become immune to level

drain, respectively. With Runehammer +4 (Korgan) the Spectral Blade +5

(Jaheira), the Mace of Disruption +2 (Viconia) and Dorn's natural

immunity to level drain, everybody in my evil party save Edwin had

protection from negative energy. Also, with the addition of the two

Gems of Seeing, most fights were quite a bit easier in the Enhanced

Edition, since that many more characters could use True Sight at will.

All in all, the evil party got a good bit stronger in the Enhanced

Edition, what with new toys, and Dorn.

GOOD PARTY STATS: END OF CHAPTER 10

o======================================================================o

Keldorn

Inquisitor 31

Experience: 6952303

Armor Class: -8

Paralyze/Poison/Death: -1 (-2)

Rod/Staff/Wand: 1 (-2)

Petrify/Polymorph: 0 (-2)

Breath Weapon: 0 (-2)

Spells: 2 (-2)

Weapon Proficiencies

Bastard Sword ++

Long Sword ++

Two Handed Sword ++

War Hammer ++

Halberd ++

Cross Bow ++

Two Handed Weapon Style ++

Armor: Enkidu's Full Plate +3

Gloves: The Brawling Hands

Helmet: Helm of Glory

Amulet: Amulet of Seldarine

Weapon: Carsomyr +6 (THAC0: -11)

Ras +2 (THAC0: -7)

Firetooth +5 (THAC0: -12)

Shield: ...

Ring 1: Ring of Regeneration

Ring 2: Ring of Earth Control

Cloak: Nymph Cloak

Boots: Boots of Speed

Belt: Girdle of Fire Strength

Misc 1: ...

Misc 2: ...

Misc 3: ...

<---------------------------------------------------------------------->

Jaheira

Fighter 22/Druid 19

Experience: 3724742/3724742

Armor Class: -11

Paralyze/Poison/Death: -1 (-3)

Rod/Staff/Wand: 2 (-3)

Petrify/Polymorph: 3 (-1)

Breath Weapon: 1 (-3)

Spells: 0 (-6)

Weapon Proficiencies

Scimitar ++

Dagger ++

Club ++

Quarter Staff ++

Sling +

Sword and Shield Style ++

Armor: Shuruppak's Plate

Gloves: Gauntlets of Weapon Expertise

Helmet: Helmet of Defense

Amulet: Harper Pin

Weapon: Spectral Brand +5 (THAC0: -9)

Fire Tooth +3 (THAC0: -6)

Shield: Darksteel Sheild +4

Ring 1: Ring of Regeneration

Ring 2: Heartwood Ring

Cloak: Cloak of Displacement

Boots: Boots of Speed

Belt: Girdle of Hill Stone Strength

Misc 1: ...

Misc 2: ...

Misc 3: Black Spider Figurine

<---------------------------------------------------------------------->

Anomen

Cleric 38/Fighter 7 (Inactive)

Experience: 6910186/64000

Armor Class: -8

Paralyze/Poison/Death: 0 (-1)

Rod/Staff/Wand: 4 (-1)

Petrify/Polymorph: 3 (-1)

Breath Weapon: 6 (-1)

Spells: 5 (-1)

Weapon Proficiencies

War Hammer ++

Mace ++

Flail ++

Club ++

Quarter Staff +

Sling ++

Sword and Shield Style ++

Armor: Red Dragon Scale

Gloves: Gauntlets of Weapon Skill

Helmet: Helm of Balduran

Amulet: Sensate Amulet

Weapon: Crom Faeyr (THAC0: -9)

Runehammer +5 (THAC0: -5)

Shield: Sheild of the Order +4

Ring 1: Ring of Free Action

Ring 2: Holy Symbol of Lathander

Cloak: Cloak of Sewers

Boots: Gargoyle Boots

Belt: Girdle of Bluntness

Misc 1: ...

Misc 2: ...

Misc 3: Silver Horn of Valhalla

<---------------------------------------------------------------------->

Protagonist

Fighter 23/Mage 20

Experience: 3772991/3772991

Armor Class: -9

Weapon Proficiencies

Long Sword ++

Axe ++

Katana ++

Flail ++

Two Weapon Style +++

Paralyze/Poison/Death: -1 (-4)

Rod/Staff/Wand: 1 (-4)

Petrify/Polymorph: 0 (-4)

Breath Weapon: 0 (-4)

Spells: 2 (-4)

Armor: Aslyferund Elven Chain +5

Gloves: Gauntlets of Extraordinary Specialization

Helmet: Vhailor's Helm

Amulet: Amulet of Power

Weapon: Axe of the Unyielding +5 (THAC0: -10)

Daystar +4 (THAC0: -8)

Shield: Flail of Ages +5 (THAC0: -8)

Ring 1: Ring of Gaxx

Ring 2: Ring of Acuity

Cloak: Cloak of Mirroring

Boots: Boots of Speed

Belt: Golden Girdle

Misc 1: ...

Misc 2: Wand of Spell Striking

Misc 3: Juggernaut Golem Manual

<---------------------------------------------------------------------->

Minsc

Ranger 31

Experience: 6967195

Armor Class: -5

Weapon Proficiencies

Two Handed Sword ++

Spear ++

Halberd ++

Mace ++

Quarter Staff ++

Long Bow ++

Two Handed Weapon Style ++

Two Weapon Style ++

Paralyze/Poison/Death: 1 (-2)

Rod/Staff/Wand: 3 (-2)

Petrify/Polymorph: 2 (-2)

Breath Weapon: 2 (-2)

Spells: 4 (-2)

Armor: White Dragon Scale

Gloves: Bracers of Archery

Helmet: Helmet of Defense

Amulet: Kaligun's Amulet of Magic Resistance

Weapon: Ravager +6 (THAC0: -10)

Psion's Blade +5 (THAC0: -9)

Mana Bow +4 (THAC0: -10)

Shield: ...

Ring 1: Ring of Fire Resistance

Ring 2: Ring of Fire Control

Cloak: Montolio's Cloak

Boots: Boots of Speed

Belt: Girdle of Bluntness

Misc 1: Boo

Misc 2: Horn of Silence

Misc 3: Book of Infinite Spells

<---------------------------------------------------------------------->

Imoen

Mage 27/Thief 7 (Inactive)

Experience: 6559836/40000

Armor Class: -7

Paralyze/Poison/Death: 7 (-3)

Rod/Staff/Wand: 2 (-3)

Petrify/Polymorph: 4 (-3)

Breath Weapon: 1 (-8)

Spells: 3 (-3)

Weapon Proficiencies

Long Sword +

Dagger +

Quarter Staff +

Short Bow +

Dart +

Sling +

Two Handed Weapon Style +

Armor: Robe of Vecna

Gloves: Bracers of Defense A.C. 3

Helmet: Circlet of Netheril

Amulet: Amulet of the Master Harper

Weapon: Staff of the Magi (THAC0: 8)

Short Bow of Gesen (THAC0: 6)

Shield: ...

Ring 1: Ring of Protection +3

Ring 2: Ring of Wizardry

Cloak: Cloak of Reflection

Boots: Boots of Speed

Belt: Belt of Inertial Barrier

Misc 1: ...

Misc 2: Wand of Spell Striking

Misc 3: Efreeti Bottle

Items {ITM000} |

o======================================================================o

Below is a list of the various rare or unique items you can find in the

game. If the item has a name or is otherwise unusual you'll find it in

the section below, regardless of its quality. Therefore I'll record

named items of dubious quality (Halberd +2: 'Suryris' Blade') , but

magical items of the same quality may not be recorded (Halberd +2).

Perhaps I just like to think that the developers had a reason for

naming the item?

Finding Recorded Items in the Walkthrough {ITM001}

<---------------------------------------------------------------------->

You can simply do a search of the item's name to find the item's

location in the FAQ, or you can search the area number listed by the

item. It must be stressed that the latter method can be tedious, as

different events occur in areas at different times in the game. For

example, by looking at the location of the Cloak of Displacement you

might be tempted to make a quick journey over to Trademeet to obtain it.

Of course, you might not be aware that you need to complete several

quests in order to gain access to the merchant who sells it. Combine

this with the fact that I don't necessarily list the area number of

places I visit on subsequent visits, and it can be rather difficult to

find an item with just the area number. On the other hand, searching for

the name could prove fruitless as well if the full name is broken up by

a line change in the Walkthrough. This can be overcome by searching for

a key word in the name (i.e. 'Unyielding' in the Axe of the Unyielding.)

Of course, even this isn't fool proof, as some items that appear

multiple times or are otherwise unworthy of comment (especially

unexceptional items in stores) won't be mentioned in the Walkthrough, or

on the other hand might be mentioned several times, thus making it

difficult to find the actual part of the FAQ where the item is acquired,

as opposed to where it's just mentioned. Then you have cases such as the

aforementioned Cloak of Displacement, where the key word 'Displacement'

appears as a spell that may be mentioned without any connection to the

item. It's not a perfect system by any means, but having an index

dedicated to the items is better than nothing at all, even with all its

flaws. Of course if you actually read the Walkthrough you'll get

everything worth getting, so you really have no *real* reason to gripe,

do you?

In the 'Found' section, items marked with -------- indicate that these

items are not found, they are crafted, reforged, or upgraded. In this

case, their components are listed below them in parentheses (excluding

mundane components such as gems, scrolls, etc.) Finding all the

components of an item should be sufficient enough information for the

purposes of this FAQ. Items with (varies) in the 'Found' section

typically refer to items obtained from random encounters. Since these

encounters can occur in a variety of locations, I just leave them open-

ended, rather than putting the location where I personally found them.

This way, you'll at least know at a glance that they aren't in a

specific area. Other, traditional objects with genuine locations will

be listed in alphabetical order, and multiple items of the same sort

will be listed by lowest to highest area number, for organizational

purposes.

Item List (Alphabetical) Item Type Found {ITM002}

o======================================================================o

o===o

|(*)|

o===o

[Protagonist]'s Tankard Miscellaneous (OH6100)

o===o

|(A)|

o===o

Abyssal Blade* Two-Handed Sword(OH5120)

Abyssal Blade* Two-Handed Sword(OH5120)

Abyssal Blade* Two-Handed Sword(OH5200)

Adoy's Belt Belt (AR4500)

Adoy's Belt Belt (OH6000)

Adjatha The Drinker +2 Long Sword (AR0516)

Aeger's Hide +3 Armor (AR0702)

Ammo Belt Miscellaneous (AR3001)

Amulet of 5% Magic Resistance Amulet (AR0205)

Amulet of 5% Magic Resistance Amulet (OH6460)

Amulet of Cheetah Speed Amulet (AR6109)

Amulet of Power Amulet (AR0329)

Amulet of Seldarine Amulet (AR2803)

Amulet of Spell Warding Amulet (AR2101)

Amulet of the Master Harper Amulet (AR5204)

Angurvadal +4 Long Sword (AR3022)

Angurvadal +5 Long Sword --------

(Angurvadal +4) Long Sword (AR3022)

(Liquid Mercury) Component (AR6107)

Ankheg Plate Mail Armor --------

(Ankheg Shell) Component (AR1200)

Arbane's Sword +2 Short Sword (AR0045)

Ardulia's Fall +1 Mace (AR0904)

Arla's Dragonbane +3 Sling (AR1401)

Armor of Faith +3 Armor (AR0901)

Armor of the Deep Night +4 Armor (AR0702)

Armor of the Hart +3 Armor (AR2402)

Armor of the Viper +5 Armor (AR2207)

Ashen Scales +2 Armor (AR0803)

Ashideena +2 War Hammer (AR0204)

Aslyferund Elven Chain +5 Armor --------

(Bladesinger Chain +4) Armor (AR2807)

Axe of Hrothgar +3 Axe (AR0406)

Axe of the Unyielding +3 Axe (AR3017)

Axe of the Unyielding +5 Axe --------

(Axe of the Unyielding +3) Axe (AR3017)

(Baalor's Claw) Component (AR5204)

Azlaer's Harp Miscellaneous (AR0523)

Azuredge +3 Axe (AR0406)

*Depending on how you complete Dorn's quest in Resurrection Gorge,

the Abyssal Blade will take on additional powers. The one found in

(OH5200) is the original version.

o===o

|(B)|

o===o

Backbiter +3 Spear (AR2100)

Bag of Holding Miscellaneous (AR1512)

Bag of Holding Miscellaneous (AR5011)

Bag of Plenty +1 Ammunition (AR5204)

Bag of Plenty +2 Ammunition (AR5204)

(Bag of Plenty +1) Ammunition (AR5204)

Batalista's Passport Ring (AR1201)

Batalista's Passport Ring (AR5011)

Battle Axe of Mauletar +2 Axe (AR0420)

Battle Axe of Mauletar +2 Axe (AR6102)

Battle Axe of Mauletar +2 Axe (AR6102)

Belm +2 Scimitar (AR1905)

Belt of Inertial Barrier Belt (AR2000)

Belt of Minor Invulnerability Belt (OH4000)

Big Metal Unit Armor --------

(Bronze Pantalettes) Component (AR6003)

(Golden Pantaloons) Component (AR0602)

(Silver Pantaloons) Component (AR0400)

Black Spider Figurine Miscellaneous (AR0804)

Blackblood +3 Club (AR2000)

Blackmist +4 Halberd (AR2201)

Blackrazor Long Sword (AR2903)

Blade of Roses +3 Long Sword (AR0406)

Blade of Searing +3 Bastard Sword (AR2202)

Bladesinger Chain +4 Armor (AR2807)

Blessed Bracers Gloves --------

(Paladin's Bracers) Gloves (AR3001)

Blue Dragon Plate Armor --------

(Blue Dragon Scales) Component (AR6005)

Bone Club +2, +3 vs. Undead Club (AR1506)

Boneblade +4 Dagger (AR2206)

Book of Infinite Spells* Miscellaneous (AR1605)

Boomerang Dagger +2 Dagger (AR0514)

Boots of Elvenkind Boots (AR2808)

Boots of Etherealness Boots (AR2300)

Borok's Fist +2 War Hammer (AR0702)

Bow of Arvoreen +2 Short Bow (AR1401)

Bow of Arvoreen +2 Short Bow (AR4500)

Bracers of Binding Gloves (AR2200)

Bracers of Blinding Strike Gloves (AR2402)

Bracers of Defense A.C. 3 Gloves (AR0702)

Bracers of Defense A.C. 4 Gloves (AR0702)

Bracers of Defense A.C. 4 Gloves (AR2100)

Bronze Horn of Valhalla Miscellaneous --------

(Silver Horn of Valhalla) Miscellaneous (AR0528)

Bronze Ioun Stone Helmet (AR5006)

Brooch of the Vagrant Blades Amulet (OH4000)

*More information on this item can be found under its entry in the

below, [ITM004].

o===o

|(C)|

o===o

Carsomyr +5 Two Handed Sword(AR1203)

Carsomyr +6 Two Handed Sword--------

(Carsomyr +5) Two Handed Sword(AR1203)

(Eye of Tyr) Component (AR6110)

Case of Plenty +1 Ammunition (AR3001)

Case of Plenty +2 Ammunition --------

(Case of Plenty +1) Ammunition (AR3001)

Celestial Fury +3 Katana (AR0907)

Chaos Blade Short Sword (AR0705)

Chaos Blade Short Sword (AR4500)

Circlet of Netheril Helmet --------

(Bronze Ioun Stone) Helmet (AR5006)

(Circlet of Netheril) Component (AR3016)

Clay Golem Manual Miscellaneous --------

(Clay Golem Page) Component (AR3017)

(Golem Manual) Miscellaneous (AR3001)

Cleric's Staff +3 Quarter Staff (AR0904)

Cleric's Staff +3 Quarter Staff (AR1513)

Cleric's Staff +3 Quarter Staff (AR1604)

Cleric's Staff +3 Quarter Staff (AR1901)

Cleric's Staff +3 Quarter Staff (AR1902)

Cleric's Staff +3 Quarter Staff (AR3005)

Cleric's Staff +3 Quarter Staff (AR3015)

Cleric's Staff +3 (up to three) Quarter Staff (AR4500)

Cleric's Staff +3 (up to four) Quarter Staff (AR5003)

Cleric's Staff +3 Quarter Staff (AR5202)

Cleric's Staff +3 Quarter Staff (OH5400)

Cleric's Staff +3 Quarter Staff (OH5500)

Cloak of Atonoment Cloak (AR4500)

Cloak of Atonement Cloak (OH4101)

Cloak of Bravery Cloak (AR2901)

Cloak of Displacement Cloak (AR2000)

Cloak of Dragomir Cloak (AR4500)

Cloak of Dragomir Cloak (OH7000)

Cloak of Elvenkind Cloak (AR2802)

Cloak of Mirroring Cloak (AR2300)

Cloak of Reflection Cloak (AR1511)

Cloak of the Dark Moon Cloak (OH4210)

Cloak of the High Forest Cloak (AR2009)

Cloak of the High Forest Cloak (AR4500)

Cloak of the Lich Cloak (OH6460)

Cloak of the Sewers Cloak (AR0701)

Cloak of the Shield Cloak (AR0516)

Cloak of the Shield Cloak (AR1203)

Cloak of the Stars Cloak (AR1404)

Cloak of Unerring Strikes Cloak (OH4010)

Club of Detonation +3 Club (AR3019)

Club of Detonation +5 Club --------

(Club of Detonation +3) Club (AR3019)

Collar Bell Miscellaneous (OH6100)

Corthala Family Armor Armor (AR1101)

Corthala Family Armor Armor (AR4500)

Corthala Family Blade Katana (AR1101)

Corthala Family Blade Katana (AR4500)

Cowl of the Stars Cloak (OH4010)

Crimson Chain +5 Armor (AR0702)

Crimson Dart +3 Dart (AR3001)

Crossbow of Affliction +4 Crossbow (AR2210)

Cursed Berserking Sword +3 Two Handed Sword(AR0712)

Cutthroat +4 Short Sword (AR0809)

o===o

|(D)|

o===o

Dagger of the Star +4 Dagger (AR3027)

Dagger of the Star +5 Dagger --------

(Dagger of the Star +4) Dagger (AR3027)

Dagger of Venom +2 Dagger (OH6300)

Dak'kon's Zerth Blade +2 Katana (AR0702)

Dark Elven Chain +1 Armor (varies)

Darkfire Bow +4 Short Bow (AR5500)

Darkfire Bow +5 Short Bow --------

(Bowstring of Gond) Component (AR6106)

(Darkfire Bow +4) Short Bow (AR5500)

Darkmail +3 Armor (AR1404)

Darksteel Shield +4 Shield (AR6105)

Daystar Long Sword (AR0087)

Deck of Many Things* Miscellaneous (AR3015)

Defender of Easthaven +3 Flail (AR0406)

Delryn Family Shield Shield (AR0604)

Delryn Family Shield Shield (AR4500)

Delver's Plate +2 Armor (AR1202)

Destroyer of the Hills Belt (AR0603)

Destroyer of the Hills Belt (AR0904)

Destroyer of the Hills Belt (AR1604)

Destroyer of the Hills Belt (OH6460)

Discipliner Ring (AR2100)

Doomplate +3 Armor (AR1512)

Dragon Helm Helmet (AR1202)

Dragon Scale Shield +2 Shield (AR1202)

Dragon's Bane +3 Halberd (AR0205)

Dragon's Breath +4 Halberd (AR1200)

Drow Adamantine Chain +5 Armor (varies)

Drow Crossbow of Speed Crossbow (varies)

Drow Elven Chain +3 Armor (varies)

Drow Flail +3 Flail (varies)

Drow Full Plate +5 Armor (varies)

Drow Halberd +3 Halberd (varies)

Drow Lance +3 Spear (varies)

Drow Longsword +3 Long Sword (varies)

Drow Piwafwi Cloak Cloak (AR2205)

Drow Scimitar +3 Scimitar (varies)

Drow Shield +3 Shield (varies)

Druid's Ring Ring (AR0319)

Druid's Ring Ring (AR0702)

Druid's Ring Ring (AR1010)

Druid's Ring Ring (AR2008)

Druid's Ring Ring (AR5004)

Druid's Ring Ring (AR5202)

Druid's Ring Ring (AR5503)

Druid's Ring Ring (OH6460)

Duskblade +2 Halberd (AR1404)

Dusty Rose Ioun Stone Helmet (AR1512)

Dwarven Thrower +3 War Hammer (AR2000)

*More information on this item can be found under its entry in the

below, [ITM005].

o===o

|(E)|

o===o

Edventar's Gift Ring (AR1513)

Edventar's Gift Ring (OH7300)

Efreeti Bottle Miscellaneous (AR2000)

Elven Chain Mail Armor (AR2011)/

(AR2012)

Elven Chain Mail Armor (AR2808)

Elven Chain Mail Armor (AR4500)

Elven Chain Mail +1 Armor (AR0329)

Elven Chain Mail +1 (up to three) Armor (AR2500)

Elven Chain Mail +1 Armor (AR5500)

Elven Chain Mail +1 (numerous) Armor (AR61xx)

Elven Court Bow +3 Long Bow (AR1303)

Elves' Bane Belt (AR0607)

Elve's Bane Belt (OH6460)

Enkindu's Full Plate +3 Armor (AR5504)

Entropy +2 Short Sword (AR0705)

Entropy +2 Short Sword (AR4500)

Erinne Sling +4 Sling (AR3019)

Erinne Sling +5 Sling --------

(Erinne Sling +4) Sling (AR3019)

Everard's Morning Star +2 Morning Star (AR0406)

o===o

|(F)|

o===o

Firecam Full-Plate Armor Armor (AR0701)

Firecam Full-Plate Armor Armor (AR4500)

Fire Tooth +3 Dagger (AR2200)

Firetooth +4 Crossbow (AR3000)

Firetooth +5 Crossbow --------

(Bowstring of Gond) Component (AR6106)

(Firetooth +4) Crossbow (AR3000)

Flail of Ages Flail --------

(Flail Head (Acid)) Component (AR1303)

(Flail Head (Cold)) Component (AR1302)

(Flail Head (Fire)) Component (AR1303)

Flail of Ages +2 Flail --------

(Flail Head (Acid)) Component (AR1303)

(Flail Head (Cold)) Component (AR1302)

(Flail Head (Fire)) Component (AR1303)

Flail of Ages +3 Flail --------

(Flail Head (Acid)) Component (AR1303)

(Flail Head (Cold)) Component (AR1302)

(Flail Head (Fire)) Component (AR1303)

Flail of the Ages +4 Flail --------

(Flail Head (Poison)) Component (AR3016)

(Flail of the Ages +3) Flail --------

Flail of the Ages +5 Flail --------

(Flail Head (Electricity)) Component (AR6005)

(Flail of the Ages +4) Flail --------

Flame of the North +2 Two Handed Sword(AR1514)

Flasher Launcher Crossbow (AR1000)

Flasher Launcher Crossbow (AR4500)

Foebane +3 Bastard Sword (AR3001)

Foebane +5 Bastard Sword --------

(Foebane +3) Bastard Sword (AR3001)

(Fflar's Scabbard) Component (AR5007)

Fortress Shield +3 Shield (AR0702)

Frostreaver +3 Axe (AR1303)

o===o

|(G)|

o===o

Gargoyle Boots Boots (AR5504)

Gauntlets of Aln Zekk Gloves (AR4500)

Gauntlets of Aln Zekk Gloves (OH4101)

Gauntlets of Crushing Gloves (AR2300)

Gauntlets of Extraordinary Spec. Gloves (AR3019)

Gem of Seeing Miscellaneous (AR4500)

Gem of Seeing Miscellaneous (OH4101)

Gem Bag Miscellaneous (AR0302)

Gem Bag Miscellaneous (AR0312)

Gem Bag Miscellaneous (AR0500)

Gem Bag Miscellaneous (AR0702)

Gem Bag Miscellaneous (AR1100)

Gem Bag Miscellaneous (AR3000)

Gem Bag Miscellaneous (AR6400)

Giant Hair Crossbow +3 Crossbow (AR0702)

Gift of Peace Helmet (AR0412)

Gift of Peace Helmet (AR0907)

Gift of Peace Helmet (OH6460)

Girdle of Fortitude Belt (AR0202)

Girdle of Fire Giant Strength Belt (AR5201)

Girdle of Frost Giant Strength Belt (AR2402)

Girdle of Hill Giant Strength Belt (AR0702)

Girdle of Hill Giant Strength Belt (OH7300)

Girdle of Stone Giant Strength Belt (AR2801)

Glasses of Identification Miscellaneous (AR0312)

Glasses of Identification Miscellaneous (AR5504)

Glasses of Identification* Miscellaneous --------

Glimmering Bands Gloves (AR2000)

Glimmering Bands Gloves (AR4500)

Gloves of Healing Gloves (AR0903)

Gloves of Pickpocketing Gloves (AR0406)

Gnasher +2 Club (AR1900)

Golden Girdle of Urnst Belt (AR0411)

Golden Girdle of Urnst Belt (OH6460)

Golden Ioun Stone Helmet (AR5011)

Golden Lion Figurine Miscellaneous (AR2000)

Golem Manual Miscellaneous (AR3001)

Gorgon Plate +4 Armor (AR2201)

Gram the Sword of Grief +5 Two Handed Sword(AR6005)

Gram the Sword of Grief +5 Two Handed Sword--------

(Gram the Sword of Grief +5) Two Handed Sword(AR6005)

(Heart of the Damned) Component (AR6110)

Grandmaster's Armor +6 Armor (AR5002)

Greenstone Amulet Amulet (AR2101)

*You can obtain another pair of Glasses of Identification by casting

Limited Wish and asking for the ability to "see all as it really is."

The caster will need a Wisdom score of 11+ to be able to make this wish.

o===o

|(H)|

o===o

Hallowed Redeemer +2 Two Handed Sword(AR0701)

Hallowed Redeemer +2 Two Handed Sword(AR4500)

Halycon +1 Spear (AR0802)

Hammer of Thunderbolts +3 Warhammer (AR0711)

Handmaiden's Mace Mace (varies)

Hands of Takkok Gloves (AR0411)

Hangard's Axe +2 Axe (AR0701)

Harbinger +3 Two Handed Sword(AR2200)

Harmonium Halberd +3 Halberd (AR0702)

Harp of Discord Miscellaneous (AR0705)

Harp of Pandemonium Miscellaneous (AR0702)

Harper Pin Amulet (varies)

Hawksight +2 Scimitar (OH4010)

Headband of the Devout Helmet (OH4210)

Heart of the Golem +2 Dagger (AR0308)

Heart of the Golem +2 Dagger (OH6300)

Heartseeker +3 Long Bow (AR0702)

Heartseeker +3 Long Bow (AR1202)

Heartwood Ring Ring --------

(Nymph's Tear) Component (AR5202)

(Oaken Ring) Component (AR5500)

Heavy Crossbow of Searing +1 Crossbow (AR0702)

Helm of Balduran Helmet (AR0602)

Helm of Brilliance Helmet (AR0702)

Helm of Charm Protection Helmet (AR0024)

Helm of Charm Protection Helmet (AR0024)

Helm of Charm Protection Helmet (AR0308)

Helm of Charm Protection Helmet (AR0701)

Helm of Charm Protection Helmet (AR0902)

Helm of Charm Protection Helmet (AR0907)

Helm of Charm Protection Helmet (AR1303)

Helm of Charm Protection Helmet (OH4220)

Helm of Charm Protection Helmet (OH6460)

Helm of the Noble +1 Helmet (AR0024)

Helm of the Noble +1 Helmet (AR0901)

Helm of the Noble +1 Helmet (OH5300)

Helm of the Rock Helmet (AR3016)

Helm of the Rock Helmet --------

(Helm of the Rock) Helmet (AR3016)

(Horn) Component (AR3016)

(Horn) Component (AR3016)

Helmet of Infravision Helmet (AR0602)

Helmet of Infravision Helmet (OH5400)

Helmet of Infravision Helmet (OH5500)

Hindo's Doom +3 Katana (AR3024)

Hindo's Doom +4 Katana --------

(Hindo's Doom +3) Katana (AR3024)

(Hindo's Hand) Component (AR6002)

Hojar's Fame Axe (OH4000)

Holy Long Sword of Tyr +3 (numerous) Long Sword (OH5400)

Holy Long Sword of Tyr +3 (numerous) Long Sword (OH5500)

Holy Symbol of Helm Ring (varies)

Holy Symbol of Lathander Ring (varies)

Holy Symbol of Talos Ring (varies)

Honorary Ring of Sune Ring (AR0901)

Horn of Blasting Miscellaneous (AR1202)

Horn of Silence Miscellaneous (AR1515)

Human Flesh +5 Armor (AR1100)

(Blood of a Silver Dragon) Component (AR2102)

(Shirt Made of Human Flesh Component (AR0502)

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|(I)|

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Ice Star +4 Morning Star (AR5002)

Ilbratha +1 Short Sword (AR1103)

Impaler +3 Spear (AR2300)

Improved Cloak of Protection +2 Cloak --------

(Cloak of Protection +2) Cloak (AR2300)

Ir'revrykal +5 Two-Handed Sword(AR3022)

Iron Horn of Valhalla Miscellaneous --------

(Bronze Horn of Valhalla) Miscellaneous --------

Ixil's Nail +4 Spear (AR3025)

Ixil's Spike +2 Dagger (AR3016)

Ixil's Spike +6 (Spear) --------

(Ixil's Nail +4) Spear (AR3025)

(Ixil's Spike +2) Dagger (AR3016)

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|(J)|

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Jansen AdventureWear Armor (AR1000)

Jansen AdventureWear Armor (AR4500)

Jansen Specroscopes Helmet (AR1000)

Jansen Specroscopes Helmet (AR4500)

Jansen Techno-Gloves Gloves (AR1000)

Jansen Techno-Gloves Gloves (AR4500)

Jerrod's Mace +2 Mace (AR0406)

Jester's Chain +4 Armor (AR1514)

Jhor the Bleeder +2 Bastard Sword (AR2100)

Joril's Dagger +3 Two Handed Sword(AR0406)

Juggernaut Golem Manual Miscellaneous --------

(Juggernaut Golem Page) Component (AR6003)

(Stone Golem Manual) Miscellaneous --------

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|(K)|

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K'logarath +4 Axe (AR5504)

Kachiko's Wakizashi +3 Wakizashi (AR0406)

Kaligun's Amulet of Magic Resistance Amulet (AR2200)

Karajah's Life and Death +3 Armor (AR0702)

Kazrah's Shield +4 Shield (OH6460)

Kondar +1 Bastard Sword (AR0406)

Kundane +2 Short Sword (AR0516)

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|(L)|

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Lavender Ioun Stone Helmet (AR5002)

Legacy of the Masters Gloves (AR0808)

Lilarcor +3 Two Handed Sword(AR0404)

Lupine Sling +2 Sling (OH4000)

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|(M)|

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Mace of Disruption +1 Mace (AR0801)

Mace of Disruption +2 Mace --------

(Illithium Ore) Component (AR0529)

(Mace of Disruption +1) Mace (AR0801)

Mail of the Dead +2 Armor (AR0602)

Malakar +2 Katana (AR1514)

Malla's Soul Stone Helmet (AR5509)

Mana Bow +4 Long Bow (AR2602)

Martial Staff +3 Quarter Staff (AR0400)

Martial Staff +3 Quarter Staff (AR2000)

Martial Staff +3 Quarter Staff (OH5500)

Mauler's Arm +2 Mace (AR0406)

Melodic Chain +3 Armor (AR0516)

Mercykiller Ring Ring (AR0702)

Metaspell Influence Amulet Amulet (AR0602)

Methild's Harp Miscellaneous (AR2400)

Montolio's Cloak Cloak --------

(Montolio's Clasp) Component (AR3022)

(Montolio's Cloak) Component (AR5500)

Moon Dog Figurine Miscellaneous (AR1401)

Moonlight Walkers Boots (AR2000)

Moonlight Walkers Boots (AR4500)

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|(N)|

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Namarra +2 Long Sword (AR0806)

Neb's Nasty Cutter +2 Dagger (AR0529)

Necaradan's Crossbow +3 Crossbow (AR2102)

Necklace of Form Stability Amulet (AR0704)

Necklace of Missiles Amulet (AR2015)

Neera's Staff +1 Quarter Staff (AR4500)

Neera's Staff +1 Quarter Staff (OH6000)

Night Walkers Boots (OH4210)

Nymph Cloak Cloak (AR0302)

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|(O)|

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Obsidian Ioun Stone Helmet (AR6400)

Orc Leather +3 Armor (AR1301)

Ox-Tail Belt Belt (OH4000)

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|(P)|

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Paladin's Bracers Gloves (AR3001)

Pale Green Ioun Stone Helmet (AR0804)

Pearly White Ioun Stone Helmet (AR1401)

Pellan's Shield +2 Shield (AR3015)

Pellan's Shield +2 Shield (OH4220)

Pellan's Shield +2 Shield (OH4290)

Periapt of Life Protection Amulet (AR0902)

Periapt of Life Protection Amulet (OH7100)

Periapt of Proof Against Poison Amulet (AR1902)

Peridan +2 Long Sword (AR1202)

Pixie Prick +3 Dagger (AR0516)

Plate of Balduran Armor (AR0702)

Plate of the Dark +1 Armor (AR6102)

Plate of the Dark +1 Armor (OH4210)

Plate of the Dark +1 Armor (OH6300)

Potion Case Miscellaneous (AR3000)

Potion Case Miscellaneous (AR5011)

Potion Case Miscellaneous (AR5503)

Potion Case Miscellaneous (AR6400)

Pride of the Leigon +2 Armor (AR0903)

Protector of the Second +2 Armor (AR0420)

Psion's Blade +5 Two Handed Sword(AR5201)

Purifier +4 Bastard Sword (AR3008)

Purifier +5 Bastard Sword --------

(Eye of Tyr) Component (AR6110)

(Purifier +4) Bastard Sword (AR3008)

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|(Q)|

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Quiver of Plenty +1 Ammunition (AR3001)

Quiver of Plenty +2 Ammunition --------

(Quiver of Plenty +1) Ammunition (AR3001)

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|(R)|

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Rancor +1 Two-Handed Sword(AR0900)

Ras +2 Long Sword (AR2000)

Rashad's Talon +2 Scimitar (AR2014)

Rashad's Talon +2 Scimitar (OH7200)

Ravager +4 Halberd (AR5204)

Ravager +6 Halberd --------

(Ravager +4) Halberd (AR5204)

(Serpent Staff) Quarter Staff (AR3019)

Reaching Ring Ring (AR0308)

Reaching Ring Ring (AR0411)

Red Dragon Scale Armor --------

(Red Dragon Scales) Component (AR1203)

Reflection Shield +1 Shield (AR0702)

Rifthome Axe +3 Axe (AR0300)

Ring of Acuity Ring (AR0410)

Ring of Air Control Ring (AR0702)

Ring of Anti-Venom Ring (AR5509)

Ring of Danger Sense Ring (AR0413)

Ring of Djinni Summoning Ring (AR0329)

Ring of Duplication Ring (OH4000)

Ring of Earth Control Ring (AR1302)

Ring of Fire Control Ring (AR2400)

Ring of Gaxx Ring (AR0331)

Ring of Human Influence Ring (AR0607)

Ring of Lock Picks Ring (AR0329)

Ring of Regeneration Ring (AR0702)

Ring of Regeneration Ring (AR1512)

Ring of Regeneration Ring (OH6460)

Ring of Spell Turning Ring (AR2201)

Ring of the Ram Ring (AR0412)

Ripper +2 Long Bow (AR0411)

Robe of Goodman Hayes Armor (AR4500)

Robe of Goodman Hayes Armor (OH6200)

Robe of Invocation Armor (OH6300)

Robe of the Evil Archmagi Armor (AR2200)

Robe of the Evil Archmagi Armor (AR2902)

Robe of the Evil Archmagi Armor (AR5011)

Robe of the Evil Archmagi Armor (OH7300)

Robe of the Good Archmagi Armor (AR2001)

Robe of the Good Archmagi Armor (AR3015)

Robe of the Good Archmagi Armor (AR5011)

Robe of the Neutral Archmagi Armor (OH6300)

Robe of the Neutral Archmagi Armor (AR5011)

Robe of Vecna Armor (AR0702)

Rod of Absorption Miscellaneous (AR2100)

Rod of Lordly Might Miscellaneous (AR2300)

Rod of Lordly Might Miscellaneous (AR2300)

Rod of Resurrection Miscellaneous (AR0702)

Rod of Resurrection Miscellaneous (AR0705)

Rod of Resurrection Miscellaneous (AR6400)

Rod of Reversal Miscellaneous (AR5504)

Rod of Smiting Quarterstaff (AR2200)

Rod of Terror Quarterstaff (AR0087)

Roranach's Horn Helmet (AR5002)

Runehammer +4 War Hammer (AR5203)

Runehammer +5 War Hammer --------

(Runehammer +4) War Hammer (AR5203)

(Rune of Clangeddin) Component (AR6111)

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|(S)|

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Sandthief's Ring Ring (AR0087)

Sandthief's Ring Ring (AR0712)

Sandthief's Ring Ring (OH6460)

Saving Grace +3 Shield (AR0203)

Scarlet Ninja-To +3 Ninja-To (AR0406)

Scroll Case Miscellaneous (AR0300)

Scroll Case Miscellaneous (AR0406)

Scroll Case Miscellaneous (AR0700)

Scroll Case Miscellaneous (AR0702)

Scroll Case Miscellaneous (AR2000)

Scroll Case Miscellaneous (AR5011)

Scroll Case Miscellaneous (AR5503)

Scroll Case Miscellaneous (AR6400)

Sensate Amulet Amulet (AR0702)

Senses of the Cat Boots (AR0507)

Sentinel +4 Shield (AR2200)

Serpent Staff Quarter Staff (AR3019)

Shadow Armor Armor (AR0301)

Shadow Dragon Scale Armor --------

(Shadow Dragon Scales) Component (AR1402)

Shadow Dragon Scale Armor --------

(Shadow Dragon Scales) Component (OH4230)

Shatki Figurine Miscellaneous (AR5014)

Shield Amulet Amulet (AR1301)

Shield of Balduran Shield (AR0702)

Shield of Harmony +2 Shield (AR2000)/

(AR2007)

Shield of the Falling Stars +1 Shield (AR0412)

Shield of the Lost +2 Shield (AR1100)

Shield of the Order +4 Shield (AR5203)

Short Bow of Gesen Short Bow --------

(Gesen Bow Shaft) Component (AR0503)

(Gesen Bow String) Component (AR1514)

Short Sword of Mask +4 Short Sword (AR3000)

Short Sword of Mask +5 Short Sword --------

(Heart of the Damned) Component (AR6110)

(Short Sword of Mask +4) Short Sword (AR3000)

Shurrupak's Plate Armor (AR5203)

Silver Dragon Scale Armor --------

(Silver Dragon Scales) Component (OH5500)

Silver Dragon Scale Armor --------

(Silver Dragon Scales) Component (OH5500)

Silver Horn of Valhalla Miscellaneous (AR0528)

Silver Ioun Stone Helmet (AR5501)

Silver Sword Two Handed Sword--------

(Silver Blade) Component (AR1600)

(Silver Hilt) Component (AR0700)

Skin of the Ghoul +4 Armor (AR0206)

Skullcrusher +3 Mace (AR2100)

Skull of Death Helmet (AR2100)

Sling of Arvoreen +4 Sling (AR2101)

Sling of Everard +5 Sling (AR0406)

Sling of Seeking +1 Sling (AR0406)

Soulreaver +4 Two Handed Sword(AR2402)

Spear of Kuldahar +3 Spear (AR0406)

Spear of the Unicorn +2 Spear (AR1904)

Spear of Withering +4 Spear (AR2200)

Spectral Brand +4 Scimitar (AR3015)

Spectral Brand +5 Scimitar --------

(Skull of the Lich) Component (AR6110)

(Spectral Brand +4) Scimitar (AR3015)

Staff Mace +2 Quarter Staff (AR0702)

Staff Mace +2 Quarter Staff (AR0801)

Staff Mace +2 Quarter Staff (AR0904)

Staff Mace +2 Quarter Staff (AR1604)

Staff of Air +2 Quarter Staff (AR0516)

Staff of Arundel Quarter Staff (AR0406)

Staff of Command Quarter Staff (AR2400)

Staff of Curing Quarter Staff (AR0811)

Staff of Earth +2 Quarter Staff (AR2200)

Staff of Fire +2 Quarter Staff (AR0412)

Staff of Rynn +4 Quarter Staff (AR0702)

Staff of Striking +3 Quarter Staff (AR0902)

Staff of Striking +3 Quarter Staff (AR1303)

Staff of Striking +3 Quarter Staff (AR2000)

Staff of Striking +3 Quarter Staff (OH6300)

Staff of the High Forest +2 Quarter Staff (AR2009)

Staff of the High Forest +2 Quarter Staff (AR4500)

Staff of the Magi Quarter Staff (AR1008)

Staff of the Ram +4 Quarter Staff (AR3018)

Staff of the Ram +6 Quarter Staff --------

(Roranach's Horn) Helmet (AR5002)

(Staff of the Ram +4) Quarter Staff (AR3018)

Staff of the Woodlands +4 Quarter Staff (AR2805)

Staff of Thunder and Lightning +2 Quarter Staff (AR1515)

Staff of Thunder and Lightning +2 Quarter Staff (AR1901)

Staff Spear +2 Quarter Staff (AR0300)

Staff Spear +2 Quarter Staff (AR0500)

Staff Spear +2 Quarter Staff (AR0902)

Staff Spear +2 Quarter Staff (AR2015)

Stiletto of Demarchess +2 Dagger (AR0411)

Stone Golem Manual Miscellaneous --------

(Clay Golem Manual) Miscellaneous --------

(Stone Golem Page) Component (AR5204)

Stonefire +3 Axe (AR0406)

Storm Star +3 Mace (AR3017)

Storm Star +5 Mace --------

(Starfall Ore) Component (AR5014)

(Storm Star +3) Mace (AR3017)

Strong Arm +2 Long Bow (AR0702)

Studded Leather of Thorns +6 Armor (AR6108)

Suryris' Blade +2 Halberd (AR0702)

Suryris' Blade +2 Halberd (AR3001)

Suryris' Blade +2 Halberd (OH4120)

Suryris' Blade +2 Halberd (varies)

Sword of Arvoreen +2 Short Sword (AR1401)

Sword of Arvoreen +2 Short Sword (AR4500)

Sword of Balduran Long Sword (AR0702)

Sword of Chaos +2 Two Handed Sword(AR0601)

Sword of Flame +1 Long Sword (AR0604)

Sword of Flame +1 Long Sword (AR0702)

Sylvan Chain +2 Armor (AR4000)

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|(T)|

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T'rahcie's Plate +5 Armor (AR0702)

Talos' Gift Boots (AR0902)

Talos' Gift Boots (AR1303)

Talos' Gift Boots (AR1514)

Tansheron's Bow +3 Short Bow (AR2000)

Taralash +4 Long Bow (AR3019)

Taralash +5 Long Bow --------

(Bowstring of Gond) Component (AR6106)

(Taralash +4) Long Bow (AR3019)

Thayan Circlet Helmet (OH6500)

The Answerer +4 Long Sword (AR6300)

The Army Scythe +1 Crossbow (AR0406)

The Brawling Hands Gloves (AR0206)

The Brick +2 War Hammer (OH6200)

The Burning Earth +1 Long Sword (AR1900)

The Dale's Protector Gloves (AR1904)

The Equalizer Long Sword --------

(Blade of the Equalizer) Component (AR2101)

(Hilt of the Equalizer) Component (AR2400)

(Pommel Jewel of the Equalizer) Component (AR0602)

The Frost's Embrace Boots (AR1514)

The Grave Binder +2 Dagger (OH6300)

The Guard's Ring +2* Ring (AR0307) or

(AR0329)

The Guard's Ring +2 Ring (AR1901)

The Guard's Ring +2 Ring (AR2902)

The Guide +2 Crossbow (AR0202)

The Jade Fang Dagger (OH7100)

The Jester's Folly Ring (AR2210)

The Kneecapper +1 War Hammer (AR1303)

The Night's Gift +5 Armor (AR1104)

The Paws of the Cheetah Boots (AR0516)

The Paws of the Cheetah Boots (AR1514)

The Paws of the Cheetah Boots (AR4000)

The Paws of the Cheetah Boots (AR5003)

The Paws of the Cheetah Boots (AR5011)

The Root of the Problem Club (AR1901)

The Shadow's Blade +3 Short Sword (AR0306)

The Specter's Ring Ring (AR6004)

The Spirit's Shield +2 Cloak (AR2300)

The Sleeper +2 Morning Star (AR0406)

The Victor Ring (AR0702)

The Visage Helmet (OH5120)

The Warder's Signet +3 Ring (varies)

The Whistling Sword +2 Short Sword (AR0702)

The Whistling Sword +2 Short Sword (AR5003)

The Whistling Sword +2 Short Sword (AR5013)

The Whistling Sword +2 Short Sword (AR5013)

The Whistling Sword +2 Short Sword (AR6400)

Thieves' Hood Helmet --------

(Thieves' Hood) Helmet (AR3012)/

(AR3013)

(Ring of Invisibility) Ring (AR0087)

(Ring of Invisibility) Ring (AR0712)

Topsider's Crutch Ring (OH6460)

Topsider's Crutch Ring (OH7300)

Tuigan Bow +1 Short Bow (AR0406)

Tunic of Blindeye Armor (OH6300)

Tzu-Zan's Bracers Gloves (AR6000)

*Both of these rings can be obtained from Aran Linvail under very

different circumstances, depending on whether you side with BOdhi or

with Gaelan Bayle. In the former case you'll enter (AR0329), in the

latter, (AR0307). Both are the same area insomuch as they use the same

map-the former is just the 'hostile' version, while the latter is the

'peaceful' version. The Lower Tombs (Bodhi's lair) does the same thing

between Chapters 3 and 6, being (AR8001) in the former, and (AR8008) in

the latter.

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|(U)|

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Usuno's Blade +4 Scimitar (AR3001)

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|(V)|

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Vhailor's Helm Helmet (AR0702)

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|(W)|

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Wand of Cursing Miscellaneous (AR3016)

Wand of Cursing Miscellaneous (AR3021)

Wand of Cursing Miscellaneous (AR6108)

Wand of Spell Striking Miscellaneous (AR3005)

Wand of Spell Striking Miscellaneous (AR3014)

Wand of Spell Striking Miscellaneous (AR3016)

Wand of Spell Striking Miscellaneous (AR3017)

Wand of Spell Striking Miscellaneous (OH6300)

Wand of Wonder* Miscellaneous (AR0711)

Wand of Wonder* Miscellaneous (OH6460)

Warblade +4 Two Handed Sword(AR0702)

Water's Edge +3 Scimitar (AR2209)

Water's Edge +3 Scimitar (OH5120)

Wave +4 Halberd --------

(Wave Blade) Component (AR2300)

(Wave Shaft) Component (AR0516)

Whispers of Silence Cloak (AR0712)

White Dragon Scale Armor --------

(White Dragon Scales) Component (AR3014)

Wild Sling +1 Sling (OH6100)

Wondrous Gloves Gloves --------

(Bard's Gloves) Gloves (AR3011)

Wong Fei's Ioun Stone Helmet (AR6108)

Wooden Horse Necklace Amulet (OH6100)

Worn Whispers Boots (AR0303)

Worn Whispers Boots (OH7300)

Wyvern's Tail +2 Morning Star (AR0701)

*More information on this item can be found under its entry in the

below, [ITM006].

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|(X)|

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Xarrnous' Second Sword Arm Gloves (AR0516)

Xarrnous' Second Sword Arm Gloves (OH6460)

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|(Y)|

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Yoshimo's Katana +1 Katana (AR0603)

Yamato +4 Scimitar (AR5003)

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