This document provides an introduction and table of contents for a lengthy walkthrough and guide for the video game Icewind Dale. It begins by welcoming the reader and explaining some details about the guide's format and contents. It then provides information about the author, legal terms, and includes links to support the author's work through donations or by visiting their website or Facebook page which feature additional gaming-related content and community. The document aims to serve as a comprehensive reference for gameplay information, character creation, spells, party builds, and a detailed main walkthrough for the game.
This document provides an introduction and table of contents for a lengthy walkthrough and guide for the video game Icewind Dale. It begins by welcoming the reader and explaining some details about the guide's format and contents. It then provides information about the author, legal terms, and includes links to support the author's work through donations or by visiting their website or Facebook page which feature additional gaming-related content and community. The document aims to serve as a comprehensive reference for gameplay information, character creation, spells, party builds, and a detailed main walkthrough for the game.
This document provides an introduction and table of contents for a lengthy walkthrough and guide for the video game Icewind Dale. It begins by welcoming the reader and explaining some details about the guide's format and contents. It then provides information about the author, legal terms, and includes links to support the author's work through donations or by visiting their website or Facebook page which feature additional gaming-related content and community. The document aims to serve as a comprehensive reference for gameplay information, character creation, spells, party builds, and a detailed main walkthrough for the game.
This document provides an introduction and table of contents for a lengthy walkthrough and guide for the video game Icewind Dale. It begins by welcoming the reader and explaining some details about the guide's format and contents. It then provides information about the author, legal terms, and includes links to support the author's work through donations or by visiting their website or Facebook page which feature additional gaming-related content and community. The document aims to serve as a comprehensive reference for gameplay information, character creation, spells, party builds, and a detailed main walkthrough for the game.
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Icewind Dale: FAQ/Walkthrough by Haeravon
Version: 1.03 | Last Updated: 2013-03-26 | View/Download Original File Hosted by
GameFAQs Return to Icewind Dale (PC) FAQs & Guides Would you recommend this FAQ? Yes No This guide is set at a width of 72 characters. For ease of use, make sure your browser is displaying all the numbers on the line below. 123456789012345678901234567890123456789012345678901234567890123456789012 o======================================================================o | | | Icewind Dale | | | o======================================================================o "Beating Icewind Dale in 456 Easy Steps!" Version 1.03 Written by: Nathan Garvin Edited by: Lee Kadel Email: Theendbringer (at) Hotmail (dot) com. If you're going to email me about this guide, make sure you put "ICEWIND DALE" in the title, or I'll end up deleting it as junk. Guide Information <----------------------------------------------------------------------> This FAQ was made in Notepad, and is best viewed in a simple text editor. The default text is Lucida Console at size 10 font, but any fixed-width font will work... if not with the intended aesthetics intact. Note that this is an incredibly large FAQ, and depending on your computer, internet speed, and the restlessness of computer gremlins, you may have to refresh this file several times to get the whole thing to load. Look for the ***END OF FILE*** line at the bottom to ensure you've got the whole thing. Legal <----------------------------------------------------------------------> I have no affiliation with Bioware, Black Isle, Interplay, Atari, Wizards of the Coast, Beamdog, Overhaul Games or any other parties involved with this game. This is a not-for-profit fan-made guide. If you wish to post, mirror, or quote this guide, feel free to do so. Credit would make me happy, an email would make me feel good. Let your conscience be your guide, just like all good people. Supporting HaeravonFAQs <----------------------------------------------------------------------> Now, I know this is a not-for-profit FAQ, but FAQ writing is time consuming work. If you wanted to show your appreciation for this FAQ and/or support for future FAQs by donating to my PayPal account, that would be an above-and-beyond gesture. If every person who downloaded my FAQs donated a penny... well, it would help out immensely (not really, since it won't even cover PayPal's fees, and in fact, very, very few people out of my 2,000,000 hits donate anything-it's hyperbolic speech, people). Now, without any more PBS-style solicitation... https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=delirious devil%40hotmail%2ecom&lc=US&item_name=HaeravonFAQs¤cy_code=USD&bn =PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted Alternatively, you can use the PayPal button on my webpage, at www.haeravon.com HaeravonFAQs on Facebook <----------------------------------------------------------------------> If you liked this FAQ, if you like talking about video games, if you think sunshine was for people who were born before they had the good sense to invent pixels, then you're not alone. Check out my Facebook page at (www.facebook.com/HaeravonFAQs) for mindless video game chatter, information about updates and upcoming FAQs, or for just a more direct connection to yours truly, so you can tell me in person about all the mistakes, typos, and other imperfections you've found. Haeravon.com <----------------------------------------------------------------------> Yeah, there's a website, of course there's a website. You KNEW there would be a website eventually. If the meagre pickings of Facebook doesn't do it for you, if you want full articles, stories, opinion pieces, reviews, and even more in-depth gaming information provided by Haeravon and fellow contributors (die-hard nerds, one and all) check out Haeravon.com, a gaming community that really is made for-and by- gamers. Table of Contents o======================================================================o >>>>>>>>>>>>>>GAMEPLAY INFORMATION<<<<<<<<<<<<<< I. Introduction {INT001} 1. Using this FAQ {INT002} 2. Version Information {INT003} 3. Play-Throughs {INT004} 4. Party Roster and EXP {INT005} 5. Experience Cap {INT006} 6. Items {INT007} 6.1 Item Fishing {INT008} 7. Traps {INT009} 8. Quests/Rewards {INT010} 9. HoW AI {INT011} 10. HoW Conjurer {INT012} 11. HoF Mode {INT013} 11.1 HoF Tips {INT014} 11.2 Gear Runs and Exporting {INT015} II. 2nd Edition Dungeon and Dragons {DND001} Mechanics (character Creation) 1. Composition {DND002} 2. Gender {DND003} 3. Race {DND004} 3.1 Class Restrictions by Race{DND005} 3.2 Attribute Modifications {DND006} by Race 4. Class {DND007} 4.1 Dual-Classing {DND008} 4.2 Multi-Classing {DND009} 4.3 Bard {DND010} 4.4 Cleric {DND011} 4.5 Cleric/Ranger {DND012} 4.6 Druid {DND013} 4.7 Fighter {DND014} 4.8 Fighter/Cleric {DND015} 4.9 Fighter/Druid {DND016} 4.10 Fighter/Mage {DND017} 4.11 Fighter/Mage/Thief {DND018} 4.12 Fighter/Thief {DND019} 4.13 Mage {DND020} 4.14 Mage/Cleric {DND021} 4.15 Mage/Thief {DND022} 4.16 Paladin {DND023} 4.17 Ranger {DND024} 4.18 Thief {DND025} 4.19 Thief/Cleric {DND026} 5. Alignment {DND027} 6. Abilities {DND028} 6.1 Strength {DND029} 6.2 Dexterity {DND030} 6.3 Constitution {DND031} 6.4 Intelligence {DND032} 6.5 Wisdom {DND033} 6.6 Charisma {DND034} 6.7 Suggested Abilities {DND035} by Class 7. Hitpoints {DND036} 8. THAC0 and Armor Class {DND037} 8.1 THAC0 by Class/Level {DND038} 8.2 Armor Class Modifiers by {DND039} Weapon Type 9. Saving Throws {DND040} 10. Weapon Proficiencies {DND041} 10.1 Weapon Proficiencies by {DND042} Class/Level 10.2 Weapon Proficiency Perks {DND043} by Rank 10.3 Proficiency Selection by {DND044} Class 11. Lore {DND045} 11.1 Lore by Class/Level {DND046} 12. Mage Spells (Scrolls) {DND047} 13. Thief Abilities {DND048} 13.1 Pick Pockets {DND049} 13.2 Open Locks {DND050} 13.3 Find Traps {DND051} 13.4 Stealth {DND052} III. Spell Tactics {SPT001} 1. Cleric Spell Alignment {SPT002} Restrictrions {SPT003| 2. Healing Spells {SPT004} 3. Summoning Spells {SPT005} 4. 1st-Level Cleric Spells {SPT006} 5. 2nd-Level Cleric Spells {SPT007} 6. 3rd-Level Cleric Spells {SPT008} 7. 4th-Level Cleric Spells {SPT009} 8. 5th-Level Cleric Spells {SPT010} 9. 6th-Level Cleric Spells {SPT011} 10. 7th-Level Cleric Spells {SPT012} 11. 1st-Level Druid Spells {SPT013} 12. 2nd-Level Druid Spells {SPT014} 13. 3rd-Level Druid Spells {SPT015} 14. 4th-Level Druid Spells {SPT016} 15. 5th-Level Druid Spells {SPT017} 16. 6th-Level Druid Spells {SPT018} 17. 7th-Level Druid Spells {SPT019} 18. 1st-Level Mage Spells {SPT020} 19. 2nd-Level Mage Spells {SPT021} 20. 3rd-Level Mage Spells {SPT022} 21. 4th-Level Mage Spells {SPT023} 22. 5th-Level Mage Spells {SPT024} 23. 6th-Level Mage Spells {SPT025} 24. 7th-Level Mage Spells {SPT026} 25. 8th-Level Mage Spells {SPT027} 26. 9th-Level Mage Spells {SPT028} 27. Spell Buff Order {SPT029} 28. Buff Combo: General Buffing {SPT030} 29: Buff Combo: Spell Buff to {SPT031} the Max! 30. Buff Combo: The Quick Buff {SPT032} IV. My Party {PTY001} 1. Multi-Class Versus Dual-Class{PTY002} 2. My (legit) Starting Stats {PTY003} 3. Ilnathias 'Icefang' {PTY004} 4. Amirule Alteslay {PTY005} 5. Kaelinalia {PTY006} 6. Nauzhir the Red {PTY007} 7. Eraithul {PTY008} 8. Syrenil 'Softstep' {PTY009} 10 Heart of Fury Max Stats {PTY010} 9. Confessions {PTY011} >>>>>>>>>>>>>>>>MAIN WALKTHROUGH<<<<<<<<<<<<<<<< V. Prologue: Easthaven 1. Sequence #1 {WLK001} Questing Easthaven (25 Steps) 2. Sequence #2 {WLK002} Kuldahar Pass (9 Steps) VI. Chapter 1: Kuldahar 1. Sequence #1 {WLK003} Questing Kuldahar (13 Steps) 2. Sequence #2 {WLK004} Vale of Shadows (13 Steps) 3. Sequence #3 {WLK005} Kresselack's Tomb (25 Steps) 4. Sequence #4 {WLK006} Temple of the Forgotten God (9 Steps) VII. Chapter 2: Dragon's Eye 1. Sequence #1 {WLK007} Lizard Man Caves (9 Steps) 2. Sequence #2 {WLK008} Talonite Caves (9 Steps) 3. Sequence #3 {WLK009} Presio's Domain (8 Steps) 4. Sequence #4 {WLK010} Eldathyn Temple (9 Steps) 5. Sequence #5 {WLK011} Yxunomei's Stronghold (13 Steps) [PARTY STATS: YXUNOMEI] VIII. Chapter 3: The Severed Hand 1. Sequence #1 {WLK012} The Sacked Levels (17 Steps) 2. Sequence #2 {WLK013} Towers of the Seldarine (25 Steps) IX. Chapter 4: Dorn's Deep 1. Sequence #1 {WLK014} Dorn's Deep Caverns (9 Steps) 2. Sequence #2 {WLK015} Upper Dorn's Deep (9 Steps) 3. Sequence #3 {WLK016} Dorn's Deep Catacombs (10 Steps) X. Chapter 5: Wyrm's Tooth 1. Sequence #1 {WLK017} Aquarium (15 Steps) 2. Sequence #2 {WLK018} Joril's Domain (12 Steps) [PARTY STATS: CHAPTER 5] XI. Chapter 6: Lower Dorn's Deep 1. Sequence #1 {WLK019} Marketh's Domain (12 Steps) 2. Sequence #2 {WLK020} Malavon's Sanctuary (9 Steps) 3. Sequence #3 {WLK021} Saving Swirfneblin from Shikata the Salamander (11 Steps) 4. Sequence #4 {WLK022} Maiden Ilmadia and Poquelin (9 Steps) 5. Sequence #5 {WLK023} The Power of Crenshinabon (9 Steps) [PARTY STATS: CHAPTER 6] XII. Heart of Winter 1. Sequence #1 {WLK024} Lonelywood (19 Steps) 2. Sequence #2 {WLK025} The Burial Isle (20 Steps) 3. Sequence #3 {WLK026} Gloomfrost (25 Steps) 4. Sequence #4 {WLK027} Sea of Moving Ice (20 Steps) [PARTY STATS: HEART OF WINTER] XIII. Trials of the Luremaster 1. Sequence #1 {WLK027} Courtyard (18 Steps) 2. Sequence #2 {WLK028} Catacombs (23 Steps) 3. Sequence #3 {WLK029} Castle Maluradek (23 Steps) 4. Sequence #4 {WLK030} Caverns (19 Steps) [PARTY STATS: TRIALS OF THE LUREMASTER] Total Walkthrough: 456 Steps >>>>>>>>>>>>>>>>>MISCELLANEOUS<<<<<<<<<<<<<<<<<< XIV. Items {ITM001} 1. Finding Recorded Items in {ITM002} the Walkthrough 2. Item List {ITM003} 3. Item Description {ITM004} 4. Jester's Bag of Holding {ITM005} XV. List of Mage Spells {SPL001} 1. 1st-Level Mage Spells {SPL002} 2. 2nd-Level Mage Spells {SPL003} 3. 3rd-Level Mage Spells {SPL004} 4. 4th-Level Mage Spells {SPL005} 5. 5th-Level Mage Spells {SPL006} 6. 6th-Level Mage Spells {SPL007} 7. 7th-Level Mage Spells {SPL008} 8. 8th-Level Mage Spells {SPL009} 9. 9th-Level Mage Spells {SPL010} XVI. Contact Other Plane {COP001} 1. Prologue {COP002} 2. Chapter 1 {COP003} 3. Chapter 2 {COP004} 4. Chapter 3 {COP005} 5. Chapter 4 {COP006} 6. Chapter 5 {COP007} 7. Chapter 6 {COP008} 8. Heart of Winter {COP009} XVII. Experience List {EXP001} XVIII. Updates/Thanks {UPD001} o======================================================================o | | | Introduction {INT001} | | | o======================================================================o Welcome to the HaeravonFAQs guide "Beating Icewind Dale in 456 Steps" of varying length, complexity, and importance! Icewind Dale, residence of Drizzt Do'Urden, and.. yeah, well, that's pretty much it. There's no other reason this crappy area was visited for a game than to excite Drizzt fan-boys. It's shameless, Black Isle, shameless. Anyways, this is one of the Infinity Engine games made by Black Isle/Bioware at their height, and there were really two types of games made using this engine. Epic CRPGs that redefined the AD&D video game where you recruited a party of lovable, timeless NPCs to thwart some great evil... and the Icewind Dale games. To make an analogy, if I may be so bold, the previously mentioned category (including games such as Baldur's Gate and Planescape: Torment) were like Fallout... and the Icewind Dale games were like Fallout: Tactics. Like how I used Black Isle games to compare Black Isle games? Anyways, the Icewind Dale games are more focused on the combat, the gameplay, the essentials, if you will, whereas the others... well, have more story, character development, and... choices. Not to put down Icewind Dale (too much), they're decent games, and Icewind Dale 2 tries much harder than the first game, but it's about the AD&D action more than the story, which... in an RPG makes it a little shallow. Anyways... Haeravon!-you say, you've gone through this game SIX times already just for this FAQ, you've defeated Heart of Fury mode... what the hell are you doing making a v1.03 update?! Well, this guide was my first guide ever, which means it looked a lot like most of the other guides out there-it was horrible. Poorly organized, full of typos, nearly innavigable... so after writing a Mass Effect FAQ, I came back to this guide and updated it, to make it more easy to follow. Huzzah! Everything is good forever! Unfortunately, no. I did more FAQs and came up with new (arguably better) organizational schemes. Most importantly, my invaluable friend, Lee Kadel, who helped my superior Baldur's Gate guides by playing through the game using those guides and nit-picking every other sentence decided that he's going to keep it up and play through Icewind Dale. You suggest that a guy buy one AD&D Anthology, and all of a sudden he's playing every Black Isle/Bioware game, and using your FAQs for them all! Anyways, despite the improvements made in v1.02, under the threat of further scrutinty from Lee, I decided to proof this guide-again-and determined that it did, indeed, need further improvements. So... this new version is an update, anticpating an update. Together with my reproof, and Lee's suggestions, this guide might finally be up to the quality standards set by my Fallout 3/Baldur's Gate guides. Finally, since I bought the same, wonderful, anthology that I have suggested to several others, I found myself in possession of a version of the game that had the 'Trials of the Luremaster' dungeon pack. Since I have access to even more material, I figured I might as well include it and make this truly the ultimate Icewind Dale FAQ. Using this FAQ {INT002} o======================================================================o Below I will list some of my quirks, organizational methods, and various other tidbits that will help you navigate this guide. For starters, during the main FAQ I'll break up the various chapters and organizational components of the guide with a large heading: o======================================================================o | | | Large Heading | | | o======================================================================o During the FAQ, I'll break up different areas with a thick line: Thick line o======================================================================o Multiple parts of a mission in the same area will be broken up with a thin line. This breaks up the missions into a series of steps, and limits how much unbroken text you'll have to read at once. Nobody likes wordiness: Thin line <----------------------------------------------------------------------> Of course, I reserve the right to break my own rules during the FAQ.. mostly due to being scatter-brained and working on the FAQ in shifts over the course of time. Life and all. So cut me some slack. Besides, this organizational scheme is mostly for consistency and ease-of-use. Version Information {INT003} o======================================================================o I have three copies of this game-the original two-disc version (with no Heart of Winter) the Icewind Dale collection that included Icewind Dale I and Icewind Dale II (each on two discs, included Heart of Winter), and finally the Dungeons and Dragons Anthology-a two DVD set released by Atari that includes Baldur's Gate (and Tales of the Sword Coast), Baldur's Gate 2 (and Throne of Bhaal), Planescape: Torment, Icewind Dale (and Heart of Winter and Trials of the Luremaster), Icewind Dale 2, and Temple of Elemental Evil. This is, as far as I know, the most patched, most complete version of the game out there. You can check your version by bringing up the options screen in-game and looking at the bottom-left corner of the screen. My version is listed as follows: v1.42 (062714) Play-Throughs {INT004} o======================================================================o I have now completed a total of twelve playthroughs of the normal game, the first seven were those around which the guide was written, whereas playthroughs 8-12 were gear grinds so I could make the ultimate Heart of Fury party. The twelveth and final playthrough was done in Heart of Fury mode with my uber party. On the first playthrough I only went to Yxunomei. For the second, I played through the entire game (most of the guide is a compilation of the 1st and 2nd playthrough). The reason for this is simple, I didn't have HoW until halfway through the first play through. I decided to start over with the same party (and gear) after installing HoW to make sure I didn't miss anything. Up until Yxunomei on the 1st play through, I went through the game the same way every other player did. By the 2nd playthrough, I had two chances at the same loot for the first half of the game. This gave me some specialized loot that I wouldn't have obtained in one play-but most of this loot was inconsequential (seeing as how it's from the first half of the game.) In the end, nothing I had by the end of the game the first time was any better than anybody else could get in one play through. I did a third, fourth, and fifth playthroughs with my party to further fact-check and to provide more examples of what loot might be found. I wont pretend that loot I found is from one play through, but I will denote when loot deviates from one play to the next. Bottom line, at the end of the guide you can see what items I found and how far my characters got. I noted alternative drops by noting (2nd Play), (3rd Play), (4th Play), or (5th Play) and the items that were different. The sixth playthrough was done eighteen months later during the first reorganization of the guide. Since rewriting the guide was more complicated than simply breaking up each area into smaller Sequences of Events, I simply recreated my original party (having had the insight to export them after originally creating them) and played through the game yet again with a fresh party. This also ensured that I had a pure party with only one games' worth of drops and experience to take on to Heart of Winter. On that note, however, I played the game on the hardest difficulty to maximize experience gains (and to test the waters in case of a Heart of Fury run), and spent a much longer time leveling up my characters in the third level of Dragon's Eye to make the slightly more potent Fighter 12 dual-class on my Fighter/Thief and Fighter/Mage instead of the traditional Fighter 9 dual-class. The seventh playthrough for this guide saw me starting over with a new, ultra power-gamey party. It was around this playthrough that the guide was fully revised for a second time, in an attempt to bring it up to the standards set by my Baldur's Gate 1 and Baldur's Gate 2 guides. It's also the first time I bothered to actively 'item fish'-or hunt for the best of the random item drops. Since this involved some save/loading, I found multiple of instances of new gear that I had never found before. This is denoted during the guide with the (7th Play) notation in front of the item found. If I found multiple new items, they were noted as (7-x Play), (7-xx Play), etc. Party Roster and EXP {INT005} o======================================================================o Keep in mind, characters lower on the party roster will receive less experience than characters towards the top. When Icewind Dale has to round experience, it gives the left over to the first character(s). This tends not to be an issue later in the game, as higher, even numbers tend to round easier. It's not much of a difference. At 200,000 experience, the difference between the first and last character's EXP was 603. Experience Cap/Level Cap {INT006} o======================================================================o In the original Icewind Dale you could reach a total of 1,800,000 experience points. Pretty standard stuff, nothing complicated. However, with Heart of Winter installed the experience caps have been.. altered. The level caps (as restricted by the 1,800,000 experience cap) for the original Icewind Dale are listed below. o==========o | Icewind | | Dale | o==========o Bard | 18 | Cleric | 16 | Cleric/Mage | 12/12 | Cleric/Ranger | 12/11 | Cleric/Thief | 12/14 | Druid | 14 | Fighter | 15 | Fighter/Cleric | 11/12 | Fighter/Druid | 11/13 | Fighter/Mage | 11/12 | Fighter/Mage/Cleric | 10/11/10 | Fighter/Mage/Thief | 10/11/12 | Fighter/Thief | 11/13 | Mage | 14 | Mage/Thief | 13/16 | Paladin | 14 | Ranger | 14 | Thief | 18 | o==========o The experience cap for all single-classed characters in Heart of Winter is 8,000,000. On top of that, however, the game has a hard level cap of 30. Once you reach level 30 your next level requirements will become 'GODHOOD'. For dual-classed characters, the experience cap is 8,000,000 for each class. Since dual-classing relies you surprassing your first class's level with your second class, the uber power-gamey thing to do his hit level 29 in your first class and level 30 in your second class. For all multi-classed characters, the experience caps can be much higher-but the same level cap of 30 is in place.. albeit for each class. For example, a Fighter/Thief can get a total of 11,000,000 experience, but they will stop progressing as a Thief at level 30. The experience caps for each class are listed below: o===============o |Heart of Winter| |Experience Caps| o===============o Mage | 8,000,000 | Fighter | 8,000,000 | Cleric | 8,000,000 | Thief | 8,000,000 | Bard | 8,000,000 | Paladin | 8,000,000 | Druid | 8,000,000 | Ranger | 8,000,000 | Fighter/Mage | 15,000,000 | Fighter/Cleric | 11,000,000 | Fighter/Thief | 11,000,000 | Fighter/Mage/Thief | 22,500,000 | Mage/Thief | 15,000,000 | Cleric/Mage | 15,000,000 | Cleric/Thief | 9,900,000 | Fighter/Druid | 11,000,000 | Fighter/Mage/Cleric | 22,500,000 | Cleric/Ranger | 13,200,000 | o===============o Items {INT007} o======================================================================o I'll list items found in containers-bookshelves, chests, environmental bodies, etc. in the ***ITEMS*** section, I'll also list the (x=, x=) coordinates the container is found at. The container could be quite large, but I try to find areas in the 100s or at least the 10s if possible. For example, I wont give you (x=1996, y=217) when I could give the coordinates (x=2000, y=200). Some items in chests may be variable, between patches items certainly change, but also different play throughs can yield different results in the same container. Gold is always variable, so I'll just give the gold I found, this should give a general idea of what amount of gold you'll find, if not the exact amount. Also, enemies drop different items in different play throughs. For example, in one game an orc named Uligar dropped The Merry Short Horn, in another he dropped a shield called Stoutward. The armored skeleton Therik dropped a Ring of the Warrior first time through, and a Phase Dagger on the second. I'll record what I found, but you shouldn't be surprised if you find something different. If you are not playing HoW you WILL find different items. Note: In HoW you can highlight interactable objects in the environment by holding down the 'Alt' key. Item Fishing {INT008} <----------------------------------------------------------------------> It's like fishing-but for items! Also, beer, water, boats, and hooks are optional (if somebody sends in a picture of them fishing for items on Icewind Dale while really fishing.. well, then I'll love them forever.) Anyways, if you read above you know that item drops in Icewind Dale are very random. Sometimes, the difference between one random drop and another can be rather outstanding-the difference between a weapon that you'll use for half the game, or a scroll you'll never care about, for example, or a weapon that is a great improvement for one of your characters, or one that you'll never use. If you could but just find a way to get all the good loot when it really mattered.. Good news! You can! Items are random-but they're randomly generated when you enter an area (AR####) where the container or creature carrying the item is located. All you have to do is save before entering the area, go in, see if the item in question is the one you want, and if not, reload. I call this process Item Fishing (call it Item Grinding if that suits you better). When there's a great disparity in item quality, I'll note it within the ***ITEM FISHING*** section. This will typically be noted BEFORE you enter the area where the item can be found (there's no point in letting you know AFTER you enter the area, and hence lock the drop, is there?) Again, I won't do this for every random drop (there are far too many), but only the ones I find significant. If you have the Infinity Explorer program, you can check what items are in containers without running to them. To do this, you'll need to enter the said area, which will cause it to generate the loot. Save your game, then open Infinity Explorer. Expand the 'Multiplayer savegames' folder, then expand the saved game in question. Expand the 'Areas' folder, then pick the (AR####) of the area you're searching for. Expand the 'Containers' option, then look for the container in question-the program doesn't give any (x=, y=) coordinates, so you'll need to know what the container looks like (or know what loot is in the container you're looking for, and here my guide may actually help you.) Switch to the 'Items' tab, and if the item is listed in the container's inventory, you're gold. Go get it. If not, you'll need to reload a save from before you entered the area and try again. As far as I know, there's no way to check the random drops of NPCs. Traps {INT009} o======================================================================o I list the location of traps in a section similar to the items section. Except it's wisely called ***TRAPS***. I didn't bother recording what sort of trap it was, I intended to disarm traps I come across, and frankly, it's just too much of a bother determining the sort of trap. If you think you can figure out how to use traps to cause collateral damage, that's fine with me, I'll point as many out to you as I found. Quests/Rewards {INT010} o======================================================================o When you get a quest reward, I'll note this under the ***REWARD*** section. Some of these are story-line and therefore obligatory. Others are optional. Either way, the experience gained from completing quests tends to be well worth the bother. So long as you follow the Sequence of Events, you shouldn't miss any of the quest rewards. Whether you choose to actually complete a quest in a rewarding fashion is another story. HoW AI {INT011} o======================================================================o The HoW expansion seems to make baddies more aggressive. Some hit-n-run tactics simply don't work well anymore, as the computer will manage to hound you pretty effectively at times. Just keep in mind that you're less likely to be chased far by non-expansion IWD monsters. HoW Conjurer {INT012} o======================================================================o Originally, it seemed like a good idea to specialize my Mages into Conjurers. They get extra make-em-go-boom spells, and they lose high-end divination. Phhbt. Unfortunately, in HoW Black Isle decides to change a Conjurer's limitation from divination to Invocation. This takes away a good number of the Conjurer's offensive spells, and really isn't worth the trade off. For HoW, stick to plain Mages. HoF Mode {INT013} o======================================================================o Heart of Fury Mode is essentially the 'ultra hard' difficulty for the game which gives monsters massive amounts of Hit Points and better combat stats (lower Armor Class, higher THAC0, etc). On the plus side, they give much more experience (you can expect 2060 experience from Goblins in Easthaven at the beginning of the game.) When you activate Heart of Fury mode the game is also set to the hardest difficulty setting-Insane difficulty. By itself, Insane difficulty causes monsters to deal more damage, and it adds new monsters to the game, which you won't see on normal difficulty. Since the two are activated together, I don't bother noting what's unique to Heart of Fury, and what comes from Insane difficulty-I only focus on Heart of Fury mode, which is the hardest difficulty and encompasses Insane difficulty anyways. If you want to get more out of Icewind Dale, play Heart of Fury mode, but be prepared for a struggle. You should at least have gone through the game once (including Heart of Winter) before starting Heart of Fury mode.. and ideally, you should have performed several runs through the game to get the best loot drops possible, painstakingly ensuring that you get the best gear in the game before tackling Heart of Fury.. including several copies of normally unique loot. I will note changes to enemies and tactics in Heart of Fury mode under the ***HoF*** heading. Activate Heart of Fury mode via the configuration utility for the game, which can be found in the directory in which Icewind Dale was installed. For example, the anthology installs to: C:\Program Files (x86)\Atari\DnDMC\Icewind Dale The normal version of the game installs to: C:\Program Files (x86)\Black Isle\Icewind Dale HoF Tips {INT014} <----------------------------------------------------------------------> Here is a list of (hopefully) helpful tips and tricks for making it through Heart of Fury Mode. --> Don't bother trying until you've beaten the game at least once. This includes the Heart of Winter expansion, where you can score several Gauntlets of Ogre Power. --> Play very strong characters. Each character should be able to stand up for themselves in combat, and really, this excludes the use of my Thief/Mage (who has hence been replaced by a Fighter/Mage/Thief). Also, make use of multi-or-dual classed characters. You should ideally be over 3,000,000 experience by the time you start Heart of Fury mode, and playing a character who is going to max out at level 30 any time soon is a waste. --> Have very good gear, including multiple copies of otherwise 'unique' gear. This makes multiple play-throughs necessary, unless you harvest the best gear from a play-through by exporting your Heart of Fury party individually equipped to the max from another playthrough. --> Dispense with spells that have a Hit Dice or Hit Point threshold. Monsters have ridiculous hit points in Heart of Fury, and Spells like Power Word: Kill are useless. --> Don't rely on damaging spells either. A 10d6 Fireball is much less useful than a Chaos spell. Disabling enemies is far more effective than damaging them. Spells like Slow, Confusion, Chaos, Greater Command, and Symbol of Hopelessness are your best friends. --> Buffs will save your life in Heart of Fury mode-the difference between an unbuffed party and a buffed one is rather radical, especially if you follow my advice and are set up to make the most of spells like Haste, Stoneskin, Righteous Wrath of the Faithful, and Draw Upon Holy Might. --> Don't rely on archers as much in Heart of Fury. A hasted, high level Fighter with grand mastery will take a while to put down weak enemies. In the realm of missiles, this translates to a lot of ammunition-honestly it's just a pain to bother running back to town to get more arrows, which you'll need to do almost constantly. --> Take it slow, when possible. Enemies won't go down quickly in Heart of Fury, and a few enemies can be a handful. This is especially annoying when we start dealing with mages, Trolls, and enemies with damaging auras, like Salamanders. --> Give Mages special attention. With our saves, the chances of a Cleric blasting us with a spell are miniscule, but most offensive Mage spells will hurt regardless of whether you save or not. The first time you get blasted by a 40-damage MagiC Missile or a 120 damage Cone of Cold, you'll get the point. --> Play good characters. You'll be able to wear the Shimmering Sash, which will give you a three-point Armor Class boost. It matters. You'll also be able to use Three White Doves and the Blessed Helm of Lathander. --> Play Humans, Elves, or Half-Elves. If you dual-class, you'll have to play Humans, if you multi-class, choose Elves or Half- Elves. I don't care if you don't like Elves, or if you think it's retarded to play a fantasy game as Human-use Dalekeeper to change your avatar and pretend you're the chosen race. All these races can wear the cloak Wailing of Virgins, and Elves and Half-Elves can use the Argent Shield. Gnomes and Halfings can wear the Trusted Defender helm-but Blessed Helm of Lathander is a decent compromise, and with the other two items.. it's a much better option. --> Enemies with the Heart of Winter expansion installed like to go after presumed 'weak links'. This typically means your Fighter/Mage or Fighter/Thief/Mage. Punish them for their presumption by boosting said characters with Stoneskin. At level 17, our Fighter/Thief/Mage can negate a dozen attacks with a fourth-level spell. Enemies hit harder, not more, in Heart of Fury, and making strong enemies (who think they're being sneaky by attacking the Mage) waste attacks is good fun. --> To get ready for Heart of Fury mode, you will need to do six runs through the main game to get all of the best Mage scrolls. Tenser's Transformation is not, unfortunately, anywhere near the beginning of the game. This also allows you to get multiple copies of some of the best loot in the game, like the Shimmering Sash, the Blessed Helm of Lathender, The Argent Shield, the Black Wolf Talisman, and so forth. --> Undead are cheese in Heart of Fury mode-provided you have a high-level Cleric. The developer's boosted the Hit Points of undead.. but unfortunately for them, the Cleric ability 'Turn Undead' doesn't check Hit Points-it checks Hit Dice. A high- level Cleric will be able to walk into a horde of undead and destroy them all in a single round. This even works on some of the stronger types of undead, like Greater Mummies, and it will vastly improve your killing rate and make life easier for you through the whole game. In fact, about half the enemies in the game are undead! If you've built a party like mine-with five Fighter/Mage/Clerics, you can have them cast Invisbility on themselves, and walk around undetected, smiting every foe in the level. It's a mindless but devastatingly effective tactic. --> Again, praising my own party: Having five Fighter/Mage/Clerics means I can start out any fight against troublesome living foes with massive spell-assaults. Not much can survive five Symbols of Hopelessness.. flavor with Chaos or Slow, to taste. Also, the ability to cast spells like Stoneskin and Heal with almost every party member really makes it difficult for foes to melee me to death. It's as potent of a combination as you can get. Gear Runs and Exporting {INT015} <----------------------------------------------------------------------> If you're playing through Icewind Dale casually, it's a pretty simple little game-if you make some dual-classed characters with high attributes, you should have no trouble cutting your way through the game. In this case, multiple playthroughs are-like in Baldur's Gate- anathema. But unlike Baldur's Gate, Icewind Dale has Heart of Fury mode, which doesn't just give us great incentive-but actually requires us-to do multiple playthroughs. Once we realize this barrier of cheese has now been broken by neccessity, we should hold no reservations about playing through the game multiple times. Get as far through the game as you wish (if you can score the Blessed Helm of Lathender from the end of Dorn's Deep, that's grand), go to the character record screen by pressing 'R', then click the 'export' button. Name the exported character something sensible, exit to the menu, click the button 'create game' and once you're in the character generation screen click the 'import' button and select your exported character. You'll keep everything except containers (gem bags, scroll cases, and potion bags), your level, experience, Hit Points, equipment, and so forth. If you want to be cheap, you can simply equip each of your characters fully with all the premium gear before you export, which will allow you to get a fully-equipped Heart of Fury party in one playthrough, which is much more convenient time-wise (but you'll always have to live with being a filthy cheater!) o======================================================================o | | | 2nd Edition Dungeons and Dragons Mechanics | | (Character Creation) {DND001} | o======================================================================o Below are some simple suggestions for creating characters in Icewind Dale. Even if you're a veteran of 2nd Edition AD&D, you should probably familiarize yourself with this section, as not everything made its way from the books into this game.. and this section will tell you how to make a super-awesome power-gamey party, which is entirely not the point of the pen and paper game. Composition {DND002} o======================================================================o You need a Thief, you need a Cleric, and you need a Fighter. In the 2nd Edition system, dual-classing with human characters allowed you to get multi-functional characters. You can be 'hardcore' and play with less than six characters (A Fighter/Mage, Fighter/Thief, and Fighter/Cleric dual combo would be more than sufficient.) The game is easy on the normal setting, it can be made even easier by using certain tactics (I.E. Fighter/Mage dual with Tensers, Stoneskin, Haste, Mirror Image, and Greater Invisibility and a Ring of Free Action can win any fight.) If you plan to play for Heart of Fury, however, composition becomes much more strict-I'd suggest only dual-class (Fighter/Clerics, Fighter/Mages, and a Fighter/Thief) or multi-class (Fighter/Mage/Cleric, Fighter/Mage/Thief) characters, for maximum potency. You will be spending a long time leveling up dual-classers, however, and multi- classed characters are vulnerable early on. Since I am very power-gamey, I've made a six-character triple-class party, five Fighter/Mage/Clerics, and one Fighter/Mage/Thief. It's the strongest party in the game, I think, and you don't really have to spend any time grinding. Gender {DND003} o======================================================================o Gender in no way affects the game.. except for Llew's reaction late in the game. The biggest draw for having a mixed gender party-there are only so many portraits to go around. Unless you import your own. Get your hands on some Icewind Dale 2 portraits-some of them are rather nice. Also, they fit with the other generic portraits better. Race {DND004} o======================================================================o Humans can dual class, nobody else can. The other races (particularly Half-Elves) get the best multi-class options, and Elves and Half-Elves can equip the best shield in the game-the Argent Shield. Gnomes and Halflings can wear a very good (but not the best) helmet. I make every character a Half-Elf, since everybody is going to be a triple- classed character. Class Restrictions by Race {DND005} <----------------------------------------------------------------------> |Human | |Elf | | |Half-Elf | | | |Gnome* | | | | |Halfling | | | | | |Dwarf | | | | | | | o===o===o===o===o===o===o Bard | x | | x | | | | |---|---|---|---|---|---| Cleric | x | x | x | x | x | x | |---|---|---|---|---|---| Cleric/Mage | d | | x | x | | | |---|---|---|---|---|---| Cleric/Ranger | d | | x | | | | |---|---|---|---|---|---| Cleric/Thief | d | | | x | | | |---|---|---|---|---|---| Druid | x | | x | | | | |---|---|---|---|---|---| Fighter | x | x | x | x | x | x | |---|---|---|---|---|---| Fighter/Cleric | d | | x | x | | x | |---|---|---|---|---|---| Fighter/Druid | d | | x | | | | |---|---|---|---|---|---| Fighter/Mage | d | x | x | x | | | |---|---|---|---|---|---| Fighter/Mage/Cleric | | | x | | | | |---|---|---|---|---|---| Fighter/Mage/Thief | | x | x | | | | |---|---|---|---|---|---| Fighter/Thief | d | x | x | x | x | x | |---|---|---|---|---|---| Mage | x | x | x | x | | | |---|---|---|---|---|---| Mage/Thief | d | x | x | x | | | |---|---|---|---|---|---| Paladin | x | | | | | | |---|---|---|---|---|---| Ranger | x | x | x | | | | |---|---|---|---|---|---| Thief | x | x | x | x | x | x | o===o===o===o===o===o===o * = Instead of a Mage, they are always an Illusionist. x = Race/Class combo is allowed. d = Can dual class, not multi-class. Attribute Modifications by Race {DND006} <----------------------------------------------------------------------> Dwarf: +1 Constitution, -1 Dexterity, -2 Charisma Elf: +1 Dexterity, -1 Constitution Gnome: +1 Intelligence, -1 Wisdom Halfling: +1 Dexterity, -1 Strength, -1 Wisdom Class {DND007} o======================================================================o Nothing determines more about your character than their class, their profession, their job, their role. While I don't suggest too much diversity in the class department, I will at least cover all the possible classes here.. albeit jokingly and mockingly. If you plan to make a serious attempt at Heart of Fury mode, you just need to ignore most of the classes in the game and stick with Fighter-based dual-or- multi-class combos. Dual-Classing {DND008} <----------------------------------------------------------------------> To dual-class you must be a human, and you must be at least 2nd level in the class you started out as to dual-class. You must have a 15 in the prime requisites of your current class, and 17 in the prime requisites of the class you want to change to. The prime requisities for each of the four base classes are as follows: Cleric: Wisdom Fighter: Strength Mage: Intelligence Thief: Dexterity Once you dual-class the experience of your previous class will be capped at the minimum required to meet the last level you attained, and it will go inactive. You can no longer gain levels in this class, or use any of the class abilities. The only thing you keep from that class are the hit points, you lose weapon and armor proficiencies, skills, spells, THAC0, and even saves. You now begin advancing as your second class, following all its rules. For example, if you were a Fighter and dual-classed into a Mage, you would be bound by the weapon and armor restrictions of the Mage. You'd have the saves, THAC0, proficiencies, and spells of a 1st level Mage, but you'd have your Fighter Hit Points. Once your level in your new class exceeds your level in your old class, your old class becomes active again. You cannot gain experience in your old class, but you gain back any previously attained abilties, weapon and armor proficiencies, skills, spells, THAC0, and saves, if they are better than what you have now. A good tactic is to start out as a Thief and gain their Find Traps skill, get it as high as you need, and then dual-class into something more useful, like a Fighter or Mage. This gets you the essential Thief skill without having to waste an entire character on a class that, frankly, isn't great on its own. Another option is to make a Fighter, get up to a high level and attain its high Hit Points, THAC0, and maybe even Grandmastery, then dual-class into something else to retain those excellent combat stats to make a more 'hardy' version of that class. The experience gained by the first class does count towards your total experience, and hence towards the experience cap. If you dual-class a character, be sure to dual class early enough so you have enough experience left to exceed your previous classes' level with your new class. If you never exceed your first class with your second, it will never become active, making the whole process a waste and stunting your character. That said, the best dual-class combo is the Fighter dual- class, as it stiffens up any other class prior to dual-classing. For this you only really need nine Fighter levels to get the best bonuses out of the combo, including nine levels of optimum THAC0, 9d10 Hit Points, and enough proficiency points to attain Grand Mastery in any one weapon. Also, since you can get 8,000,000 experience with Heart of Winter installed, there's no real danger of failing to overcome your first class' level with your second class unless you just utterly lack common sense. Speaking of not having any common sense, you should always start as a single-class Fighter whenever you plan to involve a Fighter in a dual- class. I mean, you only get the Hit Points of the class you start out with (up until level nine).. why pass up the Fighter's supreme d10? Besides, dropping a spell-casting class to pick up anything else is tricky-the whole point of being a spell-caster is to cast spells, without which you're pretty much capable of nothing. A Fighter who loses Fighter levels will at least be protected by Hit Points. Also, you should always try to pick a spell-casting class second (the class you dual-class into). Spell-progression is determined by your level, and to a much greater extent than almost anything any other class has (a Fighter is done with uber Hit Points by level nine, and THAC0 by level twenty, and a Thief will have all the Find/Remove Traps skill score they need in a handful of levels). The best idea of all, of course (which incorporates the other two notes above) is to find out how much experience it takes to reach 30th level in your second class, then get to as high of a level in the previous class before dual- classing, for maximum power-gaminess. Multi-Classing {DND009} <----------------------------------------------------------------------> Mutli-classing is a bit simpler than dual-classing. Most races besides Human can multi-class into something, but Half-Elves are by far the most versatile multi-classers. Whereas dual-classing means dropping one class in favor of another, only to gain the benefits of the previous class back after you exceed its level with the second class, multi- classing means persuing both classes simultaneously. You get the better choice of THAC0 and saves between the classes, meaning a Fighter/Mage would use their better Fighter THAC0 instead of their worse Mage THAC0 or some composite. Hit points, however, are a composite, essentially halving the dice rolls of both classes and giving them to you. If a Fighter/Thief levels up in both classes, they get a maximum of eight hitpoints (10 + 6 = 16/8 = 8.) Note, however, that if you are a Fighter multi-class, you get the highest benefit of your Constitution, meaning a Fighter/Cleric with a Constitution score of 18 would get a +4 bonus to their Hit Points per composite level, instead of only +2 as a single- classed character would. Experience is split evenly between the two (or three) classes, which can level up independently. This results in a slower rate of leveling than a single-classed character. Multi-classed characters typically make up for it with versatility, being able to effectively combine multiple class abilties to maximum effect. After all, a Thief who can hide in shadows and backstab with a Fighter's THAC0 and higher weapon proficiencies is better than just a Thief, and a Fighter who can use Mage spells to spell buff themselves with Mirror Image, Haste, and Improved Invisibility will be MUCH more effective than just a Fighter. Since the experience cap is vastly expanded for multi-classed characters there is no real limit to how far they can advance in each class save your willingness to level them up. o==========================o |Bard | {DND010} o==========================o Hit points per Level: d6 <----------------------------------------------------------------------> Bards are rogues with a flair for the dramatic. They sing, they dance, they cast spells.. they just aren't as good at the whole Thiefy thing. Still, they suck in Icewind Dale for a variety of reasons, all of which I will expose by comparing them to a Fighter/Mage multi-class (comparing them to a dual-class perhaps isn't fair..) A Fighter/Mage will have more Hit Points, better THAC0, better weapon proficiencies, more Hit Points, and can reach levels 24/20, as compared to a Bard's 30. Since a Bard can't dual-or-multi-class, there's just no hope for this class. Note that in Icewind Dale Bards-for some reason-surpass the normal 6th-level Mage spell progression. They can get up to 8th-level spells.. but the higher-level Mage spells aren't anything to get excited about in Icewind Dale. Bard Level EXP HP Spells Pick Pockets <----------------------------------------------------------------------> 1 n/a 1d6 15% 2 1,250 2d6 1 20% 3 2,500 3d6 2 25% 4 5,000 4d6 2/1 30% 5 10,000 5d6 3/1 35% 6 20,000 6d6 3/2 40% 7 40,000 7d6 3/2/1 45% 8 70,000 8d6 3/3/1 50% 9 110,000 9d6 3/3/2 55% 10 160,000 9d6+2 3/3/2/1 60% 11 220,000 9d6+4 3/3/3/1 65% 18* 1,760,000 9d6+18 4/4/4/3/3/2 99% (max at level 18) 30 4,400,000 9d6+42 6/6/6/6/5/5/5/1 99% o==========================o |Cleric | {DND011} o==========================o Hit points per Level: d8 <----------------------------------------------------------------------> The Cleric is a spell caster who is more melee-capable, with mostly defensive, healing, and status-affecting spells. They might not have the sheer versatility of a Mage, but they've got a number of great spells. You'll need healing, disease and poison curing, and the extra spell-power is nice. In fact, in Heart of Fury mode, Heal and Symbol of Hopelessness are necessities. Clerics also gain the ability to 'Turn Undead'. Essentially this ability pits the Cleric's level against an undead creature's Hit Dice, and the better the Cleric compares, the more likely they'll be able to turn-or even outright destroy-undead. This is a passive ability, so if you were.. say.. under the effects of an Invisibility spell, you could walk right into a horde of undead and obliterate them without anyone ever being any wiser. Despite all that, however, I don't suggest making a single-classed Cleric-or any single- classed characters, for that matter, even if the Cleric is one of the more capable single-class options. Note: Clerics may be restricted from certain spells, depending upon their alignments. See [SPT002] for more information. Or.. just follow my advice-play a good-aligned Cleric. Cleric Level EXP HP Spells Special Turn Undead <----------------------------------------------------------------------> 1 n/a 1d8 1 Lv1 2 1,500 2d8 2 Lv2 3 3,000 3d8 2/1 Lv3 4 6,000 4d8 3/2 Lv4 5 13,000 5d8 3/3/1 Lv5 6 27,500 6d8 3/3/2 Lv6 7 55,000 7d8 3/3/2/1 Lv7 8 110,000 8d8 3/3/3/2 Lv8 9 225,000 9d8 4/4/3/2/1 LV9 16* 1,800,000 9d8+14 7/7/7/6/4/3/1 LV16 30 4,950,000 9d8+42 9/9/9/9/9/9/8 LV30 o==========================o |Cleric/Ranger | {DND012} o==========================o Thanks to some wise advice I recieved from my readers, my eyes were opened to the merits of this class.. as they are. A Cleric/Ranger will get both the Druid spell selection and the Cleric spell selection.. which is not very impressive in Icewind Dale. To be fair, this class isn't bugged the way it is in Baldur's Gate (where you get unlimited Druidic spell progression alongside your Clerical spells), in Icewind Dale you only get access to whatever Druid spells your Ranger levels allow (maximum of 4th level). This means the Cleric/Ranger will fail to get the awesome 5th level spell Insect Plague.. if the extra (and unimpressive) spell selection appeals to you, a Cleric/Ranger might make a decent substitute for a Fighter/Cleric. I, however, would rather have the Grand Mastery of a dual-classed Fighter/Cleric or the sheer versatility of a Fighter/Mage/Cleric. Note: Clerics may be restricted from certain spells, depending upon their alignments. See [SPT002] for more information. Or.. just follow my advice-play a good-aligned Cleric. o==========================o |Druid | {DND013} o==========================o Hit points per Level: d8 <----------------------------------------------------------------------> Druids are a lot like Clerics, but instead of worshiping gods they are typically animists and get their power from nature itself. How does that matter? It doesn't really. Their spells are more nature-focused, and honestly.. well, in most respects they're worthy of contempt when it comes to divine spells. They gain access to the mighty Heal spell, as well as the potent 5th-level spell Insect Plague.. however, one must keep in mind that unlike the Baldur's Gate 2 Insect Plague, the Icewind Dale version is not party friendly, and is a static, area-of-effect spell that only harms creatures within the swarm. All in all, a Druid is just not as good as a Cleric, as they don't get all the wonderful buffs the Cleric does, nor can they employ the Invisosmite tactic, not to mention slower late-game level progression (especially that level 13-14 hump) and limited armor selection.. Another downside is the fact that Druids cannot be good-aligned, which prevents them from using the Shimmering Sash, and prevents them from benefiting from the 'Righteous Wrath of the Faithful' uber-buff, which depends on alignment conformity. Druid Level EXP HP Spells <----------------------------------------------------------------------> 1 n/a 1d8 1 2 2,000 2d8 2 3 4,000 3d8 2/1 4 7,500 4d8 3/2 5 12,500 5d8 3/3/1 6 20,000 6d8 3/3/2 7 35,000 7d8 3/3/2/1 8 60,000 8d8 3/3/3/2 9 90,000 9d8 4/4/3/2/1 10 125,000 9d8+2 4/4/3/3/2 11 200,000 9d8+4 5/4/4/3/2/1 12 300,000 9d8+6 6/5/5/3/2/2 13 750,000 9d8+8 6/6/6/4/2/2 14 1,500,000 9d8+10 6/6/6/5/3/2/1 15* 1,800,000 9d8+12 6/6/6/6/4/2/1 30 5,175,000 9d8+42 9/9/9/9/9/9/8 o==========================o |Fighter | {DND014} o==========================o Hit points per Level: d10 <----------------------------------------------------------------------> Making your own Fighter is the easy choice for the first game, and frankly having a Fighter with 18(xx) Strength, 18 Dexterity, and 18 Constitution will allow you to muscle through this game, especially if you grand master in a weapon. However, picking a Fighter is something of a waste, considering most of the benefits of a Fighter can be obtained by level nine. What the Fighter is, then, is the ultimate dual-or-multi-class option, and we'll leave it at that. Fighter Level EXP HP <----------------------------------------------------------------------> 1 n/a 1d10 2 2,000 2d10 3 4,000 3d10 4 8,000 4d10 5 16,000 5d10 6 32,000 6d10 7 64,000 7d10 8 125,000 8d10 9 250,000 9d10 15* 1,750,000 9d10+18 30 5,500,000 9d10+63 o==========================o |Fighter/Cleric | {DND015} o==========================o <----------------------------------------------------------------------> You'll have a better Fighter than a straight Cleric, or a weaker Fighter with Clerical spells, depending on how you view it. I always end up making at least one Fighter/Cleric, as the benefits of having a supremely melee-competent Cleric (and the necessity of having a Cleric) make this the best option. Just be sure to specialize in Maces, Flails, or Hammer if you're dual-classing, as Clerics can't use edged weapons. Note: Clerics may be restricted from certain spells, depending upon their alignments. See [SPT002] for more information. Or.. just follow my advice-play a good-aligned Cleric. o==========================o |Fighter/Druid | {DND016} o==========================o This combination works almost exactly like the Fighter/Cleric, except that you will of course have Druid spells intead of Clerical ones, and you will have the Druid weapon selection, which includes Scimitars, but doesn't allow Hammers, Maces, and Flails. The difference, then, is obviously the spells. Clerics get all the good spell-buffs, but both classes get the ultimate healing spell, Heal. Symbol of Hopelessness is an awesome debuff for the Cleric (the best debuff in the game, in fact) and Creeping Doom is the best summoning spell. Having at least one of each isn't a bad idea. The biggest downside is that a Druid is more vulnerable than a Cleric-which makes regaining your Fighter levels somewhat more difficult. Also, since a Fighter/Druid must be True Neutral, it'll prevent you from using any good-aligned gear like the Shimmering Sash. o==========================o |Fighter/Mage | {DND017} o==========================o <----------------------------------------------------------------------> My favorite class, and one of the strongest in the game. You can't wear armor and cast spells at the same time, but that's hardly an issue in this game, where you have many ways to improve your Armor Class without having to wear armor. Bracers of Defense are one obvious way, while various robes are another. Your Armor Class in Icewind Dale can approach Fighter-esque levels with a bit of pampering, and if you dual-class as a Fighter to beef up before switching to a Mage, you'll get an awesome hybrid character, able to tangle in melee, fire at a range, or cast all the Mage spells you need. Sounds pretty good, right? It should, but that's not all. In this game, the Mage spell Tenser's Transformation is absolutely broken. Apparently the developers didn't take into account the fact that the only characters who might use that spell aren't single-classed Mages. When a dual-or-multi-class Mage uses it, they gain all the same benefits-lowered THAC0, doubled Hit Points, and an extra attack per round. Take a Fighter/Mage dual who started with at least nine levels of Fighter, and you can end up with a 300 Hit Point monster capable of shredding everything the game can throw at you, and if you spell-buff before casting Tenser's, you'll be nearly invincible. o==========================o |Fighter/Mage/Cleric | {DND018} o==========================o <----------------------------------------------------------------------> Ah, the triple-classer. With an experience cap of 22,500,000, this character can gain more experience than any other character save the Fighter/Mage/Thief (with whom they tie), and built correctly, they will end up with 154 Hit Points, full spell progression as both a Mage and a Cleric, and due to the very generous gear in Icewind Dale, fighteresque- level Armor Class. If you thought the Fighter/Mage was good.. well, you were right, but this is just as good-a Tenser's abusing powerhouse who can also self-heal. The only downside? Dual-classing doesn't allow you to attain Grand Mastery in a weapon proficiency. The ease-of-use over a power-gamey dual-class character, however, and the versatility makes up for it. Note: Clerics may be restricted from certain spells, depending upon their alignments. See [SPT002] for more information. Or.. just follow my advice-play a good-aligned Cleric. o==========================o |Fighter/Mage/Thief | {DND019} o==========================o <----------------------------------------------------------------------> The Fighter/Mage/Thief acts just like the super power-gamey Fighter/Mage/Cleric.. except instead of being able to fling out Cleric spells, you can use Thief skills. All in all, the Fighter/Mage/Cleric is stronger, but you need at least one Fighter/Mage/Thief to find and disarm traps.. the sneaking doesn't hurt either. Also, the Thief is capable of using a much greater selection of weapons than the Cleric, allowing you to diversify your weapons and tactics much more. A Fighter/Mage/Thief in essence works like a combination of the Fighter/Mage and Fighter/Thief. Plus, you'll have the option to jump on other spell-casters with pre-emptive backstabs, whereas the Fighter/Mage cannot. o==========================o |Fighter/Thief | {DND029} o==========================o <----------------------------------------------------------------------> This class easily matches a Ranger's skill with weapons while having the same quirks. Some important differences remain, a Fighter/Thief can disable traps and backstab, while a Ranger cannot. This makes a Fighter/Thief in my eyes a good bit more powerful than a Ranger. Sure, the Ranger will have higher Hit Points and some minor Druid spells, but a Fighter/Thief is just as good in combat, especially since they can backstab. Start out as a single-classed Fighter, then switch to Thief for all the Thieving skills you'll ever need on a phenomonal Fighter.. plus Backstabs! Of course, the Fighter/Mage/Thief gets all those perks, plus the ability to buff/debuff with magic. o==========================o |Mage | {DND021} o==========================o Hit points per Level: d4 <----------------------------------------------------------------------> Ah, the Mage.. a versatile spell caster, your proverbial glass cannon. They can't wear armor, and they have access to a poor selection of weapons. On the other hand, they don't really need them. As long as you can keep them from getting hurt, they can lay waste to your enemies with their spells. Anything from damaging spells like Fireballs, to support spells like Haste, or simple fight-winners, like Confusion and Chaos, it's the Mages' domain. A single-classed Mage is somewhat vulnerable, but a combination Fighter/Mage is strong in melee and in magic! And if you use the Mage levels to cast Tenser's Transformation with Fighter levels boosting you.. well.. you break the game. Speaking of breaking the game, you can also choose to be a Specialist Mage. Essentially you get an additional spell per spell level, at the cost of not being able to cast spells of the opposition school. Originally, the Conjurer was an excellent Specialist Mage, but in the patched (Heart of Winter) version of the game, they switched the Conjurer's opposition school from Divination to Invocation, making this not worth the trouble. Specialist School Opposition School <----------------------------------------------------------------------> Abjurer Abjuration Alteration Transmuter Alteration Abjuration, Necromancy Conjurer Conjuration/Summoning Invocation* Diviner Divination Conjuration/Summoning Enchanter Enchantment/Charm Invocation Illusionist Illusion Necromancy Invoker Invocation Enchantment/Charm, Conjuration/Summoning Necromancer Necromancy Illusion *The manual states that the opposition school of the Conjurer is Divination, and indeed, the unpatched game works this way. However, to stop exploitive power-gamers from cashing in on the extra spells the Conjurer gets at the laughable trade-off of a few crappy Divination spells, the developers switched the opposition school of Conjuration from Divination to Invocation. Mage Level EXP HP Spells <----------------------------------------------------------------------> 1 n/a 1d4 1 2 2,500 2d4 2 3 5,000 3d4 2/1 4 10,000 4d4 3/2 5 20,000 5d4 4/2/1 6 40,000 6d4 4/2/2 7 60,000 7d4 4/3/2/1 8 90,000 8d4 4/3/3/2 9 135,000 9d4 4/3/3/2/1 10 250,000 9d4+1 4/4/4/4/4/1 11 375,000 9d4+2 5/5/5/4/4/2 14* 1,500,000 9d4+5 5/5/5/4/4/2/1 30 7,500,000 9d4+21 7/7/7/7/7/7/7/6/6 o==========================o |Mage/Cleric | {DND021} o==========================o <----------------------------------------------------------------------> This class is honestly a waste, compared to the Fighter/Mage/Cleric. Sure, they'll get the same Armor Class as a Fighter, but their THAC0, Hit Points, and weapon proficiencies will be worse. So why pick this when you can be a Fighter/Mage/Cleric? Note: Clerics may be restricted from certain spells, depending upon their alignments. See [SPT002] for more information. Or.. just follow my advice-play a good-aligned Cleric. o==========================o |Mage/Thief | {DND022} o==========================o <----------------------------------------------------------------------> At first, I advocated using a Mage/Thief as a decent way to gain a party Mage and the thieving skills we'll need to survive.. it required an obscenely long buff-session to achieve without leaving my party vulnerable to buffs, but considering the experience constraints.. Anyhow, once I installed Heart of Winter, my 1,800,000 experience cap was raised to 8,000,000, and experience stopped being an issue. Also, since 9th-level Mage spells suck, I see no reason to create a character just to cast them. On the other hand, the benefits of a Fighter/Mage/Thief over the Mage/Thief are numerous-lower THAC0, more Hit Points, better weapon proficiencies, and the ability to use Long Bows and wear helmets. That being the case, this has become my solution for my party's Thief problem. Having a good archer and extra spell- caster is a welcome bonus. o==========================o |Paladin | {DND023} o==========================o Hit points per Level: d10 <----------------------------------------------------------------------> Paladins are holy warriors, and as such they gain a slew of abilities to help them combat evil. They aren't as combat savvy as Fighters, only being able to buy two ranks in any weapon proficiency, and they cannot multi or dual class. In exchange you'll get the ability to lay on hands (heal a character 2 Hit Points per level), detect evil (useful for telling which NPCs are bad or not and detecting enemies on the map before you even scout), protection from evil, and they can turn undead as if they were a Cleric two levels lower than their Paladin level. Paladin's make great party leaders due to their high minimum charisma (17). Still.. When it comes to the choice between NPC reactions and having a superior character like a Fighter/Cleric or Fighter/Druid dual- class, or a Fighter/Mage/Cleric multi-class.. well, it's really hard to sell the Paladin, isn't it? Paladin Level EXP HP Spells <----------------------------------------------------------------------> 1 n/a 1d10 2 2,250 2d10 3 4,500 3d10 4 9,000 4d10 5 18,000 5d10 6 36,000 6d10 7 75,000 7d10 8 150,000 8d10 9 300,000 9d10 1 14* 1,800,000 9d10+15 3/2/1 30 6,600,000 9d10+63 5/5/5/5/3/1 o==========================o |Ranger | {DND024} o==========================o Hit points per Level: d10 <----------------------------------------------------------------------> Rangers are defenders of the wilderness, hunters, scouts, and outdoorsmen. They can only get two ranks in a weapon proficiency, but in compensation they can use stealth, charm animals, and eventually cast Druid spells. The stealth ability can only be used in light armor, Leather, Studded Leather, or Hide, but it makes them invaluable for scouting ahead of the party. Being strong enough to fight their way out of trouble helps too. The charm animal ability sucks, but once in a while if you want to play with it and charm a bear or something.. eh.. they'll still turn hostile on you when it's over, so why bother? The Druid spells are a long time in coming, but it's somewhat nice to be able to cast Heal and Insect Plague.. if you reach obscene experience levels. Or you could just make a Fighter/Mage/Thief and cast better spells. Ranger Level EXP HP Spells Stealth <----------------------------------------------------------------------> 1 n/a 1d10 15% 2 2,000 2d10 20% 3 4,000 3d10 27% 4 8,000 4d10 33% 5 16,000 5d10 40% 6 32,000 6d10 47% 7 64,000 7d10 55% 8 125,000 8d10 1 62% 14* 1,800,000 9d10+15 3/2/2 99% (max at level 13) 30 6,600,000 9d10+63 5/5/5/5/3/1 99% o==========================o |Thief | {DND025} o==========================o Hit points per Level: d6 <----------------------------------------------------------------------> The Thief isn't as combat savvy as the Cleric, and they don't have spells. What's the draw then? Their thieving abilities. These allow them to pick pockets, find and disarm traps, open locked objects, and hide from enemies. Of these skills, one is essential, so some character or another with thieving abilities is required in any party. As for combat, they can only wear the lightest armors, but they do have access to a variety of weapons. Most importantly, as they gain levels they get the ability to 'backstab'. If they are hidden and attack an enemy they multiply the damage they deal by their 'Backstab Multiplier', which can do up to five times normal damage. They are a waste of a class on their own, but it is a great dual-or-multi-class option, as it gives any class the ability to be more lethal by backstabbing. You can find out more about Thief Abilities in [DND048]. Thief Level EXP HP Special Backstab Ability Points Multiplier <----------------------------------------------------------------------> 1 n/a 1d6 20 x2 2 1,250 2d6 20 x2 3 2,500 3d6 20 x2 4 5,000 4d6 20 x2 5 10,000 5d6 20 x3 6 20,000 6d6 20 x3 7 40,000 7d6 20 x3 8 70,000 8d6 20 x3 9 110,000 9d6 20 x4 10 160,000 9d6+2 20 x4 18* 1,760,000 9d6+18 20 x5 (max at level 13) 30 4,400,000 9d6+42 20 x5 o==========================o |Thief/Cleric | {DND026} o==========================o <----------------------------------------------------------------------> Well, might as well mention it eh? The Thief/Cleric is an odd, and at odds character. You won't be wearing any heavy armor if you want to keep your Thief skills, but you can certainly wear light armor with no problem. Of course, you're stuck with the Cleric's selection of weapons, but you'll be able to use all the Thief skills, including backstab. Honestly the Mage spells seem a better fit for a Thief, which is more of a 'stay back out of the way' kind of class, as opposed to the Cleric, which is often a decently armored character who can stand up in combat. This might be an interesting dual-class, provided you don't care that your Cleric won't be as tough as if you had dual-classed with a Fighter. Note: Clerics may be restricted from certain spells, depending upon their alignments. See [SPT002] for more information. Or.. just follow my advice-play a good-aligned Cleric. Alignment {DND027} o======================================================================o Some equipment cannot be used by some alignments, and if you're a Cleric, your alignment will determine what spells you can cast. Also, a few dialogue options differ depending on your alignment (which I try to note as much as possible throughout the guide). There is, however, a clear consensus in terms of power-make a party full of good-aligned characters. One of the best Maces in the game cannot be used by evil characters, and the best belt in the game requires you to be good- aligned. Both of these are items that make it onto my characters in Heart of Fury mode, so they are not to be discarded lightly. Also, an evil Cleric cannot cast Heal-a huge prohibition. Good Clerics lose out on Harm and Destruction, nice spells, but not essentials like Heal. Neutral Clerics cannot cast many of the higher level alignment-based spells (but they can cast all the lower-level spells from either alignment. See [SPT002] for more information on restricted Cleric spells. Another spell, 'Righteous Wrath of the Faithful' is one of the best party-buffs in the entire game, and it gives massive bonuses if your entire party is of the same alignment. My suggestion? Make all your characters Neutral Good. It'll pay off in the long run. Abilities {DND028} o======================================================================o You can reroll your attributes and modify them, so why wouldn't you? My friend and I are perhaps a little too anal with this process, but it's not that difficult to make a killer party if you're not vain. Charisma is a good dump stat, you don't need more than three points for anybody but your party leader. If you have a Paladin, problem solved (they have a minimum Charisma of 17.) EVERYBODY should have 18 dexterity. If you don't, you're wasting precious Armor Class (Dwarves can only naturally get a 17, but with luck you might find a potion to raise it, Gloves of Dexterity, or Kaylessa's Gloves.) EVERYBODY should have at LEAST a 16 Constitution. If you are a Fighter (single, dual, or multi classed) you should have an 18. That's extra Hit Points, and Hit Points are good for live-staying. Most characters should ideally have an 18 Strength. Unless you're making a straight Mage, or an archer, then who cares. This affects how much loot (in weight) you can carry. A Fighter (single, dual, multi) or any fighting class (Paladin, Ranger) should have exceptional Strength of at least 18(91). 18 Strength gives you +1 THAC0, and +2 damage. 18(91)-18(99) gives you +2 THAC0, +5 damage. That's not big, it's huge. If you are lucky enough to get 18(00) Strength, that's +3 THAC0, +6 damage. Very desirable for a Fighter. Intelligence only matters for Mages. If you have a Mage, they need an 18 Intelligence. Period. If not, it's a great dump stat. Wisdom is most useful for Clerics, Druids, and Paladins, the former should have an 18, the latter will get by with the minimum of 14. Charisma is only important to Bards, and even then, I have my doubts as to how crucial it is under Icewind Dale's rules. One character should have good Charisma, and this should be your party leader. Note: These tables were all created based on information in the game's .2da files. Strength {DND029} <----------------------------------------------------------------------> If you're a Fighter (single, multi, or dual class) or a fighter type, you can get exceptional strength, which is a percentile bonus in parentheses after the strength score. For example, 18(01-00) denotes a strength of 18 with an exceptional range of 1% to 100%. A single-class Fighter should try for as much Strength as possible. Ideally anything from 18(91) and up is fantastic, as it provides a +2 THAC0 and a +5 damage bonus. If you are a Cleric, you might as well try for an 18 so you can melee well. Regardless, any fighting class needs an 18 in Strength. A Mage or a Thief that doesn't intend to melee can use this as a dump stat. If you're making a multi-class character, don't sweat the exceptional Strength. The higher, the better, but getting high scores in your other abilities is more important. Weight is somewhat important.. as it'll reduce your trips to town if you can just carry more. Also, if your Strength isn't high enough, you wont be able to wear some heavier armor. Your bash % is your chance of forcing a door or chest; it's not honest. Save/reload won't get you into a chest. Some chests/doors just have a threshold you must reach, and your Strength will never be a replacement for the knock spell or good old-fashioned lock picking Just make sure that you get an 18 at least if you ever intend to melee. In the expansion, Heart of Winter, you can get your hands on (or rather, in) several sets of Gauntlets of Ogre Power, which will raise your Strength to 18(00). There's also the Girdle of Stromnos in the main game which raises your Strength to 19, but there's another belt which would be better to wear.. especially considering that the difference between 18(00) Strength and 19 Strength is one point of damage. That said, both such items are fairly far into the game. If you are fortunate enough to start out with 18(00) Strength, you can just go ahead and wear the Gauntlets of Weapon Expertise, which give +1 THAC0 and +2 Damage. o========o=====o======o======o=====o | Score |THAC0|Damage|Weight|Bash%| o========o=====o======o======o=====o | 3 | -3 | -1 | 5 | 3 | | 4 | -2 | -1 | 15 | 4 | | 5 | -2 | -1 | 15 | 4 | | 6 | -1 | 0 | 30 | 6 | | 7 | -1 | 0 | 30 | 6 | | 8 | 0 | 0 | 50 | 8 | | 9 | 0 | 0 | 50 | 8 | | 10 | 0 | 0 | 70 | 10 | | 11 | 0 | 0 | 70 | 10 | | 12 | 0 | 0 | 90 | 12 | | 13 | 0 | 0 | 90 | 12 | | 14 | 0 | 0 | 120 | 14 | | 15 | 0 | 0 | 120 | 14 | | 16 | 0 | +1 | 150 | 16 | | 17 | +1 | +1 | 170 | 18 | | 18 | +1 | +2 | 200 | 20 | |18/01-50| +1 | +3 | 220 | 25 | |18/51-75| +2 | +3 | 250 | 30 | |18/76-90| +2 | +4 | 280 | 35 | |18/91-99| +2 | +5 | 320 | 40 | | 18/00 | +3 | +6 | 400 | 45 | | 19 | +3 | +7 | 500 | 50 | | 20 | +3 | +8 | 600 | 55 | | 21 | +4 | +9 | 700 | 60 | | 22 | +4 | +10 | 800 | 65 | | 23 | +5 | +11 | 1000 | 70 | | 24 | +6 | +12 | 1200 | 75 | | 25 | +7 | +14 | 1600 | 80 | o========o=====o======o======o=====o Dexterity {DND030} <----------------------------------------------------------------------> This affects your Armor Class, and your THAC0 adjustment for missile weapons. EVERY character should get an 18 Dexterity for the wonderful -4 armor class modifier. Period. There are a few items that increase your Dexterity, like Kaylessa's Gloves. These won't always drop in a game, and one point really isn't much. It's best to just have an 18 Dexterity naturally. o=======o=======o=======o | Score |Missile| Armor | | |Adjust.| Class | o=======o=======o=======o | 0 | -20 | +5 | | 1 | -6 | +5 | | 2 | -4 | +5 | | 3 | -3 | +4 | | 4 | -2 | +3 | | 5 | -1 | +2 | | 6 | 0 | +1 | | 7 | 0 | 0 | | 8 | 0 | 0 | | 9 | 0 | 0 | | 10 | 0 | 0 | | 11 | 0 | 0 | | 12 | 0 | 0 | | 13 | 0 | 0 | | 14 | 0 | 0 | | 15 | 0 | -1 | | 16 | +1 | -2 | | 17 | +2 | -3 | | 18 | +2 | -4 | | 19 | +3 | -4 | | 20 | +3 | -4 | | 21 | +4 | -5 | | 22 | +4 | -5 | | 23 | +4 | -5 | | 24 | +5 | -6 | | 25 | +5 | -6 | o=======o=======o=======o Note: Your Dexterity will also affect your Thief abilities.. if you are a Thief, of course. See [DND048] for more information. Constitution {DND031} <----------------------------------------------------------------------> This gives you Hit Points. Hit points are good. Note that in the 'Hit Points per Level' column there are two rows of numbers listed- the ones on the left-the lower numbers-are the Hit Points gained by non-Fighters per level. The ones on the right are the Hit Points gained by Fighters (single, multi, and dual-classed). Both only get these bonuses from levels one-to-nine. o=======o===============o=======o | Score |Hit Points per |Regen. | | | Level | Rate | o=======o===============o=======o | 1 | -3 | 0 | | 2 | -2 | 0 | | 3 | -2 | 0 | | 4 | -1 | 0 | | 5 | -1 | 0 | | 6 | -1 | 0 | | 7 | 0 | 0 | | 8 | 0 | 0 | | 9 | 0 | 0 | | 10 | 0 | 0 | | 11 | 0 | 0 | | 12 | 0 | 0 | | 13 | 0 | 0 | | 14 | 0 | 0 | | 15 | 0 | 0 | | 16 | +1 | 0 | | 17 | +2/+3 | 0 | | 18 | +2/+4 | 0 | | 19 | +2/+5 | 0 | | 20 | +2/+5 | 60 | | 21 | +2/+6 | 50 | | 22 | +2/+6 | 40 | | 23 | +2/+6 | 30 | | 24 | +2/+7 | 20 | | 25 | +2/+7 | 10 | o=======o===============o=======o Note: In the Regeneration Rate column, what the hell do those numbers mean? Well, they're a measure of the time it takes to regenerate a lost Hit Point.. but not REAL time, no, that would be too simple-it's the number of game-time seconds it takes to regenerate a lost Hit Point. So for a Constitution score of 20, it takes 60 seconds-one minute-of game-time to recover one Hit Point. One minute of game-time is 2.5 seconds of real time, so our rate of time-lapse difference is 60/2.5 = 24:1. This makes sense, doesn't it? It means that one hour spent playing in real-time is one day of game-time. So divide all those numbers by 24, and that's how many seconds it takes to recover a lost Hit Point. Intelligence {DND032} <----------------------------------------------------------------------> If you're a Mage, get an 18, if not, it's a dump stat. By 'dump stat', I mean lower it to 10 or so to put the excess points in other attributes you actually need. 'Max Spell Level' refers to the highest level of Mage spell you'll be able to cast. 'Max Spells per Level' is the maximum number of different spells you can have in your spell book per spell level. These factors will never be a deciding factor as you can simply drink a potion to temporarily allow you to scribe more spells than your spells per level allowance. In fact, you can just use potions in a timely manner to scribe all the spells you wish, allowing you to have as low of an Intelligence as you please regardless of your natural level maximum or spells per spell level. Still, it's just more convenient to have the natural Intelligence instead of having to rely on potions all the time and scribing spells all at once. If you fail at scribing a scroll, simply reload until you succeed. Lore is your ability to identify magical items. You'll have plenty of Identify spells to make this a non-issue. o=======o=======o=======o===============o=======o | | Learn | Max |Max Spells per | | | Score | Spell | Spell | Spell Level | Lore | | |Chance | Level | | | o=======o=======o=======o===============o=======o | 0 | 0% | - | - | -20 | | 1 | 0% | - | - | -20 | | 2 | 0% | - | - | -20 | | 3 | 0% | - | - | -20 | | 4 | 0% | - | - | -20 | | 5 | 0% | - | - | -20 | | 6 | 0% | - | - | -20 | | 7 | 0% | - | - | -10 | | 8 | 0% | - | - | -10 | | 9 | 0% | 4th | 6 | -10 | | 10 | 35% | 5th | 7 | 0 | | 11 | 40% | 5th | 7 | 0 | | 12 | 45% | 6th | 7 | 0 | | 13 | 50% | 6th | 9 | 0 | | 14 | 55% | 7th | 9 | 0 | | 15 | 60% | 7th | 11 | +3 | | 16 | 65% | 8th | 11 | +5 | | 17 | 75% | 8th | 14 | +7 | | 18 | 85% | 9th | 18 | +10 | | 19 | 95% | 9th | All | +12 | | 20 | 96% | 9th | All | +15 | | 21 | 97% | 9th | All | +20 | | 22 | 98% | 9th | All | +25 | | 23 | 99% | 9th | All | +30 | | 24 | 100% | 9th | All | +35 | | 25 | 100% | 9th | All | +40 | o=======o=======o=======o===============o=======o Wisdom {DND033} <----------------------------------------------------------------------> If you're a Cleric or a Druid, you want an 18. Otherwise, it's a dump stat. For Clerics and Druids you don't have a spell level maximum for a low wisdom in 2nd edition, but higher Wisdom nets you bonus spells. Definitely a draw for single class characters, but if you simply cannot spread your points out enough to get a great Wisdom, it's not that big of a deal. If you're a triple-classed Fighter/Mage/Cleric, you have tons of attributes you need to focus on, and of them, Wisdom is probably the least important. A few extra 1st-4th level spells and some Lore is not a big deal. o=======o===============o=======o | Score | Bonus Spells | Lore | o=======o===============o=======o | 3 |- | -20 | | 4 |- | -20 | | 5 |- | -20 | | 6 |- | -20 | | 7 |- | -10 | | 8 |- | -10 | | 9 |0 | -10 | | 10 |0 | 0 | | 11 |0 | 0 | | 12 |0 | 0 | | 13 |1 | 0 | | 14 |2 | 0 | | 15 |2/1 | +3 | | 16 |2/2 | +5 | | 17 |2/2/1 | +7 | | 18 |2/2/1/1 | +10 | | 19 |3/2/1/2 | +12 | | 20 |3/3/1/3 | +15 | | 21 |3/3/2/3/1 | +20 | | 22 |3/3/2/4/2 | +25 | | 23 |3/3/2/4/4 | +30 | | 24 |3/3/2/4/4/2 | +35 | | 25 |3/3/2/4/4/3/1 | +40 | o=======o===============o=======o Charisma {DND034} <----------------------------------------------------------------------> Charisma affects NPC reactions to you and determines shop prices. Rarely you'll get a better reward for having a higher Charisma. It's a dump stat for everybody except Bards, who should get an 18 in it. To get the best discounts, make sure to have your character with the highest Charisma as party leader when interacting with the shopkeeper. o========o========o | Score |Reaction| o========o========o | 3 | -5 | | 4 | -4 | | 5 | -3 | | 6 | -2 | | 7 | -1 | | 8 | 0 | | 9 | 0 | | 10 | 0 | | 11 | 0 | | 12 | 0 | | 13 | +1 | | 14 | +2 | | 15 | +3 | | 16 | +4 | | 17 | +4 | | 18 | +5 | | 19 | +8 | | 20 | +9 | | 21 | +10 | | 22 | +11 | | 23 | +12 | | 24 | +13 | | 25 | +14 | o========o========o Suggested Attributes by Class {DND035} <----------------------------------------------------------------------> STR DEX CON INT WIS CHA Bard 10~ 18 16 13~ 10~ 18 Cleric 18 18 16 10~ 18 10~ Cleric/Mage 18 18 16 18 10+ 10~ Cleric/Ranger 18(xx) 18 18 10~ 18~ 10~ Cleric/Thief 18 18 16 10~ 18 10~ Druid 18 18 16 10~ 18 15~ Fighter 18(91+) 18 18 10~ 10~ 10~ Fighter/Cleric 18(xx) 18 18 10~ 18 10~ Fighter/Druid 18(xx) 18 18 10~ 18 15~ Fighter/Mage 18(xx) 18 18 18 10~ 10~ Fighter/Mage/Cleric 18(xx) 18 18 18 10+ good luck Fighter/Mage/Thief 18(xx) 18 18 18 10~ 10~ Fighter/Thief 18(91+) 18 18 10~ 10~ 10~ Mage 10~ 18 16 18 10~ 10~ Mage/Thief 10~ 18 16 18 10~ 10~ Paladin 18(91+) 18 18 10~ 13~ 17~ Ranger 18(91+) 18 18 10~ 14~ 10~ Thief 10~ 18 16 10~ 10~ 10~ Hit Points {DND036} o======================================================================o You run out of Hit Points, and you die. These are important. Multi-classing averages your Hit Points/level across your classes. A Fighter/Mage multi would gain 7 Hit Points a level (10+4)/2 - 5 Fighter, 2 Mage. A multi-classed character will still get bonus Hit Points for having a Fighter class (up to 4), but a dual-class character can start out 9 levels of Fighter, get all 9d10+36 Hit Points and dual class into something else. This is in every way favorable. You should get max Hit Points each level, and really, since I'm so anal with my attributes, I'd just save/reload until I got it anyways (ala Baldur's Gate). Just save yourself some time and click the button in the options menu. THAC0 and Armor Class {DND037} o======================================================================o THAC0 is an acronym for 'To Hit Armor Class 0'. This is the roll on a d20 (a 20 sided dice) that you'd need to hit somebody with an Armor Class of 0. Statistically, each point is a 5% chance to hit Armor Class 0, and a roll of 20 is ALWAYS a hit, and a roll of 1 is ALWAYS a miss, regardless of your THAC0/their Armor Class. Fighters get a lower THAC0 quicker (hence a better chance to hit) than other classes, and Mages have the worst THAC0 progression. A lower THAC0 and lower Armor Class are better-which seems counter intuitive, but that's 2nd Edition for you. (Nostalgia for a moment here.) Having a negative Armor Class essentially raises the enemies' THAC0. For instance, my Paladin has a base THAC0 of 5 (-2 with all her proficiencies, Strength, the bonus on the weapon, etc), and my Ranger/Cleric has an Armor Class of -13. My Paladin would need an 11 on a d20 to hit her (-2 +13 = 11). That's a 55% chance to miss-a 45% chance to hit. So, for a general rule, lower THAC0 and lower Armor Class are good. Unless the enemy has them. Then it's not so good. THAC0 by Class/Level* {DND038} <----------------------------------------------------------------------> *This is taken straight from the 2nd Edition Dungeons and Dragon's Players Handbook. LEVEL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Warrior 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 Wizard 20 20 20 19 19 19 18 18 18 17 17 17 16 16 16 15 15 15 14 14 Priest 20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8 8 Rogue 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11 --> Priest includes Druids. --> Rogue includes Bards. --> Warrior includes Paladins and Rangers. Multi-class characters use the best THAC0 progression of either of their classes-Fighter/Mages use the Fighter's THAC0 progression, and Cleric/Thieves use the Thieve's THAC0 progression. Dual-class characters use the THAC0 of their active class if they haven't regained their bonuses from the previous (inactive class). If they have, they use whichever gives them the best THAC0. Armor Class Modifiers by Weapon Type {DND039} <----------------------------------------------------------------------> Different armor types are strong against different attack types. It might seem like information overload, but keep it in mind when picking between various types of armor. A suit of Leather Armor +3 versus a suit of Studded Leather Armor +2 might both give the same armor class, but because of the modifiers the Studded Leather is by far the better choice. It comes up. Oh, and remember, in 2nd Edition AD&D, a negative number reduces your Armor Class, hence making your more difficult to hit, and a positive number increases your Armor Class, which is a bad thing. o===============o===============o===============o===============o | Armor | Slashing | Piercing | Bludgeoning | o===============o===============o===============o===============o | Leather Armor | 0 | +2 | 0 | |---------------|---------------|---------------|---------------| |Studded Leather| -2 | -1 | 0 | |---------------|---------------|---------------|---------------| | Chain Mail | -2 | 0 | +2 | |---------------|---------------|---------------|---------------| | Splint Mail | 0 | -1 | -2 | |---------------|---------------|---------------|---------------| | Plate Mail | -3 | 0 | 0 | |---------------|---------------|---------------|---------------| | Full Plate | -4 | -3 | 0 | o===============o===============o===============o===============o Saving Throws {DND040} o======================================================================o There are some things that speed and armor just can't protect against. This typically means magic, in some form or another, and really, a Fireball doesn't care about your Plate Mail Armor. An enchantment can't be blocked by a shield, and being fleet of foot won't stop a Lich from using vile necromancy to rip the soul from your body. Nope, for that, we resort to Saving Throws, needlessly sorted into five categories that aren't always as self-explanatory as they seem to be. When your character is forced to making a saving throw check against something, they 'roll' a d20 and must exceed their Saving Throw. So like Armor Class, the lower the better. Paralysis/Poison/Death |Rod/Staff/Wand | |Petrification/Polymorph | | |Breath Weapon | | | |Spells Warrior o=======o=======o=======o=======o=======o Level 1-2 | 14 | 16 | 15 | 17 | 17 | Level 3-4 | 13 | 15 | 14 | 16 | 16 | Level 5-6 | 11 | 13 | 12 | 13 | 14 | Level 7-8 | 10 | 12 | 11 | 12 | 13 | Level 9-10 | 8 | 10 | 9 | 9 | 11 | Level 11-12 | 7 | 9 | 8 | 8 | 10 | Level 13-14 | 5 | 7 | 6 | 5 | 8 | Level 15-16 | 4 | 6 | 5 | 4 | 7 | Level 17+ | 3 | 5 | 4 | 4 | 6 | Wizard |-------|-------|-------|-------|-------| Level 1-5 | 14 | 11 | 13 | 15 | 12 | Level 6-10 | 13 | 9 | 11 | 13 | 10 | Level 11-15 | 11 | 7 | 9 | 11 | 8 | Level 16-20 | 10 | 5 | 7 | 9 | 6 | Level 21+ | 8 | 3 | 5 | 7 | 4 | Priest |-------|-------|-------|-------|-------| Level 1-3 | 10 | 14 | 13 | 16 | 15 | Level 4-6 | 9 | 13 | 12 | 15 | 14 | Level 7-9 | 7 | 11 | 10 | 13 | 12 | Level 10-12 | 6 | 10 | 9 | 12 | 11 | Level 13-15 | 5 | 9 | 8 | 11 | 10 | Level 16-18 | 4 | 8 | 7 | 10 | 9 | Level 19+ | 2 | 6 | 5 | 8 | 7 | Rogue |-------|-------|-------|-------|-------| Level 1-4 | 13 | 14 | 12 | 16 | 15 | Level 5-8 | 12 | 12 | 11 | 15 | 13 | Level 9-12 | 11 | 10 | 10 | 14 | 11 | Level 13-16 | 10 | 8 | 9 | 13 | 9 | Level 17-20 | 9 | 6 | 8 | 12 | 7 | Level 21 | 8 | 4 | 7 | 11 | 5 | o=======o=======o=======o=======o=======o --> Priest includes Druids. --> Rogue includes Bards. --> Warrior includes Barbarians, Paladins, and Rangers. Note: Multi-classed characters take the lowest Saving Throws offered by any of their classes. For example, a high level Fighter/Mage uses the better Fighter Saving Throws versus Paralysis/Poison/Death, and the better Mage Saving Throws versus Rod/Staff/Wand. Weapon Proficiencies {DND041} o======================================================================o Most classes-the non fighting ones, can only become proficient in a weapon (one rank). This only means they do not take a penalty to hit with that weapon. Fighting classes (Rangers/Paladins/Multi-classed Fighters) can get up to two ranks in a weapon. Single classed Fighters, however, can get up to five, granting them tremendous bonuses. This takes until level 9 (fortunately, this is as far as you want to go for hitpoints, too.) A character who becomes a grand master (rank 5) in a weapon is far superior in its use than others. We're talking +3 THAC0 and three attacks a round-compared the +1 THAC0 of a two-rank character. If you make a straight Fighter (or better, a dual classed Fighter) take advantage of their proficiencies, and grand master. The game has many good weapons, but Large Sword, Maces, and Great Swords are all very safe choices. Weapon Proficiencies by Class/Level {DND042} <----------------------------------------------------------------------> LEVEL 1 2 3 4 5 6 7 8 9 10 11 12 Warrior 4 - 1 - - 1 - - 1 - - 1 ..+1/3 levels Wizard 1 - - - - 1 - - - - - 1 ..+1/6 levels Priest 2 - - 1 - - - 1 - - - 1 ..+1/4 levels Rogue 2 - - 1 - - - 1 - - - 1 ..+1/4 levels --> Priest includes Druids. --> Rogue includes Bards. --> Warrior includes Paladins and Rangers. --> Single-or-dual-classed Fighters can spend five ranks in a proficiency. --> Multi-classed Fighters and Rangers can spend two ranks in a proficiency. --> Everybody else can only spend one point in a proficiency, Weapon Proficiency Perks by Rank {DND043} <----------------------------------------------------------------------> These are the lovely bonuses you'll gain for building up ranks in a weapon. This is why dual-classing Fighters who grand master in one type of weapon is such a good idea. o===============o=======o=======o=======o===============o | Level | Ranks |To Hit |Damage | Attacks/Round | o===============o=======o=======o=======o===============o | Proficient | 1 | +0 | +0 | 1 | |---------------|-------|-------|-------|---------------| | Specialized | 2 | +1 | +2 | 3/2 | |---------------|-------|-------|-------|---------------| | Master | 3 | +3 | +3 | 3/2 | |---------------|-------|-------|-------|---------------| | High Master | 4 | +3 | +4 | 3/2 | |---------------|-------|-------|-------|---------------| | Grand Master | 5 | +3 | +5 | 2 | o===============o=======o=======o=======o===============o --> Bards, Clerics, Druids, Mages, and Thieves can only reach the rank of Proficient. --> Paladins, Rangers, and multi-classed Fighters can only reach the rank of Specialized. --> The bonus attacks per round only applies to melee weapons. Proficiency Selection by Class {DND044} <----------------------------------------------------------------------> Below you'll find listed the different weapon types in Icewind Dale, and the classes who can use them. Note that there is an important difference between Clerics/Druids and Mages/Thieves. Mages/Thieves are unskilled in the use of many weapons simply due to a lack of martial prowess (presumably swinging a club takes special training that swinging a staff doesn't take..? And please, tell me why a Thief can use bows, but not crossbows? Factually speaking, weren't crossbows easier to use than bows? And why can Bards use EVERYTHING? I mean, nobody really believes singing is really much of a career, but seriously?) Anyways, if you're a full-time Mage or Thief, apparently you just can't be bothered to learn how to use most weapons. Clerics and Druids, however, suffer from religious prohibition, not lack of melee prowess. Smashing a critter's skull with a hammer is just more dignified and less bloody than stabbing somebody. Really, that's the explanation 2nd Edition AD&D gives. Druids, however, don't have any qualms about cutting and stabbing, they just don't like metal.. unless it's a scimitar or a dagger, which is somehow okay, whereas an axe is not. Why is this distinction important? Well, a dual-or-multi-classed Mage/Rogue can use the better weapon selection of whatever other class they have. A dual-or-multi-classed Cleric or Druid, however, cannot. Their religious restrictions apply regardless of their martial prowess. Therefore, a Fighter/Mage has a more diverse weapon selection than a Fighter/Cleric or Fighter/Druid. Wizards and Rogues use the BEST weapon selection they have access to-theirs is additive. Clerics and Druids can ONLY use the weapons not restricted by their class, regardless of what other classes they may have. |Bard | |Cleric | | |Druid | | | |Rogue | | | | |Warrior | | | | | |Wizard o===o===o===o===o===o===o Bows | x | | | x | x | | |---|---|---|---|---|---| Crossbows | x | | | | x | | |---|---|---|---|---|---| Missile Weapons | x | x | x | x | x | x | |---|---|---|---|---|---| Axes | x | | | | x | | |---|---|---|---|---|---| Clubs | x | x | x | x | x | | |---|---|---|---|---|---| Daggers | x | | x | x | x | x | |---|---|---|---|---|---| Flails | x | x | | | x | | |---|---|---|---|---|---| Halberds | x | | | | x | | |---|---|---|---|---|---| Hammers | x | x | | | x | | |---|---|---|---|---|---| Maces | x | x | | | x | | |---|---|---|---|---|---| Spears | x | | x | | x | | |---|---|---|---|---|---| Quarter Staves | x | x | x | | x | x | |---|---|---|---|---|---| Great Swords | x | | | | x | | |---|---|---|---|---|---| Large Swords | x | | x | x | x | | |---|---|---|---|---|---| Small Swords | x | | x | x | x | | o===o===o===o===o===o===o --> Warrior includes Paladins and Rangers. Lore {DND045} o======================================================================o Lore is a minor statistic that rates your ability to identify unknown magical items. Bards have the best lore, but the identify spell is the great equalizer. So long as you get a high enough lore on a character to identify minor items that you receive a lot of (such as ammunition) you're fine. Note: For multi-classed characters, only the class that gives you the MOST Lore actually counts. For example, at Fighter 10/Mage 11/Cleric 10, my Lore was 43-three points per level from Mage (33) plus ten points for 18 Intelligence. Lore by Class/Level {DND46} <----------------------------------------------------------------------> Everybody Else 1 Lore/Level Mage 3 Lore/Level Thief 3 Lore/Level Bard 10 Lore/Level Mage Spells (Scrolls) {CHR047} o======================================================================o Mages get new spells from scrolls. To use this handy function, right click on the scroll, and select the button 'Write Magic'. If you have an 18 Intelligence, you have an 85% chance to scribe the scroll, if you fail, the scroll is lost forever. This is a save and reload heavy event. It's a downright wicked 15% fail rate. If you get an item that improves your Intelligence, you don't have to worry (also mods and sliding the difficulty slider down will make this automatic.) You do NOT want to lose scrolls, some spells only show up one time a play through. With an 18 Intelligence, you can learn 18 spells per spell level. Again, increasing your Intelligence removes this barrier, but for 1st-3rd level spells, some discretion should be taken. There aren't a whole lot more than 18 spells in a spell level, but you don't want to risk not being able to cast something yummy like Slow. Of course, you could always use a potion to increase your Intelligence and scribe scrolls then. Also, Specialist Mages are extra focused in one spell school at the expense of others. This means you get one extra spell per spell level (HUGE BOON), but you cannot learn or cast spells from an opposed spell school. Without HoW, becoming a Conjurer limits high-level divination spells. The best divination spell in the game (there aren't very many, either) is the 1st level Identify-which a Conjurer has access to. What, then, do they lose? The 5th level spell Contact Other Plane, which is actually a rather interesting spell. After HoW, they realized this is a tremendous advantage, and made the restricted spell school Invocation instead. Which is a much more severe penalty. At the end of the day, if you have HoW installed, you probably just want to go normal Mage. Since I'm multi-classing this playthrough, it's not a problem for me. Thief Abilities {DND048} o======================================================================o As noted in the Thief class description, Thieves have several skills that are unique to them.. well, rather two of them are. These skills are Pick Pockets, Open Locks, Find Traps, and Stealth. THe Bard also gets the Pick Pockets skill, while the Ranger has Stealth. Every time the Thief levels up, they may allocated twenty points into these skills (Rangers and Bards progressed at a fixed rate as they level). The Thief's race affects their starting skill scores, and their Dexterity modifies them further, as follows: |Pick Pockets | |Open Locks | | |Find Traps o=============o | | |Stealth | Race | | | | | o=============o=====o=====o=====o=====o Human | 15 | 10 | 5 | 10 | <-------------|-----|-----|-----|-----| Dwarf | 15 | 20 | 20 | 10 | <-------------|-----|-----|-----|-----| Elf | 20 | 5 | 5 | 20 | <-------------|-----|-----|-----|-----| Gnome | 15 | 15 | 15 | 15 | <-------------|-----|-----|-----|-----| Half-Elf | 25 | 10 | 5 | 15 | <-------------|-----|-----|-----|-----| Halfling | 20 | 15 | 10 | 25 | <-------------o=====o=====o=====o=====o |Pick Pockets | |Open Locks | | |Find Traps o=========o | | |Stealth |Dexterity| | | | | o=========o=====o=====o=====o=====o 9 | -15 | -10 | -10 | -20 | <---------|-----|-----|-----|-----| 10 | -10 | -5 | -10 | -15 | <---------|-----|-----|-----|-----| 11 | -5 | - | -5 | -10 | <---------|-----|-----|-----|-----| 12 | - | - | - | -5 | <---------|-----|-----|-----|-----| 13-15 | - | - | - | - | <---------|-----|-----|-----|-----| 16 | - | +5 | - | - | <---------|-----|-----|-----|-----| 17 | +5 | +10 | - | +5 | <---------|-----|-----|-----|-----| 18 | +10 | +15 | +5 | +10 | <---------|-----|-----|-----|-----| 19 | +15 | +20 | +10 | +15 | <---------|-----|-----|-----|-----| 20 | +20 | +25 | +15 | +18 | <---------|-----|-----|-----|-----| 21 | +25 | +30 | +20 | +20 | <---------|-----|-----|-----|-----| 22 | +30 | +35 | +25 | +23 | <---------|-----|-----|-----|-----| 23 | +35 | +40 | +30 | +25 | <---------|-----|-----|-----|-----| 24 | +40 | +45 | +35 | +40 | <---------|-----|-----|-----|-----| 25 | +45 | +50 | +40 | +35 | <---------o=====o=====o=====o=====o Pick Pockets (max: 140%) {DND049} <----------------------------------------------------------------------> Pick Pockets allows you to.. pick the pockets of NPCs-as long as they are not hostile. In practical terms, this means that the developers hid a variety of items in the inventories of unsuspecting neutral or friendly characters in the game, and without this skill, you'd have to kill them to get the gear they have. Of course, even with this skill if you fail to pick their pockets, they'll turn hostile. Since turning quest-giving NPCs hostile can break the game, it's not a good idea. On the other hand, if you save/load enough, you can steal any item.. so long as you have a high enough Pick Pockets score, or failing that, patience. Below is a list of the more interesting items you can pick pocket in this game: --> Amulet of Metaspell Influence Kuldahar, Chapter 1 You can steal this amulet from Orrick (AR2102). --> Amulet of Protection +1 Wyrm's Tooth, Chapter 5 Steal this out-dated item from Vera (AR7001). --> Necklace of Missiles Kuldahar, Chapter 1 Snatch this nearly useless necklace from Oswald (AR2108). --> Ring of Free Action Kuldahar, Chapter 1 You can steal this ring from Orrick (AR2102). --> Ring of Free Action Kuldahar, Chapter 1 You can steal this ring from Arundel (AR2112). --> Ring of Free Action Lonelywood [HEART OF WINTER] You can steal several of these rings from Purvis (AR9110) over the course of the Heart of winter expansion-every time he buries another body, he'll have another one of these rings. That's three, in total, that you can steal. --> Ring of Free Action Castle Maluradek [TRIALS OF THE LUREMASTER] You can steal this ring from Harald, who is in the northwestern tower (x=9704). --> Ring of Greater Resistance Lonelywood [HEART OF WINTER] Snipe this worthy ring from Kieran (AR9101). --> Ring of Protection +2 Kuldahar, Chapter 1 You can steal this ring from Oswald (AR2108). Open Locks (max: 130%) {DND050} <----------------------------------------------------------------------> This skill allows you to open locked chests, doors, or other objects. Of course, a character with a high Strength score might be able to do the same thing with brute force, and the 2nd-level Mage spell, Knock, works on all locked objects this skill will work on.. making it another not-so-necessary skill. Find Traps (max: 115%) {DND051} <----------------------------------------------------------------------> Traps positively suck in this game (and in most games on the Infinity Engine). Clerics can cast the 2nd level spell 'Find Traps', but they can never remove them. Some traps are just annoyances-they occupy some tile or container, and can just be avoided or ignored.. at least, if you don't care about forfeiting the loot therein, and you have more faith in your party's AI than I do. Then again, some traps just span entire hallways, or are placed in front of foes. A Thief with this skill is mandatory to deal with these issues.. although nobody said it had to be a single-class Thief. Get this skill up to 100% as soon as possible- it's the most important, and indeed, only essential Thief skill. Stealth (max: 130%) {DND052} <----------------------------------------------------------------------> Another good Thief skill, this skill is called 'Move Silently' in game, but is refered to as 'Stealth' throughout the 2DA files. Your Stealth skill determines your odds of hiding from enemies-and unlike in later, better editions of AD&D, this is an unchecked skill-succeed or fail, it's entirely dependent upon your skill score, the enemy has no say in the matter. You cannot hide from enemies on-screen (if they have a line of sight to you, you can't hide, but if you break the line of sight, you can) and lighting does effect your odds of success. Spells like Invisibility duplicate this effect-and often allow you to perform more actions (like searching for and disarming traps) without blowing your cover, making this skill avoidable, but it still has its uses. o======================================================================o | | | Spell Tactics {SPT001} | | | o======================================================================o This section was added into the Icewind Dale FAQ because it seemed like a worthy addition to the Baldur's Gate 2 FAQ.. and really, who wants to skim through the walkthrough for information on the best spells in the game when a kind FAQ-writer could just condense the information and put it in it's own conspicuous section? Nobody, that's who. So, here I'll discuss the spells: which are good, which are bad, and why. To help you out and minimize how much you need to read, however, I'll put an * next to the spells I find the most useful. Who wants to read all that crap anyways? Just assume I know what I'm talking about and read the marked spells and you'll be fine. If that's too much work for you, however, I've also listed the top spells by level under the ***TOP SPELLS*** heading, with very, very brief descriptions of why the spells are good. Cleric Spell Alignment Restrictrions {SPT002} <----------------------------------------------------------------------> Some Clerical spells cannot be cast, depending upon the Cleric's alignment. This will be noted after name of the spell, as follows: [GOOD] Good characters can cast this spell. [NEUTRAL] Neutral characters can cast this spell. [EVIL] Evil characters can cast this spell. If no alignment descriptor is noted, assume that all alignments can cast the spell. A full list of restricted spells, by alignment, is given below: [GOOD] [NEUTRAL] [EVIL] 1st-Cause Light Wounds 4th-Cloud of Pestil. 3rd-Holy Smite 2nd-Cause Mod. Wounds 4th-Poison 5th-Champion's Strength 3rd-Cause Disease 6th-Harm 5th-Cure Crit. Wounds 3rd-Circle of Bones 7th-Destruction 5th-Raise Dead 3rd-Unholy Blight 7th-Greater Shield of 5th-Shield of Lathander 4th-Blood Rage Lathander 6th-Heal 4th-Cause Ser. Wounds 7th-Holy Word 7th-Greater Shield of 4th-Cloud of Pestil. 7th-Resurrection Lathander 4th-Poison 7th-Unholy Word 7th-Holy Word 5th-Cause Crit. Wounds 7th-Resurrection 5th-Slay Living 6th-Harm 7th-Destruction 7th-Unholy Word As you can see, the good Clerics suffer more early on-but most of the spells they can't cast are lame ones, like weak Cause Wounds spells, Circle of Bones, and Poison. Neutral Clerics look like they have it made, until they start being restricted from BOTH the best good and evil spells. Evil Clerics really take it hard, losing out on Heal, which is just one of the Cleric spells I cannot live without. This is on top of not being able to use the Shimmering Sash and Three White Doves. So despite their deceptively long list of prohibited spells, the good Cleric is the way to go. Healing Spells {SPT003} <----------------------------------------------------------------------> I tend to have a subtractive, rather than additive view towards the inclusion of healing spells in my spell-books. Healing spells are good, nobody doubts that, but how many should you get? In my mind, it depends by spell-level. Cure Moderate Wounds is clearly better than Cure Light Wounds, but the competition for 1st-level Cleric spells is much less intense than for 2nd-level spells. So, how do I determine what to get? I get all the spells I want besides healing spells, then fill up left-over slots with healing. Therefore, most of my 1st-level Clerical spells tend to be Cure Light Wounds (with a token Remove Fear on every caster, just in case) while on the other hand, I have almost no Cure Moderate Wounds, as I'd rather have Resist Fire/Cold, Slow Poison, and Silence 15' Radius. The only healing spell unworthy of this second-class status is Heal, which is the ultimate healing spell, and really, one of the best things about a Cleric/Druid. I have one or two Entropy Shields, and fill up the rest with Heal. Another fun thing to note about healing spells of all sorts is how much they speed up resting times. If you set the options to 'Heal Party on Rest', you'll use up healing spells during a successful (uninterupted) rest, rather than waste eight hours for every Hit Point of damage you've sustained. It doesn't affect story or anything, but some of my dual-class parties looked really stupid with years of game time passed.. compared to the more sensible 147 days my multi-class party took. Summoning Spells {SPT004} <----------------------------------------------------------------------> All summoning spells in this game are horribly nerfed, especially the low-level ones. First, from a tactical stand-point, most of the things you can summon will always be far, far inferior to what you're fighting. Second, the number are rarely honest in the spell descriptions. Summon Shadow and Animate Dead promise far more critters than they actually deliver (I've never recieved more than three per casting), and second, there's a cap on the maximum number of critters you can conjure. Six total summons, and you can go no further. This means, in effect, that the only summons remotely worth considering are the most individually powerful ones-like Summon Elementals, Creeping Doom, Summon Monster VII, and so on. Keep this in mind when you're looking over summoning spells. 1st-Level Cleric Spells {SPT005} o======================================================================o ***TOP SPELLS*** Bless: Minor, short-lasting party buff. --- Command: Causes one foe to sleep for one round, with no save. --- Cure Light Wounds: Heals 8 Hit Points. --- Curse: Minor, short-lasting debuff. --- Remove Fear: cures and prevents fear effects for one turn. *Bless <----------------------------------------------------------------------> Bless is a humble little buff that could see plenty of action. It gives all allies in a 25-foot radius a +1 bonus to saves versus fear effects and a +1 bonus to THAC0. The only downside? It lasts only six rounds, so it won't be a spell I constantly use later on. It stacks with Prayer and Recitation. Cause Light Wounds [NEUTRAL] [EVIL] <----------------------------------------------------------------------> Deals 8 points of damage on touch. Doesn't affect undead, constructs, or extraplanar creatures. *Command <----------------------------------------------------------------------> Puts a foe to sleep for one round with no save. It might seem paltry, but if you can knock out that Ogre for one round, you've done yourself a big favor. Obviously it becomes obsolete later on, and will not work against undead, but for when you need it, it's dependable. *Cure Light Wounds <----------------------------------------------------------------------> Heals 8 Hit Points. *Curse <----------------------------------------------------------------------> Like Bless, but the opposite, it lowers enemy THAC0 and saves by one point in a 25-foot radius. Again, at six rounds, it's duration means it will not be an enduring debuff, but it's handy at first. Detect Evil <----------------------------------------------------------------------> Shows you who the bad guys are. Of course, my definition of evil is a little more flexible (it's probably that atheism thing, makes it so I don't have any foundation for personal morality). Anybody who attacks you, or has really good gear is 'evil' in my book, and worthy of smiting. Magic Stone <----------------------------------------------------------------------> You enchant a small pebble, which can be slung at a foe, dealing 3-12 damage (6-24 if the target it undead). It's considered a +1 weapon for determining what it can strike. Protection from Evil <----------------------------------------------------------------------> A handy little personal buff that gives the target +2 bonus to Saves and Armor Class and protects them from charm effects, like Charm Person or Domination. There's a superior buff down the line for the whole party, which makes this woefully obsolete. *Remove Fear <----------------------------------------------------------------------> Removes all fear effects in a 30-foot radius and prevents them recurring for the duration of the spell, which is one turn (10 rounds). A handy, low-level, always-effective defense against fear, always keep one ready. Sanctuary <----------------------------------------------------------------------> Gives the priest temporary immunity to prosecution by foes, during which time he can heal/buff himself (but they cannot affect other creatures without ending the spell). I don't see the point. If you're getting hurt, retreat and cast a Heal spell. Why waste two rounds doing what can be done in one? 2nd-level Cleric Spells {SPT006} o======================================================================o ***TOP SPELLS*** Cure Moderate Wounds: Heals 11 Hit Points. --- Draw Upon Holy Might: Boosts Strength, Dexterity, and Constitution. --- Hold Person: Paralyzes one living, humanoid foe. --- Resist Fire/Cold: 50% Resistance to Fire and Cold. --- Silence 15' Radius: Shuts up spell-casters. Aid <----------------------------------------------------------------------> Bestows the effects of Bless and heals 1-8 Hit Points. Since it only effects one creature, I don't bother with it. Cause Moderate Wounds [NEUTRAL] [EVIL] <----------------------------------------------------------------------> Deals 11 points of damage on touch. Doesn't affect undead, constructs, or extraplanar creatures. Chant <----------------------------------------------------------------------> Grants allies +1 THAC0, +1 damage, and +1 Saves, imposes a -1 penalty to enemy THAC0, damage, and Saves. Slows the movement speed of the caster by 50% and prevents them from casting spells. Not cumulative with other Chants. My multi-classers have better things to do than chant in a fight. *Cure Moderate Wounds <----------------------------------------------------------------------> Heals 11 Hit Points. *Draw Upon Holy Might <----------------------------------------------------------------------> For one turn it raises the Strength, Dexterity, and Constitution of the caster by one point per three levels. Since all of my front-line Fighters are multi-classed Clerics, they will be able to boost all their combat stats to 25 with this spell.. which in effect will give them +2 Armor Class, +25 Hit Points (which double with Tenser's) and gives them the awesome benefits of raising their Strength from 18/91+ to 25, namely +5 THAC0 and +7 damage. There are only a few more potent buffs in the entire game, and unlike most, this gets stronger as I level. Sure, the duration is kind of ass, but the benefits are worth the casting. Find Traps <----------------------------------------------------------------------> Detects traps in a very close range. This spell doesn't disarm them, however, so it's often rather pointless. *Hold Person <----------------------------------------------------------------------> An effective, low-level spell that paralyzes human, demihuman, or humanoid foes man-size or smaller. While this doesn't affect most enemies (undead, large foes, and non-humanoids make up most critters in the game), it's still a decent low-level debuff. You're more likely to see it cast at you, however. It affects one target, and all immediately adjacent characters, and is negated by a successful Save. Know Alignment <----------------------------------------------------------------------> Like Detect Evil, except it detects.. everything. Evil things glow red, neutral things glow blue, and friendly things glow green.. like those little circles under your feet! *Resist Fire/Cold <----------------------------------------------------------------------> A handy spell that gives the target 50% resistance to cold and fire and lasts one round per level. It's not absolute defense, but it's a simple low-level spell that adequetly defends against the most common elements in the game. *Silence 15' Radius <----------------------------------------------------------------------> Silences all foes in a generous 15' radius who fail to make a Save vs. Spells. Used in bulk, it can neuter enemy spell-casters with a high chance of success-and a spell-caster without spells is just a blood- filled sheath for your swords. Slow Poison <----------------------------------------------------------------------> This spell is the only answer you need to poisonous foes-at least in Baldur's Gate. In Icewind Dale, the spell simply doesn't work on the most virulent of poisons-such as that employed by Phase Spiders and Wyverns, for example. That being the case, I really can't suggest bothering with it. Just use the 4th-level Neutralize Poison, instead. Spiritual Hammer <----------------------------------------------------------------------> Conjures a magical hammer, which may be used as an implement of righteous smiting. It counts as a +1 weapon from 1st-6th level, as a +2 weapon from 7th-12th level, and a +3 weapon at 13th level and beyond. It might come in handy early on.. but by the time my Clerics are level three (and hence, can cast this spell) they already have enchanted weapons. By the time they are 13th level (at the end of Heart of Winter, or so) they already have +3 or +4 weapons that are far superior. 3rd-Level Cleric Spells {SPT007} o======================================================================o ***TOP SPELLS*** Cure Disease: Stops diseases from killing you. --- Dispel Magic: Removes buffs/debuffs from foes/friends, ideally. --- Holy Smite: Hurts evil people. --- Prayer: Buffs allies, debuffs foes. --- Remove Paralysis: Cures Paralysis in an area effect. Animate Dead <----------------------------------------------------------------------> Thit spell summons weak undead, either Zombies or Skeletons, to do your bidding. The line 'The caster can animate one skeleton or one zombie for each experience level he has reached) is bunk. You'll summon three critters when you cast this, and you can only have up to six. Six of the weakest critters in the game. Cause Disease [NEUTRAL] [EVIL] <----------------------------------------------------------------------> Touch a victim and you'll inflict a disease that saps 5-20 points of Strength, which lingers for eight hours. Undead, constructs, and extraexplanar creatures are unaffected.. which is most of the foes in the game. It's not a terrible spell, but if you want to take a bad-guy out of the fight, why not just use Hold Person? Circle of Bones [NEUTRAL] [EVIL] <----------------------------------------------------------------------> Conjures a barrier of bones that harms all adjacent characters, dealing 1d6 crushing and 1d6 slashing damage. You cannot move during the spells' three round duration. I'm not impressed by 6d6 damage, nor the whole not moving thing. *Cure Disease <----------------------------------------------------------------------> Diseases suck, and while the main things that cause them-Histachi, Mummies, and Wraith Spiders-are all low-level monsters, you probably would rather be able to treat those diseases rather than.. you know, die. Always keep one handy on each character who can cast it. *Dispel Magic <----------------------------------------------------------------------> Sometimes enemies cast bad spells that need to go-like buffs on their allies, or debuffs on you. Chaos can win a fight for you, or end a fight against you.. unless you dispel it. Fortunately, you won't be facing many intelligent spell-casters, so the need to use this is much less frequent than in the Baldur's Gate games. I still keep one handy at all times on every spell-casting character. Exaultation <----------------------------------------------------------------------> Removes the effects of fear, sleep, feeblemindedness, unconsciousness, intoxication, as well as berserk and confused states of mind. It also prevents them from occuring again for the one turn (10 round) duration of the spell. Dispel Magic or Remove Fear works better for most of these, and affects a whole party. By the time you're likely to encounter Feeblemind, you can probably cast Heal, which is superior. Glyph of Warding <----------------------------------------------------------------------> This spell creates a magical trap that-if triggered by an enemy-deals 1-4 damage per level to the unfortunate creature. Downside? The enemy can save to negate all damage. *Holy Smite [GOOD] [NEUTRAL] <----------------------------------------------------------------------> Deals 1d6 damage per two levels of the caster (maximum 5d6, save for half) to any evil creatures in the area of effect. If your entire party is good-or-neutral-aligned, it'll be a party-friendly spell. Unfortunately, the game is rather strict with what is considered evil. Invisibility Purge <----------------------------------------------------------------------> Reveals invisible or hidden creatures in sight. This spell can be handy on very rare occassions, but I never tend to bother with it. There just aren't many creatures that use those spells/abilities. Miscast Magic <----------------------------------------------------------------------> Forces a creatures to save at -2 or suffer an 80% spell-casting failure rate. I prefer Silence 15' Radius, as it has a larger range and 100% spell-casting failure. *Prayer <----------------------------------------------------------------------> An essential Cleric buff, it lasts one round per level and gives all allies in a 60-foot radius a +1 bonus to THAC0, damage, and saves, while all enemies suffer a -1 penalty to the same. It stacks with Bless and Recitation. I tend to keep one on every Cleric, and cast it nearly every fight. Protection from Fire <----------------------------------------------------------------------> Makes the Cleric 80% resistant to fire. It can come in handy in a few cases, but I prefer the utility of Resist Fire/Cold. Remove Curse <----------------------------------------------------------------------> Curses do happen-usually through putting on cursed gear, or being subjected to spells. The latter will go away on its own, the former will not. Honestly, however, I never use this spell. Just Identify gear beforehand and you'll be fine. *Remove Paralysis <----------------------------------------------------------------------> Lots of foes cause paralysis in the game, and letting it go uncountered is a good way to die. The spell's description is, again, bogus, but in our favor. It doesn't remove paralysis from one character-it's an area- of-effect spell. While I can't put my finger on how wide the area is, I'd guess at least 20-foot radius. Always keep one handy on every character who can cast it. Rigid Thinking <----------------------------------------------------------------------> Like Confusion, but it only affects one character and has no save penalty. Which is to say, it's like Confusion, but worse in every way. Strength of One <----------------------------------------------------------------------> Gives the entire party 18/76 Strength.. which is a downgrade for me. I don't want to debuff my party, so I don't cast this spell. Unholy Blight [NEUTRAL] [EVIL] <----------------------------------------------------------------------> The opposite of Holy Smite, Unholy Blight deals 1d6 damage per two levels of the caster (max 5d6, save for half) to all good creatures in the area of effect. In addition, if they fail to save they suffer -2 THAC0, damage, and Saves for a paltry three rounds. Almost nothing you will fight in this game will be good-aligned. This spell is garbage. 4th-Level Cleric Spells {SPT008} o======================================================================o ***TOP SPELLS*** Cure Serious Wounds: Heals 17 Hit Points. --- Defensive Harmony: Gives all allies +4 Armor Class. --- Free Action: Protects against paralysis without negating Haste. --- Neutralize Poison: Cure poison. --- Protection from Evil 10' Radius: Long-lasting party buff. --- Recitation: Party buff/foe debuff that stacks with Prayer. Blood Rage [NEUTRAL] [CHAOTIC] <----------------------------------------------------------------------> Targets friendlies and makes them go berserk. While berserk, they are immune to charm, sleep, fear, hold, stunning, confusion, emotion, symbol spells, and the like. The also gain +2 THAC0, +3 damage, +2 Strength, +10 Hit Points, and improved movement speed. While berserk, your ally may well attack you, neutral characters, or otherwises just attack things that need not be attacked. Also, you can't see their Hit Points during the spell's duration, and they are fatigued when the spell ends. Since this spell is antithetical to tactics, I give it a frowny face of shame. :( Cause Serious Wounds [NEUTRAL] [EVIL] <----------------------------------------------------------------------> Deals 17 points of damage on touch. Doesn't affect undead, constructs, or extraplanar creatures. Cloak of Fear <----------------------------------------------------------------------> Causes the caster to radiate fear, forcing all nearby creatures to save vs. spell or flee in panic for 2-16 rounds. I'd just use Horror, personally, much better range. Cloud of Pestilence [EVIL] <----------------------------------------------------------------------> Creates a pestilental mist with a 20-foot radius. Everybody who enters (save undead and the caster, who are immune) must save or suffer three points of damage and are blinded. The blindness lasts a turn after leaving the cloud. *Cure Serious Wounds <----------------------------------------------------------------------> Heals 17 Hit Points. *Defensive Harmony <----------------------------------------------------------------------> This spell gives all allies in a 10-foot radius a +4 bonus to Armor class. The only downside? It only lasts six rounds. Use it as one of the last buffs before entering combat. *Free Action <----------------------------------------------------------------------> Gives the target immunity to mobility hampering effects like Grease, Web, or Slow and negates the effects of Paralysis and Hold spells. Best of all, it lasts one turn (10 rounds) per level-a high level Cleric will keep this spell active for quite a while, indeed. Even better than the best of all, it will NOT negate Haste! When Haste is involved, the rules of good-better-best can be broken. If you want to be immune to Hold, Paralysis, and those other mean effects, but keep your Haste, this is an option for high-level Clerics. Mental Domination <----------------------------------------------------------------------> Possibly the best charm-type spell in the game, this spell imposes a -2 save on the subject. I still never bother with it, as by this time my Mages are chucking out better debuffs. *Neutralize Poison <----------------------------------------------------------------------> It's like the 2nd-level spell 'Slow Poison', except it actually works on all poisons.. so why not use this, instead? Poison [EVIL] <----------------------------------------------------------------------> Deals twenty damage over twenty seconds on touch, provided the target fails to save. Little damage, over a bit of time, forcing you to touch the foe, and it can be negated by a save. Neutral and good characters aren't missing out on much. *Protection from Evil 10' Radius <----------------------------------------------------------------------> Gives all allies within ten feet of the caster +2 Armor Class, +2 to saves, and immunity to charm-based spells. Best of all, it lasts a whopping turn per level. I keep one on every character who can cast it, and tend to have it cast at all times. There's no good reason why you shouldn't use it. Protection From Lightning <----------------------------------------------------------------------> Makes a touched creature immune to lightning. You'll only likely face lightning attacks at the beginning of the game (via spells like Static Charge). You never really need to cast this. *Recitation <----------------------------------------------------------------------> A truly great Clerical buff, it's Prayer on 'roids. Gives all allies in a 60-foot radius a +2 bonus to THAC0 and saves, while all enemies take a -2 penalty to the same. Prayer and Recitation work in tandem, too, so I tend to use them in tandem. I always keep one prepared on each and every Cleric. Unfailing Endurance <----------------------------------------------------------------------> Restores 36 hours worth of fatigue-which should just about cure most cases of fatigue. Of course, you could always just rest. If this was an area-of-effect spell, it might be useful, but it's not, so it's not. 5th-Level Cleric Spells {SPT009} o======================================================================o ***TOP SPELLS*** Chaotic Commands: Protected against mind-affecting effects. --- Cure Critical Wounds: Heals 27 Hit Points. --- Flame Strike: Deals 6-48 damage in a 5-foot radius. Troll killer. --- Greater Command: Knocks many creatures unconscious. --- Righteous Wrath of the Faithful: Massive buffs if same alignment. --- Slay Living: Kills target touched if they fail to save. Cause Critical Wounds [NEUTRAL] [EVIL] <----------------------------------------------------------------------> Deals 27 points of damage on touch. Doesn't affect undead, constructs, or extraplanar creatures. Champion's Strength [GOOD] [NEUTRAL] <----------------------------------------------------------------------> The Cleric bestows the strength of their god and gives it to a target, raising their Strength to 20-23 for one turn (10 rounds). The caster is fatigued and cannot cast any other spells until this spell wears off. What a load of shit. Why is Draw Upon Holy Might, a 2nd-level spell, superior to a 5th-level spell? It's absurd. My party full of triple-classers laugh at this spell. *Chaotic Commands <----------------------------------------------------------------------> Makes a creature immune to magical commands-in effect, to mind-affecting effects. It's one of the better Clerical protections in Baldur's Gate 2, where such spells are thrown around liberally. In Icewind Dale.. it's still pretty nice. If you have a choice, go with Mind Blank, as it lasts longer, but there's still no reason to ignore this spell if you only have so many Mind Blanks. Either one will do the job wonderfully. *Cure Critical Wounds [GOOD] [NEUTRAL] <----------------------------------------------------------------------> Heals 27 Hit Points. The first healing spell that evil Clerics cannot cast.. the future doesn't look good for evil folks. *Flame Strike <----------------------------------------------------------------------> Deals 6-48 fire damage to all foes in a five-foot radius, save for half. It's a fair Troll killer, if you have too many 5th-level spell slots. *Greater Command <----------------------------------------------------------------------> Like the 1st-level spell Command, but it works for one round per level, has a 20-foot radius, and the enemy can save against it. I tend to deploy it in bulk, where it pretty much ends fights before they begin. A good Cleric debuff, just be cautious, as it's not party friendly. Magic Resistance <----------------------------------------------------------------------> Gives a target 2% Magic Resistance per level of the caster (up to 40%)- but it can be dispelled. Go figure. It's a decent spell that I just never seem to use. My Magic Resistance gets fair enough without it, and other spells can protect me from mind affecting effects, the elements, and low-level damaging spells.. if only there was a way to protect against Dispel Magic. Raise Dead [GOOD] [NEUTRAL] <----------------------------------------------------------------------> Revives a fallen ally with one Hit Point. If I lose a character, I reload. I haven't used this spell since the first time I played the game. *Righteous Wrath of the Faithful <----------------------------------------------------------------------> The best Clerical party buff, it gives all allies a +1 bonus to THAC0, Saves, and +1-8 Hit Points.. but for characters of the same alignment it goes NUTS. It gives like-minded folks +2 THAC0, +2 damage, +2 saves, and an extra attack per round. It's a huge, huge motivator for you to make all your characters the same alignment. Haste will not stack with it, but it will stack with Haste, oddly enough, so buff with Haste first, then with Righteous Wrath of the Faithful. I use this for every big fight in the game. Shield of Lathander [GOOD] [NEUTRAL] <----------------------------------------------------------------------> Makes a non-evil target immune to damage for two rounds. Not much time, but absolute immunity is pretty nice.. still, 5th-level spells are kind of busy, and there's a superior version later on. *Slay Living [NEUTRAL] [EVIL] <----------------------------------------------------------------------> A living creature touched must save vs. death or die. If they save, they still take 2d8+1 points of damage. Like Finger of Death, but you need to touch the target to cast it.. still a decent spell. Undead Ward <----------------------------------------------------------------------> Attempts to turn all undead moving within twenty feet of the caster, as if they were turned by the caster's Turn Undead ability. The area of the spell's effect is static, and the spell lasts a turn. I never bother turning unead-I don't see the point. 6th-Level Cleric Spells {SPT010} o======================================================================o ***TOP SPELLS*** Entropy Shield: Best personal buff for Clerics. --- Heal: Fully heals target. Blade Barrier <----------------------------------------------------------------------> Deals 8d8 damage to adjacent foes (save for half). The spell prevents the caster from moving and only lasts two rounds. Yeah, it's a joke in this game. *Entropy Shield <----------------------------------------------------------------------> The best personal buff in the game for a Cleric, this wonderful spell gives the caster a whopping +6 bonus to Armor Class and 50% resistance to the elements. It also give them a +2 bonus to their Saves and immunity to missile attacks. Freakin' awesome. Harm <----------------------------------------------------------------------> Reduces touched foe to 1-4 Hit Points. This spell does not affect undead, constructs, or extraplanar creatures.. half of the foes in the game, and many of the meaningful ones. Save negates. I fail to see how this is any better than Slay Living. *Heal <----------------------------------------------------------------------> Heals a character fully and cures blindness, disease, and feeblemind. It's the ultimate healing spell, and will be used very often in Heart of Fury mode. Seriously, a single Heal can turn a fight around. Spiritual Wrath <----------------------------------------------------------------------> A party-unfriendly attack that lets out four bolts of energy in a cross pattern, centered on the caster. Each bolt deals 6-42 damage, save for half. Characters of the same alignment (good, neutral, evil) are unaffected.. another reason to be good, I suppose, but the damage is just too paltry to worry about. 7th-Level Cleric Spells {SPT011} o======================================================================o ***TOP SPELLS*** Destruction: Destroys touched target unless they save at -4. --- Greater Shield of Lathander: 100% Magic Resistance and damage immunity. --- Impervious Sanctity of the Mind: Prevents mind affecting effects. --- Symbol of Hopelessness: Awesome debuff, huge range, save at -2. Confusion <----------------------------------------------------------------------> Like the Mage spell of the same name, it.. well, confuses all foes in a 20-foot radius, who must save at -2 to avoid the effects. Symbol of Hopelessness is a MUCH better Clerical debuff, so let's move on, shall we? *Destruction [EVIL] <----------------------------------------------------------------------> Destroys touched target, literally blasts them into chunks if the spell is to be believed. The target saves at -4, and if successful, they still take 8d6 (8-48) damage. It's the best death spell in the game. *Greater Shield of Lathander [GOOD] <----------------------------------------------------------------------> Gives the target 100% Magic Resistance and makes them immune to damage, it's a whopping protective spell, but only lasts three rounds. Best used by one character to buy time for the rest of the characters to buff up.. like during the final battle of the main game, for instance. Holy Word [GOOD] <----------------------------------------------------------------------> Smites all creatures of evil alignment in the spell's 30-foot radius area of effect, depending upon the target's level: o===============o===============================o |Target's Level | Effect | o===============o===============================o | < 4 | Death | |---------------|-------------------------------| | 4 - 7 | Stunned for one turn | |---------------|-------------------------------| | 8 - 11 | Slowed for 1 turn with 75% | | | spell failure | |---------------|-------------------------------| | > 12 | Deafness for 1 turn with 50% | | | spell failure | o===============o===============================o As you can see, the spell's effects wane as the targets get stronger. If your idea of a good time is to smite Goblins, then this is the spell for you. As long as you're not in Heart of Fury mode. If you want to smite strong foes, you'll need to look elsewhere. *Impervious Sanctity of the Mind <----------------------------------------------------------------------> Protects the caster from Charm, Command, Confusion, Domination, Fear, Feeblemind, Hold, Sleep, and psionics. Didn't Chaotic Commands do the same thing? Whatever, they both last one turn a level, use whichever you please. Resurrection [GOOD] <----------------------------------------------------------------------> Supposedly the ultimate healing spell, it revives and fully restores one dead character. I don't let my character die, and reload if they do, so I never feel compelled to use it. *Symbol of Hopelessness <----------------------------------------------------------------------> One of the best debuffs in the entire game-it's party friendly, has a whopping 60-foot radius, and enemies who fail to save (at -2 no less) stand in place idly for the duration of the spell-two turns (20 rounds). You will use this constantly in Heart of Fury mode. If you intend to win, anyways. Symbol of Pain <----------------------------------------------------------------------> They can't all be winners. This spell has the same huge 60-foot radius as Symbol of Hopelessness, but no save penalty. Creatures that do fail to save suffer a -4 THAC0 penalty, -2 Dexterity, and -2 Armor Class. I'd take the two turns of standing around waiting to die than 2-20 turns of combat impediments any day. Unholy Word [EVIL] <----------------------------------------------------------------------> Unholy word acts exactly like Holy Word, but it only affects good creatures. This spell is useless for the same reason that Unholy Blight is useless-there just aren't many good foes in the game. o===============o===============================o |Target's Level | Effect | o===============o===============================o | < 4 | Death | |---------------|-------------------------------| | 4 - 7 | Stunned for one turn | |---------------|-------------------------------| | 8 - 11 | Slowed for 1 turn with 75% | | | spell failure | |---------------|-------------------------------| | > 12 | Deafness for 1 turn with 50% | | | spell failure | o===============o===============================o 1st-Level Druid Spells {SPT012} o======================================================================o ***TOP SPELLS*** Bless: Minor, short-lasting party buff. --- Cure Light Wounds: Heals 8 Hit Points. --- Curse: Minor, short-lasting debuff. --- Entangle: Holds enemies in place. --- Remove Fear: cures and prevents fear effects for one turn. --- Sunscorch: Deals 1d6 + level damage to one foe and blinds. *Bless <----------------------------------------------------------------------> Bless is a humble little buff that could see plenty of action. It gives all allies in a 25-foot radius a +1 bonus to saves versus fear effects and a +1 bonus to THAC0. The only downside? It lasts only six rounds, so it won't be a spell I constantly use later on. It stacks with Prayer and Recitation. *Cure Light Wounds <----------------------------------------------------------------------> Heals 8 Hit Points. *Curse <----------------------------------------------------------------------> Like Bless, but the opposite, it lowers enemy THAC0 and saves by one point in a 25-foot radius. Again, at six rounds, it's duration means it will not be an enduring debuff, but it's handy at first. Detect Evil <----------------------------------------------------------------------> Shows you who the bad guys are. Of course, my definition of evil is a little more flexible (it's probably that atheism thing, makes it so I don't have any foundation for personal morality). Anybody who attacks you, or has really good gear is 'evil' in my book, and worthy of smiting. *Entangle <----------------------------------------------------------------------> In Baldur's Gate this was an extremely effective (and often abused, for my part) Druid spell (I love Jaheira!) It only had one 'charge', and even though foes caught could still attack, if they didn't have ranged weapons they could be easily shot down by my archers. It was my low- level Ogre strategy. In Icewind Dale, however, it doesn't work the same. Instead of having a one-shot effect, it now acts like Web, continually affecting creatures within each round. Yeah, it was broken in Baldur's Gate, but that's why the love occured. Also, in Icewind Dale I have much less ranged presence, due to them being overly stingy with magical arrows. It's still a handy spell in a pinch. Protection from Evil <----------------------------------------------------------------------> A handy little personal buff that gives the target +2 bonus to Saves and Armor Class and protects them from charm effects, like Charm Person or Domination. There's a superior buff down the line for the whole party, which makes this woefully obsolete. *Remove Fear <----------------------------------------------------------------------> Removes all fear effects in a 30-foot radius and prevents them recurring for the duration of the spell, which is one turn (10 rounds). A handy, low-level, always-effective defense against fear, always keep one ready. Shillelagh <----------------------------------------------------------------------> Creates a magical club that counts as a +1 weapon and deals 2-8 damage. This spell becomes useless the second you get a magical weapon. *Sunscorch <----------------------------------------------------------------------> A pretty handy little mini Flame Strike spell, it deals 1d6 +1 damage per caster level to a target in sight. Against undead it deals 1d6 + 2 damage per caster level to a target. Either case, it has a chance to blind foes for three rounds. Damage is halved by a successful save. It's one of the best 1st-level damage dealing spells in the game. 2nd-level Druid Spells {SPT013} o======================================================================o ***TOP SPELLS*** Barkskin: Decent armor substitute. --- Cure Moderate Wounds: Heals 11 Hit Points. Yeah, it's a slow level. Alicorn Lance <----------------------------------------------------------------------> Fires a silvery unicorn horn (an alicorn) at an enemy, dealing 3d6 damage (save for half). After it hits, the target suffers a -2 Armor Class Penalty for three rounds. *Barkskin <----------------------------------------------------------------------> Grants a target an Armor Class of six, which improves (decreases) by one for ever four levels of the caster.. Armor Class 5 at 4th level, Armor Class 4 at 8th, 3 at 12th, 2 at 16th, 1 at 20th, 0 at 24th, and -1 at 28th. It's.. a pretty useful defensive spell, really, although it doesn't stack with any actual armor you might be wearing. I tend to be unfavorably disposed towards spells that serve as armor.. unless they ENHANCE the Armor Class I've already got in some way. Why cast it if you can wear it? Still, for a low-level Druid.. well, they have to memorize something.. Beast Claw <----------------------------------------------------------------------> Gives the caster 18/72 Strength (a downgrade for most sane players) and allows the caster to deal 2d4 + Strength damage per hit. Best of all, it counts as a +2 weapon for determining what it can hurt. Charm Person or Mammal <----------------------------------------------------------------------> Like the 1st-level Mage spell, it makes another creatures your friend.' It has a somewhat broader range of targets it can effect, however, but is entirely negated by a successful saving throw. Find Traps <----------------------------------------------------------------------> Detects traps in a very close range. This spell doesn't disarm them, however, so it's often rather pointless. Flame Blade <----------------------------------------------------------------------> This spell allows the caster to create a flaming blade, which can be wielded as if it were a Scimitar. It deals 1d4 +4 damage base, dealing +2 damage to creatures vulnerable to fire (including undead) or -2 damage to creatures resistant to fire. It is one of the only conjured weapons that does not, in itself, count as a magical weapon for what it can hit. Goodberry <----------------------------------------------------------------------> Creates a 'clump' of magical berries that heal for 5 Hit Points. These berries last one day per caster level. One casting, one clump. This spell is essentially a weak healing potion factory, but five Hit Points will not a battle win. I just don't see the point-not when every other healing spell does more. Know Alignment <----------------------------------------------------------------------> Like Detect Evil, except it detects.. everything. Evil things glow red, neutral things glow blue, and friendly things glow green.. like those little circles under your feet! 3rd-Level Druid Spells {SPT014} o======================================================================o ***TOP SPELLS*** Call Lightning: Random lightning damage outdoors. --- Storm Shell: 50% resistance to fire, cold, and electricity. *Call Lightning <----------------------------------------------------------------------> This spell can only be cast outdoors (over half the game is indoors!), and calls down lightning on one foe, dealing 1d8 damage plus another 1d8 per level to that target (save for half). After picking the intial target, the spell will randomly hit other foes within sight of the caster for the spell's duration. It's not a great spell, but.. well, compared to the other 3rd-level Druid spells.. Cloudburst <----------------------------------------------------------------------> This hilariously mediocre spell creates a magical rainstorm that deals 2d3 damage to all cold and fire dwelling creatures per round. Cool, so it's party friendly, right? Not really.. all creatures in the storm have a 50% chance per round of being struck by lightning for 2d6 damage. Flame spells and effects like Flame Blade, Shroud of Flame and Salamander auras are extinguished by this spell. To make it even more laughable, the spell only lasts two rounds. Two rounds! Hold Animal <----------------------------------------------------------------------> Like Hold Person, but it only works on animals-and only normal animals, like, uh.. I suppose there are some bears in this game? You will never need to use this spell. Invisibility Purge <----------------------------------------------------------------------> Reveals invisible or hidden creatures in sight. This spell can be handy on very rare occassions, but I never tend to bother with it. There just aren't many creatures that use those spells/abilities. Mold Touch <----------------------------------------------------------------------> Another stupid spell, it's like Flame Shroud, except with.. mold. The caster touches a foe and they make a save, if they fail, they take damage over the next four rounds (1st round 4d6, 2nd round 3d6, 3rd round 2d6, 4th round 1d6, for a total of 10d6 damage). If they succeed, they take less damage (1st round 2d6, 2nd round 1d6, 3rd round 1d6, total 4d6). The nearest creature within ten feet after the first round must then also save or the spell restarts with them, and so on, until the spell runs out of victims. Ugh, seriously, why not just use a Sunscorch? It deal guaranteed damage and you don't need to wait for it to work. Moonblade <----------------------------------------------------------------------> Moonlight is dangerous-just look at this weapon. It functions like a +4 weapon for determining what it can hit and deals 1d12 +4 damage.. although you get no Strength bonuses. On the plus side, it deals an extra 1d12 versus undead and causes struck foes to suffer spell failure in the next round. By the time you can cast it, you'll probably have a moderately enchanted weapon to use against foes, however. Protection from Fire <----------------------------------------------------------------------> Makes the Druid 80% resistant to fire. It can come in handy in a few cases, especially since the Druid cannot cast Resist Fire/Cold for some reason.. Spike Growth <----------------------------------------------------------------------> Another area-of-effect damage-per-round spell, it deals 1d4 piercing and 1d4 slashing damage to all creatures in the 15-foot radius area of effect each round, for one turn (10 rounds). *Storm Shell <----------------------------------------------------------------------> It's like Resist Fire/Cold, but it gives the caster 50% resistance to electricity, too! It only lasts a turn (10 rounds), however, so use it well. 4th-Level Druid Spells {SPT015} o======================================================================o ***TOP SPELLS*** Cure Serious Wounds: Heals 17 Hit Points. --- Produce Fire: Decent damage, managable radius, Troll-killer. --- Star Metal Cudgel: Creates a +2 (counts as +4) Club. Animal Summoning I <----------------------------------------------------------------------> Like Monster Summoning, but with animals. This spell summons up to six animals of four Hit Dice (32 Hit Points) or less: Black Bear Wolf *Cure Serious Wounds <----------------------------------------------------------------------> Heals 17 Hit Points. Giant Insect <----------------------------------------------------------------------> Because one summoning spell wasn't enough-here's another. This one enlarges nearby bugs and allows you to control them. Neat. Bombardier Beetle Boring Beetle *Produce Fire <----------------------------------------------------------------------> Deals 1-4 damage per level in a 6-foot radius, small, but at least you're not likely to hurt party members if you aim right. It's actually a decent direct-damage spell that will serve as a good Troll killer. Protection From Lightning <----------------------------------------------------------------------> Makes a touched creature immune to lightning. You'll only likely face lightning attacks at the beginning of the game (via spells like Static Charge).. and the Druid has Storm Shell, which has less resistance, but greater utility. Smashing Wave <----------------------------------------------------------------------> Creates a five-foot wide wave that smashing into enemies along a linear path, dealing 4d10 points of crushing damage (save for half). Foes that fail to save also have a 25% chance of being stunned for two rounds and a 5% chance of being knocked unconscious for a round. *Star Metal Cudgel <----------------------------------------------------------------------> A decent weapon conjuring spell that creates a +2 Club that acts as if it were +4 for determining what it can harm. It uses the Club proficiency, adds Strength modifiers, and in all other respects acts like a normal weapon. It does 2d6 damage against undead, elementals, golems and extraplanar foes-many enemies in the game. It's possible that this will be superior to any Club, Dagger, or Scimitar you find by the time you can cast it. Static Charge <----------------------------------------------------------------------> Call Lightning-for indoors. It generates a static charge around a random creature in the area of effect, and after the particularly long casting time, that creature takes 2-16 damage plus an additional 1-8 for each level of the caster. The game says the charge goes off once every turn (10 rounds).. which is useless, because most fights are over by then. If you use it at all, use it for the massive damage up front. Thorn Spray <----------------------------------------------------------------------> Blasts a cone of thorns at foes, dealing 2d10 damage to all critters in the area-of-effect (save for half). The game gives two areas for the cone-in the description it's 30-foot long by 60-foot wide, while above it in the stats it's listed as 30-foot long by 25-foot wide. Looking at the spell on screen, the former seems more accurate. Wall of Moonlight <----------------------------------------------------------------------> Moonlight is dangerous-and hates bad people. You create a wall of blue-white force that deals 2d10 damage to evil creatures passing through-or 5d10 to evil undead. A creature can only be affected once by the wall. Again the game is very picky about what counts as evil and what doesn't. 5th-Level Druid Spells {SPT016} o======================================================================o ***TOP SPELLS*** Cure Critical Wounds: Heals 27 Hit Points. --- Insect Plague: Conjures a swarm of bugs that makes casting impossible. Animal Rage <----------------------------------------------------------------------> Makes one animal ferocious-and remember, humans are animals too, so this buff works on party members. The recepient will gain a Strength score of 19, +20 Hit Points, +20% movement speed, and +2 to all Saves. The downside? The character goes berserk-in a party friendly sort of way- when enemies are on screen.. and there's a 15% chance per round they go berserk in an unfriendly way. Animal Summoning II <----------------------------------------------------------------------> Like Animal Summoning, but it summons six creatures with 8 Hit Dice or less (64 Hit Points): Cave Bear Dire Wolf *Cure Critical Wounds [GOOD] [NEUTRAL] <----------------------------------------------------------------------> Heals 27 Hit Points. *Insect Plague <----------------------------------------------------------------------> Now this is more like it-Insect Plague creates a 'cloud' type area of effect spell.. except the cloud isn't made of fire, death or vapors, it's made of insects, of course. Characters with under two Hit Dice flee immediately, while ones with less than five must save, but most characters will be unaffected. The swarm also deals one point of damage every round. The real benefit of this spell, however, is that anything caught within it will not be able to cast spells while within, making it a decent no-spell zone (without disrupting any buffs you may already have in place!) Just make sure you buff before hand, have Remove Fear on, and cast away. It doesn't need to be party-friendly if you're immune to most of the effects. Spike Stones <----------------------------------------------------------------------> Another static area-of-effect spell. Druids just love these stupid spells.. anyways, it makes rocks pointy. And stepping on pointy rocks is ouchy (stepping on a d4 is a much more familiar hazard in my house..) All characters in the 15-foot radius are of effect take 2d4 piercing damage each round and must save vs. spell or have their movement rate reduced by 30%. 6th-Level Druid Spells {SPT017} o======================================================================o ***TOP SPELLS*** Conjure Fire Elemental: Conjures a decently strong elemental. --- Entropy Shield: Best personal buff for Druids. --- Heal: Fully heals target. Animal Summoning III <----------------------------------------------------------------------> Summons up to four animals with 16 Hit Dice (128 Hit Points) or less: Dire Wolf Polar Bear Winter Wolf *Conjure Fire Elemental <----------------------------------------------------------------------> Superior to the Mage version, this spell has a 65% chance to summon a 12 Hit Dice elemental, a 20% chance of summoning a 16 Hit Dice elemental, a 10% chance of summoning and 20 Hit Dice elemental, and a 5% chance to summon a 24 Hit Dice elemental. All in all, it's a decent summoning spell. *Entropy Shield <----------------------------------------------------------------------> The best personal buff in the game for a Druid, this wonderful spell gives the caster a whopping +6 bonus to Armor Class and 50% resistance to the elements. It also give them a +2 bonus to their Saves and immunity to missile attacks. Freakin' awesome. Fire Seeds <----------------------------------------------------------------------> This spell just reeks of ass. It conjures up four grenade-like missiles, which then can be equipped into quick-item slots and thrown at foes. Each one deals a mighty 2-16 damage to everything within a five-foot radius-creatures struck get no save, but those taking splash damage can save for half. Seriously, Sunscorch, a 1st-level spell, is better than this for a high-level Druid! I just don't get these developers some times.. I'd still call it assy if it was a 3rd-level spell, but it's rubbing elbows with Heal and Entropy Shield! Mind-boggling.. *Heal <----------------------------------------------------------------------> Heals a character fully and cures blindness, disease, and feeblemind. It's the ultimate healing spell, and will be used very often in Heart of Fury mode. Seriously, a single Heal can turn a fight around. Sol's Searing Orb <----------------------------------------------------------------------> A direct-damage fire spell that deals 6d12 (6-72) damage to a target and blinds them for 1d6 rounds. If the target saves, they take half damage and are not blinded. Does double damage to undead, which would be the only critters worth using it on. Whirlwind <----------------------------------------------------------------------> Another stupid, unpredictable Druid spell-this class is just awful in most 2nd-Edition games.. Anyways, you can direct this spell in a line upon casting, after which it goes haywire, randomly moving on its own. Anything hit by it-friend or foe-takes 2d8 crushing damage and 2d8 slashing damage, and if they fail their save are stunned for two rounds. This spell instantly kills any creatures with two Hit Dice (16 Hit Points) or less.. but so do most good farts. It'll hit up to eight targets before dissipating. 7th-Level Druid Spells {SPT018} o======================================================================o ***TOP SPELLS*** Creeping Doom: Summons vicious swarms of insects to attack. --- Impervious Sanctity of the Mind: Prevents mind affecting effects. Conjure Earth Elemental <----------------------------------------------------------------------> Superior to the Mage version, this spell has a 65% chance to summon a 12 Hit Dice elemental, a 20% chance of summoning a 16 Hit Dice elemental, a 10% chance of summoning and 20 Hit Dice elemental, and a 5% chance to summon a 24 Hit Dice elemental. All in all, it's a decent summoning spell. Unforunately, it's the same level as the best summoning spell in the game, so I can't see why anybody would bother memorizing this when they can memorize.. *Creeping Doom <----------------------------------------------------------------------> ..Creeping Doom, the best summoning spell in the game. It does have some downsides-each one has individually poor Armor Class and no elemental resistances, and their THAC0 is pretty bad, but each swarm has 150 Hit Points and deals 4d10 damage per hit. You'll also summon several of them each cast. Summon them, buff them up, and send them to go massacre things. Earthquake <----------------------------------------------------------------------> Moves the party to California, over the San Andreas fault.. just for a few minutes, but long enough. Nah, seriously, it causes an earthquake that affects the whole screen.. but it's party friendly! It only deals 4d10+2 damage, but forces targets to save vs. death or be knocked prone for three rounds. Here's the kicker though-large creatuers and anything with ten Hit Dice or more are unaffected. That's pretty much everything in Heart of Fury mode. What assy-ass-ass. Fire Storm <----------------------------------------------------------------------> The Druid's delayed version of Fireball. It deals 2-16 +1 damage per level damage (32-46 max) to everything within a 25-foot radius area. Save for half damage. *Impervious Sanctity of the Mind <----------------------------------------------------------------------> Protects the caster from Charm, Command, Confusion, Domination, Fear, Feeblemind, Hold, Sleep, and psionics. Druids don't get Chaotic Commands like Clerics do, so this is a much-needed defense. Mist of Eldath <----------------------------------------------------------------------> Heals everything in a 10-foot radius for 25 Hit Points and cures them of diseases and poisons. Interesting.. but plenty of lesser spells do the job just as well or better. Stalker <----------------------------------------------------------------------> Summons two Shambling Mounds-relatively hardy monsters thanks to their resistances, although they're not terribly well-protected by Hit Points. It's a decent summon, but I'd rather go with Creeping Doom. Sunray <----------------------------------------------------------------------> Creates a dazzling light in a 15-foot radius that lasts four rounds. Creatures in the area of effect must save vs. spells or be blinded for 1-3 rounds. Undead or fungi take 8-48 damage (save for half). 1st-Level Mage Spells {SPT019} o======================================================================o ***TOP SPELLS*** Burning Hands: Kills Trolls dead-like. --- Chromatic Orb: Fair damage and debilitations. --- Friends: Raises Charisma for questiness. --- Identify: Identifies magical stuff. --- Magic Missile: Dependable, level-scaling damage. --- Shield: Blocks Magic Missiles. Armor <----------------------------------------------------------------------> This spell lowers your Armor Class to six (as if you were wearing Scale Mail), and lasts a whopping nine hours. Unfortunately, Mage-friendly armor abounds in this game, so this spell becomes entirely obsolete fairly quickly. *Burning Hands <----------------------------------------------------------------------> This spell, if properly deployed, shoots a jet of flames in a short arc in front of the caster, potentially harming several foes. The only great use for this is dispatching Trolls. Charm Person <----------------------------------------------------------------------> Turns one 'bidpedal human, demihuman, or humanoid of man-size or smaller' into an ally. We'll be fighting many creatures that do not meet this description, and many undead. By the time you actually find human foes worth using this on, you'll have access to better spells. Chill Touch <----------------------------------------------------------------------> Deals a paltry 1d4 damage and bestows a -1 THAC0 modifier for an hour. Against undead, it does neither of the above effects, but causes them to panic for 1d4 +1 turns per level of the caster. Why is beyond me. This is, however, a touch spell.. ideally you don't want to be in melee casting spells. I don't care to hinder or frighten one foe, in melee, dependant upon a melee attack, with no save penalty. *Chromatic Orb <----------------------------------------------------------------------> One of the more interesting 1st-level Mage spells, Chromatic Orb changes the damage type and side effect by level, as follows: o=======o=======o=======================o | Level |Damage | Effect | o=======o=======o=======================o | 1st | 1-4 | Blindness/1 round | |-------|-------|-----------------------| | 2nd | 1-6 | Pain | |-------|-------|-----------------------| | 3rd | 1-8 | Burns Victim | |-------|-------|-----------------------| | 4th | 1-10 | Blindness/4 turns | |-------|-------|-----------------------| |5th-6th| 1-12 | Stuns/3 rounds | |-------|-------|-----------------------| |7th-9th| 2-16 | Paralysis/13 rounds | o=======o=======o=======================o As you can see, some of the effects are quite good, and although there's no save penalty, the chance to debilitate a foe might make this spell worth more than the brute damage of Magic Missile. Color Spray <----------------------------------------------------------------------> A cone spell that affects one-to-six creatures, it gets stronger the more powerful the caster is in relation to the targets, although anything with 5+ Hit Dice are entitled to save against it. In essence, you can use this spell to pick on weaker creatures, which have no hope of saving. Its effects vary-from knocking creatures weaker than the caster unconscious, to blinding stronger foes, or stunning foes of the same strength. I don't even bother with this, since most of the early foes are undead, the range of the spell puts the caster in danger, and it has no save penalty. *Friends <----------------------------------------------------------------------> This spell raises the caster's Charisma by 5. All my characters have a base Charisma of 10, so this won't effect store prices.. but there are some dialogue options it will allow me to succeed at. You won't need it prepared all the time, but it has its uses.. Grease <----------------------------------------------------------------------> It's like a party-unfriendly Slow spell without the combat penalties and a laughable range. I never use this spell. *Identify <----------------------------------------------------------------------> Just because a spell is 1st-level, doesn't mean it's useless-and Identify just might be the most useful 1st-level spell in the game. Find a piece of magical gear that you want to know more about? Bam. Identify it. It saves money, prevents you from strapping on a cursed loincloth of manhood biting, and just generally makes life better. It's one of those good things in life. Infravision <----------------------------------------------------------------------> Highlights your enemies with a healthy orange glow. You'll never need it. Foes have big red rings under their feet, and all Elves and Dwarves have it by default. Larloch's Minor Drain <----------------------------------------------------------------------> A humble little spell that steals 1d4 Hit Points from the enemy and gives them to the caster. Once meaningful damage in combat starts to be measured in two digits, however, this spell is obsolete. *Magic Missile <----------------------------------------------------------------------> The humble, but ever-useful Magic Missile is one of the most iconic spells out there. It's a mediocre direct damage dealer that allows you to cast it at a range (hence, safely), it's unerring (no attack rolls needed), there's no save for damage, and it deals 1d4+1 points of damage for every two extra levels of experience you get another missile-hence, another 1d4+1 damage (two at 3rd-level, three at 5th-level, four at 7th-level, and finally five at 9th-level. That's 10-25 damage in a pinch-not terrible, but not great, either. Protection from Evil <----------------------------------------------------------------------> A simple buff that forces evil foes to attack at -2 THAC0 against the protected character and gives them a +2 Save bonus against.. anything that causes saving throws originating from an evil source. There is a much, much better area-of-effect version of this spell that the Cleric can cast. *Shield <----------------------------------------------------------------------> Like Armor, it boosts the Armor Class of the caster-setting it to four against normal attacks, and two against missiles. The biggest draw about it, however, is that it blocks all Magic Missile spells, which can be quite harrowing in Heart of Fury mode.. making it the ONLY 1st-level spell you'll cast in Heart of Fury for combat purposes.. unless you decide to be all special and cast Globe of Invulnerability or something. Shocking Grasp <----------------------------------------------------------------------> This spell is another touch damage-dealer.. save it deals useless electrical damage instead of useful fire damage. It's somewhat useful against a very, very rare creature-the Shambler-but you won't encounter them until very late in the game. Sleep <----------------------------------------------------------------------> The low-level party spell of choice, this spell puts creatures with less than 4+3 Hit Dice to sleep (4d8+3 Hit Points). It's gold against the initial Orcs, Goblins, and Ogres you face, but useless against the undead that follow, and obsolete thereafter. 2nd-Level Mage Spells {SPT020} o======================================================================o ***TOP SPELLS*** Aganazzar's Scorcher: Line-effect Troll-killer. --- Blur: Potent defensive buff. --- Invisibility: Fool-proof sneaking. --- Knock: Unlocks things. --- Melf-s Acid Arrow: Persistent damage Troll-killer. --- Mirror Image: Another potent defensive buff. --- Web: Stops enemies from moving. *Aganazzar's Scorcher <----------------------------------------------------------------------> Shoots out a jet of fire, dealing 3-18 points of damage to the target, and 2-16 to anybody in the path of the flames otherwise. It's a decent Troll-killer, if you line it up right. Blindness <----------------------------------------------------------------------> A deceptively potent little spell, Blindness.. well, blinds its target (save negates), and for a whopping eight hours. While blinded, creatures suffer a -4 penalty to Armor Class and THAC0. It's like the Slow spell from next level, except it doesn't slow, effects only one foe, and has no save penalty. Can you wait a level? *Blur <----------------------------------------------------------------------> A useful Mage buff, it effectively lowers your Armor Class by three and gives you a +1 bonus to your Saves. The Shimmering Sash permanently duplicates this effect while worn, but until you have six of them, this spell is worth keeping in your spellbooks. Cat's Grace <----------------------------------------------------------------------> This spell boosts a target's Dexterity by a number of points depending upon your class (1d8 for Thief, 1d6 for a Fighter or a Mage, and 1d4 for a Cleric). This spell sucks, however, since it won't raise your Dexterity over 20, and since all your characters started with 18 Dexterity, you won't be getting much of a benefit from this spell.. right? Decastave <----------------------------------------------------------------------> Summons a weak magical staff with minor life-leeching on the first hit. Single-class Mages should avoid combat, dual-or-multi-class Mages will have access to far superior weaponry. Detect Evil <----------------------------------------------------------------------> Detects Evil creatures and characters. Don't worry about it, this game is not subtle-evil people typically don't have complex schemes. You'll know they're bad when they attack you. Note: The Mage scrolls of Detect Evil in the game incorrectly list the spell as a 1st-level spell, although it's really a 2nd-level spell. Don't believe me? Scribe it and see which page it ends up on. At first I thought the developers may have accidently just copied the Cleric version of the spell for the Mage, but this is not the case-the two have different descriptive texts. This is apparently just a typo. Detect Invisibility <----------------------------------------------------------------------> Very rarely does this spell come in handy-it'll remove the invisibility from sneaking or invisible characters. Ghoul Touch <----------------------------------------------------------------------> A melee Mage spell that attempts to paralyze creatures for six rounds.. since it has no save penalty, why not just use Chromatic Orb, instead? No save penalty, but it deals damage and is a ranged effect. Horror <----------------------------------------------------------------------> Makes enemies in the area of effect run about all scared-like. No save penalty, and there aren't a whole lot of living foes to use this on before you'll gain access to better debuffs. *Invisibility <----------------------------------------------------------------------> Makes you Invisible, good for sneaking, so you can spot enemies, or run to random loot objects and item fish, or so you can disarm traps near foes without alerting them. This spell is frequently useful throughout the game. *Knock <----------------------------------------------------------------------> Don't have a Thief with good Open Locks? Don't worry, you will.. eventually. In the meantime, this 3rd level Mage spell automagically unlocks locked objects. Obsolete once you get a Thief to do it for you. Luck <----------------------------------------------------------------------> A single-target buff that only lasts three rounds.. I really don't see the point. It bestows a +1 bonus to Saves, Attack Rolls, thieving skills, and the like. Doesn't Prayer do the same thing, for the whole party, for one round per level, and inflict the opposite on foes? Rhetorical question.. it does. *Melf's Acid Arrow <----------------------------------------------------------------------> A reliable damage-dealer, you shoot out a bolt of acid that deals 2-8 points of acid damage. For every three levels of the caster the spell will linger another round (presumably up to a max of ten rounds at level 30). That's 20-80 damage.. granted over a long time.. but it's an excellent Troll killer, since if the Troll isn't killed by the damage outright, it'll likely get killed by it on a subsequent round. *Mirror Image <----------------------------------------------------------------------> Another fantastic Mage buff, this spell creates several duplicate mirages of the Mage, confusing foes in combat into striking the wrong target. On its own, it'll buy the Mage some time (with any luck), with an Armor Class of -20 something and Stoneskin, it'll make you all but immortal. Protection from Petrification <----------------------------------------------------------------------> Protects you from petrification gazes. Guess what? I haven't encountered a single Basilisk, Cocatrice, or Medusa in the entire game. The only thing that petrifies you are.. perhaps friendly fire from an enchanted weapon (how could you prepare for that?) and a cursed ring. You'll never need this spell. Resist Fear <----------------------------------------------------------------------> Removes fear effects in a 30-foot radius and prevents them from occuring again for an hour. Clerics get Remove Fear at level one, which doesn't use up a precious 2nd-level spell slot. Snilloc's Snowball Swarm <----------------------------------------------------------------------> Creates a burst of snowballs that deal 1-3 cold damage per level, up to a maximum of 8-24 damage at 8th-level. Against fiery foes it deals 1-6 damage per level.. presumably to a maximum of 8-36 at 8th-level. Note that the name of the game is ICEwind Dale. Many foes in this game are going to be.. somewhat less than 'who gives a crap' towards cold damage, and brute force is folly in Heart of Fury mode. Stinking Cloud <----------------------------------------------------------------------> A decent area-of-effect debuff, it'll force creatures inside to save or fall unconscious for a round.. where they can save again, or stay unciousious, and so on. It doesn't affect undead, however, so there's the possibility of using a Stinking Cloud/Animate dead combo.. except that Animate Dead isn't up to snuff in this game, and many of the creatures you will be fighting are undead. Strength <----------------------------------------------------------------------> Increases the target's Strength up to 18/00. This is a marginal bonus for my party, and not worth the effort. *Web <----------------------------------------------------------------------> Like Stinking Cloud, it disables all foes in its radius, allowing them a save each round to avoid the effects of the Web. The plus side, however, is that it effects undead. Also, Rings of Free Action are easily the most plentiful magical rings in the game-you can get two of them right near the beginning of the game, in fact! This allows you to use what I call the multi-Web combo. Cast several Webs in one place (ideally a bottle-neck) and laugh as foes get stuck. And by laugh, I mean attack them with your characters wearing Rings of Free Action, who will be unaffected by the Web. It's hardly even fair, and it's my low-level tactic of choice. 3rd-Level Mage Spells {SPT021} o======================================================================o ***TOP SPELLS*** Dispel Magic: Removes buffs/debuffs from foes/friends, ideally. --- Flame Arrow: High damage output, Troll-killer. --- Haste: Turns your party into death incarnate. --- Slow: Great debuff that neuters melee foes. Dire Charm <----------------------------------------------------------------------> Like Charm Person, but more Dire! Really, besides lasting longer I don't think this spell even does anything different. *Dispel Magic <----------------------------------------------------------------------> Sometimes enemies cast bad spells that need to go-like buffs on their allies, or debuffs on you. Chaos can win a fight for you, or end a fight against you.. unless you dispel it. Fortunately, you won't be facing many intelligent spell-casters, so the need to use this is much less frequent than in the Baldur's Gate games. I still keep one handy at all times on every spell-casting character. Fireball <----------------------------------------------------------------------> The iconic Fireball is the noob's spell of choice! It deals 1-6 damage per level up to a maximum of 10-60 damage in a 20-foot radius, and allows a save for half damage. This spell is at best mediocre, for several reasons. First, many foes will just survive it. Instead of using this spell-why not a debuff like Slow, or Web, or Silence 15' Radius (to just name spells around the same level), which will severely hamper an enemy? Second, it's not party-friendly, so unlike Slow and Chaos, to name the best debuffs, you shouldn't use it while engaged. Third in Heart of Fury foes have too many Hit Points to even bother with 10-60 damage. Finally.. that damage tends to get shaved down a lot by saves and rolls. Don't drool over the 60 damage, the dice average is 35, and on a succesful save, that's a measly 17 damage. There are far, far better 3rd-level spells to memorize. And no, it's not a signifantly superior Troll-killer than Melf's Acid Arrow, since it's not party friendly. *Flame Arrow <----------------------------------------------------------------------> This spell conjures up a fiery arrow-one for every five experience levels (up to six at level thirty). Each does 1-6 points of Piercing Damage unfailingly, and another 4-24 fire damage (save vs. Spells for half). So against a single target, the damage potential is 30-180, with a guaranteed 3-18 damage per arrow (barring resistances). If you need to use a direct-damage dealer, use this instead of Fireball. It is, of course, an excellent Troll-killer, is party friendly, and has more damage potential and higher guaranteed damage return.. at least, once you're higher level. This spell is extraordinarily brutal when the computers casts it in Heart of Fury mode.. as in one-hit kill kind of brutal. Ghost Armor <----------------------------------------------------------------------> Gives a base Armor Class of three (like Plate Mail), but only lasts one round per level. By the time you get this, you'll soon be getting armor of the more permanent variety that is just as good. *Haste <----------------------------------------------------------------------> Honestly, it's the ultimate Mage buff, the buff to end all buffs. Most fights in normal difficulty can be resolved with a simple Haste spell, and many fights in Heart of Fury mode cannot be resolved without it. Haste doubles your attack speed and movement speed for 3 rounds + 1 round/level. After the spell is over, however, fatigue will set in, making multiple uses of Haste without resting dangerous. Of course, if you cast Dispel Magic before the spell wears off.. no fatigue for you! It's even more potent when paired with other buffs-particularly the awesome Clerical spell Righteous Wrath of the Faithful. The two are not friends, however, since the latter increases the number of attacks you get too. If you cast Righteous Wrath of the Faithful first, Haste will have no effect. If you cast Haste first.. well, the goodness multiplies, and the enemies die horribly. It's a good thing. Hold Person <----------------------------------------------------------------------> Paralyzes 1-4 humans, demihumans, or humanoids in a very close area of effect. It's a good spell.. save for the fact that it has no save penalty, crappy radius, and almost every foe in the game is not affected by it. Also, Clerics get the same spell as a 2nd-level spell.. so just use theirs, instead. Icelance <----------------------------------------------------------------------> Deals 5-30 damage to one creature and forces them to save vs. spells or be stunned for 1-4 rounds. Am I missing something, or is this not significantly better than Chromatic Orb? It's not, really, and not worth a 3rd-level spell slot. Also, I need to hammer this home; ice = bad. Icy creatures probably don't mind the cold too much, and what are we likely to find in ICEwind Dale? Glaciers, tundra, snow, ice, cold, and things that like to live there? Lance of Disruption <----------------------------------------------------------------------> A line effect that deals 5d4 +2 damage/level (up to a maximum of 30) against all critters in its path, allowing a save vs. spells for half damage. I hate to say it, but even Fireball is better. Lightning Bolt <----------------------------------------------------------------------> Like Fireball.. but in a line, and it bounces off crap and can potentially hit a foe several times. Does the same 1-6 damage per level as Fireball, and allows the same save for half, but is inherently more interesting. Although, fire damage is better, and honestly, I just have no luck (skill?) with this spell. I'm more of a danger to myself than others. Monster Summoning I <----------------------------------------------------------------------> Summons 2-6 1st level monsters that serve your every command. Where do they come from? Where do they go? Nobody knows! They're really only good for fodder, and this is true for most monster summoning spells. The spell will summon a number of the same type of creatures (randomly determined each time you cast the spell), it will not mix and match. The creatures summoned are as follows: Fire Beetle Goblin (archer) Goblin (melee) Non-Detection <----------------------------------------------------------------------> This spell is utterly pointless-I have not encountered a single foe who will use any of the spells or effects this spell protects against. Plus, you can just find a cloak that permantly bestows the effects of this spell, if it really mattered. Protection from Normal Missiles <----------------------------------------------------------------------> A spell the enemy will use to great effect that you, sadly, cannot usually find much use for. Why? Most foes will either have magical arrows (surprisingly early in the game, in fact), and there just aren't too many archers in the game once you get this spell. In fact, after the Severed Hand, there are very, very few indeed, and they tend not to be very threatening. You, however, will always be trying to preserve what few magical arrows you have. Skull Trap <----------------------------------------------------------------------> Sets an exploding skull trap that deals 1-6 damage per level of the caster to all foes in a 10-foot radius. You could use it to set a trap, but I prefer to just use bottlenecks and debuffs, personally. You tend to affect more foes, more reliably, and more severely that way. *Slow <----------------------------------------------------------------------> Can I heap enough praise upon this almighty debuff? Probably, and since it seems possible, I'll actually bother. It affects all foes in a generous 20-foot radius, imposes a -4 penalty on their save against the effects, and if it works, it'll slow their attack and movement values to half their normal rates. It also inflicts a +4 penalty to their Armor Class and a -4 penalty to their THAC0. Simply put, it's the anti-Haste; as good of a debuff as Haste is a buff. Any melee-foes affected by this spell are dead. Harmless, neutered, and capable of only patomiming desperately in slow motion before you indulge the reaper and finish them off. It's an excellent spell that you should abuse from the moment you get it until the moment you finish the game in Heart of Fury mode. Vampiric Touch <----------------------------------------------------------------------> Like Larloch's Minor Drain, but a touch attack. It attempts to steal 1-6 Hit Points per two levels (up to 6-36 at 12th-level) and heal you the corresponding amount. Mages. Stay. Out. Of. Combat. Plus, with spells like Dispel Magic, Haste, and Slow.. why would you ever bother with this? 4th-Level Mage Spells {SPT022} o======================================================================o ***TOP SPELLS*** Emotion: Courage: A long-lasting, potent buff. --- Emotion: Hope: A long-lasting, somewhat more potent buff. --- Greater Malison: Makes all subsequent debuffs more potent. --- Improved Invisibility: Good defensive buff, protects against spells. --- Stoneskin: The ultimate physical buff. Confusion <----------------------------------------------------------------------> Although it's aped by its 5th-level counter-part, Chaos, Confusion is a decent debuff when you get it. All foes within a 30-foot radius area must save at a -2 or either go berserk, stand confused, or wander about aimlessly for the duration of the spell. One of these spells can all but end all resistance in a single casting. It's only limitation? As an Enchantment/Charm, it will not work on undead, automata, or other un-thinking creatures. Dimension Door <----------------------------------------------------------------------> Teleports the caster to any place within their sight range. Really? Can't you just walk? I'm sure there's supposed to be some strategic merit to this spell (there sure as hell is in pen-and-paper Dungeons and Dragons) but in this game, it's just a waste of a 4th-level spell slot. *Emotion: Courage <----------------------------------------------------------------------> The lesser of the two Emotion buffs, it's still a very good buff to cast. It gives every ally in a 10-foot radius +1 THAC0, +3 damage, +5 Hit Points, and nullifies any fear effects that might be on them. It also lasts a hefty five turns (50 rounds), which makes it one of my choice long-term buffs that I tend to keep constantly applied to my party. Emotion: Fear <----------------------------------------------------------------------> An Emotion debuff, it's not nearly as good as its brother buffs. It causes fear within foes in a 10-foot radius, who will stand around addled for the (5 round) duration of the spell. This spell is clearly inferior to Confusion in every way, and I have to wonder if it's even any better than the 2nd-level Mage spell, Horror. *Emotion: Hope <----------------------------------------------------------------------> The superior Emotion spell, it gives all allies in a 10-foot radius +2 THAC0, +2 Saves, and +2 damage for five turns (50 rounds). It stacks with Emotion: Courage.. so despite this one being superior, I see no reason why we shouldn't keep both on our party as much as possible. Emotion: Hopelessness <----------------------------------------------------------------------> This spell works just like Emotion: Fear, save it lasts twice as long, and isn't party friendly. Absolutely inferior to Confusion. *Greater Malison <----------------------------------------------------------------------> Imposes a -2 penalty to the saves of all foes within a 30-foot radius. This spell is harmless enough on its own, but when it preceeds a vicious spell-assault, it makes every other spell that much more likely to succeed. With a party full of spell-casters, I can always find a character to throw this out.. on the other hand, with a party full of spell-casters, one has to wonder if they'd all just be better off trying to cast a debilitative spell. Ice Storm <----------------------------------------------------------------------> 3-30 damage is nothing to get excited about, and cold damage is bad. *Improved Invisibility <----------------------------------------------------------------------> Like Invisibility, but improved! How is it improved? When you take an action, you only become quasi-visibile. Foes can attack you (but they cannot target you with spells), but you retain some great defensive bonuses, namely a +4 bonus to Armor Class and a +4 bonus to Saves. In Icewind Dale, most foes just don't have an answer to the Invisibility, and it especially confounds spell-casters. Then again, most foes are very unsophisticated spell-casters, and will just target other characters with cloud-effect spells, area of effect offensive spells like Cone of Cold, or area debuffs. It's always possible for a critter to toss out a Dispel Magic or Invisibility Purge, too, although these spells seem to be rarely prepared. A party full of characters with Improved Invisibility can therefore, become almost immune to magic. Minor Globe of Invulnerability <----------------------------------------------------------------------> This is a mediocre spell until Heart of Fury, where you'll come to respect the damage output of offensive spells. In the main game, you never really need to fear 1st-3rd level enemy spells (the most common spell you'll have thrown at you is Hold Person). In Heart of Fury, however, a single Magic Missile or Flame Arrow can all but kill a character. This spell prevents that.. or at least forces them to dig higher level spells out of their spell-books. Monster Summoning II <----------------------------------------------------------------------> Summons 1-6 2nd-level creatures. Bombardier Beetle Goblin Elite (archer) Goblin Elite (melee) Lizard Man Mordenkainen's Force Missiles <----------------------------------------------------------------------> One of many attempts throughout gaming to recreate an uber version of Magic Missile. Everybody loves Magic Missile, and frankly, it's an over-powered spell for its level, but not so over-powered that it breaks the game. If you were to take that spell and actually scale it by level, it would break the game before too long. So comprimises are made, and this is the result. You create a variable number of missiles-one at 7th-level, up to seven at 25th-level. Each missile unerringly deals 2d4 points of damage to one target, then bursts in a 5-foot radius, dealing one point of damage per level of the caster. So assuming the damage per level scales up until level twenty-five at least, the potential damage output of this spell is 2-8 +25 damage per missile, or 14-56 +175 damage. Of course, the enemy can make a save (at no penalty) to outright negate all the bonus damage. I'd rather stick with a high-level Flame Arrow, myself. At least half the fire damage is guaranteed. Otiluke's Resilient Sphere <----------------------------------------------------------------------> Traps a friend or foe in a sphere that makes them immune to damage, but also incapable of affecting the outside world. It's best used as a debuff to knock a foe out of a fight temporarily. There's no save penalty, however, so I'd rather just cast Chaos, which can potentially take a whole host of creatures out of the fight.. and still allow me to damage them. Remove Curse <----------------------------------------------------------------------> Curses do happen-usually through putting on cursed gear, or being subjected to spells. The latter will go away on its own, the former will not. Honestly, however, I never use this spell. Just Identify gear beforehand and you'll be fine. Shadow Monsters <----------------------------------------------------------------------> Summons a bunch of shadow critters of any level between one and the level of the caster until the level of the caster has been reached. In other words, it summons a menagerie of beasts relative to the caster's level. These critters have 20% of the normal Hit Points of the creature, but are otherwise full strength. Despite how random this seems, there are only eight monsters that can be summoned: Goblin (1st-level) Goblin (2nd-level) Goblin (3rd-level) Lizard Man (3rd-level) Lizard Man (4th-level) Lizard Man (5th-level) Troll (6th-level) Troll (7th-level) Troll (8th-level) Clearly, you will never see a 10th-level monster like the spell's description claims. Honestly, I don't see how this summoning spell is really much superior to any of the others. Shout <----------------------------------------------------------------------> Deafens creatures in a cone area-of-effect for 2d6 rounds and deals 4d6 damage. The deafness can be negated by a saving throw, and the damage cut in half. If you smell something weak, it's this spell. Spirit Armor <----------------------------------------------------------------------> The last of the armor spells, this one grants the caster incoporeal armor with an Armor Class of one that gives him a +3 bonus to save vs. magical attacks and deals 2d4 damage to the caster at the end of the spell, which lasts three turns (30 rounds). It's a fair spell, but again, we'll find armor to surpass it. *Stoneskin <----------------------------------------------------------------------> The best defensive spells against physical attacks in the game-it creates numerous barriers that harmlessly deflect any and all physical attacks, regardless of damage or enchantment. The caster gains a number of these barrier equal to 1d4 +1 per/2 levels.. up to a maximum of 19 'skins' at level 30. Nineteen attacks utterly negated and ignored. Best of all, it casts very quickly, hinders the caster in no way, and lasts.. pretty much until the next time you rest. The game even tells you how bad-ass this spell is 'Arguably one of the best defensive spells ever...' Arguably? There is no argument! Again, this spell was designed for Mages-put it on a Fighter/Mage multi-or-dual-class with a naturally high Armor Class, and other spell buffs, and you're almost invincible. It's a must-have spell. Vitrolic Sphere <----------------------------------------------------------------------> An acid sphere that deals 1d4 damage per level of the caster to a single target (up to a maximum of 12d4). Targets within five feet also take 1d4 splash damage per five levels of the caster. The main target will continue to take damage every round-2d4 less damage per round than the previous round. For example, if the initial damage as 12d4, they'd take 10d4 the next round, 8d4 the round thereafter, and so on. Only the initial damage is guaranteed, the lingering damage and the splash damage can both be negated by saving throws. Number crunching time! Only 12-48 damage is guaranteed with a possible one-foe maximum of 42-168. It's twice as potent as Melf's Acid Arrow (and over a shorter time), but it's also a very competitive 4th-level spell. I just can't see ever using it when I could be casting one of the Emotions, Stoneskin, or Improved Invisibility. 5th-Level Mage Spells {SPT023} o======================================================================o ***TOP SPELLS*** Chaos: Ultimate Mage debuff, Confusion on 'roids. --- Contact Other Plane: Ask a spirit questions. --- Lower Resistance: Drops target's Magic Resistance *Chaos <----------------------------------------------------------------------> The best Mage debuff in the game, and easily the best 5th-level spell, it works like Confusion, but forces foes to save a -4. Use it against any and all living foes to win fights outright. Cloudkill <----------------------------------------------------------------------> This spell instantly slays any foes with less than 4+1 Hit Dice (33 Hit Points) with no save, and any creature above that mark, but with few than 6 Hit Dice (48 Hit Points) must save or die. Everybody else must save or take 1-10 damage per round that they remain in the cloud. It's a poor spell for us, since it's party unfriendly, but several foes will use this spell-and for our multi-class party, we might even see this spell before we're 7th level, and hence, before we're immune to the death effect. Undead are immune, another fact you can expect the computer to take advantage of. Cone of Cold <----------------------------------------------------------------------> Ice = bad. Anyways, this spell deals 2-5 damage per caster level (presumably to a max of 60-150 damage at level 30) in a rather large cone area of effect. When the computer deploys this in Heart of Fury mode, it can wipe out an entire party. For us, however, it's just another mediocre damage dealer. Conjure Earth Elemental <----------------------------------------------------------------------> Conjures a fairly strong Earth Elemental to fight for you. I'd consider this an improvement over summoning weaker monsters via Monster Summoning spells. Conjure Fire Elemental <----------------------------------------------------------------------> Conjures a fairly strong Fire Elemental to fight for you. I'd consider this an improvement over summoning weaker monsters via Monster Summoning spells. Conjure Water Elemental <----------------------------------------------------------------------> Conjures a fairly strong Water Elemental to fight for you. I'd consider this an improvement over summoning weaker monsters via Monster Summoning spells. *Contact Other Plane <----------------------------------------------------------------------> A.. fairly interesting spell, actually. Use it to summon a 'Planar Spirit' who will answer one question for you. The questions you can ask vary by chapter (and include Heart of Winter, but not Trials of the Luremaster). Typically you can ask about plot points (where will I find such and such bad guy), treasure, or even more vague questions. The Planar Spirit answers truthfully, if obscurely, so it tends not to be much help, although it is interesting to summon at the start of every chapter to see what's up. It is, on at least one occassion, genuinely useful, as you can ask the name of a certain demon, which allows you to defeat it. Note that you must know about a subject to ask a question about it. If you do not know who Jhonen is, and what his troubles are, you cannot ask about them. Detailed information about this spell can be found in [COP001]-yeah, that's right, this spell gets its own section. Demi-shadow Monsters <----------------------------------------------------------------------> Like Shadow Monsters, but the summoned critters haver 40% of their health. The monsters shown below may be summoned in addition to the ones from Shadow Monsters: Goblin Elite (1st-level) Goblin Elite (2nd-level) Goblin Elite (3rd-level) Tough Lizard Man (5th-level) Tough Lizard Man (6th-level) Tough Lizard Man (7th-level) Verbeeg (6th-level) Verbeeg (7th-level) Verbeeg (8th-level) Domination <----------------------------------------------------------------------> Like Charm, but it affects more creatures, and.. well, DOMINATE sounds cooler than 'charm'. It also imposes a -2 save, so it's not entirely useless.. alas, I'd always rather cast Chaos. Feeblemind <----------------------------------------------------------------------> A rather damning spell that turns the target into a conservative-a gibbering idiot. It effectively takes a character out of any fight, since they cannot be controlled. Of course, Domination takes them out of the fight.. and lets YOU control them. Isn't that better? And Chaos takes many foes out of a fight at a -4 save. Is that better still? Hold Monster <----------------------------------------------------------------------> Like Hold Person, but without that stupid 'person' requirement. It holds pretty much any living critter. It's still bafflingly under- powered compared to mighty Chaos. *Lower Resistance <----------------------------------------------------------------------> Some foes in this game have a rather absurdly high Magic Resistance (one foe has so much, he's really outright immune to magic). My ideal solution is to simply buff up and smite them with weapons of death- making, but for the more magically inclined (and inefficient) among us, this option exists. It'll strip 30% +1% per level of the caster of the target's Magic Resistance-up to 60% for a max-level Mage. This is pretty damn potent, and two of them eradicates the Magic Resistance of anything, Drow, Demon, or Dragon. You know.. I never understood this about spells.. why would a creature who is immune to magic (however that happens in the first place-MAGIC SHIELD!) NOT be immune to magic which makes them less immune to magic? Beats me.. Monster Summoning III <----------------------------------------------------------------------> You know the drill.. this spell summons 1-4 3rd-level critters: Boring Beetle Ghoul Huge Spider Neo Orog Tough Lizard Man Shroud of Flame <----------------------------------------------------------------------> Causes a creature to burst into flame, taking 2d6 damage per round (the duration is half the caster's level). Any creature within 10 feet also takes 1d4 damage from the flames per round. Anybody hit by the victim of the spell risk 'contracting' the shroud themselves. The spell dissipates if the target and caster are no longer in the same area.. This spell, is therefore obviously very risky to employ, as you have a good chance of taking fire damage, or even contracting the spell yourself.. and the whole spell can be negated by a single save vs. spells. Summon Shadow <----------------------------------------------------------------------> This spell is, like Animate Dead, a lying, rat-bastard phony-fraud. It says you summon one Shadow per three levels of the caster. What it doesn't say is that the maximum you'll get per casting is three Shadows, and that the party has a cap of six summons at a time. If you were expecting a small army of Shadows, you will be disappointed. Sunfire <----------------------------------------------------------------------> Like Fireball-but centered on the caster. It deals a maximum of 15d6 damage (15-90 damaeg), with a save for half damage. The biggest problem with this spell is that the caster has to be the focal point-ideally charging on ahead away from the rest of the party to make the most of this spell. Again, I'd rather just use Chaos. 6th-Level Mage Spells {SPT024} o======================================================================o ***TOP SPELLS*** Disintegrate: Obliterates one foe. --- Flesh to Stone: Petrifies one foe. --- Globe of Invulnerability: Makes you immune to 1st-4th level spells. --- Tenser's Transformation: Ultimate buff that makes you godly. Antimagic Shell <----------------------------------------------------------------------> Makes the caster immune to magic! Yay! But it also means they are unaffected by buffs. Not yay. My party is nothing without magic, and this spell really hinders more than it helps. Chain Lightning <----------------------------------------------------------------------> Strikes a target with a 1-6 damage per level bolt of lightning (maximum of 12-72 damage), then jumps off to surrounding creatures. Each jump deals 1d6 less damage than the originals. All creatures can save for half damage. Unpredictable and not party-friendly = no thanks. Darts of Bone <----------------------------------------------------------------------> Creates nine magical darts that can be thrown. Mages should NOT rely on their THAC0 to determine spell efficacy, and on top of that, the darts aren't really all that strong-they do 1d4 damage and if hit, the target must save vs. death or take another 2d6 damage and lose three Strength for.. five rounds. Again, I'd rather take the quicker, guaranteed damage of Flame Arrow. Death Fog <----------------------------------------------------------------------> When a critter enters, it is slowed by 50% and takes scaling damage each round: 1st round-4 damage, 2nd round-8 damage, 3rd+ rounds-16 damage. They also must save vs. death of lose two Strength and two Dexterity for that round. Again, wasn't Chaos a more effective debuff than this? Death Spell <----------------------------------------------------------------------> This spell attempts to 'snuff out the lives of creatures in the area of effect.' How do you snuff a life, exactly? I sense most of these death spells take the existence of a soul as a given. In any event, this spell is best used to kill a host of weaker creatures, or a few moderately powerful ones. The strongest thing it works on to my recollection are Umber Hulks, and even then, you'll be lucky to kill even a few. It's just nowhere near as potent as it was in Baldur's Gate 2, and hence, I rarely find myself bothering with this spell. *Disintegrate <----------------------------------------------------------------------> Finally, a single-target death-dealer! Targets who fails to save are disintegrated, gone, dust. There's no save penalty, but it only needs to work once.. This spell works on undead creatures, too. Unlike in Baldur's Gate 2, this spell has no chance of destroying the gear of the character targeted. *Flesh to Stone <----------------------------------------------------------------------> Turns a creature to stone unless they save, it's like Disintegrate.. but.. well, the opposite. Same gameplay effects, though. They fail to save, and they are no more. Again, unlike Baldur's Gate 2, their gear is not lost when petrified. *Globe of Invulnerability <----------------------------------------------------------------------> Like Minor Globe of Invulnerability, but it also protects against 4th- level spells. And it doesn't use up a precious 4th-level spell slot. If push comes to shove, I'd go with this spell. Invisible Stalker <----------------------------------------------------------------------> Summons an.. Invisible Stalker! In all honesty, the Conjure Elemental spells are all stronger. The only perk of this spell is that it lasts two hours, and you can scout around with your summon. Lich Touch <----------------------------------------------------------------------> Another lame touch-attack, it deals 1-10 damage and forces the target to save vs paralyzation or be paralyzed. The caster also gains immunity to paralysis and fear while the spell is active.. but we have better ways to do that. Monster Summoning IV <----------------------------------------------------------------------> Summons 1-3 4th-level monsters: Ghast Ogre Yeti Otiluke's Freezing Sphere <----------------------------------------------------------------------> Ice = bad. Deals 3-6 cold damage per level of the caster (up to 30-180 damage at level 30). A single save negates all damage. Power Word: Silence <----------------------------------------------------------------------> The target is silenced for two rounds, no save. Seems like a decent Mage frustrater, and it is, but its duration is suspect, and it doesn't necessarily overcome Magic Resistance. Shades <----------------------------------------------------------------------> Like Shadow Monsters and Demishadow Monsters, but again, stronger versions will be summoned. The monsters shown below may be summoned in addition to the ones from Shadow Monsters and Demi-Shadow Monsters: Troll (6th-level) Troll (7th-level) Troll (8th-level) Umber Hulk (8th-level) Umber Hulk (9th-level) Soul Eater <----------------------------------------------------------------------> Deals 3d8 (3-24) damage to all living creatures in a 10-foot radius. If anything dies, the caster gains +1 Strength, Dexterity, and Constitution for one turn (ten rounds), and the dead is reanimated as a skeleton. Poor damage that doesn't affect undead, has little chance to kill, and if it does gives minor, short-term buffs to the caster and summons a weak undead. Yay.. Stone to Flesh <----------------------------------------------------------------------> If your characters are turned to stone.. you can de-stone them. It's worth noting that there is no Disintegration reversal spell out there. Of course, the computer probably never has this spell prepared, so for you, Flesh to Stone is still a guaranteed killer. *Tenser's Transformation <----------------------------------------------------------------------> It's the best single-character buff in the game. On its own, it turns a Mage into a fighting machine by lowering the THAC0 to Fighter-esque levels, doubling their Hit Points, giving them an extra attack per round, giving them a +2 damage bonus, and granting a -4 bonus to Armor Class. On a multi-or-dual-classed character it improves their already great Armor Class, adds to their already great damage, doubles their higher Hit Points, and turns an already good melee Fighter into an unstoppable engine of destruction. If that character is spell-buffed beforehand.. well.. you can turn a modest Fighter 12/Mage 13/Cleric 13 character into a 200 Hit Point juggernaut with a -24 Armor Class, a -7 THAC0, four attacks per round, and Saving Throws that vary from -5 to -8.. and mind you, this is with a mere 3,000,000 experience out of the possible 22,500,000 experince that character can gain! What more needs to be said? Buffs making your party unbelievably strong, Tenser's makes a dual-or-multi-class Fighter/Mage a game-breaker, and together.. It's pretty much what this entire party build of mine is designed to exploit. Trollish Fortitude <----------------------------------------------------------------------> Causes the caster to regenerate five Hit Points a round for two turns (20 rounds). That's 100 Hit Points of gradual healing. It's the best healing a Mage gets.. but frankly, I'd just stick with Heal. 7th-Level Mage Spells {SPT025} o======================================================================o ***TOP SPELLS*** Acid Storm: Persistent acid damage. --- Finger of Death: You point, they die. --- Prismatic Spray: Damages, kills, petrifies, or causes insanity. *Acid Storm <----------------------------------------------------------------------> All creatures caught in the spell take 1-4 damage (during the first three rounds), 1-6 (for the next three) and 1-8 (for every round thereafter). Best deal is, they take this damage even AFTER they leave the storm until the spell ends. Outside of the storm they are entitled to a save vs. spells for half damage (for that round). This is an excellent Troll-killer, just as long as you ensure all Trolls are hit by it at some point. Combined with bottlenecking.. it can be great fun. *Finger of Death <----------------------------------------------------------------------> The ultimate death spell, targets save or die, and even if they pass the save, they take 3-17 damage. I love it. Malavon's Rage <----------------------------------------------------------------------> This spell is only useful for its namesake. It functions like Sunburst, dealing area of effect damage (20-80 points) centered on the caster. Mass Invisibility <----------------------------------------------------------------------> Like the 2nd-level spell Invisibility, but with a 30-foot radius. It has a few, very few, select uses. Monster Summoning V <----------------------------------------------------------------------> Summons 1-3 5th-level monsters: Giant Spider Ju-ju Zombie Minotaur Mordenkainen's Sword <----------------------------------------------------------------------> Summons a sword that acts as if it were wielded by a Fighter of half the level of the caster. Counts as a +2 weapon and deals 5-30 damage per hit. Unfortunately, the sword is not autonomous in Icewind Dale like it is in Baldur's Gate 2-it replaces your equipped weapon, and even though it can be used to attack anything in sight, it's still less effective than just using your normal weapons, or casting another spell. Power Word: Stun <----------------------------------------------------------------------> Stuns targets depending upon their Hit Points, as follows: o===============o=======================o | Hit Points | Stun Duration | o===============o=======================o | < 31 | 4-16 rounds | |---------------|-----------------------| | 31 - 60 | 2-8 rounds | |---------------|-----------------------| | 61 - 90 | 1-4 rounds | |---------------|-----------------------| | > 90 | Unaffected | o===============o=======================o It allows no save, but Magic Resistance applies. In Heart of Fury mode, everything will have more than 90 Hit Points, making this spell purely a lower-difficulty spell. *Prismatic Spray <----------------------------------------------------------------------> Creats a long cone of prismatic light that has varying effects on all caught within it, depending upon the color they were struck with. All creatures with less than 8 Hit Dice (64 Hit Points) are blinded for 2-8 rounds regardless of whatever else happens: o=======o=======================================o | Color | Effects | o=======o=======================================o | Red | 20 damage (save for half) | |-------|---------------------------------------| |Orange | 40 damage (save for half) | |-------|---------------------------------------| |Yellow | 80 damage (save for half) | |-------|---------------------------------------| | Green | Save vs. Poison or die, 20 damage on | | | successful save | |-------|---------------------------------------| | Blue |Save vs. Petrification or be turned to | | | stone | |-------|---------------------------------------| |Indigo | Save vs. Wand or go insane | o=======o=======================================o As you can see, the effects are highly variable, and the spell is not party friendly, but if you're careful, it might be worth a gamble against a group of foes. Seven Eyes <----------------------------------------------------------------------> Creates seven eyes that float around the caster, each can be used once, either defensively or offensively, but afterwards the eye will lose its power. The spell lasts for two turns (20 rounds). Once cast, access the special abilities of each eye via the Special Abilities Button. o==========o===========================================================o | Eye of |Defense: Protects against mental attacks | | the Mind |Offense: Charm Person | |----------|-----------------------------------------------------------| | Eye of |Defense: Deflects one physical attack (like Stoneskin) | |the Sword |Offense: Magic Missile (5 missiles) | |----------|-----------------------------------------------------------| | Eye of |Defense: Absorbs one elemental attack | | the Mage |Offense: Lightning Bolt (4d8 damage) | |----------|-----------------------------------------------------------| | Eye of |Defense: Prevents one poisoning effect | | Venom |Offense: Poisons a creature, 30 damage over 30 seconds | |----------|-----------------------------------------------------------| | Eye of |Defense: Blocks one instant-death magic attack | |the Spirit|Offense: Ray of Enfeeblement | |----------|-----------------------------------------------------------| | Eye of |Defense: Stops stunning, deafness, blindess, silence effect| |Fortitude |Offensse: Shout | |----------|-----------------------------------------------------------| | Eye of |Defense: Blocks on petrification attack | | Stone |Offense: Hold Person | o==========o===========================================================o Suffocate <----------------------------------------------------------------------> Draws the breath out of all creatures in a 10-foot radius and lasts for four rounds. If a creature does not save, it suffers a -4 penalty to Armor Class, -4 THAC0, -6 Dexterity, loses one attack per round, moves at half speed, and suffers 4d8 damage per round. If the target saves, they take 2d8 damage for one round. Effects fade if the creature moves out of the area of effect. It is not party friendly, imposes no save penalty... and it really just sounds like a half-assed Slow spell. 8th-Level Mage Spells {SPT026} o======================================================================o ***TOP SPELLS*** Mind Blank: Protects against mind affecting effects. --- Power Word: Blind: Blinds foes, no save, party friendly. Abi-Dalzim's Horrid Wilting <----------------------------------------------------------------------> Perhaps no spell has suffered more in Icewind Dale than poor Horrid Wilting. In Baldur's Gate 2, it was a party friendly super smiter. In Icewind Dale.. well, it's not party friendly, so it's not safe to use. It deals 1d8 damage per level of the caster (30-240 damage), allowing a save for half damage. Watery foes are instantly slain if they fail to save. On normal difficulty it's still a decent first-strike spell, but in Heart of Fury, you'll only use it to knock out a few, select foes. Greater Shout <----------------------------------------------------------------------> Like shout, but shoutier. It deals 2d4 damage to the caster and they must save vs. spell or fall unconscious for a turn (10 rounds). That's one hell of a tax, but is it worth it? Anything caught in it's path with fewer than 5 Hit Dice (40 Hit Points) are instantly slain. Anything else must save vs. spell or they are stunned for two rounds, deafened for four rounds, and suffer 4d12 (4-48) damage. If they save, they are merely stunned for one round, defeaned for two rounds, and take 2d12 (2-24) damage. I'd say.. it's not worth it. Incediary Cloud <----------------------------------------------------------------------> Lasts for five rounds, of which it is harmless for two rounds. On the third round it ignites, dealing 1-2 damage per level of the caster (up to 30-60 damage). The second round it deals 1-4 damage per level of the caster (30-120 damage). Finally, on the third round after ignition it drops back to 1-2 damage per level of the caster, for a total of 90-240 damage (save vs. spell for half). Unless you use multi-Web or Slow, the effect is likely to be minimal. In all honesty, I prefer Acid Storm. Iron Body <----------------------------------------------------------------------> A half-assed Tenser's mixed with a half-assed Stoneskin! The result: horrible. The caster becomes immune to electricity, 50% resistant to fire, 25% resistant to crushing damage, and becomes immune to spells that require respiration (Suffocate, Cloudkill, etc) or affects the physiology. Also, their Strength is boosted to 25 and they deal 2d4 damage + Strength bonuses with their fists. On the other hand, it disables spells and you move at 25% normal speed. Why not just use freakin' Tenser's? *Mind Blank <----------------------------------------------------------------------> Protects you from all mind-affecting effects-Charm, Command, Domination, Fear, Feeblemind, and the like. Not terribly common in this game, but against Umber Hulks and debuffing enemy spell-casters, it's wonderful. And it lasts an entire day! My entire party keeps one prepared, just because they can. Monster Summoning VI <----------------------------------------------------------------------> Summons 1-3 6th-level monsters: Carrion Crawler Phase Spider Frost Salamander Salamander Troll Yuan-ti Elite *Power Word: Blind <----------------------------------------------------------------------> Blinds all enemies in a 10-foot radius. No save, no Hit Point thresholds, lasts for one turn (10 rounds). A pretty handy debuff for a Mage. 9th-Level Mage Spells {SPT027} o======================================================================o ***TOP SPELL*** Monster Summoing VII: Summons moderately tough monsters. *Monster Summoning VII <----------------------------------------------------------------------> The winner of the 9th-level spell content by default, this spell summons 1-2 7th or 8th level monsters. I told you 9th-level spells weren't very impressive in Icewind Dale. Where the hell is Time Stop, Meteor Swarm, or Wish? Boneguard Skeleton Umber Hulk Power Word: Kill <----------------------------------------------------------------------> Kills targets depending upon their Hit Points-one creature with up to 60 Hit Points, or multiple creatures with fewer than 30, up to a maximum of 120 Hit Points worth. It uses current Hit Points to determine, not maximum, so strong wounded foes can be affected.. but again, in Heart of Fury, this spell will have little to no effect. Spell Buff Order {SPT029} o======================================================================o Now you know what spells to have, and why to have them, but apparently this isn't enough for some people. Some people know who they are, but I tolerate them because they're usually right when it comes to these things. Anyhow, in this section we'll discuss what spells to use-when, and in what order you should cast your buffs. What kind of lazy ass FAQ- writer wouldn't put this information in the walkthrough, you know, when you fight creatures that require buffing? Beats me, I made sure to put it in the walkthrough, but here you'll find a stable, easy-to-find location that discusses spell-buffing in more detail. I see the appeal, I follow FAQs myself (on games I can't bother to learn everything about myself or play twice-JRPGs, for example) and it's a pain in the ass to have to scroll through a walkthrough to find the author's off-hand comments on how to do something that should really be mentioned in its own context. Since I went through such great effort to advocate a specific party build for this guide, I'll use this party as a basis for my buffing strategies. If you don't like my party, devise your own damn buffing strategy, and for that matter, write your own damn guide, if you know better. With a party consisting of five Fighter/Mage/Clerics and a Fighter/Mage/Thief, you can bet that buffing is absolutely essential. Buff Combo: General Buffing {SPT030} <----------------------------------------------------------------------> As I said earlier, I have six Mages and five Clerics in my party, so spell-buffing is essential before every big fight. My party is really built around the buff-they're capable of annhilating anything if buffed properly. If they're not, they're a little on the weak side. Since buffing is essential, knowing what you're doing is important. In harder difficulties, buffs are required all the time. This strategy, then, includes the better, longer-lasting buffs that are worth having on all the time. Notably absent from this list are spells that result in fatigue-namely Haste and Righteous Wrath of the Faithful. They're superior buffs, but since you need to rest after their effects wear off, they're not useful for general buffing. If you find these buffs insufficient to see yourself through an area, repeat rounds #3-#5, as buffs wear off. Obviously as you continue to level up, you'll be able to prepare more of these spells, and they'll each last longer. There's really no such thing as a dead level when you're a triple-classer. Round #1: Stoneskin (Stoneskin is one of the longest-lasting buffs in the game, so it should ALWAYS go first.) Round #2: Mirror Image (At three rounds per level, this is another great defensive Mage buff that will last for a long time.) Round #3: Prayer, Recitation, Emotion: Hope, Emotion: Courage, Protection from Evil 10' Radius (All of these are party buffs which-thanks to my great number of spell-casters-can be applied in a single round. Most of them only last one round per level, but that's still a good bit of time, especially if you rush.) Round #4: Entropy Shield (A great Cleric-only buff. It too lasts one round per level.) Round #5: Draw Upon Holy Might (Lasting only one turn-ten rounds-this is the last buff I apply. I might not care to use this due to its duration, but the benefits it gives to THAC0, damage, and Hit Points make it a wonderful buff.) Buff Combo: Spell Buff to the Max! {SPT031} <----------------------------------------------------------------------> You'll see this phrase use a few times throughout the guide-the phrase came before the section, honest. This is the general spell-buffing you will use in most major fights. Pretty much every time I mention the need to buff in the guide, I intend for you to use this. You only really need the General Buff for Heart of Fury mode, where most every encounter is potentially threatening. You spell buff to the max for big encounters. Round #1: Stoneskin (Stoneskin is one of the longest-lasting buffs in the game, so it should ALWAYS go first.) Round #2: Mirror Image (At three rounds per level, this is another great defensive Mage buff that will last for a long time.) Round #3: Prayer, Recitation, Emotion: Hope, Emotion: Courage, Protection from Evil 10' Radius (All of these are party buffs which-thanks to my great number of spell-casters-can be applied in a single round. Most of them only last one round per level, but that's still a good bit of time, especially if you rush.) Round #4: Entropy Shield, Haste (A great Cleric-only buff. It too lasts one round per level. Haste also goes on now, which lasts three rounds plus one round per level. It needs to proceed Righteous Wrath of the Faithful for their effects to stack-and you want them to stack.) Round #5: Draw Upon Holy Might (Lasting only one turn-ten rounds-this buff just needs to go now, as further buffing will prevent me from buffing further.) Round #6: Tenser's Transformation, Righteous Wrath of the Faithful (Some-but not all-of my characters cast Tenser's Transformation, the uber-buff of the game. The downside? They cannot cast anything else during its effects. I don't want to deprive my party of healers, so at most three of my Fighter/Mage/Clerics and my Fighter/Mage/Thief use this spell-which leaves me two potential healers/rebuffers. One of them casts Righteous Wrath of the Faithful. Buff Combo: The Quick Buff {SPT032} <----------------------------------------------------------------------> Sometimes, the enemy will bring nasty, nasty Dispel Magic to bear-like in the final fight of the game. When pre-emptive spell-buffing is impossible, the quick buff is needed. Round #1: Greater Shield of Lathander (At least one character gets this spell up and tries to make themselves a target. It's a wonderful Cleric spell that will make you immune to damage for three rounds-three rounds will have to do. Round #2: Prayer, Recitation, Emotion: Hope, Emotion: Courage, Protection from Evil 10' Radius, Haste (These spells are all multi-target and have a decent duration. They might not be the strongest personal buffs, but since each spell can benefit the whole party, they go now, and all together, they are a tremendous benefit.) Round #3: Stoneskin, Righteous Wrath of the Faithful (If you can spare a third round, get up Stoneskins, the best physical defense, and be sure to hit everybody with a Righteous Wrath of the Faithful, as it's one of the best offensive buffs in the game.) o======================================================================o | | | My Party {PTY001} | | | o======================================================================o Yes, I play lots of D&D, and yes, I wrote a biography for each of them. I am aware I have no life. With that out of the way, the reason I decided to make this party is simple. In the original game, dual- classing was the way to go. With a mere 250,000 experience you could get most of the Fighter bonuses without losing too much from the second class you dual-classed into. With the Heart of Winter expansion installed, however, multi-classed character take over due to their absurdly high experience cap. The big debate (going on in my head... I'm not insane, it's called an inner monologue) was between dual-and- multi-classed characters... so I'll describe the two options and reveal why, in the end, I went with multi-classed characters after six playthroughs and three versions of the guide based on dual-classed characters. Multi-Class Versus Dual-Class {PTY002} o======================================================================o The idea behind dual-classing is simple-get as many Fighter levels as possible (29), then switch to your secondary class... usually Cleric or Mage. This makes an uber-strong spell-caster who can use more weapons, has Grand Mastery, more Hit Points, a better THAC0, and (in the case of the Fighter/Mage) better armor selection. There is one huge downside, however. To pull this off, you will have to grind a very, very, very long time. I found out even I have my limits-power gameyness is not worth spending days grinding to reach level 29 as a Fighter, then to reach level 30 as a Mage or Cleric. Playing through the game with weak hybrid characters who won't come into their own until they've obtained the 5,250,000 experience required to hit level 29 as a Fighter AND the 4,950,000 required to reach level 30 as a Cleric or the 7,500,000 required to hit level 30 as a Mage is just silly. But before I cast my power-gamey badge into the fire, let's look at the multi-class alternative. What exactly are the differences between dual-and-multi class characters, taken to the extreme? A Fighter/Mage/Cleric multi-class will have the same armor selection and the same THAC0 as either the Fighter/Mage or Fighter/Cleric dual- classes. A big difference is that the dual-classers can Grand Master in weapons, while multi-classed Fighters can only Specialize in weapons. The difference here is simple-a Specialized character will get +1 to THAC0 and +2 to damage, with three attacks every two rounds. A character with Grand Mastery will get +3 THAC0 and +5 damage, with two attacks per round. On the other hand, the multi-classed character will not have to waste time grinding-ever. I cannot over-emphasize how much more gamer-friendly that makes this party. But we're talking about power comparisons-a Fighter/Mage/Cleric will get fully developed Clerical spells... like the ability to cast Heal, Symbol of Hopelessness, Entropy Shield, and Righteous Wrath of the Faithful. They also get all the great Mage buffs-Mirror Image, Haste, Emotion: Courage, Emotion: Hope, Stoneskin, Improved Invisibility, and the absolutely game-breaking Tenser's Transformation. A dual-classed character, of course, can only have one spell class (and keep the great Fighter perks, anyways.) The sheer versatility means one important thing-each Fighter/Mage/Cleric can buff more than any dual-classed character, and ALL your multi-classed characters will have the ability to cast Heal OR go into an insanely powerful bout of Tenser's Transformation. In my mind, this tactical versatility makes up for the lack of Grand Mastery. Besides that, the only other downside to multi-classing is the maximum Hit Points- the dual-classed Fighter/Cleric will have 188 Hit Points, and the dual-classed Fighter/Mage will have 187, while the multi-classed Fighter/Mage/Thief can aspire to 154-a difference of over thirty points (which will only be doubled when you use Tenser's). Anyways, versatility is my excuse for multi-classing, and convenience. Below I'll detail the characters I played through the game with. These new, 7th-playthrough characters are VERY power-gamey, designed with Heart of Fury in mind. o======================================================================o | My (legit) Starting Stats {PTY003}| o=======================o=======o=======o=======o=======o=======o======o | Characters | STR | DEX | CON | INT | WIS | CHA | o=======================o=======o=======o=======o=======o=======o======o |Ilnathias 'Icefang' | 18/96 | 18 | 18 | 18 | 10 | 10 | |-----------------------|-------|-------|-------|-------|-------|------| |Amirule Alteslay | 18/97 | 18 | 18 | 18 | 10 | 10 | |-----------------------|-------|-------|-------|-------|-------|------| |Kaelinalia | 18/95 | 18 | 18 | 18 | 10 | 10 | |-----------------------|-------|-------|-------|-------|-------|------| |Nauzhir the Red | 18/99 | 18 | 18 | 18 | 10 | 10 | |-----------------------|-------|-------|-------|-------|-------|------| |Eraithul | 18/98 | 18 | 18 | 18 | 10 | 10 | |-----------------------|-------|-------|-------|-------|-------|------| |Syrenil "Softstep" | 18/95 | 18 | 18 | 18 | 10 | 10 | o=======================o=======o=======o=======o=======o=======o======o --> All characters should be good aligned so they can equip the Shimmering Sash and Three White Doves. --> All Fighter/Mage/Clerics MUST be Half-Elves. Half-Elves and Elves will be able to use The Argent Shield, the best shield in the game. --> All characters should be of the same alignment to make the most of the Clerical spell 'Righteous Wrath of the Faithful'. --> Gender is unimportant, but nobody wants a sausage-fest. Besides, there are only so many good portraits and voices to go around. --> Spread out your proficiencies-all your Clerics should be Specialized in Maces, but for their secondary weapon, alternate between Flails and Hammers. It would be a shame if you found a +3 Flail or Hammer you couldn't use because you didn't have any points in the proficiency. --> Keep in mind that most of your characters will NOT be Mages in any real sense of the word on the first playthrough. You will get enough spell scrolls during the game to make one character fully useable as a Mage, while another will get a mediocore spellbook full of duplicates. That being the case, do not be afraid to don heavy armor on your neglected characters, as you really aren't losing anything by not having access to Mage spells. Only through multiple playthroughs will you get enough scrolls for everybody to be a worthwhile Mage AND good armor that allows you to cast spells. --> If you are worried about the fact that five of our characters will basically be gameplay clones of each other... just pretend this is Final Fantasy VIII. Yeah, all our characters magically grew up in the same orphanage as each other, but then they used too many GFs and got amnesia. Damn. But then they all just so happened to reunite and save the world! What a coincidence! Oh, yeah, spoilers alert. Don't worry, the game sucks anyways. --> You're in Icewind Dale, so make up some characters with appropriatly 'frosty' names. See my "Ilnathias 'Icefang'"? Pure class. You know it's cold where he lives, and that he's a pure badass. Do NOT make Drizzt Do'Urden, however. That is lame, and anachronistic. Besides, 'Drizzt' backwards is 'Tzzird', which sounds like Snoop Dog saying 'turd'. No poop-named ebonics Dark Elves. You have an imagination, use it. Ilnathias 'Icefang' Neutral Good Half-Elven Male Fighter/Mage/Cleric {PTY004} o======================================================================o Hit Points: 11 Strength: 18/96 Dexterity: 18 Constitution: 18 Intelligence: 18 Wisdom: 10 Charisma: 10 Maces: ** Hammers: ** (or Flails) (or Clubs) Amirule Alteslay Neutral Good Half-Elven Female Fighter/Mage/Cleric {PTY005} o======================================================================o Hit Points: 11 Strength: 18/97 Dexterity: 18 Constitution: 18 Intelligence: 18 Wisdom: 10 Charisma: 10 Maces: ** Hammers: ** (or Flails) (or Clubs) Kaelinalia Neutral Good Half-Elven Female Fighter/Mage/Cleric {PTY006} o======================================================================o Hit Points: 11 Strength: 18/95 Dexterity: 18 Constitution: 18 Intelligence: 18 Wisdom: 10 Charisma: 10 Maces: ** Hammers: ** (or Flails) (or Clubs) Nauzhir the Red Neutral Good Half-Elven Male Fighter/Mage/Cleric {PTY007} o======================================================================o Hit Points: 11 Strength: 18/99 Dexterity: 18 Constitution: 18 Intelligence: 18 Wisdom: 10 Charisma: 10 Maces: ** Hammers: ** (or Flails) (or Clubs) Eraithul Neutral Good Half-Elven Male Fighter/Mage/Cleric {PTY008} o======================================================================o Hit Points: 11 Strength: 18/98 Dexterity: 18 Constitution: 18 Intelligence: 18 Wisdom: 10 Charisma: 10 Maces: ** Hammers: ** (or Flails) (or Clubs) Syrinel "Softstep" Neutral Good Half-Elven Male Fighter/Mage/Thief {PTY009} o======================================================================o Hit Points: 10 Strength: 18/95 Dexterity: 18 Constitution: 18 Intelligence: 18 Wisdom: 10 Charisma: 10 Bows: ** Large Swords: ** Heart of Fury Max Stats {PTY010} o======================================================================o Here are how my characters will look when I head into Heart of Fury mode with them-this is after six runs through the game to get them all the best gear, full spell-books, and enough experience to max them all out at levels 30/30/30. In addition to the gear listed, each character also has a Ring of Free Action, a Ring of Fire Resistance, Boots of Grounding, Boots of the North, and a Fire Flail +3 to use as the situation demands. Syrenil uses a Long Sword of Action +4, a Long Bow +4: Hammer, or Lover as her weapons. <----------------------------------------------------------------------> Ilnathias 'Icefang' Fighter 30/Mage 30/Cleric 30 Experience: 7500000/7500000/7500000 Hit points: 164 Armor Class: -15 Paralyze/Poison/Death: -1 (-3) Rod/Staff/Wand: 0 (-3) Petrify/Polymorph: 1 (-3) Breath Weapon: 0 (-4) Spells: 1 (-3) Weapon: Morning Star +4: Defender (THAC0: -7) Fire Flail +3 (THAC0: -6) Cloak: Wailing of Virgins Helm: Blessed Helm of Lathender Amulet: Black Wolf Charm Armor: Robe of the Watcher Shield: The Argent shield Gloves: Gauntlets of Weapon Expertise Belt: Shimmering Sash Ring 1: Ring of Aura Transfusion Ring 2| Ring of Protection +2 Boots: Boots of the Fox <----------------------------------------------------------------------> Amirule Alteslay Fighter 30/Mage 30/Cleric 30 Experience: 7500000/7500000/7500000 Hit points: 164 Armor Class: -15 Paralyze/Poison/Death: -1 (-3) Rod/Staff/Wand: 0 (-3) Petrify/Polymorph: 1 (-3) Breath Weapon: 0 (-4) Spells: 1 (-3) Weapon: Morning Star +4: Defender (THAC0: -7) Fire Flail +3 (THAC0: -6) Cloak: Wailing of Virgins Helm: Blessed Helm of Lathender Amulet: Black Wolf Charm Armor: Robe of the Watcher Shield: The Argent shield Gloves: Gauntlets of Weapon Expertise Belt: Shimmering Sash Ring 1: Ring of Aura Transfusion Ring 2| Ring of Protection +2 Boots: Boots of the Fox <----------------------------------------------------------------------> Kaelinalia Fighter 30/Mage 30/Cleric 30 Experience: 7500000/7500000/7500000 Hit points: 164 Armor Class: -15 Paralyze/Poison/Death: -1 (-3) Rod/Staff/Wand: 0 (-3) Petrify/Polymorph: 1 (-3) Breath Weapon: 0 (-4) Spells: 1 (-3) Weapon: Morning Star +4: Defender (THAC0: -7) Fire Flail +3 (THAC0: -6) Cloak: Wailing of Virgins Helm: Blessed Helm of Lathender Amulet: Black Wolf Charm Armor: Robe of the Watcher Shield: The Argent shield Gloves: Gauntlets of Weapon Expertise Belt: Shimmering Sash Ring 1: Ring of Aura Transfusion Ring 2| Ring of Protection +2 Boots: Boots of the Fox <----------------------------------------------------------------------> Nauzhir the Red Fighter 30/Mage 30/Cleric 30 Experience: 7500000/7500000/7500000 Hit points: 164 Armor Class: -15 Paralyze/Poison/Death: -1 (-3) Rod/Staff/Wand: 0 (-3) Petrify/Polymorph: 1 (-3) Breath Weapon: 0 (-4) Spells: 1 (-3) Weapon: Morning Star +4: Defender (THAC0: -7) Fire Flail +3 (THAC0: -6) Cloak: Wailing of Virgins Helm: Blessed Helm of Lathender Amulet: Black Wolf Charm Armor: Robe of the Watcher Shield: The Argent shield Gloves: Gauntlets of Weapon Expertise Belt: Shimmering Sash Ring 1: Ring of Aura Transfusion Ring 2| Ring of Protection +2 Boots: Boots of the Fox <----------------------------------------------------------------------> Eraithul Fighter 30/Mage 30/Cleric 30 Experience: 7500000/7500000/7500000 Hit points: 164 Armor Class: -15 Paralyze/Poison/Death: -1 (-3) Rod/Staff/Wand: 0 (-3) Petrify/Polymorph: 1 (-3) Breath Weapon: 0 (-4) Spells: 1 (-3) Weapon: Morning Star +4: Defender (THAC0: -7) Fire Flail +3 (THAC0: -6) Cloak: Wailing of Virgins Helm: Blessed Helm of Lathender Amulet: Black Wolf Charm Armor: Robe of the Watcher Shield: The Argent shield Gloves: Gauntlets of Weapon Expertise Belt: Shimmering Sash Ring 1: Ring of Aura Transfusion Ring 2| Ring of Protection +2 Boots: Boots of the Fox <----------------------------------------------------------------------> Syrenil 'Softstep' Fighter 30/Mage 30/Thief 30 Experience: 7500000/7500000/7500000 Hit points: 164 Armor Class: -11 Paralyze/Poison/Death: 0 (-3) Rod/Staff/Wand: 0 (-3) Petrify/Polymorph: 1 (-3) Breath Weapon: 0 (-4) Spells: 1 (-3) Weapon: Long Bow +4: Hammer (THAC0: -8) Long Sword of Action +4 (THAC0: -7) Lover (THAC0: -7) Cloak: Wailing of Virgins Helm: Blessed Helm of Lathender Amulet: Black Wolf Charm Armor: Robe of the Watcher Gloves: Gauntlets of Weapon Expertise Belt: Shimmering Sash Ring 1: Ring of Aura Transfusion Ring 2| Ring of Protection +2 Boots: Boots of the Fox <----------------------------------------------------------------------> Confessions {PTY011} o======================================================================o Now to come clean. I used the Dalekeeper mod for cosmetic reasons. It fit the 'personality' of some of my characters to have the Mage or Thief sprite instead of the Fighter sprite. This mod has been extremely easy to use and effective, and I recommend it to anybody who is interested. Thanks to Mr. Aaron O'Neil for creating this mod, and to sorcerers.net for hosting it. I considered using various ease-of-use mods, especially ones that help with inventory management. And by help, I mean 'eliminate'. Really, for a game of this nature, constantly fiddling with stacks of arrows and reorganizing your inventory.. it's not a fun part of the game, 'reality' aside. If anything it slows things down and needlessly complicates the real meat of the game-the adventure. In any case, I decided not to, so I could avoid the problem of telling where the game ends and the mod begins. I do suggest that players who plan to play archers use an ease-of-use mod to stack the arrows. Having to run back to town to get more arrows every other fight just makes missiles a pain in the ass. This is especially true for Heart of Fury mode.. you might as well not even bring an archer along if you're dealing with ammunition stacks of fourty-you'll burn through your entire stash every other battle. This party will be very weak on the outset for the simple fact that as triple-classed characters their level progression will be very slow. A single-classed party will be at least one level higher during the sensitive lower-level phases of the game. There's a huge difference between a triple-classed Fighter/Mage/Cleric with 4000 experience and a single-classed Fighter with 4000 experience.. about a four-fold difference in Hit Points, to be exact. Mid-way through the game, however, when both characters have around 400,000 experience, the tables will have turned. Our multi-classed character is now a Fighter 8/Mage 9/Cleric 8. The multi-classer will have over 80 Hit Points, but a Fighter with the same experience will be level 9 and enjoying 126 Hit Points (all Hit Point figures here assume a base 18 Constitution and max Hit Points per level). Still, the Fighter used to have +300% more Hit Points, but now only has +50% more, and the ratio is going to keep dwindling (although the single-classed Fighter, and hence, the dual-class Fighter, will always have more). In exchange, the Fighter/Mage/Cleric is able to cast 5th-level Mage and Cleric spells. The Fighter might be a brutal combat butcher, but the multi-classer is a versatile and sophisticated strategic surgeon, and one Righteous Wrath of the Faithful spell does more to help your party-and one Chaos does more to hinder the enemy-than anything a Fighter could hope to do all fight, much less in one round. You'll just have to pamper them at the beginning-if they get hurt, withdraw them and heal them. They won't have the Hit Points to throw around at the beginning of the game. By mid-game their spells are making up for their lack of Hit Points, and towards the end you won't be feeling any multi-class blues at all. o======================================================================o | Prologue: Easthaven | o======================================================================o | | | Questing Easthaven | | | o======================================================================o Sequence of Events: {WLK001} 1) Welcome to Easthaven 2) Booze Blocking Basement Beetles 3) Pest Pulverization 4) Into Easthaven 5) Hrothgar's House 6) Day-Dreaming Jhonen 7) Temple of Tempus 8) Aspel's Wolf Problem 9) Warehouse Wolf Reward 10) The Blue Lady 11) Truth or Not-So-Truth 12) Elisa's Reward 13) Pelt Pocketing 14) Keeping Jed Off the Wagon 15) In the Inn 16) Pomab's Emporium 17) Initial Equips 18) Finding Fish 19) Leaving Easthaven 20) Into the Orc Caves 21) Orc Eradication 22) Even More Orcs 23) Ogre and Orcs 24) Caravan Down 25) Errands and Exit Winter's Cradle Tavern (AR1006)/ Cellar (AR1015) o======================================================================o 1) Your adventure begins, as do all good adventures, in a tavern. Hrothgar will speak to the party briefly, then leave. He does the typical nice guy sheriff routine-welcome, but watch your ass while in my town. You can talk to Hildreth Highhammer (x=800, y=500) about the expedition if you wish, or any of the townspersons for that matter. In fact, if you talk to normal townsfolk enough you'll get briefed on just about every quest we'll tackle in town. <----------------------------------------------------------------------> 2) Talk to Grisella (x=590, y=320) north of the bar, and ask for some spirits. Get her to tell you about her beetle problem, and agree to help remedy the situation. Oh boy! Our first quest! Note: It doesn't matter how you get this quest-be nice, be greedy, whatever. There is a global variable "Grisella_Cash" that pops up if you demand more money.. but it doesn't seem to do anything at all. <----------------------------------------------------------------------> 3) Head down the stairs (x=900, y=300) to the cellar, where you'll find four Beetles. Unlike most foes in this game, they won't fight back, so if you want to be desperate and scrounge for extra experience points, just raise the difficulty before bashing them.. eventually. Yay, you survived your totally non-threatening combat tutorial. The developers are now confident that you have a pulse. Head back upstairs and talk to Grisella to claim your reward. ***REWARD*** (Because you bashed the bottle-bogarting basement beetles) EXP 1200 Gold 5 Note: I figure I might as well say it now, for you greedy folks out there. Raising the difficulty DOES increase the quest experience you gain. I knew this before I had Infinity Explorer, but by taking a quick gander you can see it at work indisputably. Complete this quest and the following occurs: AddXPVar("Level_1_Easy",14978"). Note that the 'Easy' in the variable doesn't refer to the game difficulty, but the quest difficulty. Since most of the quests in Easthaven require little in the way of combat, if you want to maximize your experience gains, you might as well raise the difficulty before turning in experience rewards. This is a good idea throughout the game, in fact. Monsters also give more experience points on harder difficulties, but that actually does require a bit more effort on our part. These Beetles, however, are a rare exception-they won't fight back. If you up the difficulty, you'll get more experience for smashing them. If you switch to Heart of Fury mode for this 'fight' you'll get over 2000 experience per bug. Seriously. It'll just take a while for you to kill them. Do what you will. All experience rewards listed for quests will be those gained on the normal difficulty setting. Easthaven (AR1000) o======================================================================o 4) The town of Easthaven and.. well, it's a dump. Like all games of this type, there are plenty of little quests to do to get us in the RPG spirit, and places to explore.. and of course, shopping. Being unarmored and wielding Quarter Staves is not the path to success, people. We'll get to shopping shortly. First, however, head into Hrothgar's House, (x=2000, y=350) past the Fishmonger's (which we need not bother with yet). Hrothgar's House (AR1004) o======================================================================o 5) The obvious thing to do here is, of course, talk to Hrothgar. He'll invite you on the expedition south, and you can accept a quest to search for an overdue caravan. The Fishmonger also has some interest in this caravan, but since we won't get anything out of talking to him now, we can just wait to bother with the Fishmonger. You can steal a few things from Hrothgar's house, but be careful and save. Hrothgar going hostile ends the main quest, so be sure not to save the game unless you succeed. ***ITEMS*** (x=320, y=420) Short Bow, Arrows x20 (x=370, y=550) Scribbled Note <----------------------------------------------------------------------> 6) Head south from Hrothgar's House to find a 'Townsperson' standing around (x=1450, y=1030). Talk to this Jhonen, and listen to him complain about his dreams. Be nice to him and offer to help, and stay honest with him on this quest. Not because you're good people, but because a super awesome sword *MIGHT* depend on how you handle this quest. Or maybe not, how would I know? Temple of Tempus (AR1001) o======================================================================o 7) Now, let's get more story out of the way by visting the Temple of Tempus, to the west (x=550, y=550). Inside the temple you can speak to Everard about Jarrod's Stone, and to Accalia about Tempus in general. The former is relevent to the story.. or it will be, eventually. The latter is just mindless Forgotten Realms flavor. You can also steal two potions of healing from Everard. <----------------------------------------------------------------------> 8) Exit the temple and head south and you'll eventually happen upon Aspel the Scrimshander (x=770, y=1810). He'll ask you to get rid of a Wolf that broke into his house. Head to the locked door (x=1120, y=1720) and either pick the lock or bash the door open, then head inside. Scrimshander's Workshop (AR1010) o======================================================================o 9) Once inside you'll immediately be attacked by the feral Wolf. Smite it-unlike the Beetles earlier it'll fight back, but that doesn't mean it's much of a threat. Once done, head outside and tell Aspel that his Wolf problem has been resolved for a quest reward. ***REWARD*** (For whuppin' the wild Wolf in the workshop) EXP 1200 Gold 25 Item Aspel's Dagger*1 *1: Apsel's Dagger is a non-magical dagger that gives a +1 bonus to THAC0. It's pretty standard fare to find such petty weapons near the beginning of the game. <----------------------------------------------------------------------> 10) Continue Southwest to reach the shore, along which you'll find a 'Strange Blue-Skinned Woman' (x=150, y=2630). Could it be, perhaps, the woman from Jhonen's dream? Of course it is, how often do blue-skinned women just wander around the beach? She'll give you a sword that belonged to one of Jhonen's ancestors and ask you to return it to him. <----------------------------------------------------------------------> 11) Time to humor her and resolve this quest. Go talk to Jhonen and tell him you discovered the reason for his dreams. You'll get one of two options-either lie and tell him that the Elisia-the blue-skinned lady- is trying to kill him and that the cure is to give up all his worldly possessions (sounds like religion!), or you can tell him the truth and hand over the broken useless blade. I strongly suggest the latter path. Being good is its own reward, surely, but even better than that, it'll endow you with a real reward later. ***REWARD*** (For lying to Jhonen) EXP 1200 Item Knucklehead Trout x3 (sell for 25gp each), Dagger. Not to mention you can sell the Shattered Blade of Aihonen for 75gp. ---or--- ***REWARD*** (For telling Jhonen the truth) EXP 1200 <----------------------------------------------------------------------> 12) Now you can go back to Elisia. If you chose to lie, you can continue to do so and get more rewards. If you actually told Jhonen the truth, you'll get the same monetary reward, plus some experience for being a good person. ***REWARD*** (For lying to Elisia) Item Pearl (sell for 100gp) ---or--- ***REWARD*** (For telling Elisia you delivered the blade of Aihonen to Johnen) EXP 1200 Item Pearl (sell for 100gp) House (AR1013) o======================================================================o 13) Head into the house across from Aspel's Warehouse (x=310, y=1850) and open the box at (x=400, y=150) for a Winter Wolf Pelt. This former puppy sells for 250 gold. It'll come in hand when we go shopping, shortly. Now, let's head over to Old Jed's House (x=1980, y=1220). ***ITEMS*** (x=400, y=150) Winter Wolf Pelt Old Jed's House (AR1009) o======================================================================o 14) Really the only thing to do is talk to Old Jed (x=360, y=280). He'll ask you to buy him some wine from Pomab's. Agree to help his raging alcoholism and gain even more incentive to visit Pomab's Emporium. I'll list the quest reward, below, for when you return with Jed's hooch. Now, for one last stop before we go shopping head to the Snowdrift Inn (x=3200, y=1300). ***REWARD*** (For helping Old Jeb stay off the wagon) EXP 1200 Gold 6 Snowdrift Inn (AR1008) o======================================================================o 15) You can chat to the enthusiastic Quimby (x=550, y=640, and rent a room if you're hurt. You can also find an 'Elf' (x=550, y=230) named Erevain Blacksheaf, who complains about the weather. Elves-a race of pansies if I ever saw one. Best of all, you can score a little bit of extra loot for your imminent shopping spree. Once done, go visit Pomab's Emporium. ***ITEMS*** (x=720, y=230) Skydrop Gem (x=1030, y=480) 13 gold Pomab's Emporium (AR1007)/(AR1016) o======================================================================o 16) Pomab (x=790, y=500) will sell you the basic gear you'll need, and he's a real charmer besides. You'll probably have no qualms about robbing his bookshelves upstairs (x=1000, y=500). Splint Mail is a really good purchase for your fighters at this point in the game, and anybody who can wear a Helmet should. Depending on your play style, you might also be interested in a variety of other items. With a high Dexterity, Splint Mail, and a Shield, your Armor Class could be -1. Not bad at this level. Make sure to buy some wine for Old Jed, and sell off the loot you've found. If you're playing Heart of Winter, you'll want to pick up any storage devices you can grab. They'll help keep your inventory clean, trust me. ***ITEMS*** (AR1016) (x=450, y=200) Tchazar Gem x6, High Quality Dagger (x=350, y=150) Potion of Healing, Scroll of Sleep*1, Scroll of Chromatic Orb *1: This spell will prove very handy against the orcs and goblins you'll fight later. As a general rule of thumb, I give all scrolls to Syrenil first, since she's my dedicated archer and doesn't wear much armor, she's the most suited to taking up the role of party Mage. <----------------------------------------------------------------------> 17) For a point of reference, this is how my party is decked out when they leave Pomab's Emporium: Ilnathias 'Icefang': Splint Mail Armor Helmet Flail Large Shield Amirule Alteslay: Splint Mail Armor Helmet Morning Star Medium Shield Kaelinalia: Splint Mail Armor Helmet Morning Star Small Shield Nauzhir the Red Chain Mail Armor Helmet Mace Buckler Eraithul Chain Mail Armor Helmet Flail Buckler Syrenil 'Softstep' Studded Leather Armor Helmet Composite Long Bow Arrows x400 The first five characters-the Fighter/Mage/Clerics, all will serve duty as front-line Fighters, while Syrenil 'Softstep' will stay back as an archer. For now, our spell-power is so low that we're better off just wearing heavy armor. Later on in the game we'll find Bracers of Defense, Mage Robes, and Elven Chain Mail that will allow us to cast our Mage spells while remaining well-defended. <----------------------------------------------------------------------> 18) Head south across the bridge. A scared boy (Damien) will tell you about monsters in the town. Agree to help him get his catch back and head south to find some Goblins. They think they're sneaky and want you to walk east to reach them, where they'll take great pleasure in shooting at you. I just shoot down their archers and wait for their melee Goblins to come to me. They'll drop a variety of sellable loot, and the Goblin Elite will drop a Knucklehead Trout, as well as something random, 1st play he gave me a suit of Scale Mail Armor, 2nd play he gave me a High Quality Morning Star, and 3rd play he gave me a Potion of Healing, and on yet another playthrough I got a High Quality Dagger... bottom line, you'll get something of the sort. Give the fish back to the boy to complete the quest.. Or you could also keep the fish and sell it yourself for 25 gold. ***REWARD*** (Give Damien the remains of his fish) EXP 1200 Orc Caves, Exterior (AR1200) o======================================================================o 19) Now, it's time to go looking for that missing caravan, meaning now I have to do the obligatory 'leaving the area' tutorial. Go back to where you killed the Goblins and proceed to the eastern edge of the map. Move your cursor near the edge of the map and the icon will change to a travel wheel. Click on it, and boom-you're in another area. Cool, eh? Make sure you have enough ammunition for a few fights. Also, if you've done all the quests in Easthaven and manipulated the difficulty, most of your characters (all my Fighters, for example) should have hit level two. The doubled Hit Points will help. <----------------------------------------------------------------------> 20) From where you appear head north and west. There will be some Wolves to kill, and behind them some caravan carts outside of a cave (x=200, y=250). Somehow, I don't think things are looking good for this caravan. If you're quick, you'll see an Orc run into the cave ahead of you. By all means, follow him. Orcs are well-known to be helpful to travelers looking for sacked caravans. Orc Caves, Interior (AR1201) o======================================================================o 21) When you enter you'll be accosted by some Orcs. My super-strong party makes quick work of them before continuing north. Smite a handful of Orcs at a fork and explore to the west, considering north is a dead- end. The western path opens into a large chamber, with quite a few Orcs milling around. I think it's safe to call this the first real fight in the game, even though it's still not difficult. You'll find an Orc Shaman here who will try to cast some buffs on his buddies, and/or debuffs on you. He's really nothing more than a nuisance, making him one of the few spell-casters you can afford to ignore. Slay them all, loot, and explore to the south to find a crate with some toys inside. ***ITEMS*** (x=2170, y=1570) Fire Agate Gem, Lynx Eye Gem, Scroll of Protection from Petrification*1 *1: Mage scrolls are handy little devices that allow you to cast the spell on the scroll without using spell slots. On the other hand, if you scribe the scroll into a spellbook, that spell is added permenantly into your repertoire, and can be cast as many times as it's memorized. Save ALL mage scrolls you get. They're invaluable, especially with so many hungry Mages greedily eyeing every scroll we find. <----------------------------------------------------------------------> 22) From the large room you're in, explore to the northwest to find a lone Orc standing at a fork in the tunnel. Slay it, then explore to the east to find another Orc Shaman and some cronies to kill. Backtrack and explore the northern-most of the two western options to find three Orcs guarding a chest. Make the Orcs dead, and the chest yours. ***ITEMS*** (x=450, y=650) 97 gold, Silver Necklace, ~Ring of Lesser Resistance*1 (3rd Play: Fire Dagger*2) (4th Play: Girdle of Beatification*3) (7th Play: Quiet Boots*4) (7-X Play: Ring of Protection +1*5) Note: Items in the ***ITEMS*** section that have the ~ symbol in front of them are random loot. When alternatives have been found, they'll be listed below the item list, along the with the playthrough in which they were found. In the above list the ~Ring of Lesser Resistance is the random item I originally found. 7th Play: Quiet Boots means that on my 7th playthrough of the game I found Quiet BOots instead of the Ring of Lesser Resistance. *1: This guy gives a +2 bonus on all saves versus spells. Put it on one of your front-line characters, who are more likely to suffer from hostile magic. --- *2: This Dagger gives you a +2 bonus to THAC0 and has a +15% chance of dealing 1d4 fire damage. Any and all weapons that deal fire damage should be kept, as they make keeping Trolls down easier.. at least, if you don't want to buy Arrows of Fire for the purpose. --- *3: A belt that gives its wearer the benefit of a Bless spell, namely a +1 bonus to THAC0. --- *4: These humble boots give a +7% bonus to Stealth. Eh.. I'd rather have the ring, but there's no harm in throwing them on Syrenil. --- *5: This ring gives you a +1 bonus to Armor Class and Saves. Pretty decent for our level, but we'll find (steal) a superior ring later on. <----------------------------------------------------------------------> 23) Backtrack to the fork again and head down the Southwestern path. Kill some Orcs, and continue traveling Southwest, then south, as the path changes. Orcs need death, and eventually you'll reach another large chamber to the south. Here you'll find your first truly threatening creature-an Ogre. If you've leveled by now, your superior Hit Points will serve you well, as Ogres pack quite a punch. Don't let injured characters tangle with the Ogre, withdrawing them as necessary. The Orcs are just distractions-take down the Ogre first, then mop up. Use spells like Sleep or Command to put the Ogre out of the fight. Once everything is dead, loot-the Ogre will drop the note 'Caravan Contract', and a Potion of Healing. There's also a chest with your name on it to the east. ***HoF*** In Insane difficulty or Heart of Fury mode, you'll find three additional Ogres here. For a fresh party, spells are essential here.. and a great deal of luck. Without Sleep, Entangle, or Command: Die, you've got little chance of winning on Insane difficulty, as these Ogres are probably going to kill you in one hit. On the other hand, strong parties replaying this area, or in Heart of Fury mode have nothing to fear. Each of the extra Ogres will drop a Winter Wolf Pelt, along with some token coinage. ***ITEMS*** (x=1500, y=1800) Winter Wolf Pelt, 43 gold, Scroll of Horror Fishmonger's House (AR1005) o======================================================================o 24) Well, that was fun. Head back to town, sell off your booty, and go visit the Fishmonge (Gaspar), who lives between Hrogthgar and the Winter's Cradle Inn at (x=2470, y=400). Show him evidence of the caravan's demise and you'll get yourself some more quest experience. Time to report to Hrothgar. ***REWARD*** (For showing Gaspar evidence of the caravan's demise) EXP 1200 Gold 25 <----------------------------------------------------------------------> 25) Talk to Hrothgar and tell him the fate of the caravan. In return, he'll kindly send you on another mission-to pick up supplies for the expedition from Pomab's Emporium. Hurray. So.. head over to Pomab's Emporium and talk to Pomab, give him the 'Supply List' list for some more experience. Go back to Hrothgar to leave Easthaven. ***REWARD*** (For telling Hrothgar about the caravan) EXP 2400 Item Supply List ***QUEST*** (For giving the shopping list to Pomab) EXP 1200 o======================================================================o | | | Kuldahar Pass | | | o======================================================================o It's a short-lived expedition, as one might expect. Enroute to Kuldahar our group is attacked by Frost Giants. Predictably, everybody save our humble batch of protagonists finds themselves buried under an avalanche. I suppose in this part of the world, it's more of an occupational hazard, really. Still, we're not a terribly impressive bunch yet-the best hope for Kuldahar will never arrive. We just have to hope that whatever happens, we are allowed to hone ourselves against weak foes, and somehow continue to gradually increase our might against escalatingly more powerful enemies before encountering whatever is behind Kuldahar's troubles. But what are the odds of THAT happening? Kuldahar Pass, South (AR2000) o======================================================================o Sequence of Events: {WLK002} 1) Post Avalanche Hermit 2) Goblin Genocide 3) Huge Ogre Headache 4) More Monster Mayhem 5) Beetle Cave Beatdown 6) Goblin Marshal Migrane 7) Orc-Occupied Mill 8) Out of the Closet 9) Goblin Tower 1) After a cutscene a Hermit will come speak with you. He'll point you in the direction of Kuldahar and warn you of Goblins. There are indeed plenty of Goblins about, but they really pose no threat and warrant no special strategy to beat. We could make right for Kuldahar as soon as possible, but why skip out on any loot and experience? <----------------------------------------------------------------------> 2) Head east along a road, and at a fork you'll find some Goblins waiting. Shoot them down and head along the northern road and find more Goblins. To the east you'll find a ruined farmhouse and.. even more Goblins. Loot the barrel near the farmhouse for a Potion of Healing and continue east to find a river bed bridged by two.. well, bridges. The northern bridge is a small, unimpressive wooden structure that leads to a mill, while the southern bridge is.. well, small, stone, and unimpressive, and it'll take you to Kuldahar. Along the way-Goblins, Goblins everywhere! Kill whatever Goblins you find, loot, and collect yourself on the road on the western side of the river bed. ***HoF*** The enemies haven't changed, only their number. You can expect there to be more Goblins around than usual. ***ITEMS*** (x=2180, y=1300) Potion of Healing Ghereg's Tower (AR2003) o======================================================================o 3) Head north along the road and follow it when it turns west-kill whatever Goblins dare to stand in your way-and you'll eventually come across a tower (x=1720, y=750). Inside of this tower is an ogre named Ghereg (x=300, y=320) who has a headache. You can't help him right now, and if you wish to help him later, you shouldn't provoke him. Why help an Ogre? Quest experience, of course! Kuldahar Pass, North (AR2001) o======================================================================o 4) Continue around Ghereg's Tower along the path until you find an area transition along the north of the map (x=1500, y=100). In this area you'll find a bunch of Goblins (many of which are archers) preying upon some beetles. Against a party packing this much martial prowess, they really don't stand a chance, but if you want to pretend that there are some tactics involved, casting a Sleep spell will simplify matters. When all the goblins are dead enter the cave at (x=1200, y=200). Kuldahar Pass, Beetle Cave (AR2002) o======================================================================o 5) Inside are some beetles munching on some goblins. You can easily dispose of them one at a time, as they won't attack unless you attack them. Once you're done, search the goblin bodies (x=150, y=330) and (x=505, y=405) for some gold, nine Arrows +1, and a Jasper Gem. Now leave the cave (x=200, y=500) and head back to Kuldahar Pass (x=200, y=950) (AR2000). <----------------------------------------------------------------------> 6) Return to the northern (wooden) bridge to the east and cross it. Put down any Goblins that are still alive around the mill and talk to a Goblin Marshal (x=3400, y=470), if you wish. He's got much the same problem as poor Ghereg. Too bad nobody cares about goblins and ogres, right? Loot a barrel (x=3000, y=670) for a Potion of Healing before entering the door behind the talkative Goblin Marshal (x=3250, y=400). ***ITEMS*** (x=3000, y=670) Potion of Healing ***ITEM FISHING*** It's not too important, but in the Mill you'll encounter an Orc named Uligar, who can drop-among other things-the shield Stoutward. It's not a game-changing item, but it is one of the better shields you'll be able to get for a while. Quick-Save before entering, kill Uligar, and if he drops a shield, you're gold. If not, reload and try, try again. You can also score Glimglam's Cloak, which is another decent low-level protection item. Mill (AR2004) o======================================================================o 7) Inside the mill (AR2004) an orc named Uligar will demand tribute. You can pay him 50 gold to avoid a fight, or just kill him and his crew. By far the easier choice is killing him. Uligar and his cronies have assorted loot, including a Scroll of Blur and a random item drop-I've found the following; (1st Play: The Merry Shorthorn*1) (2nd Play: Stoutward*2) (4th Play: Wand of Trap Detection*3) (6th Play: Applebane*4) (7th Play: Glimglam's Cloak*5) There are some stairs down at (x=340, y=160.) *1: This Bardic toy allows its user to cast Bless once per day. Any Cleric can do the same. --- *2: Stoutward gives a +2 armor class bonus, but no missile bonus. Still, a full-time Armor Class bonus of two is nice for now. I put it on my third Fighter/Cleric-Ceyalya. In my mind, her 3rd-place position in the party means she shouldn't be leading the party often, and hence, is less likely to be targeted by missiles. Better shields will go to my 1st-and-2nd position Fighter/Clerics, as I find them. --- *3: This toy could have come in handy on an early playthough. If you don't have a Thief-or a sketchy Find Traps score-this could be a very handy item indeed. At the end of the day, it replicates a 2nd level Cleric spell once a day, or a Thief skill you should already be raising. I wouldn't rely on this drop, as I found it only one time in seven runs through this area. Besides, it doesn't disarm the traps, merely lets you know where they are. Not quite enough, really. --- *4: A simple +1 Dagger with a 'cute' story. Nothing remarkable about it at all. By the way, despite my own diminuative stature, I hate Halflings. --- *5: This Cloak gives a +1 bonus to Armor Class and Saving Throws.. not a bad item at this stage in the game. Mill, Basement (AR2005) o======================================================================o 8) In the cellar (AR2005) there are several goblins to kill and loot to be had. Once the orgy of killing and looting is over, open the door at (x=850, y=150) to find a little boy named Jermsy (x=850, y=130). As long as the goblins outside are dead, you'll get experience for talking to him. Unless of course, you find it hilarious that his family died. Then you get nothing. And shame on you. Getting Jermsy to leave the closet completes the quest. ***REWARD*** (For rescuing Jermsy) EXP 2400 ***ITEMS*** (x=520, y=220) Throwing Axe x6 (x=290, y=150) Sunstone Gem x3 (x=375, y=125) 15 gold Mill, Tower (AR2006) o======================================================================o 9) Now head up a ladder (x=250, y=400) to get to the mill tower, where you'll find a few more goblins to kill. Once they're dead, you're done with Kuldahar pass for now. Exit the mill and head to the east of the map. The area transition to Kuldahar is well, anywhere along the eastern edge of the map, but for the sake of argument, let's say it's across that fancy stone bridge to the south (x=3830, y=1200). o======================================================================o | Chapter 1: Kuldahar | o======================================================================o | | | Questing Kuldahar | | | o======================================================================o Well, there's no way to get back to Easthaven until spring. I mean, logically, the snow would melt and the avalanche wouldn't be blocking our way, right? Makes sense. Unfortunately this is a video game, and in video games it doesn't matter how many DAYS pass-the sun revolves around quest progress. Still, pretend with me for a moment, would you? In the mean time, until weather changes and the passes clear *winkwink*, we might as well hang around Kuldahar. And since its survival is now our survival, we might as well see about the troubles around here. I mean, how much trouble could an isolated tundra village be involved in? Kuldahar (AR2100) o======================================================================o Sequence of Events: {WLK003} 1) Nate-A Most Wondeful Name! 2) Gerth's Equipment Shoppe 3) Orrick's Tower 4) Arriving at Arundel's 5) Arundel's Ogre Asprin 6) Mirek's Missing Heirloom 7) Hjollder's House 8) Garnet-Giving Gal 9) Root Cellar Tavern 10) Evening Shade Inn 11) Conlan's House 12) Oswald's Airship 13) Temple of Ilmater 1) To the east is a kid (x=550, y=2000), who has an oddly sexy name. Talk to Nate, this handsome, intriguing, Cadillac of children, and he'll tell you about Arundel, and suggest that you should talk to him. We'll explore the town as we go, and fortunately for Nate, Arundel's House is nearby, so we'll be seeing him soon. First things first, however, head into the building at (x=1000, y=1800) Gerth's Equipment Shoppe (AR2113) o======================================================================o 2) Inside is Gerth (x=370, y=170), who else? He runs the general store, and will offer to buy 'historically significant' items from you. This is, however, primarily a junk shop, where you can sell gems, jewelry, and odd items that have no apparent function. He also sells some bardic instruments, but as I have no bard, I have no interest in them. You may, however, want to consider buying the Gem Bag, if you didn't buy one earlier. Bardic Horn of Valhalla This horn summons 2-4 berserkers to fight for you. They're full of weak-sauce, however, and are little more than distractions. --- Lyre of Progression Allows the bard to memorize two additional 2nd-level spells and one extra 3rd-level spell. This is actually one of the better Bardic aids in the game, as 2nd-and-3rd-level spells are pretty useful. Orrick's Tower (AR2101)/(AR2102) o======================================================================o 3) When you're done looking at the junk in Gerth's shop, head north along the path to find a tower (x=350, y=800). Inside, on the first level, you will find Weenog, a 'tame' Goblin who serves the master of the tower. The Mage who owns this tower-Orrick-is through the door at (x=380, y=300). Talk to Orrick (x=360, y=180) and ask about his work, eventually accepting to keep an eye out for any Elven ruins you might just happen to stumble across. What do you think, are the odds of that ever happening? He's not just a mindless quest-giver, however, he also sells stuff-Magey stuff, in fact. He'll be your source of Mage Scrolls and other magical trinkets throughout most of the game. Right now, however, I'm broke, so I won't be buying anything, even though I'll tempt you by listing the decent items he has for sale right now. He will change his inventory as you advance through the game, however, so be sure to buy interesting items when you've got the gold, lest he drop them from his inventory. Don't worry, I'll warn you again before it happens, so you can run to town and go shopping. Finally, before leaving, there are a few trinkets we can grab now. I already said I was broke, but this doesn't stop me from stealing from Orrick, who has an Amulet of Metaspell Influence*1 and a Ring of Free Action*2. My Fighter/Mage/Thief, Syrenil, has a 35% Pick Pockets score right now, so this will take some save/loading to do.. but hey, magical gear is worth a little bother. Clasp of Bron's Cloak This simple item grants its wearer a 5% resistance to Piercing, Slashing, and Missile attacks-physical damage, in other words. 5% is not a huge bonus-on a normal game, against most foes, it means you'll be taking one less point of damage from attacks. Really, 5% equals one point of damage reduced out of twenty. It's.. a petty little accessory, but if you have the coin to spare, it.. well, it's decoration, really. --- Girdle of Gond A belt that adds +10 to Open Locks and +5 to Find/Remove Traps. It's a fair toy for any Thief, but Syrenil will not really benefit it for long (100% Find/Remove Traps is all I need, and when she hits 3rd level as a Mage she'll have Knock). Save your money. --- Robe of Enfusing This robe gives a two point Armor Class bonus, +5% Magic Resistance, and allows you to memorize one additional 1st-level Mage spell. Seems good, and it's decent, but we'll find better. It stacks with other protection items, and can be worn with Bracers of Defense. --- Scarab of Goodwill You can use this to cast Friends (normally a Mage spell) once per day, but it can only be used by Clerics. At this point in the game, it'll set you back about 7000 gold. For a 1st-level Mage spell. Once per day. That can only be used by Clerics. On the other hand, you can just buy the spell Friends for about 120 gold. Does the same thing, for a sliver of the price. o===========o |Mage Spells| o===========o 1st-Charm Person 1st-Chromatic Orb 1st-Color Spray 1st-Friends 1st-Identify 1st-Identify 1st-Magic Missile 1st-Shield 1st-Sleep --- 2nd-Agannazar's Scorcher 2nd-Cat's Grace 2nd-Detect Invisibility 2nd-Melf's Acid Arrow 2nd-Mirror Image 2nd-Web *1: A simple little amulet that will give us one extra 2nd-level Mage spell slot. It'll outgrow its usefulness eventually, but in the mean time, an extra 2nd-level Mage spell won't hurt. Besides, it's not like you PAID for it or anything. --- *2: This ring prevents you from being paralyzed, either from a Hold Person spell, Web spell, or from a critter's attack. We'll be fighting foes who can paralyze you sooner than you think. I put this on my party leader-the first into the fight is most likely to be affected by these effects. Good news, we'll get another one of these rings shortly, which can go on my second Fighter/Cleric, Amirule. Arundel's House (AR2112) o======================================================================o 4) Leave Orrick's Tower and head south, past Gerth's Equipment Shoppe, to find Arundel's House at (x=1400, y=2150). Within this tree-abode you'll find, Arundel (x=300, y=250), of course. Chat with him a bit to learn about the town and its troubles. Apparently the 'Great Oak' in town is a judgemental prick plant, and is allergic to some evil presence in the mountains. As the tree gets sick, the warmth it provides fades; this is a problem in an arctic environment.. although if the stupid tree were to die, at least there would be plenty of fire wood on hand! Still, I don't want to have to chop wood, do you? No? Good. That means we need to search out this evil and stop it. Eventually Arundel will send you off on a quest to investigate the Vale of Shadows, which is our next major quest.. once we're done playing around in Kuldahar. Talk to Arundel again and tell him about the ogre in the pass. He'll tell you of an herbal remedy that may help him. Before I run off to help Ghereg, however, pick pocket another Ring of Free Action from Arundel. Now both of my leading characters have one. <----------------------------------------------------------------------> 5) Now, this might be a little inconvenient, but you can return to the Ogre with the headache in Kuldahar Pass. We'll never really have an excuse to return there for any other reason, and there's no good reason to put this off (after all, we could use the levels), so head there at your leisure. Tell Ghereg the recipe Arundel related to you for some quest experience. Now we're done with Kuldahar Pass.. No really, this time I mean it. Return to Kuldahar.
***REWARD*** (For giving Ghereg Arundel's headache cure) EXP 1200 <----------------------------------------------------------------------> 6) Continue east, then north over a wooden bridge. There's a house to the northwest (x=2000, y=1600) that contains absolutely nothing interesting. Carry on to the east, past a statue of Archdruid Tolben, and north past another house (x=3000, y=1800) which is entirely uninteresting, to reach a snow-covered wooden bridge, near which you'll be pestered by a 'Frightened Townsperson' named Mirek. He'll approach and say he's being chased by Yetis*. Sure enough, two Yetis will appear that need some death. They're more formidible than Goblins, but they should still fail to pose any real challenge. After the Yetis are dead talk to Mirek. He'll tell you about the Vale and ask you to recover a family heirloom that his brother Silas was carrying. *Yeti pelts are good stuff early on in the game. Refrain from selling them until you have a full inventory, as prices go down as you dilute the market. Selling off sixteen yeti pelts in one go will earn you more money. ***HoF*** The Yetis here have been replaced with Tundra Yetis. Presumably a slightly more powerful version? They die just as well. Hjollder's House (AR2109) o======================================================================o 7) Now, to loot some houses that are actually interesting.. well, kind of. Over at (x=2750, y=1250) will be a house containing the barbarian Hjollder (x=280, y=150)-instigator of the Heart of Winter expansion. Of course, at this point in the game he does little more than to tell us about his problems, and if we offer to help him out, he'll tell us how much we suck (there's a level requirement for Heart of Winter, kids). Before you go, however, there is a bit of looting you can do-be sure to grab the Sling +1*1 from the closet near Hjollder. Just click on the closet and wait-your party members should squeeze their way over to it eventually. Honest. ***ITEMS*** (x=300, y=100) Sling +1, Bullets x20, 40 gold *1: What can you say? Slings suck, but having a ranged option-any ranged option-is a good idea. I put this on Eraithul. Shields work their way down my party roster, ranged weapons can work their way up. House (AR2016) o======================================================================o 8) The house at (x=2200, y=900) has a Mummy's Tea on the bookshelf at (x=300, y=100). In this house I also talked to the townsperson inside about Kresselack, and ultimately obtained a Garnet Gem out of the conversation. Score. ***ITEMS*** (x=300, y=100) Mummy's Tea Root Cellar Tavern (AR2111) o======================================================================o 9) After looting the houses of Kuldahar, head to the Root Cellar Tavern (x=2030, y=850). There are a number of folks to chat with in here. Whitcomb will get you liquor and Lysan will talk about the troubles of the town. Amelia is the questy sort, however. Talk to Amelia about getting a room. She'll tell you about the mysterious circumstances under which the new owner of The Evening Shade, a halfling by the name of Aldwin, came to own the establishment. We'll have to be sure to bring that up when we head over to the inn, won't we? Also note that you can talk to any random townsperson to learn about the troubles of Kuldahar. People going missing, evil weather, that old rag. If you talk to one with a Paladin, and ask about temples, you can champion the cause of Ilmater for some experience. ***REWARD*** (For pushing Ilmater to the peasants) EXP 1200 The Evening Shade (AR2114)/(AR2115) o======================================================================o 10) Speaking of the Inn, head over to The Evening Shade Inn (x=1200, y=500), where you cand find the new proprietor-Aldwin-at (x=370, y=300). He'll be charging three times the average rate for rooms, and will insist that his claim to the store is legitimate. Hmm.. There's searching to be done. Take the stairs at (x=50, y=150) and loot around until you find Eidan's Legacy Ring (x=320, y=380). Once you have the ring, you have some options. When you confront Aldwin, you can force him to confess to the elders, or you can blackmail him into giving you a free room whenever you want it. Since I dont have any healers, a free noble room at my whim is a great alternative. Plus, you get the same experience either way. ***ITEMS*** (AR2115) (x=250, y=180) Studded Necklace with Zios Gems (x=320, y=280) Eidan's Legacy Ring ***REWARD*** (For forcing Aldwin to confess) EXP 3225 ---or--- ***REWARD*** (For blackmailing Aldwin) EXP 3225 Misc Free Noble Room Conlan's House (AR2103) o======================================================================o 11) It's time to head to the blacksmith's shop, which is at (x=1480, y=400). Inside, Conlan-the blacksmith-will whine about his son, and say some rather pessimistic things, overall. You can offer to find his son, but this is a good distance off. In any case, sell any junk you've been collecting from the Goblins. He's got some nice equipment for sale, but almost all of it is well out of our budget.. but that doesn't mean I won't discuss his goodies! Note that Conlan, unlike Orrick, will NOT update his stock.. ever. This is a good thing, because his better items are quite expensive. You can also try to nab Conlan's Hammer from his chest, but if you don't have a good Open Locks score or the Knock spell, you're probably out of luck. Daisy Comparable to The Black Bow-it's a Crossbow that gives +3 damage, +5 THAC0. There's one draw-back to Crossbows, however, that this weapon doesn't address-their low rate of fire compared to bows. Some Crossbows you'll find will give extra attacks per round, hence resolving this issue, but this one will not. --- Evil Spider Crusher of Doom How can you argue with a weapon named 'Evil Spider Crusher of Doom'? It sounds like a freakin' Diablo weapon! Anyways, it's a weapon that gives a bonus versus spiders. Spiders shouldn't be too much trouble, but at least this weapon has a base +2 enhancement bonus. --- Faith Killer A +2 Axe that gives +5% Magic Resistance and has a 5% chance to cast Dispel Magic on targets you strike.. very similar to Bala's Axe from Baldur's Gate 1. There are better solutions for enemy spell-casters, however. --- Fayr's Halberd Another plain +3 weapon, if you're married to Halberds, it might be worth a look, but you can find better. --- Giant Killer A +1 Sling that is +4 against Giants. There are a number of giants in the game (Verbeegs, Ettins, Frost Giants, Fire Giants), but the best way to deal with them is NOT by chucking rocks, even +4 rocks. Hitting them with a highly enchanted melee weapon in the hand of a Grand Master is a better idea. --- Hellpick Hellpick is a very expensive +3 Hammer, with absolutely nothing special about it save an improved Speed Factor. Unfortunately, you can purchase The Giving Star AND The Love of Black Bess for the same price. --- Helm of the Trusted Defender What can you say? This helmet rocks. It gives a +3 Armor Class bonus and makes the wearer immune to Sleep and fatigue. The only problem? It can only be worn by Gnomes and Halflings. I might have made concessions for Heart of Fury by advocating an all-good party so I could gather the Shimmering Sash, but I won't do so here. Yes, it is a very nice helmet, but a multi-class Half-Elf has better class choices than a Halfling or a Gnome. --- Lonesome Road A +3 two-handed Axe that boosts your Constitution by one point. It's a decent weapon, really, but again, two-handed weapons aren't great for front-line Fighters, as it deprives them of the use of a shield. Note that Lonesome Road is the name of a Fallout: New Vegas DLC, made by Obsidian (the revived, post-Interplay version of Black Isle). Just showing off the anachronism of this guide. --- Pig's Eye This racist weapon is yet another item that is more powerful versus a certain enemy-in this case, Orcs. Don't scoff, they won't all be as weak as the one's we've already dispatched. On the other hand, it's a very expensive weapon, and we'll find a comparable one-not a single coin wasted. --- Pikeman's End A simple +3 two-handed sword. You'll find a highly enchanted two-handed sword (or rather, a few of them) along the way, so you don't need to spend money here. --- Reliance Reliance is a simple +4 Dagger. If you're using Daggers on a Mage or Thief-they don't warrant you spending tens of thousands of gold on their melee weapons. If it's for, say, a Fighter/Druid, then you may have a case, but you'll find tons of daggers. --- The Black Bow This bow gives a +3 damage bonus and a +4 THAC0 bonus, making it a pretty potent weapon. Still, you'll find plenty of potent Long Bows throughout the game. This bow really needed to be a Short Bow, to even warrant a serious look at it. --- The Blade of Bael Nothing special about it, it's just a very, very expensive +3 Bastard Sword. --- The Giving Star Probably the best weapon being sold by Conlan, all things considered. It's about half the price of many of the other weapons, has a +3 enhancement bonus, and has a 10% chance to cast Cure Light Wounds on the wielder (that's you) and increasing your Strength by one. Unfortunately it can't be used by Good characters, so I won't be buying it. --- The Love of Black Bess How can you hate a +3 Mace? Sure, it has a 10% chance to cause foes to lose 4 points of Luck-whatever the hell that means, but it's dirt cheap compared to most of the other weapons! Really, it costs 1/3 as much as The Giving Star. It's hard to argue against a +3 weapon for 7000~ gold. --- The Lucky Scimitar Magical Scimitars aren't very common in this game, and any Fighter/Druid eagerly desires such weapons. A plus for this weapon is that it is dirt- cheap, comparitively speaking, so it might be worth purchasing if you decide not to go with Daggers. It's a +2 weapon that bestows the effects of the Luck spell unto the wielder-which grants a +1 bonus to saves and attack rolls. Not bad. --- The Spear of White Ash This Spear is a +3 weapon that has a 5% chance to deal 1d6 extra damage. The +3 part is pretty nice, but the 1d6 damage.. eh.. What ever. I'd rather have a shield on my front-line characters, which means spears are out. --- The Staff of Eron A simple +3 Quarter Staff, at a premium price. Who would be using Staves, anwyays? Mages? Their melee prowess doesn't warrant the price, and Druids? They're better off with a Shield. --- The Sword of Myrloch Vale A +3 Long Sword that boosts your Lore. I can't really think of anything good to say about a Lore boost, really, but a +3 weapon really speaks for itself. Sadly, by the time you have tens of thosands of gold at hand, you'll have already found (or will soon find) better. --- Tombsweeper Tombsweeper is a decent +3 blunt weapon that can be used by any of our Fighter/Mage/Clerics. It suffers from too much competition, however. Both The Love of Black Bess and The Giving Star are cheaper, and better. --- Trollslayer I try to stay away from weapons that gain most of their power against only one specific foe (unless that weapon kills said foes outright, and said enemies are half of the creatures in the game), but Trolls can be very annoying, and this weapon is.. well.. an ideal way to deal with them. Your only other options? Have potions of Fiery Burning, use spells, or hopefully use a weapon that deals fire or acid damage, which you would have needed to have found. If all else fails, keep this sword in mind. ***ITEMS*** (x=350, y=100) 110 gold, Conlan's Hammer*1 *1: It's only a +1 War Hammer that improves the wielder's THAC0 and damage when fighting iron golems. Still, it can hit ANY creature that requires a magic weapon to keep, making it a useful tool at any level. There are much better weapons out there, but Conlan's Hammer is still worth holding onto. Oswald's Airship (AR2108) o======================================================================o 12) Our last stop is Oswald's Airship (x=3100, y=400), east of Conlan's House. Oswald (x=400, y=150) is rather strange, but he'll sell you a variety of potions. Of particular interest are Potions of Invisibility and Potions of Giant Strength. If you have money burning a hole in your inventory (which you don't) you'd do well to stock up on these. Most importantly, Oswald has a good number of items to pick pocket. These include two Oils of Fiery Burning, a Potion of Firebreath, a Necklace of Missiles*1, and a Ring of Protection +2*2. *1: This unassuming piece of jewelry allows you to cast a weak (6d6) Fireball-a great asset for a low-level party. You'll never really need it, and it only has one charge left (so it doesn't sell for shit, either). --- *2: The Ring of Protection +2 is something that's going to be useful the rest of the game, and while there might not be a placement issue to worry about yet, it'll come in handy on the characters who can't wear armor (mages). For now, just stick it on your party leader, where it can remain until you find some magical armor to replace it with. Daisy-chain it down the party as you find magical armor. Temple of Ilmater (AR2107) o======================================================================o 13) Now head south down near the statue of Archdruid Tolben, then east to find a snow-covered bridge. Head north along the dried up river-bank to find the Temple of Ilmater, (x=2800, y=700), outside of which is the painfully boring Brother Ferg. Inside you'll find Ferg's brother.. Brother Gus. Talk to Sister Calliana (x=220, y=250), who is the only remotely interesting character here.. and only because she can heal you. Yay. Now that I've covered all of the places in this town.. We're done with Kuldahar for now! We've plundered what we could from Kuldahar, recieved some quests, and gained access to free lodging. It's time to travel to the Vale of Shadows, which can be accessed by exiting from the eastern edge of the map (x=3830, y=1700). Note: Sister Calliana used to have a more significant role in the game. She would have mentioned a 'Revered Brother Poquelin', a name we will hear again, but without any foreshadowing. She also would have talked about the missing Revered Mother Egenia, another character that, as the game stands now, appears with no prior mention. Most importantly, she played a part in a quest much later in the game, where you tried to aid a being known as the 'Voice of Durdel Anatha'.. the completion of which would have scored you some silly gear and experience. This quest (and these items) now only exist in the game's data files. Save from cheating, there's no way you can get any of them. Although if you have Infinity Explorer you can read the still extant conversation lines of both the Voice of Durdel Anatha and Sister Calliana, and see the items you could have obtained. o======================================================================o | | | The Vale of Shadows | | | o======================================================================o Finally, we're done with the prologue, and really, Kuldahar was just as much of a tutorial as Easthaven was. This game starts out slow, but we are finally looking at our first bit of real adventuring, with dungeons, treasure, monsters and all that.. Vale of Shadows (AR3000) o======================================================================o Sequence of Events: {WLK004} 1) To the Northern Tomb 2) Skeletons and Zombies 3) Trap Cherry! 4) To the Southern Tomb 5) Ghouls and Ghasts 6) Grabbing the Gate Key 7) Yeti Chief Slaughter Fest 8) The Yeti Cave 9) Yet Another Tomb.. 10) Therik's Tomb 11) Snatching the Sanctum Key 12) Town Run! 13) To Kresselack's Tomb Tomb (AR3401) o======================================================================o 1) Dark, windy, snowy, fun. Head directly east, ignoring a fork to the south, and into the tomb at (x=1800, y=200). You'll encounter some Lesser Shadows along the way, but fear not-they're no big deal. If they hit you, they'll bestow 'Bad Luck' on you, which will go away on its own after a few rounds. Inside the tomb you'll encounter some Skeletons and Zombies, petty undead that should pose no threat. The Skeletons will drop weapons-occassionally 'High Quality' versions, notable by their healthy green hue. These weapons function the same as their normal counterparts, but they have a +1 THAC0 bonus. If you find a High Quality version of a weapon you like, be sure to equip it. ***HoF*** There's even more glory for my triple-classers in Heart of Fury mode, as they possess the ultimate cheap tactic if ever there was a cheap tactic. Even weak monsters in the Vale of Shadows are fairly tough in Heart of Fury mode, but there's a trick we can-and should-employ. Cast Invisibility on any Cleric, turn off party AI, then activate their seldom-used 'Turn Undead' ability. The monsters in Heart of Fury have been boosted, sure, but not enough to make them immune to smiting by a high-level Cleric. It's an instant-death effect which, if you're a high enough level (Clerics level 20+, or go home) should annihilate most undead passively, quickly, and easily from here until... well, past Dragon's Eye. I will merrily refer to this tactic as... Invisosmite! Note that the invisibility part of it is optional-if you have a party like mine, activating the 'Turn Undead' ability on all five triple- classed characters and walking around is enough to turn my party into a moving instrument of death. It does, however, work to make you completely invulnerable while you smite-even if most undead won't be able to withstand you for longer than a round anyways. <----------------------------------------------------------------------> 2) Loot the skeleton on the wall (x=780, y=650), then continue up the stairs to the west. Here you'll find the first quasi-dangerous foe in the game (save that Ogre, if you were under-leveled), a Carrion Crawler. Its attacks can paralyze you, and since it attacks quickly and has some Skeletons supporting it, a paralyzed character can be in some real trouble. Engage it with the two characters protected by Rings of Free Action. Once the Carrion Crawler is dead, mop up the Skeletons. ***ITEMS*** (x=780, y=650) Studded Leather Armor, Antidote (Cursed)*1, Potion of Agility, Scroll of Luck *1: You will occassionally come across potions that look different from 'normal' versions of that potion. If in the item description it says the potion looks 'murky' or 'oddly colored' or some such, don't drink it. It's either cursed, spoiled, or fake-either way, it's detrimental to your health. <----------------------------------------------------------------------> 3) To the east, a fork. First explore to the east to find a trap that needs to be disarmed. Why does it need to be disarmed? To make this tomb safe for the children! Now explore up the northern fork, where another trap lurks at the entrance to the tunnel. Disarm it and explore north until you find another skeleton that can be looted. ***ITEMS*** (x=940, y=130) Shortbow, Arrows x5, Scroll of Stinking Cloud*1 ***TRAPS*** (x=990, y=450) (x=620, y=380) *1: Stinking Cloud is a fairly nice spell for debilitating groups of enemies. Alas, most of your enemies are undead, and won't be affected by it. In any case, with the Rings of Free Action I prefer Web, since I won't be harmed by its effects. <----------------------------------------------------------------------> 4) Exit the tomb and backtrack to the west until you reach the fork again. At it, head south until you encounter some Yeti. We killed them just fine in Kuldahar, and there's no reason you should have more trouble killing these ones than those. Continue south along a narrow path until you reach another fork. Head east, the north. Smite some more Lesser Shadows, then continue east to find another Tomb (x=1200, y=400). Tomb (AR3101) o======================================================================o 5) Immediately inside the tomb you'll be attacked by some Skeletons and a Ghast. Ghasts and Ghouls are rather unfriendly due to their ability to paralyze your party members. In the Gold Box D&D games, this set you up for a coup'de'grace. Fortunately, you're not a one hit kill while paralyzed in Icewind Dale, but you will be hit by every enemy attack. Being paralyzed can allow the enemy to quickly tear a character to ribbons, and is best avoided. If possible, characters with Rings of Free Action should draw the attention of Ghouls and Ghasts to prevent their paralyzation from working. <----------------------------------------------------------------------> 6) Grab the Gate Key from the golden statue to the north (x=350, y=450) and cautiously explore the level. In the tunnel west of the golden statue room are three traps waiting for you, and beyond them more undead (including a Ghoul). To the east of the golden statue room there's a trap that triggered at around (x=950, y=500) that I couldn't detect even with Find Traps at 90%-so it's probably beyond the means of fresh parties to detect. It summons some Lesser Shadows for you to kill, so it's probably worth tripping anyways. Turn the undead back into bits of bone and ectoplasm, loot the sarcophagus in the northeastern corner of the level, and head back out into the Vale. ***ITEMS*** (x=350, y=450) Gate Key, Scroll of Identify, Potion of Healing, Scroll of Remove Fear (x=260, y=330) Leather Armor +1, Scroll of Cure Light Wounds (x=770, y=150) Potion of Healing, 21 gold, Scroll of Grease, Scroll of Strength, ~Huge Long Bow*1, Potion of Genius (3rd Play: Halberd of Sparks +1*2) (4th Play: Flawless Two Handed Sword) (7th Play: Finest Long Sword) ***TRAPS*** (x=300, y=720) (x=230, y=630) (x=170, y=540) (x=950, y=500) *1: A +3 damage bow. Unfortunately it lowers your Armor Class by 1, but if you're a pure archer, who cares, right? Of course, if you have a Composite Long Bow already, you've got +2 damage and +1 THAC0. This bow isn't worth the trade off. --- *2: It's a +1 Halberd with a 15% chance to deal an extra 1d10 electrical damage. <----------------------------------------------------------------------> 7) Back-track to the last fork and explore to the west, following it as it switch-backs to the east, until you finally reach yet another fork. This time, explore to the north. Some Yetis are standing around waiting for somebody to kill them. Oblige, then continue east to reach the center of the map, a large platform dominated by a statue of a robed figure. The prayers of statues are as effectual as the prayers of people are-even more so, because they can hold the pose longer and statues don't commit sins by liking things. It's the truth. We should all endeavor to be more like statues, those blessed things (you can start by giving me all your worldly possessions-those things just lead to trouble). Anyways, more Yetis can be found around here, to the west. You'll also find a ramp leading south, which you should take. Kill more Yetis as you explore down the ramp, then to the east. In front of a cave you'll find the Yeti Chieftan, a slightly tougher Yeti. Kill it and loot it for two interesting items-Mirek's Family Heirloom, and a Long Sword +1 (7th Play: I found a Morning Star +1*1, which is all the more agreeable to my new party. You can also find a Short Bow +1 here, for what it's worth.) *1: Pretty simple weapon, it's got a +1 enhancement, which is better than anything else I have. Like with shields and armor, I'll equip the leader of my party with the finest gear I find, and daisy-chain down the roster until everybody is uber. Yeti Cave (AR3001) o======================================================================o 8) Now, there's a cave nearby (x=2000, y=1300).. I know you want to get back to town and turn in that amulet, but it can wait. There's really no good reason to explore this cave now, since we'll be coming back here later to resolve a quest.. but there's good loot inside we'd be well served by picking up now. Wait. That IS a good reason. Anyways, inside kill all the Yeti you find (there should be five of them) and loot the crates to the north. This will get you some nice items, and enough Yeti Pelts to fill an inventory. Lots of Clericy stuff here, eh? ***ITEMS*** (x=390, y=390) Mace +1*1, Chainmail, Potion of Agility (x=370, y=410) Gold Necklace, 12 gold, Potion of Fire Resistance (x=340, y=440) Fire Agate Gem, Turquiose Gem, Zircon Gem, Moonstone Gem, Potion of Freedom (x=310, y=420) Potion oif Healing x2, Potion of Genius, Scroll of Glyph of Warding, Scroll of Prayer *1: Another +1 blunt weapon, another Fighter/Mage/Cleric is happy. Tomb (AR3201) o======================================================================o 9) Return to the large platform with the praying figure and explore to the north. There's another tomb up here, if you still have the inventory space for some adventuring. Kill some Lesser Shadows along the way and enter the tomb at (x=2600, y=400). Once inisde, you'll be accosted by a number of Skeletons and a Ghoul. None of which should be able to phase you.. at least, if the Ghoul is nice and attacks party members equiped with a Ring of Free Action. Smite until you're the only things standing, then loot. Once done, head north. There's a trap in the doorway that needs to be disarmed, and another trap by the sarcophagus that I couldn't detect. It summons a number of skeletons in the niches around the sarcophagus, so again, there's no real problem in triggering it. This is not the same trap as the trap ON the sarcophagus itself, mind you. ***ITEMS*** (x=180, y=580) Scroll of Find Traps, Scroll of Chant (x=780, y=460) Potion of Healing, Mummy's Tea (x=850, y=320) 35 gold, Gold Ring, Bastard Sword, Scroll of Infravision, Scroll of Protection from Evil, Potion of Infravision, Chainmail +1*1 ***TRAPS*** (x=600, y=550) (x=850, y=320) ***ITEM FISHING*** Now, we'll have a chance to fish for another item shortly. This one isn't terribly impressive, but it's not hard to get, either. In the next Step we'll be traveling to a tomb, wherein we'll encounter a Skeleton named Therik, who has random loot drops. I suggest you quick- save before entering the tomb, kill and loot Therik, and if you get a magical ring, keep it. If not, reload and try again. *1: This armor is no better than Splint Mail, so you don't need to bother wearing it. It sells well, however. Tomb (AR3301) o======================================================================o 10) Backtrack all the way to the fork that led us up to the center of the level and explore the virgin path to the east. You'll shortly find the entrance to yet another tomb (x=3400, y=1400). Once you enter you'll be accosted by a skeleton warrior by the name of Therik. You can leave peacefully (if you have the Gate Key, you'll have to give it up in order to leave). Or you can kill him. Yeah.. let's kill him! He drops random loot, as follows: (1st Play: Ring of the Warrior*1) (2nd Play: Phase Dagger*2) (5th Play: Finest Halberd*3) (7th Play: Potion of Action Transference*4) (7-X Play: Flawless Two Handed Axe*5) I suggest trying to get the Ring of the Warrior from him, as it's a niftly little ring that increases the wearer's THAC0 by one. It's not game-breaking, but since you can't stack Rings of Protection, you'll probably be able to find a home for it for a long time. *1: This is a tough one. All my fighters (the first five characters) have the same strength modifier, and THAC0. But, Syrenil, my archer, gets two-and-a-half attacks per round. Who will benefit more from this, a character with one attack per round, or one with more? --- *2: A cruddy little dagger with no enhancement bonus. It has a 15% chance to phase enemies.. but the only thing really exceptional about this weapon is that it actually makes Applebane seem not so bad. --- *3: This nice little Halberd gives a +2 bonus to THAC0 and +10% Slashing Resistance. I'd still stick with the Halberd of Sparks +1, if you have it. --- *4: One of several potions that will permanently alter your stats if you drink it. Many of them are win-lose propositions-you gain +1 into one attributes, but suffer a -1 penalty to another. This particularly vile concoction causes you to gain a point of Charisma at the expense of one point of Dexterity. It might as well be filled with goat piss. --- *5: +2 THAC0, nothing else special about it. Who uses two-handed axes anyways? <----------------------------------------------------------------------> 11) Beyond Therik you'll find a large number of skeletons across the bridge. If you need a strategy, bottleneck them on the bridge with two Fighters and let the rest of your characters use ranged attacks to decimate them. On the eastern side of the bridge you cand find a Ghoul lurking around near some coffers to the east. Continue east (disarming a trap along the way) and head down some stairs when you run out of east. Along the stairs you'll get the pleasure of dispatching a variety of undead, including Skeletons, a Ghast, and some Zombies. In the room with the ring of sarcophagi at the bottom and the ajoining room to the south we'll complete our undead collection by dispatching another Ghoul and some Lesser Shades. Loot-be sure to grab the Sanctum Key*2-and leave. ***ITEMS*** (x=1550, y=300) Long Sword, 9 gold, Helmet. (x=1910, y=800) 14 gold, Dagger +1*1, Scroll of Color Spray, Potion of Strength (x=1640, y=550) 6 gold, Scroll of Invisibility*2 (x=1800, y=1250) Sanctum Key*3, 26 gold, Broken Armor, Scroll of Chill Touch, Potion of Insulation ***TRAPS*** (x=1800, y=350) (x=1800, y=1250) *1: A very minor upgrade to Aspel's Dagger.. but since it's magical, it'll put you in the game against the many, many critters that require magical weapons to harm. --- *2: Sneaking might not be fool-proof (especially at our low level and with my focus on thieving skills being directed to Find Traps), but Invisibility is. We'll be using this spell for some of our more complicated Item Fishing runs. --- *3: The Sanctum Key opens the east (x=1600, y=1350) and west (x=900, y=1150) doors in Kresselack's Tomb (AR3501). <----------------------------------------------------------------------> 12) We've got one last tomb to raid-and it just so happens to be a rather long one. This is a great time to head back to town, sell off Yeti Pelts and other junk, buy more arrows, and generally resupply. While in town I make sure to find Mirek, who's in front of the potter's house (x=2090, y=1710). Give him the heirloom and he'll thank you. More importantly, he'll reward you. Once you're ready return to the Vale and backtrack to the tomb where we met Therik. ***REWARD*** (For returning Mirek's heirloom) EXP 2400 Item Sling +1*1 *1: Staying consistent with my statement on the earlier Sling +1, this weapon goes to Nauzhir the Red. <----------------------------------------------------------------------> 13) From Therik's Tomb head north and dispatch any (and many) Lesser Shadows along the way. The path will terminate at a grand doorway leading to the largest tomb (x=3300, y=400) of all-that of Kresselack. I expect that even the most casual of gamers have well over 5,000 experience per character by now, and if you've been adjusting the difficulty sliders, it's possible to have over 10,000. In any event, we should all be at least level two with whatever characters we have. You should also have the Sanctum Key, and at least two +1 melee weapons if you've been following this guide. Anyways, when you're done staring at the huge doorway in redundant awe of the wealth the living waste on the dead (how many hungy kids could have been fed with the money wasted on this tomb?), head inside. o======================================================================o | | | Kresselack's Tomb | | | o======================================================================o If you've been talking to townsfolk in Kuldahar, you've probably heard of Kresselack the Black Wolf. A badass warlord who made life just a little more unbearable in this winter wonderland, 'a whole legion of soldiers, shamans, and priests under his banner.' Yeah, that guy. As we all already know, the rich, powerful, and morally flawed (the thing that tends to lead to one becoming rich and powerful) have the biggest houses and best stuff in life. So too, in death. We should expect the tomb of the Warlord Kresseleck, then, to be the largest, wealthiest, most well- guarded tomb in the Vale of Shadows. And so it is. But that's good news for us adventurers with sticky fingers. Kresselack's Tomb (AR3501) o======================================================================o Sequence of Events: {WLK005} 1) Smashing Skeletons 2) Southwestern Trap-and-Treasure 3) South-Eastern Trap-and-Treasure 4) Weak Wight 5) Ghoul Fight 6) Mytos the Bone Dancer 7) Return to Sender 8) Cheap Sleep 9) Mummy Madness and the Masoleum Key 10) Cheap Traps and Skeletal Chaps 11) Kresselack's Masoleum 12) Skeletal Mage and Friends 13) Undead Furnishings 14) Plain Foes, Plain Key 15) Black Wolf Talisman 16) Kresselack's Court 17) Incorporeal Undead Crypt 18) Corporeal Undead Crypt 19) The Last Guardians 20) A Distinguished Voice in the Vale 21) The Priestess of Auril 22) Kresselack's Promise 23) Lysan's Belongings 24) After the Heartstone Gem 25) Shopping Spree! 1) Open the door at the end of the eastern passage (x=1250, y=1500). to find a large central room dominated by glowing green vats that look entirely unhealthy. You'll be accosted by a number of Skeletons and Tattered Skeletons within, and although it may be tempting to run in and smite things, let them come to you, as a pair of Skeleton Archers and Temple Guardians await further into the room, and there's no need to engage everything at once, is there? I mean, it's not like you should have any trouble dispatching these pathetic undead.. and really, why are Skeleton guardians so prevelant? Sure, they've got no upkeep, but they are woefully weak. Seriously, who is going to be put down by Skeletons? A peasant? Sure, so peasants won't be raiding your forbidden tomb, but is that really worth the effort? Is that who you are REALLY trying to keep out? No! It's adventurers, who will chew up and spit out your hordes of poorly placed weak Skeleton 'guardians'. Why not pool your money and get ONE REALLY BADASS guardian? Or at least a door blocking the entrance into your crypt. Sure, undead are creepy, but that's about it. Oh well. ***HoF*** A tomb full of undead, with no living monsters, and nary a Dispel Magic or Detect Invisibility in sight.. you know what that means.. Invisosmite the whole damn place! Anything that is immune to Invisosmite will be much weaker without legions of skeletons around them. <----------------------------------------------------------------------> 2) Now, we have five paths before us-north, west, southwest, southeast, and east. let's tackle the two southern paths first, since they're the least bother. Search for traps before going down the southwestern tunnel, as there's a nasty Flame Arrow trap waiting. Once it's been neutralized, explore to the Southwest to find a room guarded by petty undead. Smite them, and loot the (trapped) chest (x=310, y=1530). ***ITEMS*** (x=310, y=1530) 8 gold, Necklace, Scroll of Entangle ***TRAPS*** (x=800, y=1410) (x=310, y=1530) <----------------------------------------------------------------------> 3) Repeat the process for the southeastern tunnel. You know the drill- trap in the tunnel, undead (including a Ghoul) in the room beyond, trapped treasure.. etc. I'm not being critical, if you simplify enough, that's what all dungeons are. If only traps gave you experience in this game, like in Baldur's Gate 2.. traps almost seem like a reward in that game, but in this game (and in Baldur's Gate 1) they're just chores. ***ITEMS*** (x=1570, y=1940) 5 gold, Turquiose Gem. (x=1600, y=2000) Long Sword +1, Potion of Healing x2, Mummy's Tea x2 ***TRAPS*** (x=1570, y=1940) (x=1400, y=1580) <----------------------------------------------------------------------> 4) After looting the southern rooms head through the doors west of the central room (x900, y=1150). Beyond, we'll find more baddies-Zombies in the first room, Tattered Skeletons in the room beyond, and a Wight. Icewind Dale really takes it easy on us with Wights, which aren't nearly as bad as they should be (i.e., no level-drain. Unfortunately Baldur's Gate 2 is nowhere near as nice..) Wights do, however, require magical weapons to hit. At this point, my first two character (Ilnathias and Amirule) have +1 weapons, so even though I can't touch them with missile weapons, my front-liners can. And touch him they shall. Hard. With death sauce. Loot the trapped sarcophagus to find the Priest's Key, which we'll need soon enough. ***ITEMS*** (x=450, y=1030) Priest's Key*1, Potion of Healing, Potion of Infravision, Gauntlets of Weapon Skill*2 ***TRAPS*** (x=450, y=1030) *1: The Priest's Key opens the northern door (x=1400, y=930). --- *2: Gauntlets of Weapon Skill are another +1 THAC0 item, which I also give to Syrenil. Again, it's all about the extra attacks per round. <----------------------------------------------------------------------> 5) Now head through the eastern door (x=1600, y=1350), beyond which several Ghouls with bad attitudes await. A scuffle ensues, and we all get lunch detention. They're still full of weak-sauce, but Ghouls are still more worthy as guardians. Ghouls can mess people up. If I had an undead-ridden tomb, I'd have it filled with Ghouls (I can't afford Ghasts after eight years of Bush.) ***ITEMS*** (x=1800, y=1370) Potion of Strength, Ring, 5 gold, Scroll of Armor, Short Bow +1*1 (x=2000, y=1530) Holy Symbol of Myrkul*2, War Hammer, Splint Mail*3, Scroll of Larloch's Minor Drain, Potion of Genius, Scroll of Burning Hands*4 *1: This Short Bow +1 was a weapon I initially equiped on Syrenil-the old 1st-playthrough Syrenil, before she became a Fighter/Mage/Thief. She was at the time a Thief/Mage dual-class character, which I thought, short-sightedly enough-was good enough. Little did I know that Short Bows are quite rare in Icewind Dale, and laughably enough, this ended being the first-and only-magical Short Bow I found. Moral of the story? Short Bows suck! --- *2: This opens the door at (x=1400, y=930). --- *3: A free suit of Splint Mail? Score. I know it's pretty obvious-this is my fifth-such suit of armor, and it replaces the Chain Mail on my fifth Fighter/Mage/Cleric.. well, let's just say I've been surprised before at what I need to tell people in these guides. --- *4: The Scroll of Burning Hands will come in.. handy.. later when you're fighting Trolls. <----------------------------------------------------------------------> 6) After I'm done lootin' and pollutin', I enter the large door north of the central room (x=1400, y=930). You'll be greeted by the Bone Dancer Mytos. If you try to reason with Mytos (pick the following dialogue option: "Mytos, I am trying to be reasonable here. I cannot in good conscience leave until I have investigated this tomb fully. Can we come to some understanding?") and you'll recieve a quest reward. Man, they're really pushing this "good" thing. You can lie to yourself and pretend you are trying to weasel out of a fight, if that's your preference. Of course I said you can *try* to reason with Mytos. A fight here is inevitable. Fortunately, it's also easy. Stay on top of Mytos, nobody needs him casting spells. When he dies-again-he'll leave behind a Black Opal Gem, and a War Hammer +1*1. (During my 7th playthrough, one of the Temple Guardians also dropped a Battle Axe +1. Score.) Note: Some of the stronger foes in here have a random chance of dropping +1 weapons, typically Skeleton Archers (which can drop magical arrows, bullets, or bolts, as well as Short Bows +1) and Temple Guardians, which are fond of melee weapons (I've found +1 Morning Stars and Battle Axes). The lesser foes may also drop high quality weapons, of course. ***REWARD*** (For trying to reason with Mytos) EXP 3225 *1: It's a magical blunt weapon, but it's weaker than the Morning Star +1 and the Mace +1 I found earlier, but a magical weapon is a magical weapon. Put it on a character specialized in Hammers. <----------------------------------------------------------------------> 7) North of this room you'll find a group of Skeletons and a monster called 'Myrkul's Sending'. There's a trap in front of the group, so let them come to you. Myrkul's Sending is just a big shadow that can only be hurt by magical weapons, which you should have plenty of by now. It'll drop you a Ring of Shadows*1. ***TRAPS*** (x=1800, y=420) *1: This is a nice ring, giving a 15% bonus to stealth and non-detection. For now, I'll give it to my Fighter/Mage/Thief, Syrenil, as she's more likely to sneak about. You know, because she's the only character in my party who actually CAN sneak about. <----------------------------------------------------------------------> 8) Bactrack to the room Mytos was in, and you'll notice that we have two tunnels to explore-one to the northwest, and one to the northeast. Explore to the northwest first, as the northeastern path will lead us to our destination, and we can't have that. Soon the tunnel will turn southwest, where it'll terminate in a small chamber guarded by two Skeleton Archers. Be wary of the open sarcophagus that you can loot, as there's a trap on it that I couldn't detect even with a 110% in Find Traps, so I doubt it's meant to be found. Just take one party member up to it so they all don't get hit by the Color Spray, then quickly smite the Skeletons that appear with the rest of the party. ***ITEMS*** (x=820, y=700) Protection from Fire Scroll, Scroll of Haste*1, Short Bow +1, 39 gold ***TRAPS*** (x=820, y=700) *1: Haste is simply fantastic, and the fact that they give this scroll to you so early is surely folly. From the time you can cast 3rd-level Mage spells, you'll probably always have one prepared. If you like winning, that is. Possibly the most essential of party buffs, it'll transform our mediocore triple-classers into melee-machines, and you'll be using it for the rest of the game. Just be wary of the fatigue period that follows its use, if you use it too much and get too fatigued, the game will force all your attack rolls to be 1-3. No joke. So be sure to get some rest after a Haste or two. <----------------------------------------------------------------------> 9) It's the northeast's turn to feel the bitter sting of our looting. Disarm the trap on the way down the tunnel (x=2200, y=850) if you don't want to make the Skeleton Archer's jobs any easier, then smite them. Near where the Skeleton Archers were there is a secret door (x=1900, y=1100), beyond which you'll find a Mummy. It can only be hit by magical weapons, and if it hits you, chances are he'll inflict you with a diease called 'Mummy Rot'. This disease is lethal over time, and at this point in the game you probably only have two options as far as curing it goes. You can use a Mummy's Tea, or go to the Temple of Ilmater in town and pay for them to cast Cure Disease. Have your front- liner with the best (lowest) Armor Class draw the Mummy's attention and hope for the best. If you can nail it on the hardest difficulty (save Heart of Fury mode, of course) this critter is worth a whopping 6000 experience-a huge boost at this point in the game (1000 experience per character!) Equipping any Arrows +1 that Skeleton Archers occassionally drop will help out immensely. Once the Mummy is dead, loot the chamber it was guarding. ***ITEMS*** (x=1880, y=1040) Gold Ring, Gold Necklace, 14 gold, Scroll of Blindness*1, Scroll of Aid (x=1900, y=980) Mage Robe of Cold Resistance, Potion of Genius, Scroll of Knock*2, Mausoleum Key*3, Scroll of Resist Fear, ~Diseased Halberd +1*4 (3rd Play: Giant Halberd*5) (4th Play: Finest Light Crossbow*6) (7th Play: Finest Heavy Crossbow*7) ***TRAPS*** (x=2200, y=850) *1: Blindness is a decent spell, if used against strong melee types, it can all but take them out of the fight. Of course, it is in every way inferior to Slow, and Web or Stinking Cloud are probably better 2nd- level spells, but Blindness has no potential colateral damage. --- *2: Knock is a wonderful spell, automatically opening any locked chest, door, or whatever.. Provided it can be opened without a specific item, that is. Since my party will have good thieves, I probably wont need this spell, but it's a handy one to have regardless. Especially while I wait to boost my Open Locks skill score to an acceptable level. --- *3: This key opens the doors at (x=1300, y=700) and (x=850, y=1300) on the Mausoleum level (AR3502), so do hang on to it. --- *4: A +1 Halberd with a 10% chance to inflict a disease upon the target. I'd still stick with the Halberd of Sparks +1, if I had to make the choice. --- *5: This wretched polearm deals a whopping 2d8 damage, but imposes a -1 penalty to your THAC0 and a -2 penalty to Armor Class. --- *6: A Light Cross Bow with a +4 THAC0 bonus. --- *7: If you made your Fighter/Mage/Thief specialize in Cross Bows instead of Bows, then this is an obvious improvement over whatever else you may have, what with its +2 damage bonus and +4 THAC0 bonus. <----------------------------------------------------------------------> 10) From the secret Mummy room, head east, then go up a tunnel to the north. You'll have to deal with two Skeleton Archers at the the end, and again these ones are defended by a trap (x=2300, y=950). The tunnel will now turn south, and-again-more Skeleton Archers down the tunnel, with a trap in front (x=2450, y=1100), and Temple Guardians behind them. At the end of this tunnel, however, you'll find a door (x=2200, y=1320) leading to the Mausoleum. Make sure you're in tip-top shape before heading on, as it only gets rougher from here. Note that this is a great time to head back to town if you're starting to get overencumbered. ***ITEM FISHING*** There's another wildly variable bit of random loot coming up, although it's no simple matter to obtain it. In the Mausoleum there's a sarcophagus that can be looted for some very nice items. My favorite? The Reinforced Large Shield +1. To get it, however, you'll have to endure an ambush by Tattered Skeletons, run through Skeleton Archers, deal with a Skeleton Mage and a handful of Imbued Wights. Not as easy as smacking around Therik. The way to do this? Save your game here, before ever going down into the Mausoleum. Not a quick-save, either, make a hard save. Then, go down into the Mausoleum, make a quick-save, and send a character on a suicide mission to see what the sarcophagus at (x=650, y=830) has inside of it. The item will, of course, be unidentified, but if it's a Large Shield, you can bet it'll be the Reinforced Large Shield +1 that we're looking for. If the item isn't a Large Shield, reload your hard save from the level before, go back down, quick-save, and check again. When it IS a Large Shield, reload your quick-save (anybody checking the contents of the sarcophagus probably won't survive the trip), and go through the level as normal. As long as you confirm that the item in the sarcophagus is the item you want, it'll remain so (remember, item drops are locked when you first enter the area within which the level is dropped). If you have a Mage who can cast Invisibility, then you've simplified matters quite a bit, as you can just cast Invisibility, check the contents of the sarcophagus, reload if it's not what you want, or return to your party and kick some ass if it is. In any event, we'll use this trick again to farm for gear. ***TRAPS*** (x=2300, y=950) (x=2450, y=1100) Kresselack's Tomb, Mausoleum (AR3502) o======================================================================o 11) After going through the door (x=1800, y=1200) (Where? Oh!) in front of you, you'll enter a large, pillared room. When you step anywhere near the first pair of pillars a trap will trigger and you'll be ambushed by a number of Tattered Skeletons and Skeleton Archers. I let a character with stealth sneak into the room, trigger the Tattered Skeletons and lure them into the first room where I can slay them without provoking the archers. Don't sweat the location of this trap too much-it's not detectable, and it's always going to go off. It's another one of THOSE. ***HoF*** Invisosmite! <----------------------------------------------------------------------> 12) After you kill all the skeletons that appear in the pillared room, make sure you're in good shape and head forward to engage the archers. There's a titanic battle ahead that can be rough even for a well built party. My options here are pretty limited-I don't have enough ranged power to go shot-for-shot against a host of Skeleton Archers, and I don't have any great area-of-effect damaging spells to use against them. My solution? Lead with my best Armor Class and let them get a cheap shot off, then retreat, luring them with me. Once they're off the stairs I attack and smite them in melee. When the skeletons on top of the stairs are dead (there are some melee-types behind the archers that should be lured down and destroyed as well) I sneak forward with Syrenil. As soon as I get the Skeletal Mage in sight, I concentrate my fire on him. Syrenil should be able to shoot him down by herself. Once he's dead it's time to mop up the rest of the critters in this level, which include Imbued Wights. They require magical weapons to hit and will start out fights with a Magic Missile spell-which is absolutely brutal in Heart of Fury Mode-and somewhat annoying at these humble levels even out of Heart of Fury mode. A humble Shield spell cast by any of my front- liners, will, however, block the effect. To the west are some Temple Guardians, but they require no special consideration. After all the undead are redead, loot around the place, including the open sarcophagus. The Skeletal Mage itself will leave behind a gem and Bracers of Defense AC 8*1. ***HoF*** The Invisosmite strikes back! Note from Lee: Dispatching the various archers and other skeletons is relatively easy if you follow the instructions and lure them to you 1-2 at a time. Then, use the center pillar to block yourself from sight of the Mage, and continue to draw the other skeletons down to the party until you don't see any more of them; then move on to the Mage. I position my party just below the bottom edge of the staircase (grouped to the south), and cast area-effect spells as far into the room as I can (should be a bit behind the center pillar). This should trigger the Mage, who will cast a Stinking Cloud at the party - if your timing is right, you can move out of the effect area and go up the northern section of stairs (gathering to the north and then going up south should also work). Magic Missile the Mage, then move back to tackle the first of the Tattered Skeletons. Entangle holds off the Imbued Wights while I deal with the last of the Skeletons (Web will not - they're somehow immune). The area effect spells should keep the Mage occupied, and he's cake once his guards are gone. ***ITEMS*** (x=650, y=830) ~Wand of Sleep, Scroll of Agannazar's Scorcher*2, Potion of Insight, ~Massive War Hammer*3, Mummy's Tea x3, Scroll of Cure Moderate Wounds (2nd Play: Wand of Magic Missiles, Static Dagger +1*4) (3rd Play: Reinforced Large Shield +1*5) (7th Play: Dazer*6) *1: Bracers of Defense are useful tools for characters who cannot wear armor, namely Mages. When I dual-class, they'll most likely be stuck with Bracers like these.. but hopefully a little more potent. For now, these can just go on Syrenil, but I'd prefer to keep the Gauntlets of Weapon Skill on, instead. She attacks far more frequently than she is attacked. --- *2: Just like Burning Hands, Agannazar's Scorcher is good for taking down Trolls. You can also toast a couple of them in a line, if you position yourself well. --- *3: +2 damage in exchange for -2 THAC0? No thanks. It'll sell well though. --- *4: A +1 Dagger with a 50% chance to deal 1d3 electrical damage. --- *5: Easily the best item you can find at this point in the game, it gives a +2 bonus to Armor Class, an extra +1 bonus versus Missile Weapons, and +10% Slashing Resistance. You could easily find yourself carrying this shield around for a long, long time. Unfortunately, it's not a guaranteed drop, nor is it terribly easy to save/load. It is possible, however, and if you have a single power-gamey bone in your body, you'll make the effort. --- *6: A +1 Club with a 5% chance to stun targets. Not bad, but not great, either. It could go on a needy Fighter/Mage/Cleric. <----------------------------------------------------------------------> 13) Once again we stand amidst the smashed and broken bodies of our foes. Once again, we've got five paths we can take, at least in theory. To continue on, we'll need to get the doors to the west open. The lever (x=930, y=900) on the pillar near the elevated triangular area certainly has a role to play. Alas, it's locked (a locked lever?) so we'll have to go key hunting. First, let's rule out some of our options. To the north and south you'll find more chambers (one in each direction), each beyond a pair of green, glowing vats (green, creepy, glowing vats are an essential furnishing for all undead.) To the southwest you'll find Tattered Skeletons and another Imbued Wight. To the north you'll find an unguarded sarcophagus, warded by a pair of traps. ***ITEMS*** (x=1400, y=580) Ring (x=1400, y=540) 2 gold (x=1550, y=550) 15 gold (x=1550, y=520) 7 gold (x=2180, y=860) Agni Mani Necklace (x=1200, y=180) 31 gold, Potion of Regeneration, Morning Star +1*1, Scroll of Silence 15' Radius, Wand of Armory*2 ***TRAPS*** (x=1100, y=350) (x=1100, y=250) *1: Another Fighter/Mage/Cleric is satisfied. --- *2: The Wand of Armory can be used to cast Shield or Ghost Armor on the user. It has a finite number of charges (twenty-four charges, as it were), and you should never really need to cast either spell. Sells good, though. <----------------------------------------------------------------------> 14) Now we only have TWO paths to search. Go through the door to the northeast (x=1300, y=700) first. Beyond the door you'll find more Skeletons-what else? Slaughter them like the trash mobs they are, then loot the coffers for some goodies. When you're done, open the door at (x=1900, y=500) smite some Zombies, and loot the shelf at (x=1450, y=450), upon which rests a Plain Key*1. We'll need this key to fully explore the area southeast of the large, central room. ***ITEMS*** (x=1450, y=450) Plain Key*1, Scroll of Slow Poison *1: The Plain Key opens the door at (x=1000, y=1800). <----------------------------------------------------------------------> 15) Three down, one to go. Head through the door at (x=850, y=1300) and smash some Skeletons beyond. Ignore the gate (x=1000, y=1800) to the south and round up Skeletons around the corner, then loot the coffers. Once you're done smiting and looting (pretend you're a crusader!) Open the gate we ignored earlier, but be wary, as three traps await just beyond the gate. Disarm the traps (carefully) and destroy some Temple Guardians beyond. Explore to the northwest, smite some Ghasts, and loot the skeleton at (x=580, y=1730), where you can score a Black Wolf Talisman*1, a great item that somebody will be wearing for the rest of the game. Seriously. It's good stuff. Anyways, head to the central chamber and activate the lever (x=930, y=900), then head to the next level (x=250, y=600). ***ITEMS*** (x=1080, y=1450) 40 gold (x=1070, y=1400) Sling +1 (x=1200, y=1600) Skull (x=1350, y=1550) 2 gold (x=1350, y=1500) Fire Agate Gem (x=1500, y=1520) 6 gold (x=1500, y=1480) 4 gold (x=1750, y=1570) Blood Stone Amulet (x=1750, y=1530) Bracers (x=580, y=1730) Black Wolf Talisman*1, Scroll of Hold Person ***TRAPS*** (x=1000, y=1900) (x=960, y=1900) (x=940, y=1900) *1: As a quest item, it allows you to pull the lever at (x=930, y=900) and continue to Kresselack's Court (AR3503). As an item, it gives a +1 bonus to Armor Class, +10 Hit Points, +10% Cold Resistance, and +1 to Save vs. Breath. It stacks with any and all other magical gear. I can't think of a better amulet to wear in the entire game. Kresselack's Tomb, Court (AR3503) o======================================================================o 16) Another big fight in here, involving Spectral Guards, Tattered Skeletons, Temple Guardians, and Skeletons. Fortunately there are no spell casters. Stay put and let the baddies come to you. You've got enough on your plate at the entrance, and the situation will only get worse if you provoke the entire level. Once the dust settles, be sure to loot around in case any of the bigger baddies dropped a magical weapon and/or assorted high quality weapons, which aren't very special anymore. Once all the initial foes are dead, I creep around the rest of this room with my archers and shoot the odd undead down. ***HoF*** Return of the Invisosmite! <----------------------------------------------------------------------> 17) The game is throwing us a curve ball here-we just smote large group of foes-but this time we only have THREE places to explore! Sneaky. Since the western path leads to our objective, you should already be able to guess that it's the last place we'll be exploring. Head north first and you'll find a room occupied by Shadows and a Mummy (again, worth a hefty bit of experience if you take them out in harder difficulties). Try to lure the enemies out of the room to you, as there are traps in the doorway. Once you're done killing, loot the sarcophagi. ***ITEMS*** (x=2100, y=420) 32 gold, Scroll of Ghoul Touch, Scroll of Hold Person, Scroll of Silence 15' Radius (x=2500, y=350) Bloodstone Gem x2, 23 gold, Scroll of Shocking Grasp, Potion of Strength, Potion of Healing (x=2700, y=550) Ancient Armor, Potion of Strength, Helmet, Mummy's Tea x2, Scroll of Cure Moderate Wounds ***TRAPS*** (x=2300, y=650) (x=2300, y=630) <----------------------------------------------------------------------> 18) Now head to the southern room where you'll encounter a Mummy, a pair of Imbued Wights, and a pair of 'Chosen Zombies', all of which require magical weapons to harm (there are also some normal Zombies here serving as filler. And, as usual, there are some traps in the doorway, so if you rush on in, you're probably not coming back out. Lure the enemies out piecemeal and deal with them seperately. Save your 'L' button the strain. ***ITEMS*** (x=1250, y=1670) Scroll of Color Spray, Scroll of Magic Missile*1, Potion of Healing x2, Scroll of Cure Light Wounds (x=1450, y=1850) Skydrop Gem, Jasper Gem, Andar Gem, 19 gold, Scroll of Shield, Potion of Stone Form. (x=1760, y=1920) Composite Long Bow, 25 gold, Scroll of Chant ***TRAPS*** (x=1600, y=1650) (x=1600, y=1680) *1: Magic Missile is a wonderful little spell. Long after the other 1st level spells have faded into obscurity, Magic Missile lives on. It's a handy little spell that-once a Mage reaches 9th level, can inflict 10-25 damage on a single foe. It's a little late in the game to recieve such a basic spell, but better late than never. <----------------------------------------------------------------------> 19) All that remains is to explore to the west of the intial chamber. There you will find plenty of Spectral Knights, Skeleton Archers, and a Skeletal Mage. Again, life is easier if you lure some of them out and deal with them piecemeal. Why so much hostility? Well, they said you look like dorks. There.. now we're justified. The Skeletal Mage has Bracers of Defense AC 8 and a gem. When the fighting is over, all that's left is to enter the final door (x=900, y=700). <----------------------------------------------------------------------> 20) Beyond you'll find Kresselack himself. All his minions are dead, why not him? Enjoy the fantastic voice acting of the late Tony Jay (aka, the Lieutenant from Fallout, the Elder God from the Legacy of Kain series, and many, many other roles.) This conversation is an excerise in the illusion of choice-there isn't any. It only ends one way. Kresselack, due to his misguided attempts at immortality, is bound to his crypt for all eternity. Unfortunately, a Priestess of Auril has been lurking around, and would like nothing more than to desecrate Kresselack's tomb and Kresselack himself says it best "I do not wish to spend eternity in a cold, lightless hell". Kill the Priestess of Auril for him and he'll answer your questions about the evil in Kuldahar. Why would a ghost care where it spent its after life? What, is he going to trip and stub his toe? He's incorporeal! Why should warmth matter? Maybe he likes to read? Whatever the case, that's what we must do. "I ravaged the lands and brought all who opposed me under my rule. I built a kingdom upon the corpses of my enemies, and I reveled in the glories of war." ..oh Tony Jay, you were too awesome for this world. Except that you weren't because you were here, but you were still pretty awesome. Yeti Cave (AR3001) o======================================================================o 21) Remember that cave near the Yeti Chieftan we killed a while ago? The one with all the cool Cleric stuff? Sure you do. That's where we'll find our bad Priestess of Auril. Head back out into the Vale of Shadows and enter the Yeti Cave (x=2000, y=1300). On the ridge to the north, where the crates lie, is where we'll find our Priestess, who happens to be none other than Lysan the tavern wench. Talk to her, and call her out-nothing she says should make you believe there will be a peaceful resolution to this (even if we weren't sent here to kill her anyways). Listen to her hair-brained schemes, and a fight ensues thereafter. She will summon some Yetis to help her-but we've long since been too strong for them to be more than a bother-and that's exactly what they are. Lysan is the real threat. As a Cleric, her first ambition is to hit us with a Hold Person spell, which will make those Yetis seem much more formidable. Fortunately, she should target your front-liners to no effect (those Rings of Free Action save the day again!) Just make sure your other party members aren't too close and try to shoot Lysan to interrupt her spells. If you hit her with your own Hold Person or Silence 15' Radius (five Fighter/Mage/Clerics means I can chuck five of them at her in one round) you'll significantly reduce the threat she poses. She's not too tough, and once she's dead, the Yetis are child's play. Once she dies, a Lesser Shadow will show up and thank you for freeing it from Lysan's curse. Hurray! But since it didn't give us any experience, I hate it forever. Anyways, loot Lysan for a Morning Star +1.. by now you should be able to find a home for it yourself. <----------------------------------------------------------------------> 22) Head back to Kresselack and inform him about your altercation with the Priestess of Lysan. In return the evil spectral warlord will.. fail to uphold his end of the bargain. Sucker! What did you expect? He's not a nice fellow (and you did kill all his buddies.) It's all good though, as we'll recieve the largest experience reward of the game so far for helping him (big, big temptation to turn up the difficulty here.) Plus he'll allow us to raid his sarcophagus, which will get us several worthy items-like our first suit of Plate Mail Armor. ***REWARD*** (For telling Kresselack that you dealt with Lysan) EXP 13000 Misc You get to raid Kresselack's sarcophagus ***ITEMS*** (x=350, y=510) 53 gold, Potion of Healing, ~Flaming Short Sword +1*1, Kresselack's Sword*2, Plate Mail Armor*3, Helmet*3 (3rd Play: Fine Long Sword +1*4) (4th Play: Giant Two-Handed Sword*5) (7th Play: Phasing Bastard Sword +1*6) *1: The Flaming Short Sword is a mediocore weapon, but since it deals fire damage, you should keep it handy. Trolls are annoying, and it's much easier to switch to a flaming weapon (or one that deals acid damage) than it is to rely on your spells to put one down. --- *2: A simple +1 Two-Handed Sword. --- *3: A normal suit of Plate Mail Armor and a normal Helmet, statistically, but blackened, awesome armor aesthetically. Oh yeah, I dig it. Why am I so excited about heavy armor that won't allow me to cast any Mage spells? Well.. with the multi-class party, most of my Mages simply won't have any spells to cast on the first playthrough. That being the case, their inability to cast Mage spells in heavy armor seems rather moot. As I said earlier, it'll take several playthroughs to collect all the gear we need to be a Heart of Fury uber party.. and that includes spells. Fortunately, as we play we'll collect great armor like Elven Chainmail of the Hand +3 and Watcher's Robes. --- *4: A +1 Long Sword that has an additional +1 bonus to THAC0. --- *5: This Two Handed Sword deals +4 damage, but has a -1 THAC0 penalty. The damage/THAC0 trade-off isn't that bad, really, but since it's not magical, I don't even consider it. We'll be needing enchanted arms to hurt plenty of critters. --- *6: A +1 Bastard Sword that has a 15% chance of phasing an enemy. What good that does, I have no idea. <----------------------------------------------------------------------> 23) Once that's over with, head back to Kuldahar. If you talk to whitcomb at the Root Cellar Inn about Lysan, you can convince him to give you her belongings. These include a Scroll of Cure Serious Wounds, a Scroll of Cure Critical Wounds, a Protection from Fire Scroll, and the Mantle of the Coming Storm*1. Now go report to Arundel. *1: This cloak gives a +1 bonus to Armor Class, as well as a +1 bonus on saves versus paralyzation, and +30% resistance to fire and cold. Unfortunately, it will not work with other magical protection. I give this to my Kaelinalia, as she doesn't have a Ring of Free Action, and she's normally third in line for defensive items like this, so it'll be a while before she has to pass it on due to wearing some magical armor. <----------------------------------------------------------------------> 24) After Arundel hears about the Vale and Kresselack, he'll send you on a new errand-this time to find the Heartstone Gem. Since this seems to be a sure-fire way to find where the evil is, it makes one wonder why he didn't just send you after the Heartstone Gem in the first place. But.. I guess the Vale of Shadows DID need to be dealt with. In any case, more experience for everybody, and a new quest to tackle. All of my characters are level five or higher (everybody should have at least 10000 experience), and magical weapons abound, so we should feel pretty good about moving on to the next area. And if you don't, you really don't have many options. Although there is some merit in exporting all your characters, starting a new game, and quickly playing through things again (the more Black Wolf Talimans we have, the better!) If you're not incompetent or a pussy, it's time to head on to the Temple of the Forgotten God.. ***REWARD*** (For reporting Arundel about the Vale of Shadows) EXP 10350 <----------------------------------------------------------------------> 25) But first, it's time to go shopping! Wee! Sell off all the junk you found in Kresselacks Tomb. For me, this means pretty much every potion that's not a Potion of Healing or a Mummy's Tea, all gems and jewelry, all Clerical Scrolls, all high quality weapons, and all Yeti Pelts. Also sell off all those junk keys you found. I found less than 350 gold during my exploration of Kresselack's Tomb, but made over 7000 gold by selling off all the non-magical junk I picked up. If you sell off magical arms and armor you found, you stand to make quite a bit more. Personally, I prefer to save them so I can sell them in bulk later. It's not a bad idea to stash them all in a container in the Evening Shade Inn, our adventuring hub. This newfound money (just over 10,000 gold in total) allows me to buy The Love of Black Bess from Conlan, should I so desire. Of course, I can always buy some of the spells or magical items from Orrick too, and considering that he rotates his inventory, his items take priority. When you're ready, exit Kuldahar from any edge and travel to the Temple of the Forgotten God. o======================================================================o | | | Temple of the Forgotten God | | | o======================================================================o Well, the Vale of Shadows was a bust, Kresselack doesn't know anything, and the troubles there were caused by Lysan, an evil Priestess of Auril. Still, a lesser evil was destroyed, and it WAS a threat to Kuldahar-just not the threat we're looking for, apparently. Somebody really hates this place. So, Arundel sent us off on another mission, to recover the Heartstone Gem, which will let him divine the true source of Kuldahar's woes. Apparently he realized (eventually) that wandering around the tundra aimlessly wasn't going to yield results. So, off to the Temple of the Forgotten God we go! Be wary, however, there's a bit of a difficulty spike here. Thankfully, this area is relatively short. Temple of the Forgotten God, Exterior (AR3600) o======================================================================o Sequence of Events: {WLK006} 1) Giving Red-Toe a Black Eye 2) Temple of the Chore Foes 3) Long Bow Fishing 4) Looting the Library 5) The Eastern Areas 6) Looting Level 2 7) Final Resistance 8) The Heiststone Gem 9) To Dragon's Eye! 1) Head north and you'll encounter a Verbeeg-a lesser type of Giant- who will tell you that something is amiss ahead. Apparently the priests here are under attack by 'bad priests.. with hurtful magic.' Any chance that the enemy of our enemy is our friend is true? No, of course not, it never is. Anyways, you can pick a fight with this Verbeeg if you want.. You know, for his shield. Not that anybody would be cheap enough to have not bought a Large Shield for all their shield-bearing characters by now, of course not.. Heh.. ***ITEM FISHING*** You've done a few of these now, so I assume you understand how this works. Save now, enter the Temple of the Forgotten God, Level 1, sneak or fight your way over to a chest to the west of where you enter to find a chest (x=480, y=1700). The item you're looking for here is the Longbow +2: Defender. It's certainly the best weapon we've had a chance to get our hands on so far. There's technically another item we could try to get at (x=500, y=1400), but the odds of finding both this bow and something good in the other chest is slim. The bow is the real catch, I suggest just accepting whatever the other chest drops. This process is complicated somewhat by the fact that there's another, weaker Long Bow we can find from this chest-the Long Bow +1: Protector. It's pretty much the same thing.. but +1. Still, my Fighter/Mage/Thief can sneak past the baddies, check the contents, cast Identify on the bow to make sure it's the right one, and either reload your quick-save at the entrance and proceed back normally, or sneak back.. and proceed normally. Temple of the Forgotten God, Level 1 (AR3601) o======================================================================o 2) Upon entering you'll be accosted by an acolyte, who blames you for a crime you weren't party to. No matter what you say, the paranoid priest attacks. He's initially unaided, but some Verbeeg will come to his aid shortly, so be sure to put the Acolyte down quickly. This area is populated by two new types of enemies, Verbeeg and Acolytes. Verbeeg are tough foes, and they do more damage than any creature you've fought so far. The fact that they all drop Halberds and Large Shields and give a pathetic 420 experience makes them even more laborious to defeat. Acolytes can only make matters worse by casting spells to incapacitate or immobilize your party members. They also can cast Static Charge, which can do some wretched electrical damage, which our triple-classed characters simply can't afford to sustain. So, the reasons why this place sucks; 1) the enemies are relatively strong, 2) they drop crap loot, and 3) they're not worth much experience. This place will be a chore, but at least it'll be over soon. <----------------------------------------------------------------------> 3) Once all the baddies in the first room (we can affectionately call it the 'fountain' room) head north to where the Acolyte was, then head west. Follow the tunnel south, until you find another tunnel parallel to the last one. You'll probably have to smite some Verbeeg along the way-damned vermin that they are. All along the western side of this hallway you'll find rooms worth looting. The southern room, in particular, has a chest that can yield the Long Bow +2: Defender*1, a superior weapon at this point of the game. In the room north of it you can also find items of varying quality. The northern-most of the three western rooms contains two cabinets that can be looted, and..well, not every container can give us uber gear, right? ***ITEMS*** (x=480, y=1700) ~Scroll of Ghost Armor, Potion of Stone Form (2nd Play: Longbow +2: Defender*1) (3rd Play: Medium Shield +1) (4th Play: Scroll of Protection from Fire) (5th Play: Scroll of Web) (6th Play: Scroll of Flame Arrow) (7th Play: Light Crossbow +1) (7-X Play: Scroll of Hold Person) (7-XX Play: Short Bow +1) (7-XXX Play: Long Bow +1 Protector*2) (x=500, y=1400) ~Amulet of Protection +1*3 (2nd Play: Badge of the Brave*4) (3rd Play: Boots of Moander*5) (4th Play: Ring of Missile Deflection*6) (5th Play: Black Knight*7) (7th Play: Studded Neclace with Zios Gems) (7-X Play: Boots of the Many Paths*8) (x=350, y=1150) Potion of Infravision (x=250, y=1200) Potion of Healing *1: +2 damage, +3 THAC0, +2 Armor Class, +2 Save vs. Spells.. Yeah, this is a pretty sweet bow. It's good enough that I'm not even considering shelling out gold for the Black Bow anymore. I put this on my Fighter/Mage/Thief, Syrenil.. because she's the only one who can use it. --- *2: This Long Bow grants a +1 bonus to damage, +2 THAC0, and a +1 bonus to Armor Class. It decent, but it's only a pale imitation of the Long Bow +2: Defender. --- *3: This can go on any character not wearing magical armor.. which should be anybody (it's not compatible with the Mantle of the Coming Storm, however.) --- *4: A crappy amulet that allows the wearer to cast Emotion Control: Courage once per day. It's used to negate fear, as infrequent of an effect as that is in this game. --- *5: Boots of Moander give the wearer immunity to Entangle. If you already have Rings of Free Action, you're already immune, and if not.. this is one of the few places where you'll actually find foes who use Entangle. --- *6: This ring gives the wearer 10% Missile Resistance. --- *7: Everybody likes summoning items, right? Sure you do. This chess piece summons a 'warrior-like ally to attack enemies'. You don't get to control this ally, however, so its use is pretty limited. --- *8: Simple boots that allow the user to cast Blur once per day. These will become patently useless when we get the Shimmering Sash, shortly. <----------------------------------------------------------------------> 4) Now explore the large room at the northern end of this tunnel, within which you can find two Acolytes and another Verbeeg. Pay special attention to the Acolytes, as their spells can be more dangerous than the Verbeeg's melee. ***ITEMS*** (x=700, y=900) History of the Drow (x=660, y=800) History of the Drow (x=600, y=750) History of the North (x=580, y=700) History of the North (x=400, y=650) History of the North II (x=330, y=650) Scroll of Skull Trap (x=200, y=700) History of the North I Note from Lee: I position the party in the northern-most of the three side rooms, with the weaker characters against the back wall and stronger, melee-types in front. Then I send one character up to trigger the encounter in the larger room, and draw the combatants back to me. The reason for this is that once the engagement begins, some enemies will come up the hallway from the south; by fortifying myself in this room I can take on whatever they throw at me and not have to worry about protecting my rear or my flanks. <----------------------------------------------------------------------> 5) Return to the fountain room and explore to the east this time. Follow the tunnel south, and when you reach a room, loot the barrels in the corner for some junk. Head north through two rooms, slay another Acolyte and Verbeeg, and head down the stairs to the west-mind the trap on one of the steps (x=1200, y=360). You'll find the entrance to the next level at (x=800, y=400). ***ITEMS*** (x=2400, y=2420) Potion of Healing (cursed) ***TRAPS*** (x=1200, y=360) ***ITEM FISHING*** The next area also has two chests that drop random loot, although nothing quite as good as the Long Bow +2: Defender. There's also no way to avoid fighting while doing it, although my Syrenil was more than strong enough to shoot down an Acolyte on her own (a Verbeeg is another matter..) If you bother, loot the northern chest (x=1400, y=700) first, then loot the southern chest (x=1900, y=1580). You know the drill. Temple of the Forgotten God, Level 2 (AR3602) o======================================================================o 6) From where you arrive head north and smite a Verbeeg. To the east are some stairs. For our part, we're going to employ the good old creep- and-snipe, as there are many Acolytes ahead just waiting to make your life hard. While they're easy to shoot down, you also risk stepping on traps and drawing more attention if you rush up to them. Shoot down one Acolyte just beyond the stairs, then continue forward until you reach a large chamber. Shortly into this chamber you'll find a trap at (x=1150, y=1300). Disarm it, shoot down an Acolyte to the east, then loot the rooms to the north and south (the southern room has a trap running across it (x=1400, y=1600). When you're done looting, continue to the east to find two more rooms (north and south) to loot. The northern room is guarded by an Acolyte, and the southern by a Verbeeg. Kill them both and loot the chests in the rooms they were guarding for some random-and possibly quite decent-goodies. Head eastward some more, disarm another trap (x=2000, y=1050). One more fight remains. ***ITEMS*** (x=970, y=810) Potion of Healing (x=1400, y=1790) 153 gold (x=1900, y=1580) Potion of Strength, ~Charged Battle Axe +2*1 (2nd Play: Peasant's Reward*2) (3rd Play: Bastard Sword +1) (6th Play: Flaming Bastard Sword +1*3) (7th Play: The Snow Maiden's Reaver*4) (x=1400, y=700) ~Studded Leather Armor +1 (3rd Play: Studded Leather +1: Shadowed*5) (4th Play: Short Sword of Lesser Phasing*6) (5th Play: Reinforced Leather +1*7) ***TRAPS*** (x=1150, y=1300) (x=1400, y=1600) (x=2000, y=1050) *1: Talk about an improvement. Charged weapons are great. This one has a 50% chance to do 1d3 electrical damage, and more importantly, a 15% chance to stun when it hits. Also, it's a +2 weapon. You never know when you'll run into a monster that needs +2 or better weapons to hit.. It's sooner than you'd think.. --- *2: A humble +2 Halberd with a unique name. --- *3: Another fire-damage dealing weapon, another reminder to hold on to these weapons. Otherwise it's a +1 Bastard Sword with a 25% chance to deal 2d3 fire damage, superb against Trolls. --- *4: This Bastard Sword has a +2 enhancement bonus and has a 2% chance to turn targets into solid ice-it's like petrification, but instead of stone.. yeah, you get it. Also, all the damage it deals is cold damage- no physical. It's an interesting weapon, to say the least, but most undead are immune to cold damage, and as you've seen, there are tons of undead in the game. --- *5: +1 Studded Leather Armor that gives you a +15% bonus to Stealth and +5% Magic Resistance. It's not terrible, but since it won't allow me to cast Mage spells, it's not worth wearing. --- *6: This +1 Short Sword always deals an extra 1d2 cold damage and has a 10% chance to phase foes. --- *7: +1 Studded Leather with 35% Crushing Resistance. <----------------------------------------------------------------------> 7) Three Verbeeg and two Acolytes block your path, and one of the Acolytes can (and will certainly try) to cast Hold Person, while the other casts Entangle. This can make this fight messy. If you have Web*1 and a Mage who can cast it (you should, if you have a Fighter/Mage/Thief comparable to Syrenil) sneak forward and cast the spell just in front of them. Remember, if you can't see them, they can't see you. Cast multiple copies of the spell if you can, and shoot down anything affected, and engage with the characters protected by the Rings of Free Action.. Or you could just advance on the enemies with the two characters protected by Rings of Free Action, provoking the Acolytes to waste their first (and most dangerous) round of spells, then lead the foes back to your party. Then again, you can also pelt them with Silence 15' Radii to prevent the Acolytes from casting anything in the first place. When victory is yours, continue past the dead and go through a door at (x=3400, y=600) and to the next area (x=3600, y=50). *1: Web can be purchased from Orrick, for about 240 gold. Temple of the Forgotten God, Shrine of the Heartstone Gem (AR3603) o======================================================================o 8) Hurrah, you made it! Unfortunately, you're the second invader to break into this place. The Heartstone Gem has already been stolen. Boo. Take the poison from the body of the Talonite and make a walk of shame through back through the temple and return to Kuldahar. <----------------------------------------------------------------------> 9) Once you're back in town, report to Arundel. He'll use his super Druid powers to.. give you another quest. This time you get to play around in the belly of a dormant volcano. Onward! To the Dragon's Eye! Oh, uh.. and be sure to sell off junk and restock on ammuntion before you go..s Note: After you head to Dragon's Eye, Chapter 1 is over and Chapter 2 will begin. If you want any of Orrick's items from earlier, buy them now, as he'll change his inventory once Chapter 2 starts. If you're going to buy anything, you might as well buy spell scrolls. The more scrolls you have, the more spells your Mages will have. ***REWARD*** (For... err... well, failing to recover the Heartstone Gem) EXP 19500 o======================================================================o | Chapter 2: Dragon's Eye | o======================================================================o | | | Lizard Man Caves | | | o======================================================================o Sequence of Events: {WLK007} 1) More Than a Day Later.. 2) New Stock From Orrick 3) Reptile Rumble 4) Lizard Man Loop 5) Beetle Buttholes 6) Cross-Stream Spider Spanking 7) Arachnid-Eaten Erevain 8) Reptile Regicide! 9) Freeing the Food Dragon's Eye, Exterior (AR4000) o======================================================================o 1) Barely a day away my ass. 72 hours is NOT one day. In any case, when you arrive you'll have to deal with some Ice Trolls. After verbeeg, these guys are a blessing. Especially since they're more ice than Troll. Anything that doesn't get back up after I put it down doesn't bother me. The only noteworthy thing about them is the fact that they require magical weapons to hurt them. The entrance to the Dragon's Eye is at (x=500, y=200). But first.. ***ITEM FISHING*** There's big incentive to go item fishing in (AR4001), as we can potentially get one of two great items-a Potion of Magic Resistance, and Boots of the Fox. The imbiber of the Potion of Magic Resistance will gain a permenant +5% bonus to Magic Resistance-and that's a very, very good thing, whereas the Boots of the Fox are the best boots in the game, due to their Armor Class bonus. This is another dungeon where casting Invisibility, checking the container of interest (x=3100, y=500)-in this case a giant snake statue-comes in handy. On the other hand, you'll have to fight a group of Lizardmen when you enter the area, quick-save, use invisibility and check what random loot is dropping, and then reload the quick-save if it's something good (boots or a potion), or reload the hard-save and try again, so it can be a bit of a bother. <----------------------------------------------------------------------> 2) Now that we traveled to Dragon's Eye, we can.. return to Kuldahar and see what new goodies Orrick has in stock! Well, you don't have to, and you probably can't buy too much of it anyways, but since he just shifted his stock I figure I might as well discuss it now. Jasper's Ring of Shocking Grasp You'll be able to use Shocking Grasp four times per day with this ring. Shocking Grasp isn't a great spell, and it certainly doesn't warrant 20000~ gold. --- Pemby's Wand of Many Missiles This wand is more of a ranged weapon than a wand in the traditional sense. Instead of being a charge-bearing item, it casts a single Magic Missile on any target you use it on, with unlimited charges. It's nothing we can't already do better with bows, however. --- Rogue's Cowl An interesting little hood, it gives a +2 bonus to your Armor Class, increases your Stealth by +10%, and allows you to cast Blindness and Color Spray each once per day. It can only be used by Thieves and Rangers, however, and it doesn't protect against critical hits. --- Shimmering Sash The best item Orrick sells, the Shimmering Sash puts its wearer under the constant effect of the Blur spell. "Well!" Huffs a noob insolently, "How good can a 2nd-level Mage spell be?". Silly noob, the Blur spell grants its target a +3 bonus to Armor Class and a +1 bonus to all Saves. Having that effect on all the time is pretty awesome. Awesome enough that I'd rather wear this Sash than anything else in Heart of Fury mode. No joke. This is THE item to put around your waist in Icewind Dale. The only downside? Only good characters can wear it. But all your characters are good-aligned already, right..? --- Wand of Freezing Death This wand allows you to cast three different ice spells-Snilloc's Snowball Swarm, Icelance, or Ice storm. o===========o |Mage Spells| o===========o 1st-Charm Person 1st-Chromatic Orb 1st-Color Spray 1st-Friends 1st-Magic Missile 1st-Shield 1st-Sleep --- 2nd-Agannazar's Scorcher 2nd-Decastave 2nd-Detect Evil 2nd-Melf's Acid Arrow 2nd-Mirror Image 2nd-Snilloc's Snowball Swarm 2nd-Web --- 3rd-Dire Charm 3rd-Dispel Magic 3rd-Dispel Magic 3rd-Hold Person 3rd-Lance of Disruption 3rd-Lightning Bolt 3rd-Slow --- 4th-Emotion: Fear 4th-Monster Summoning II 4th-Mordenkainen's Force Missiles 4th-Shout 4th-Spirit Armor 4th-Vitrolic Sphere --- 5th-Contact Other Plane*1 *1: Note that this is the first time you have access to the spell 'Contact Other Plane'. As I've mentioned elsewhere in this guide, this spell summons a 'Planar Spirit', who will answer one question every time you cast the spell. The questions possible change every chapter, and depending upon what you know. Typically you can ask about specific NPCs, the location of quest elements, and treasure. It's more interesting than useful, in most cases, but it does give a bit of backstory that you otherwise wouldn't have. I will not be providing this information in the walkthrough.. simply because with this walkthrough it's not necessary. Also, even though you can get the spell here, that doesn't mean you'll necessarily be able to cast a 5th-level spell yet. I know that for my triple-classers, 5th-level spells are still a bit off. Anyways, if you want to know more about this spell, check out [COP001]. Lizard Man Caves (AR4001) o======================================================================o 3) This level is infested with Lizardmen, which after Verbeeg.. well, Lizardmen can do some serious damage (they were fond of hitting my characters for sixteen damage, for some reason) but they just don't have the staying power to make them as dangerous. You'll have to skirmish with a group at the outset. Most of them will drop gold, but you can also find Flaming Oil on them. Be especially wary of the Lizardmen Shaman throughout this area, as some of them will cast Static Charge, which can deal pretty brutal damage to one party member (on Insane difficulty, I've had this spell deal 92 damage to one of my characters before.) Fortunately, we're now higher level, so we have more spell options. Using Web then attacking with the characters wearing Rings of Free Action can win most fights (it's a tactic we'll be employing a bit from here on out). Best of all, Lizardmen are susceptible to Sleep (or at least the green ones are), unlike the undead and Verbeeg we have been fighting. You can also combine Stinking Cloud and Animate Dead to good effect-your summoned undead will be immune to the effects of the Stinking Cloud, whereas living foes will not be. Hold Person also works well. Use your spells to good effect, as our triple-classers aren't very well protected by either Armor Class or Hit Points yet, and their offensive capabilities are on the weak side. <----------------------------------------------------------------------> 4) Now, let's go on a murderous little loop. First, head north from the entrance to find a small chamber with two chests in it. East of this chamber you'll find a tunnel going north, looping around east, down south, and finally back west to where you started. Along the way you'll fight three small band of Lizardmen. Explore, kill, loot. Fun! Resist the urge to cross the bridge to the south-don't consider any southern- exploration, just go back to the beginning of the level. ***ITEMS*** (x=500, y=850) 85 gold, Dagger, Waterstar Gem, Antidote x15, Scroll of Protection from Normal Missiles (x=600, y=850) 97 gold, Oil of Speed, Bolts x20, Bullets +1 x20 <----------------------------------------------------------------------> 5) Once you're back where you started.. explore to the south! You all saw that coming. Anyways, kill another band of Lizardmen and continue your formerly forbidden southern ways. Beyond the Lizardmen you'll find Bomardier Beetles-real pains in the ass if ever there were personified ass-pains. When they engage in melee, they'll emit a cloud of acid in a radius around themselves which does.. well, mediocore damage, but when there are several of them at once (which there often are) it can start to add up. Also, they can paralyze you, and your Rings of Free Action won't do a damn thing to prevent it. These things just suck, really; just try to shoot them to death before you get close, and if that fails, lead with one character and hope they make their saves. Their acid will have minimal effect (to the overall party, at least) and with any luck they won't stun you. ***HoF*** In Heart of Fury, the Bombardier Beetles are even more annoying. This is solely due to their higher Hit Points, which means they can fully take advantage of any stunned characters, and are just hard to put away quickly. Actually, it's not much harder than my first run-through was, but with a great Armor Class, top-notch saves, and over 100 Hit Points on every character, it doesn't seem like this should still be such a brutal fight. Also, there are a lot more Sword Spiders around in Heart of Fury mode, ready to take advantage of you should your characters falter against the Bombardier Beetles. <----------------------------------------------------------------------> 6) You're now more or less in the southwestern corner of the map. Time to explore to the east. You'll shortly come across some Wraith Spiders. They can disease you (lowers your Strength temporarily), and they are immune to non-magical weapons. Still, they're not very tough (and they are worth 2800 experience points each on Insane difficulty!) Head east- there are two paths-one leads over a bridge, the other leads.. well, to a stream. Beyond the uncrossable stream are more spiders-including a Sword Spider. The Sword Spider is no joke-it attacks fast, and can quickly decimate a lightly armored character. Of course, the spiders are across the water, and very, very stupid. They tend to just stand there and allow you to shoot them to death. It's just a simple (and cheap) way of kill these bugs without them being able to respond. And isn't that what strategy is really all about? <----------------------------------------------------------------------> 7) Now that the spiders are all dead, head east across the bridge. You will probably provoke some Phase Spiders as you head east-you'll just have to put on your big-boy pants and fight them fairly (they wouldn't be bothered by something as simple as a stream, anyways). If you get poisoned by them, you must cast a Slow Poison spell or use an Antidote immediately-it's pretty lethal if not cured. Once they're dead, explore south to reach the stream we confounded the unphasing spiders at earlier. Here you'll find the remains of Erevain-the Elf we met at the Snowdrift Inn, back in Easthaven. Don't feel bad, however. He had suck in his very DNA. (x=1900, y=2300) Erevain's Broad Sword*1, Chain Mail, Medium Shield, Arrows x11, Long Bow, 81 gold, Erevain's Journal*2, Arrows of Fire x11*3, Acid Arrows x9*3 *1: Erevain's Broad Sword is a +2 specimen that also grants a +2 bonus on saves versus wands and 10% acid resistance. It's a decent weapon that I'll put on my Fighter/Mage/Thief, for those rare instances when I want to try out a backstab. --- *2: This is the journal of the elf at the inn in Easthaven, if you remember. Xan, of course, is a sucky character you can recruit in Baldur's Gate. If Erevain was anything like his cousin, we're better off without him. Almost makes me want to play Baldur's Gate and feed Xan to a Sword Spider too.. Ahh.. Irony. --- *3: For the love of Zeus, do NOT use these arrows frivolously. We'll have to deal with Trolls shortly, and unless you have a bunch of flaming weapons stashed away some where, these are great ways to deal with downed Trolls-and make sure they stay down. <----------------------------------------------------------------------> 8) Backtrack to the entrance again, and from there head east. Go back to the bridge to the south we ignored earlier and with great trepidation, cross it. Trepidation optional. You'll probably have to smack around some Lizard Men along the way. Continue southeast until you come to a fork. Now, we're going to provoke a rather large fight, so let's prepare a bit, shall we? First, memorize as many Web spells as you can. Then, leave your party beyond the narrow tunnel west of the fork (if this screams 'bottleneck' to you.. well, then you're probably schizophrenic.) Once that's done, I take my party leader-Ilnathias-alone up the northern fork. You'll find yourself in the court of the Lizard Man King. I could go into some depth about this conversation, except that the conversation lacks any. It's hard to be diplomatic when the other side regards you as food. Anyways, a fight ensues. Don't stick around-run back to your party, leading as many of the reptiles as you can. When they approach, cast Web at the far end of the bottleneck (multiple Webs in the same area stack, and it's very unlikely that anything will continually save against two or three spells at once.) Attack in melee with the two characters wearing the wonderful, wonderful Rings of Free Action and have the others shoot/sling them down. How well does this strategy work? Me = no damage, they = dead. Pretty good, I'd say. If the Shaman try to be clever by standing back and casting spells, hit them with Silence 15' Radii spells. Amongst the general loot is a magical dagger, Spinesheath*1, but that's not all. Return to the chamber that USED to house the Lizard Man King's court and loot the snake statue for some nice loot. ***HoF*** Same principles apply to the Lizardman King in Heart of Fury mode, try to bottleneck and you'll be fine. Heck, a simple Haste is all you need. I used a Symbol of Hopelessness just for funsies and it pretty much won the fight outright. By the way, spamming five Symbols of Hopelessness should win just about every Heart of Fury fight against living foes- we'll be doing it a lot. (x=3100, y=500) Star Diopside Gem x8, 88 gold, Scroll of Detect Evil, Scroll of Fireball*2, ~Ring of Resistance*3, Antidote x2, Scroll of Summon Monster I (2nd Play: Robe of Enfusing*4) (3rd Play: Potion of Magical Resistance*5) (4th Play: Ring of Intelligence*6) (7th Play: Boots of the Fox*7) (7-X Play: Shield Ring*8) *1: Spinesheath is a great backstabber. Although it only has a +1 to damage, its +5 THAC0 more than makes up for it. I keep it on my Fighter/Mage/Thief for now, even though I don't ever really intend to use it. Mostly I just like the name. Spinesheath. It really just says it all, doesn't it? Syrenil will keep this handy for when she needs to make backstabs-an admittably rare occurance. --- *2: Fireball. Need I say more? Probably not, but I will anyways. This is THE offensive spell for a Mage. Learn it, love it. Honestly, I tend to just use buffs most of the time-a Haste or Slow spell will probably have more of an effect on more fights than Fireball, but it's iconic, man. --- *3: +10% bonus to fire and slashing attacks? Put it on anybody who gets hit alot.. generally meaning start with the leading party members. --- *4: Remember this? Orrick was trying to sell us one. Here you have a chance to get it for free. It's not a worthy drop, however. We'll find much better Mage armor later on. --- *5: How can you say no to 5% permanent magic resistance? --- *6: +1 to Intelligence, -1 to Constitution. Eh, no thanks. --- *7: These boots give a +1 bonus to Armor Class, and increase your speed by 40%. We'll find Boots of Speed later which double your speed, but it's the Armor Class that makes the difference here. Being fast is fine and all, but Haste does that just as well, and as long as you're just a little faster than your foes-that's what really matters. On the other hand, neither these boots nor the BOots of Speed are compatible with Rings of Free Action.. but at least you'll still get the Armor Class bonus from these (and there is an alternative we can use later that will give us a limited protection from paralysis will allowing us to keep our speed boosts). It should be obvious, but worth noting, that these boots will not interfere with any other magical protection you may have. --- *8: This ring puts the wearer under the constant effects of the Shield spell.. which is very nice. Unfortunately the ring can only be worn by single-classed Mages, Mage/Clerics, or Mage/Theives. Of course, since this item can't be used by the best Fighter-combos in the game, we need not pay attention to it. <----------------------------------------------------------------------> 9) Well, we just commited reptiliregicide and scored some decent loot. All things considered, we've done pretty good. But, his highness mentioned that they've been eating some villagers... we should probably, you know, go look for them, or something. He also mentioned someone called 'Yxunomei'. I'm sure we'll never hear about it again, though. Anyways, backtrack to the bottleneck. This time, explore to the south, where you'll find a bridge to the east, and another... well, not-bridge to the south. Elegant, aren't I? It's what happens when one graduates from Stewart County High School, in Dover, Tennessee. Ignore the bridge and continue south to find.. more Lizard Men. There are two Shaman with this band, and one of them will surely try to cast Hold Person. Lead with your two ring-bearers while the rest of your party attacks the archers with ranged weapons (casting a Web spell into the thick of combat can take the pressure off your melee combatants.) Continue south and kill all the reptiles you find. In a slave corral in the south- eastern corner of the level, a little girl will initiate dialogue with you and thank you for saving the villagers. You'll get a huge quest reward. Huzzah! It's time to leave this level behind (x=3500, y=2300). ***REWARD*** (For killing the Lizard King and saving the villagers and merchants) EXP 30000 o======================================================================o | | | Talonite Caves | | | o======================================================================o Sequence of Events: {WLK008} 1) Video Game 'Logic' 2) Tackling Trolls 3) Saving Sheemish 4) Talonite and Troll Take-Down 5) Saving Mother Egenia 6) Foiling Phasing Foes 7) Trolls, Spiders, and Beetles 8) More Bombardier Beetle Bastards 9) Spiral Troll Time-Waster Talonite Caves (AR4002) o======================================================================o 1) Now, if you've played some video games before, you understand how invariable they tend to be about certain issues. So let me throw this out, as a consciousness-raiser. We never found Conlan's son, did we? A sensible person would say "Lizards ate 'em" and move on with their lives, but this is a video game-surely we would have found a trace-a half-eaten corpse, a distinctive item on top of some reptile poop, a sad message scratched into the dirt, or perhaps just a second-hand heads-up from another villager.. but nothing. That means-by video game logic-that he's still out there. And so he is, but there's a time limit on finding him in this level, so don't leave, don't rest, and generally, don't dick around. We'll set our sights on finding Conlan's son before we bother with anything else. <----------------------------------------------------------------------> 2) You're immediately confronted by two Lizardmen-kill them, and then head west and slaughter any scaley things that stand in your way. Continue following the path when it turns southwest, and when it forks again, it's time to change strategy a bit. I've been mentioning it most of the walkthrough, but the time has come-Trolls await us. To the south another split awaits. To the south is a wooden bridge; to the east, our destination; and to the west is a large chamber with an equally large number of Trolls. My tactics are simple. Sneak ahead slowly with your Fighter/Mage/Thief and cast Web (or several Webs) just outside of their sight radius (there's one Troll conveniently placed at the mouth of the cavern that makes a great target), then engage them with your characters protected by Rings of Free Action. Good news! There's apparently a bug tied to Trolls! If you kill them in a mundane fashion while they're caught up in a Web spell, they lose their regeneration and they STAY down! It doesn't work all the time, but it works most of the time, and it's a great way to take them down. In fact, anything that inhibits their mobility-the stun effects from weapons, Web, Hold Monster, and even Slow spells-can be used to kill Trolls without having to meet the typical fire/acid requirement. If more is required, break out flaming weapons, use fire spells such as Burning Hands, Agannazar's Scorcher, Melf's Acid Arrow, or Fireball. Smoke 'em if you've got 'em! The Flaming Oil that the Lizard Men were dropping works, too, but they're also worth some gold. Finally, you also have Arrows of Fire and Acid Arrows-it only takes one to make sure a downed Troll stays down. Explore the entire cavern after the intial Trolls are dead-there are bound to be straggling Trolls hiding in the depths, and some Wraith Spiders. ***HoF*** In Heart of Fury you'll find more Trolls than in the normal game. Take it slow unless you feel like fighting a half dozen Trolls all at once. <----------------------------------------------------------------------> 3) Once the Trolls have been tamed, backtrack to the bridge and promptly ignore it. I now explore the tunnels to the east of the bridge, where a trio of Lizard Man Shaman await. I hit them with a volley of Silence 15' Radius before moving in for the kill. Beyond are some Wraith Spiders, and here melee takes over. Continue east, then southeast, then west until you find some kids. Conlan's son is at roughly (x=950, y=1330), although they'll all simply be called 'Captive Villager'. Talk to him and tell him that you've cleared the way for him, and he'll run off. Whew. Now that Sheemish is saved we can continue through the level normally. ***REWARD*** (For rescuing Conlan's son, Sheemish) EXP 24000 Misc Conlan's Hammer* *When you get back to town and talk to Sheemish, he'll give you the key to the chest in the store. Or you could just cast Knock on the chest and steal it. Either way. <----------------------------------------------------------------------> 4) There was a path east of the entrance we ignored near the beginning of the level-and for good reason. It heads to the next area, and we've still got plenty of map to explore over to the west. Cross the bridge to the southwest that we ignored in the previous Steps. More Trolls and Wraith Spiders. Eventually the path will turn sharply to the south, and note the rock-strewn corner-it's a great natural bottleneck-the kind we use to turn large fights into the sites of resounding victories. And so it will be. I leave most of my party in the corner and sneak south with Syrenil. The southern pass will lead to a large chamber where you'll find a large, stepped structure, on top of which is a Talonite Priest and some Trolls. I play it safe and get the Talonite's attention (nothing says "Hello!" like an arrow to the face!) and run back to my party. The following ensues-Talonites and Trolls attack up the narrow corner. With any luck, the Talonites will start by casting spells (again with the Hold Person, be sure you're leading with your ring bearers and they'll laugh it off). This gums up the works, and allows you to place a humble Web spell in the corner. Shoot Webbed foes down or blast them with spells, and if anybody makes it through, have your Fighters at the end of the bottleneck to greet them. My ring-bearers took some damage, but a win is a win. ***HoF*** I start out by backstabbing one of the Talonites, then running back to my party who takes up their customary position in the tunnel to the north. Once the horde of Trolls and Talonites show up (probably bolstered by Prayer and Recitation) my melee fighters step up and stop them. A Haste, a few Incediary Clouds, and Symbols of Hopelessness end the fight. Note from Lee: On one of the Talonite Priests, I found something called the 'Holy Chaos Deck', a deck of cards that, 'casts a random beneficial spell centered on the user' (not usable by Lawful characters). <----------------------------------------------------------------------> 5) Explore to the south where you provoked the Talonites. There are bound to be some Trolls straggling around, so smite them. You'll find Mother Egenia of Ilmater is at (x=1220, y=1960). Talk to her for rewards. She'll reveal that she-unlike that pussy Arundel-decided to be more active about thwarting this evil. She roamed out into the mountains and allowed herself to be abducted. Doesn't that sound a lot more Druidic than Arundel, sitting in a house worrying about the world? They got their roles reversed! Mother Egenia will stay behind and heal (at a price) until you slay the evil. Yay.. She'll also watch over you while you rest and make sure you don't get attacked, which can be useful. You can find the villagers you saved in the tunnels to the east, but they have nothing interesting to say. ***REWARD*** (For saving Egenia and numerous villagers from the Talonites) EXP 36000 <----------------------------------------------------------------------> 6) Backtrack to the beginning of the level. It's now time to explore the previously unexplored tunnels to the east. Kill any Lizard Men you see until you find a fork, at which you'll have to deal with more pesky Phase Spiders. Again, creep forward slowly and try to lure the critters back to you, as down the southern path is a chamber full of baddies we'd be better off handling without Phase Spiders around. <----------------------------------------------------------------------> 7) Once the Phase Spiders are dead, creep forward with your party to provoke the critters in the southern room, where you'll find Sword Spiders, Bombardier Beetles, and-worst of all-Trolls. This is obviously a cheap attempt to combine the attack speed of the Sword Spiders and the Bombardier Beetle's ability to stun, and if it works-you're probably going to lose a character (which for me means a reload). I engage with my ring-bearers and bottleneck the foes at the fork, while Syrenil casts a web. My melee combatants attack the Sword Spiders (who will be immune to Web). I know we're abusing this strategy, but that's because.. well, it works. <----------------------------------------------------------------------> 8) Clear whatever opposition presents itself and ignore the southern chamber for now. We just killed whatever we could because.. well, we want to explore the northern tunnels, and the assfaces to the south would have attacked us when we walked past. Continue east up the northern tunnel and you'll encounter some Bombardier Beetles-yeah, that's right, more of these fuckers. Get used to it, this tunnel is crawling with them, although the game sees fit to throw a few Boring Beetles at you, too. Emphasis on the 'boring', these things are weaker than Bombardier Beetles. No stun, to acid, they're probably just there to draw your fire from Bombardier Beetles, the real threat. Crush beetles as you head east, then south. At the end of this loathsome path you'll find the body of a dead.. well, a dead person, anyways. ***ITEMS*** (x=3530, y=1300) 108 gold, Battle Axe +2: Defender*1, Long Sword of Confusion +2*2. *1: A +2 Battle Axe with a two point bonus to Armor Class, the armor bonus stacks with other protections as well. This is a wonderful weapon, really. It's just a shame my triple-class party doesn't have any real use for it. --- *2: Instead of stunning enemies, you confuse them. I hand this off to my Fighter/Mage/Thief. <----------------------------------------------------------------------> 9) Backtrack again to the last fork. It's time to explore the southern chamber where we fought our last big battle. If you don't remember where this is.. lay off the drugs. Continue south and murder any Trolls, Spiders, or whatnot you find-stupid stragglers. In the chamber south of this one you'll find a spiraling tunnel-and affront to natural cavern geology if ever there was one. This serves but one purpose-to waste more of your time, and to squeeze a few more Trolls into the level. The next area is at (x=2900, y=2100). ***ITEM FISHING*** There's quite a disparity in the loot that can drop next level, from a single magical bolt, to the best Cross Bow you've seen so far. If you are desperately searching for Cross Bows.. well, then bad news-this isn't an easy run. You'll have several (rather large) scripted battles, traps, and then a major fight with a necromancer and her undead minions before you get a shot at the treasure. It's more trouble than it's worth, really. If you want to try, the rewarding container is at (x=3170, y=1900). o======================================================================o | | | Presio's Domain | | | o======================================================================o Sequence of Events: {WLK009} 1) Welcoming Party 2) The Great Big Grind 3) Everybody Hates Kuldahar 4) Blast Skeletons Suck 5) The Final Horde 6) Battling Over the Bridge 7) Pacifying Presio 8) Follow the Yellow Trap Road Presio's Domain (AR4003) o======================================================================o 1) Good riddance trolls, hello undead. As soon as you enter the level an Undead Lieutenant will open dialogue with you. As usual, regardless of what you say, a fight ensues. This can be a pretty rough, if not straight-forward, fight with the Undead Lieutenant and its legion of Cold Wights. Cold Wights are immune to non-magical weapons, so your archery isn't going to be much use. My multi-classed party has two saving graces, however. First, I have hit 5th level as a Mage on my characters, so now the ultimate combat buff-Haste-comes into play. Second, Holy Smite works wonders on the undead here. Sure, its damage is pretty low right now, but if you get a small horde of Cold Wights around you, one Holy Smite can deal modest damage to all of them (plus a chance of blinding!). Use the two spells every time the Undead Lieutenant summons a host of Cold Wights. My triple-classers just aren't explosive enough melee combatants to chop them all down easily without spells. Note: If you scored The Snow Maiden's Reaver earlier, now is not the time to be using it. It will not harm undead, much less undead critters named something as revealing as 'Cold Wight'. ***HoF*** Oh glorious Invisosmite! Hallowed art thou name! If you prepare by making the entire party Invisible before heading down, a team of very, very high-level Clerics (level 20 wasn't good enough, but level 30 was) can simply walk through the level and leisurely smite all the Cold Wights here.. except for the Undead Lieutenants. Oh, but it is wondrous to kill all its minions throughout the level, then just walk around and giggle at its idle threats.. Note from Lee: Because I have a different party makeup - just single and two-class multi's - I am probably one or two levels higher and was able to defeat the entire group of enemies in a straight melee fight while suffering only minor damage. It's important to note that I am NOT playing HoF. <----------------------------------------------------------------------> 2) I'm nearing some potentially difficult battles ahead, and the time has come for me to dual-class. I simply cannot go much further without spells. Cold Wights are easy to kill and plentiful, and they give 1400 experience per kill (2800 in Insane difficulty!). Now I just rest and spawn baddies until I'm leveled enough to continue on. Grind to taste. If you don't have dual-classers, and you're following the new multi- class 7th-playthrough party, you obviously don't need to grind here, although grinding until you're at least 7th-level will make you immune to the whole instant death effect of Cloudkill, a spell that will be used by a few foes quite shortly. Note from Lee: After only minor grinding (3 sessions) my entire party is at least Level 7 in all classes. I return to Kuldahar to sell off stuff and buy some spells so my Mages are fully equipped, as suggested by our author in the next step. <----------------------------------------------------------------------> 3) Do as much leveling as you care to do-or continue playing to score some choice gear. Be sure to head to town and re-equip your characters to suit their new roles, if necessary, and pick up some Mage spells for your new Mages, if you want them to be able to do anything. Either way, you're ready to continue on, no? There are two staples of this level- undead, and traps. Traps, everywhere. Well, not quite everywhere, yet, but they'll become more numerous shortly. We've got two paths we can follow, either east, along a wooden path, or south. Head east along the planks where you'll meet another Undead Lieutenant. This time the necromancer controlling it reveals that they are working the 'will of Talona and our blessed ally, Yxunomei'. *gasp* It's that name again! Who knew? The necromancer also reveals that it didn't freeze the passes, the 'Old Enemy' did. Apparently this 'Old Enemy' is the bugger we are looking for, and again, the enemy of our enemy is not our friend. It will, however, reveal that Lysan was not part of their little group. These guys like reptiles, and reptiles don't like cold. At this point one has to wonder if there's anybody out there who doesn't have it in for Kuldahar. Anyways, the Lieutenant grows tired of answering your questions and attacks, along with another horde of Cold Wights. <----------------------------------------------------------------------> 4) Continue south and you'll find more Cold Wights, along with another Undead Lieutentant (this one isn't talkative like the last two were). Continue south and you'll encounter some Blast Skeletons. These things suck-they do nothing but try to engage the party, and if you hit them, they'll explode in a Snilloc's Snowball Swarm. Shoot them before they get near your party. These bastards aren't even worth any experience. Lame. <----------------------------------------------------------------------> 5) Now turn west until you find some wooden planks, along which are some traps (x=1190, y=1440), (x=900, y=1540), and (x=1420, y=1350). Continue west until you find a fork-being weary to watch out for lurking Blast Skeletons and Cold Wight stragglers. You'll eventually come to a fork in the path-a planked route to the northwest which leads to some Blast Skeletons and another trap (x=700, y=1270), and eventually back north to the beginning of the level-and a path to the Southwest, where we'll find an Undead Lieutenant again. He'll talk shit and summon another horde of Cold Wights to harass you. ***TRAPS*** (x=700, y=1270) (x=900, y=1540) (x=1190, y=1440) (x=1420, y=1350) <----------------------------------------------------------------------> 6) Continue south over the broken bodies of the undead you smote then follow some wooden planks to the east. Another trap awaits to annoy you at (x=1400, y=2100). Keep going until you reach a bridge. Deal with any Blast Skeletons you find and endure the Undead Lieutenant one more time. He won't have any Cold Wights left to throw at you this time. Cross the bridge and disarm the trap at the far (eastern) end (x=2450, y=2250). Traps abound to the northeast, but first, head over to the building due east of the bridge, where we face more active dangers. ***TRAPS*** (x=1400, y=2100) (x=2450, y=2250) <----------------------------------------------------------------------> 7) Inside this round structure is a Mage named Presio, some Poison Zombies, and Imbued Wights. Imbued Wights are old friends of ours, but Poison Zombies are new. They're not nearly as resistant to missile weapons as Skeletons are (they only ignore 20% of piercing/missile damage), but as their name implies, they can poison you. Never fear, however, this poison is very weak and short lasting, so it doesn't really warrant your attention. Prepare with whatever spells you have-a Web at the door can slow foes down, and if you have any 5th-level Mages or better, it's time to test out that Haste. Sneaking forward with Syrenil and launching a pre-emptive Fireball also is fun, but failing that, I just head forward with a character to lure the enemies within outside. I wait with my party to the west of the arch leading to the structure. Again, this arch makes a suitable target for Web. when Presio shows herself, I give her the attention of all my archers. The fewer spells she casts, the better. She's fond of casting Cloudkill, a smart choice considering her undead minions will be immune to it. Don't play her game and end up in a melee with her minions while stuck in a Cloudkill spell. If you engage the Poison Zombies in the arch where you cast your Web, she'll tend to cast a Cloudkill there. If that happens, retreat around the corner and chop down any Poison Zombies coming out of the structure. She'll also cast Haste, Protection from Normal Arrows (which is no fun) and offensive spells. With the multi- class party, just make sure you avoid the Cloukill spell at all costs, as it will likely result in instant death if you're 6th level or lower. Just remember, she tends to cast the spell at the archway leading to her dwelling, so if you run in with a character under the effects of a Shield spell to absorb the Magic Missiles from the Cold Wights, then retreat, she'll cast the spell harmlessly at the entrance. Just let her undead waddle out and confront you, put them down with melee aggression (boosted by Haste) then wait for the Cloudkill to wear off. Of course, grinding around here a bit will prevent this. When Presio falls, she'll leave behind 226 gold, a Hammer Flail +2*1, Presio's Dagger*2, and there Necromancer's Robe*3. Before you go crazy looting, there are several traps that need to be disarmed, so scan around. ***HoF*** In Heart of Fury Mode Presio is accompanied by another Mage, blandly named 'Presio's Apprentice', and by a warrior named.. 'Warrior'. More troublesome, however, are the Imbued Wights, just waiting to blast you with Magic Missile. Three Wights shooting five missile each, each doing eight through ten damage per hit.. that adds up to about 120-150 damage.. let's just say that's damage we don't need to start a fight with, and I wouldn't rely on magic resistance. Unfortunately for Presio and her goons.. Invisosmite! Heh, heh.. yeah, this was where Invisosmite was born, actually. I was goofing around (goofing around is a technical term for 'strategizing', just like the Republican term 'legitimate rape' is slang for 'quit lying and have your God-given baby, you filthy slut') and trying to probe Presio's stronghold with a Cleric to see if any of the undead were placed foolishly close enough to the edge to be susceptible to some smiting. Then my brain started working, and I decided that since everything in this game is pathetically incapable of detecting Invisible foes that I should try going Invisible and just walk in and see what exploded. The answer? For a high-level Cleric-every undead should die, just leaving Presio, her apprentice, and.. Warrior. They just don't stand a chance against a Heart of Fury party without their undead meat-shields. Presio doesn't have too many new tricks, but once she resorts to lower end spells is when you actually have to worry- again, Magic Missile deals some wretched damage. The Warrior will drop some Bolts +1 and a suit of Plate Mail +1, while Presio's Apprentice will drop a Mage Robe of Fire Resistance and Bracers of Defense A.C. 8. Note from Lee: While not in HoF mode, I did get Presio's Apprentice and his minions coming at me from the northeast. I keep my archers near the east end of the bridge and start the encounter at the arch, then retreat and wait for the Apprentice and all the other baddies to show up. I can easily take them all out by letting them come to me, and then enter the round building once everything is dead. I move my lead character to the arch and trigger Presio's poison fart cloud, wait it out, then go after him in force - he dies rather easily. ***ITEMS*** (x=3170, y=1900) Skull x3, Oil of Speed (cursed), Potion of Absorption, ~Heavy Crossbow of Speed*4. (2nd Play: Heavy Crossbow of Defense +2*5) (3rd Play: Arrow of Translocation x1) (4th Play: Trainquil Bolt x1) (6th Play: Giant Killer*6) (7th Play: Bren Muller's Crossbow*7) (7-X Play: Long Bow +2: Protector*8) (x=3350, y=1920) 428 gold, Aquarmarine Gem x3, Silver Ring, Presio's War Journal, Scroll of Haste*9 (x=3390, y=2000) Bottle of Wine, Scroll of Skull Trap, Scroll of Vampiric Touch, Scroll of Confusion*10, Potion of Agility ***TRAPS*** (x=3300, y=2000) (x=3150, y=2000) (x=3170, y=1900) (x=3350, y=1920) *1: A +2 Flail that has a 15% chance to stun, It's a pretty awesome weapon for this point of the game. I'm sure you can find a home for it on some Fighter/Mage/Cleric or another. --- *2: This +2 Dagger has a chance to poison foes when struck, although they are entitled to make a Save vs. Death to avoid it. It's a decent weapon, although whether it's superior to Spinesheath or not is debatable. An extra point of damage and poison, or three more points of THAC0? If this helps, Presio's Dagger can keep Trolls down. --- *3: These robes drop your Armor Class to 6, give +3% Magic Resistance, and impart a +3 bonus to your saves versus paralysis/poison/death magic. These certainly make Orrick's Robes of Infusing seem like a big waste of money, and they're easily the best bit of Mage armor we've found. I put them on Eraithul-my 5th-place Fighter/Mage/Cleric. He's wearing Scale Mail anyways, and being so far back in the roster, isn't likely to get better hand-me-down armor in a while. --- *4: +4 THAC0 and +4 damage, and two attacks a round. Win. This is the best Cross Bow you'll find for a long, long time. --- *5: +4 THAC0 and +4 damage, +1 bonus to Armor Class, and +10% Missile Resistance. But it doesn't address the problem of a Crossbow's inherent slow rate of fire. Not so win. --- *6: There are many ways to deal with Giants in this game.. well.. okay, the best way to deal with them is by casting Haste and chopping them up. Slinging 1d4+4 damage stones at them is not a superior way to take them down compared to, say, a high Strength Fighter with Grand Mastery. This sling is a +1 Sling that counts as a +4 weapon versus Giants. --- *7: This uniquely-named crossbow gives a +2 bonus to damage and a +5 bonus to THAC0. Sadly, at one attack per round, it's not really worth using. --- *8: +3 THAC0, +2 damage, 15% resistance to missile damage, and 5% Magic Resistance. Sure, the Magic Resistance is nice, and the combat stats are identical to the Long Bow +2: Defender, but I'd rather have the +2 Armor Class, instead. --- *9: Now two of my characters can have Haste. Huzzah. --- *10: This spell is a great debuff. It forces foes to save (with a -2 penalty!) or become confused, all but taking them out of the fight. Sure, Chaos is a better spell, but until you get it, this is the go-to debuffer. <----------------------------------------------------------------------> 8) Nothing left to do now but head to the next level.. But this is more of a chore than you might expect. You're unlikely to encounter any significant number of undead, but as you make your way northeast from the structure, you'll run across traps galore. There's simply nothing else you can do but creep along with your Thief and detect them all. It's not the first-and it won't be the last-time I wished we earned experience from disarming traps.. The entrance to the next level can be found at (x=3400, y=350). ***TRAPS*** (x=3000, y=1700) (x=3200, y=1600) (x=3000, y=1250) (x=3050, y=950) (x=2950, y=750) (x=3100, y=750) (x=3200, y=650) (x=3050, y=550) (x=3400, y=420) ***ITEM FISHING*** There are a few random weapons on the next level-two in one chest, in fact. Most of the weapons therein are more interesting than game- changing, and few will be useful for terribly long. There's a great mid-level Flail and a few interesting Daggers. The only problem? You'll have to go through a bit of bother to get to it. I honestly wouldn't bother, but if you wish to try, the container in question is at (x-2650, y=800). o======================================================================o | | | Eldathyn Temple | | | o======================================================================o Sequence of Events: {WLK010} 1) A Dream of Albion 2) Geelo the Librarian 3) Sharra the Healer 4) Your Carpets Don't Match Your Faith 5) Pulverizing Phoney Pacifists 6) The High Summoner 7) The High Ritualist 8) Adventurer's Gotta Stick Together 9) Into Yxunomei's Lair Eldathyn Temple (AR4004) o======================================================================o 1) From where you appear head north, then east, and you'll be greeted by a priest named Albion. He insists that he and his fellows follow Eldath, a pacifistic religion, and he will invite you to seek the aid of their healer, named Sharra. Sure.. play along. Note: If you had a Paladin in your party, they would sniff out Albion and his laughable ruse the first time he talked to you, immediately provoking a fight. Also, if you have an Intelligence of 16 or greater you can talk to Albion a second time and ask him about the Heartstone Gem. He'll slip up and mention the Temple of the Forgotten God, blowing his cover. <----------------------------------------------------------------------> 2) Go through the door at (x=830, y=1330) to find Geelo the Librarian (x=900, y=1180). He'll give you access to the books in this room (the northern room is restricted). Ask about the Kuldahar abductions and the Heartstone Gem, to no avail, and best of all, purchase some spell scrolls from him. He sells scrolls of Blur, Flame Arrow, Monster Summoning I, Lightning Bolt, and Ice Storm. Buy what you will. You can loot the books here, too, but they're pretty bogus. Note that picking the locked door to the forbidden library (x=750, y=1100) will provoke the Eldathyns. In fact, if you try to pick the locks of ANY locked door it will provoke them. Not very good pacifists, eh? Note: If you have an Intelligence of 13 or higher you can trick Geelo into visiting with Albion, which will allow you to pick the lock to the doot at (x=750, y=1100) and take a gander at the incriminating bookshelf at (x=650, y=950). If you do this, the next time you talk to Albion you can call him out. o============o |Mage Scrolls| o============o 2nd-Blur --- 3rd-Flame Arrow 3rd-Monster Summoning I 3rd-Lightning Bolt --- 4th-Ice Storm ***ITEMS*** (x=1000, y=1230) The Folly of Fury (x=850, y=1100) Great Pottery of Lurien, Tending Ivy (x=1200, y=1110) Fish on the Sea of Fallen Stars <----------------------------------------------------------------------> 3) Well, that was lame. Go through the large door at (x=1000, y=1450), then through another, smaller door (x=1550, y=1400), beyond which you'll find Sharra the Healer (x=1720, y=1320). She'll.. well, let you rest safely, and she'll heal you (for a price). She also has a lot of nothing to say about Kuldahar and the Heartstone Gem. Speaking about a lot of nothing, if you explore to the northwest you can find two rooms, the doors to which are at (x=1000, y=500) and (x=1350, y=400), both of which contain bookshelves. ***ITEMS*** (x=1100, y=200) Animals Are Your Friend, On Non-Violence (x=1000, y=350) History of the North I, History of the North II, History of the North III <----------------------------------------------------------------------> 4) From Sharra's room head southeast and explore a room, the door to which is at (x=1440, y=1880), which contains a bookshelf with some useless loot on it. Yay. Continue to the southeast to find an exotic rug. You'll get the following floating text: "This rug is of extremely high quality and appears to be of foreign design. The recurring symbol in the pattern is that of a golden carp." Apparently this is something worth noting, although how an expensive rug seems out of place compared to the rest of the crazy going on here- the fact that these fools claim to be pacifists when surrounded by legions of undead, Talonites, Trolls, and Lizard Men for example-is beyond me. ***ITEMS*** (x=1600, y=1800) Philosophy of Kara-Tur <----------------------------------------------------------------------> 5) Well, this dog won't hunt, my friend! We need to go talk to Albion about his.. his.. his 'rug'! Confront him about it, and well, he's apparently as bored with this paper-thin facade of absurdity as we are. He'll babble about reptiles being the 'master race', and mention Sseth and Yxunomei-his princess. *gasp*! It's that name again! Double-damn! Anyways, Albion and his 'Eldathyns' will attack. It's a good idea to cast a Web just beyond the large doorway to the northeast, as plenty of foes will be coming down that way, including Eldathyns and Yuan-Ti. The only exceptions are Albion, who is quite vulnerable all alone standing against our party, and Geelo the Librarian, who will pop out to cast some Mage spells. Yuan-Ti and Yuan-Ti Elite are just mediocre foes that either fight in melee, or use bows. They aren't bothered by Holy Smite, so we can ignore that spell again. Slow and Confusion, however, are both great spells to use against Yuan-ti, which we'll be fighting a good number of in this and the next level. With a few Web spells here, you should have no trouble luring all your foolish foes to their doom. If you have a high enough level Mage, now is a great time to cast Confusion on the foes-on its own, or in conjunction with the Webs (which tends to cause baddies to cluster together, making for more fun with spells like Confusion). Learn to cast Confusion on anything and everything that's not undead or a construct, it's a wonderful spell, and we'll be abusing it (and spells like it) for the rest of the game. Loot Albion to obtain Albion's Key*1. Geelo will drop Bracers of Defense A.C. 6*2, and two Potions of Invisibility. While we're nearby, we might as well loot the forbidden library beyond the door at (x=750, y=1100)-unless any Eldathyns have any objections.. what? No? Good then. ***ITEMS*** (x=650, y=950) Secret Societies, Scroll of Summon Monster I, Scroll of Flame Arrow, Potion of Mind Focusing, Potion of Perception ***REWARD*** (For exposing Albion and his cohorts) EXP 24000 *1: Albion's key opens the locked doors throughout this level, although you don't NEED it to actually unlock any of them. They can all be unlocked via Pick Locks, or with the Knock spell. --- *2: Bracers that reduce your Armor Class as if you were wearing armor. The good news is that anybody can wear them. These are ideal for Mages, Thieves, Druids, and other armor-challenged characters. These are, at least, a viable replacement for one of my lower-ranked characters, who are unlikely to get any hand-me-down armor any time soon. <----------------------------------------------------------------------> 6) Now, there's one annoying thing we should deal with now that we've got the whole level against us. Every so often some rat-bastard called 'The High Summoner' will work his magic and summon some foes to hound us. Since he'll occassionally summon Trolls to come hound us, I make it a priority to hunt him down quickly. I'm not made of Arrows of Fire, dammit! Return to the evil carpet and go east through a door at (x=1720, y=2200). Continue east, then north into a room with steps leading down the east. Kill whatever Yuan-ti you find here before you go through the door at (x=2920, y=1800) to find the High Summoner (x=3070, y=1930). He'll speak to you a bit and make some empty threats. Teach him some manners and rejoice-no more pain in the ass summoned critters bothering you. ***HoF*** The one big change in this part of the level is the addition of several Yuan-ti Mages in the eastern part of the level. These critters will also show up on Insane difficulty (when you activate Heart of Fury mode it raises the difficulty to Insane by default, but again, Insane difficulty and Heart of Fury mode are NOT the same thing, I just refuse to bother with the differences, since if you're playing Heart of Fury-the hardest difficulty in the game-you're also playing on Insane difficulty.) The Yuan-ti Mages will cast Stoneskin on the first round and Protection from Normal Missiles on the second, no matter where in the level you are. Once they're done buffing, they'll come after you. They're fond of using spells like Charm Person, Feeblemind, Vitrolic Sphere, and Magic Missile. They're not well protected from mind-affecting effects, however. Symbol of Hopelessness puts them in their place. Note from Lee: The Yuan-Ti Mages also appear for me (I'm not in HoF mode), so I would suggest advancing carefully no matter what difficulty you're playing. Also, I have had Yuan-Ti and Trolls come down the hallway from the north to attack the party from the rear. This fight can get out of hand fairly quickly if you're not careful. I Haste the party and run thru the first area as quickly as possible to get to the High Summoner. Once he's dead I go back and kill off the critters I left behind. <----------------------------------------------------------------------> 7) Leave the High Summoner's room and head north, smiting any Yuan-ti you come across. Loot the statue at (x=3330, y=850) and some pillows (x=2850, y=1000) for some goodies, then continue west through some large doors to find the High Ritualist, merrily sitting down to dine with his fellow Yuan-ti. Can snakes even sit? Oh well. Another battle, another dose of Confusion, and this fight is over. Loot the small room beyond the door at (x=2500, y=1000) for some good loot for a change, then loot the statue at (x=2420, y=440). ***ITEMS*** (x=3330, y=850) 119 gold, Oil of Fiery Burning, Antidote (cursed), Blur Deck*1. (x=2850, y-1000) Potion of Stone Giant Strength, Potion of Strength. (x-2650, y=800) ~Studded Leather +2: Shadowed*2, ~Corrosive Hammer +2*3, Potion of Mind Focusing, Potion of Stone Form, Arrows +1 x20. (2nd Play: The Mace of Weal and Woe*4, Mage Dagger +2*5) (3rd Play: Selune's Promise*6, Fire Dagger +2*7) (4th Play: Ol'Withery*8, Corrosive Hammer +2) (5th Play: Corrosive Hammer +2, Life Dagger +2*9) (6th Play: Fire Dagger +2, Fast Flail +2*10) (7th Play: Peacekeeper*11) (x=2420, y=450) Oil of the Serpent's Scales, 252 gold, Potion of Hill Giant Strength *1: The Blur Deck lets you cast Blur on yourself. Obviously this boon would be wasted on characters who can already cast the spell. It's decent for a little while, and can serve any of your front-liners as a decent buff. Once everybody obtains a Shimmering Sash, however, you obviously won't need it. --- *2: Like the Studded Leather +1: Shadowed, but better. I don't have any use for this suit of armor, either. --- *3: A +2 War Hammer that has a 30% chance to deal 1d4 Acid Damage. This is win for two reasons-first, acid kills Trolls. Second, it's a +2 weapon. --- *4: Although is has an interesting sounding name, it's only a +1 Mace that's +2 against Lawful creatures. I'd rather just have a +2 weapon that's +2 all the time.. To help it, this Mace also gives a +1 bonus to all Saves and has a 13% chance of cursing targets. It's superior to those old Morning Stars +1, at least. You cannot use this weapon if your alignment is lawful. --- *5: Another Mage Dagger, as a +2 variety, it grants a bonus 1st and 2nd level Mage spell. --- *6: This stupid weapon is a +1 Mace that acts as a +3 weapon versus Spectral Undead. It also has a 2% chance to cause 'Morale Failure' in the wielder, making the weapon a complete waste. --- *7: It's a +2 Dagger, that has a 50% chance to deal 1d4 fire damage, which makes it an effective anti-Troll weapon. --- *8: An interesting +2 Dagger that has a 2% chance of casting Finger of Death on the target. It's a low chance, indeed, but it's still at least some extra damage, and possibly instant death. --- *9: A humble +2 Dagger that has a 15% chance to heal its wielder for 1d6 Hit Points upon attacking. It also grants a +5 bonus to your maximum Hit Points. --- *10: Certainly the best bludgeoning weapon we've found thus far. It's a +2 weapon that gives its wielder an extra attack per round. --- *11: This is the first +3 weapon you can find all game-too bad it's a Club. <----------------------------------------------------------------------> 8) From the banquet room, if you head southwest you'll find yourself knocking on the northern door leading to the room where Sharra the Healer was (x=1800, y=1200). Of course, this room wasn't interesting the first time we were here, so why bother going there again? Go through a northern door to the west of the banquet room (x=1900, y=440) and then through another, still-closed door (x=1650, y=500). Beyond you'll find a foursome of adventurers. Their leader, Marchon of Waterdeep, will tell you about the sorry story that led to them being captured. Play nice, and when you get a chance, have them watch over you while you sleep. It's free rest! The real perk, however, isn't their sad story or their watchfulness, but their gear. I mean, they're in a room full of corpses, probably presumed dead with the rest of their caravan, and who is going to tell anybody otherwise? Attack and kill them-they shouldn't pose too much of a problem to a well-rested party who gets the jump on them. They'll leave behind the following loot; Marchon of Waterdeep-Plate Mail Armor, a Large Shield, a Flaming Long Sword +2*1, and 121 gold. Cristiana Knight-Plate Mail Armor, a Potion of Extra Healing, a Medium Shield, a Morning Star +1, and 78 gold. Iholikan Quinval-Chain Mail +1, Long Bow, Arrows of Fire x20, a Long Sword +1, Arrows +2 x20, Arrows x40, and 54 gold. Reise Coppersky-Mage Dagger +2*2, and 102 gold. The only downside to killing them? If they're dead, you won't be able to return to them when you need to sleep. You can still go back to (AR4003) to rest, but there's a chance you'll have to deal with Cold Wights, who love to interrupt your sleep. It's not all bad, though. You could probably use the extra experience. *1: This is a +2 Long Sword that deals 1d3 fire damage with every hit, no 50% crap. It also gives a +10% bonus to Fire Resistance. Very nice, and absolutely wonderful against Trolls.. except by now, you're pretty much done dealing with Trolls. At least, for a while. --- *2: This Dagger gives an Armor Class bonus of +1 and allows you to memorize one additional 1st and 2nd level Mage spell. Oh. And it's got a +2 enhancement bonus. <----------------------------------------------------------------------> 9) Return to the High Summoner's room and head south into some unexplored rooms. Turn east and continue into a room with a brazier, and with some trepidation, go through the door at (x=3400, y=2450). Now would be an excellent time to restock, sell off junk, and all that rot. ***ITEM FISHING*** There are a few items that can be fished for in the next area-even one chest that randomly gives you nothing good at all! No fun. On the other hand, the best item you can fish for is one of two shields than can drop. You'd have to run through traps, Yuan-ti, and generally it would be quite a hassle, so I don't bother. The container that might stiff you is at (x=450, y=200), whereas the shields can be found within the container at (x=1350, y=400). o======================================================================o | | | Yxunomei's Stronghold | | | o======================================================================o Sequence of Events: {WLK011} 1) What an Odd Little Girl.. 2) Treasure Time! 3) Tunnel Tackling Tactics 4) The Messenger of Sseth 5) Another Tunnel Segement 6) An Honest Torture Chamber 7) The High Torturer 8) Yuan-ti Priest Ring 9) The High Baptist 10) The Last Line of Defense 11) Pantry Raid! 12) Confronting Yxunomei 13) Trouble in Kuldahar Yxunomei's Stronghold (AR4005) o======================================================================o 1) When you arrive, you'll be greeted by an 'Odd Little Girl;, who will ramble chaotic nonesense before vanishing. She'll be doing this throughout the level, so get used to it. Head north and you'll encounter a band of Yuan-ti, the Odd Little Girl will warn you to turn back, and a fight will ensue. Focus missile fire on the Yuan-ti Priest to disrupt it, or shut it up with Silence 15' Radius. Once it's dead, engage and cut down the Yuan-ti Elite. Pay special attention to archers, as they'll readily drop Arrows +1. Continue north a bit further and the Odd Little Girl will babble at you again. Three times in one Step? Good grief.. <----------------------------------------------------------------------> 2) The quick way to the end of the level is to simply follow the winding path, opening doors after each segment. Yes, yes, it's a snake motif, I get it. But what fun is that? Go through the door north of where the Odd Little Girl last appeared (x=600, y=1350). Disarm a trap on the stairs beyond (x=500, y=1200) and go through another door to the north (x=500, y=1000). Beyond you'll encounter a Yuan-ti Priest and some melee Yuan-ti. Shut up the Priest, and slice up the melee fighters. Go through another door to the west (x=330, y=750), beyond which you'll find another, similar group of baddies. Handle them the same way, then head north to find a room full of treasure. Well, it's about time! Stupid snake-ridden dungeon.. Oh, and be wary of traps. ***ITEMS*** (x=300, y=200) Black Opal x2, Scroll of Non-Detection, 124 gold (x=450, y=200) Tchazar Gem x5, Potion of Fire Resistance (2nd Play: In addition to the previous, I found the Short Sword 'Spell Diver'*1) (3rd Play: Instead of 'Spell Diver' I found a Bastard Sword of Action +1*2) (4th Play: The Sword of Days*3) (6th Play: Intercession*4) (7th Play: Bastard Sword +2: Life Giver*5) (x=500, y=400) Potion of Healing x3, Pearl Necklace, 303 gold ***TRAPS*** (x=500, y=1200) (x=300, y=200) (x=450, y=200) *1: This +2 Short Sword is cast as a Mage-killer, as it has a 50% chance to 'nullify the target's ability to cast spells for two rounds.' I think death is the best Mage-killer, and Short Swords aren't terribly good for that in my party. --- *2: A Bastard Sword +1 that grants an additional attack per round. It's a decent weapon, but we're looking for +2 or better weapons by now. --- *3: A Short Sword +3 that gives immunity to Haste and Slow, and has a 25% chance to slow the target. Haste is essential to my battle plan, and few enemies cast Slow. I don't bother. --- *4: A Long Sword +1 that gives a +2 bonus to AC. We've already found a better Battle Axe, and since it's not +2, it's really not up to snuff. --- *5: A +2 Bastard Sword with a 5% chance to heal the user for 1d10 points of damage. <----------------------------------------------------------------------> 3) Now for our tunnel-tackling tactic. Have your Thief sneak, then open the door to the south (x=1000, y=1700). The Odd Little Girl will pester you again. When she's done, run back with your Thief and hide again, without provoking the Yuan-ti beyond. Each tunnel typically has Yuan-ti and traps in them, so rushing in after the Yuan-ti is likely to end with you suffering severely. If you're quick, you can head into the tunnel with a sneaking character, detect the traps, disarm them, and run back before becoming visible. Once the traps are disarmed in front of the Yuan-ti, run in and slaughter them all. In the next particular tunnel segment are there Yuan-ti Elite archers and a trap at (x=1020, y=1840). There's another trap beyond the offending Yuan-ti at (x=1340, y=2100). ***TRAPS*** (x=1020, y=1840) (x=1340, y=2100) Note from Lee: I use a slightly different tactic for these tunnel segments - I open the door(s) and draw the Yuan-Ti back to the party in the 'safe' area, or missile them to death from a distance. Once they're all dead, I can go in and disarm traps at my leisure. <----------------------------------------------------------------------> 4) The next move should be obvious-go through the southwest door at (x=1100, y=2120), beyond which a great number of Yuan-ti lie. Host of Yuan-ti to the south.. door they have to go through to get to us.. are you thinking what I'm thinking? If you're weighing your desire to take a piss versus your laziness at having to get up to do so, then you are! Also, this is a great place to use our lovely Web-bottleneck trick. Be warned, however, that many of the baddies beyond brought bows, so more than a few will be happy enough just sitting back taking pot- shots. Throwing a Confusion at them won't help their aim any. Don't expect the Web-strategy to be a fight-winner here, just use it to kill the melee Yuan-ti before casting Haste (once the Web ends) rushing in, and chopping the remaining archers down. Pay special attention to the High Archer-he fires +2 Arrows and is quite lethal.. at least, if you ignore him to chase other prey. Of your manifold means of murdering the meanies, pick whichever one appeals to you the most, then loot the room. The High Archer will drop as many as twenty Arrows +2 and the Messenger of Sseth*1. If he drops fewer +2 Arrows, check your face; they may be there. Note: Do not waste Arrows +2, you will need them shortly against a powerful foe. Yuan-ti can be killed just as well with normal arrows, but the enemy at the end of this area requires +2 weapons to hit. ***ITEMS*** (x=750, y=2300) 569 gold, Arrows +1 x35 (x=900, y=2450) 239 gold, Arrows +2 x18 (x=1000, y=2600) 320 gold, Potions of Extra Healing x8 *1: This bow gives +1 damage and +2 THAC0, so it's not much of an improvement over any old Composite Long Bow. Oh, and it's "extremely fast", which means its speed factor is lower. Still, better than nothing. If you found the Long Bow +2: Defender, you can laugh at this weapon. <----------------------------------------------------------------------> 5) You should be getting into the swing of things by now-another room cleared, which means next we've got another hallway segment to tackle. Again, I open the door at (x=1420, y=2000), and disarm the two traps immediately beyond at (x=1520, y=2080) and (x=1540, y=2140). There's not much chance you'll get bothered by any Yuan-ti whle doing this, although there are three more Yuan-ti Elite archers at the end of the passage. Once these two traps are destroyed, take the snakes down. There is another trap at (x=2000, y=1880), but it shouldn't affect the fighting any. ***TRAPS*** (x=1520, y=2080) (x=1540, y=2140) (x=2000, y=1880) <----------------------------------------------------------------------> 6) When the tunnel snakes are smote (that sounds a little perverted, doesn't it?) go through a door to the south (x=1900, y=2200). Beyond the door are more Yuan-ti (surprise!) and some creatures known as Histachii, which are significantly weaker than the Yuan-ti you have been fighting, although they can disease you (which inflicts damage over time) and they are immune to non-magical weapons. Continue east, then take the fork north and dispatch two Yuan-ti Elite archers and steal their lovely enchanted arrows. Backtrack and continue to the east, where you'll find a torture chamber, and perhaps a few more Yuan-ti waiting to die. Loot the room and activate the switch near one of the bookshelves (x=3420, y=2000). Egad! A secret passage in an honest torture chamber?! ***ITEMS*** (x=2900, y=2200) Scroll of Ghost Shield (x=3250, y=2000) Scroll of Dimension Door, Potion of Genius <----------------------------------------------------------------------> 7) Backtrack to the west where you'll find our newly-uncovered secret passage going east. Inside is The High Torturer (I'll bet they have a High Shit-Shoveler down here somewhere, too.) The High Torturer suffers from vision problems-which you think would affect his job security a bit. Maybe they have him locked away here to keep him out of the way? Anyways, you can pretend to be a student if you wish, but a fight is inevitable. He's jointed by two melee Yuan-ti Elites. Cut them down and loot The High Torturer for a Ring of Pain Amplification*1. Isn't that something a torturee wears, and not a torturer? Maybe he's just holding it until he's got another victim, or maybe he's just a masochist? ***HoF*** In Heart of Fury mode the High Torturer will be accompanied by a pair of Yuan-ti Champions, instead of Yuan-ti Elites. ***ITEMS*** (x=3100, y=2500) 520 gold, Oil of the Serpent's Scales x2, Moonstone Gem, Throwing Axe +2*2, Scroll of Mirror Image*3 *1: This ring reduces your Slashing, Piercing, and Crushing resistances by -20%. It's.. obviously not in your best interests to wear it. It's also cursed, so unless you have access to Remove Curse, don't play with it. --- *2: A returning Throwing Axe. A good reason to specialize in Axes, I think, as it allows one to wield a shield and have a ranged option. Of course, this is an umimpressive option in Heart of Fury mode, although it's great for more casual games. --- *3: We could have bought one of these from Orrick, and really, there's no reason not to. Foes aren't really able to take down your buffs with True Sight in this game, and Mirror Image is an essential buff. <----------------------------------------------------------------------> 8) It's time to go north through a door at (x=2000, y=1800), typical tunnel tactics apply.. except this time, they're throwing you a curve- ball. No Yuan-ti await you. Just two traps near the northern door (x=2100, y=1350), (x=2000, y=1320). How dare they shake things up! Well, if they're shaking things up, then so will I-we'll do the tunnel AND its room in one Step! Go through the door at (x=1830, y=1500) and scout ahead with a Thief. You will find a large group of Yuan-ti Priests in this room, and it might be wise to get the spell-drop on them. I hit them with a Confusion spell before charging with my party. There are also three Yuan-ti Elite archers with the priests. Slaughter the snakes and loot the throne for its meagre goodies. ***ITEMS*** (x=1200, y=850) Pearl Necklace, Studded Leather Armor +2 ***TRAPS*** (x=2100, y=1350) (x=2000, y=1320) <----------------------------------------------------------------------> 9) Backtrack into the hallway and go through the northern door at (x=2000, y=1250), where you'll find.. another unguarded hallway segment. Well, damn.. Disarm the traps at (x=1920, y=1020) and (x=2020, y=900) before going through the southeastern door (x=2250, y=1050). A small host of Yuan-ti and Histachii will come pouring out, in desperate need of smiting. Continue to the southeast until you come across The High Baptist. He-however-has his eyesight (a necessary function for somebody who dunks others in water) and is quick to attack. Shoot him down before he gets off any spells, kill his Histachii, and cure any diseases you may have contracted. Having five Clerics really helps when you're dealing with foes who can poison you or cause diseases. ***TRAPS*** (x=1920, y=1020) (x=2020, y=900) <----------------------------------------------------------------------> 10) Return to the tunnels again and go through the doorway to the north- east (x=2100, y=850). The next tunnel segment must be where all the critters from the previous two tunnels fled. At the end of this tunnel you'll find two lines of Yuan-ti guarding the door to the east-seven Yuan-ti Elites and two Yuan-ti Priests. They also have plenty of traps in front of-and among-them which should make melee seem like an undesirable proposition. Worst of all, they know they're in a good defensive spot, and they're not budging. How dare they remain wisely stationary instead of persuing me to their demise! To deal with such defiance I typically employ the following strategy-cast Invisibility with your Fighter/Mage/Thief (on your Fighter/Mage/Thief) and safely head up to the Yuan-ti and disarm all the traps, with them none the wiser (be sure AI is off, less your character attack and blow your cover). Now that the traps have been disarmed, hit them with a pre-emptive spell assault, including spells like Confusion, Slow, or good old Web. Once done, rush up and smite them. ***TRAPS*** (x=2470, y=700) (x=2500, y=800) (x=2530, y=700) (x=2600, y=900) (x=2700, y=800) (x=2780, y=700) Note from Lee: I don't know why, but for me they did chase me back into the room and allowed me to slaughter them all in the doorway. No spell-buffing or offensive magic required... <----------------------------------------------------------------------> 11) Well, that was fun. One last room to explore before we see what lies beyond the door those Yuan-ti were so fervently guarding. Go through the door to the north (x=2300, y=600) and smite a smattering of Yuan-ti. I dare say we've found the kitchen. Go through the door to the west (x=1400, y=400) and annhilate a few more Yuan-ti and claim the loot in the chests as your own. (x=1350, y=400) 76 gold, Potion of Freedom, ~The Red Knight's Shield*1 (3rd play: The Bitch Queen's Envoy*2) (x=1000, y=300) Potion of Fortitude, 110 gold. (x=1050, y=250) Potion of Healing x3, Baleful Mail*3 *1: A +3 Medium Shield. It doesn't give any bonuses versus Missile Weapons, but it's base +4 bonus to Armor Class still makes the best shield we've seen by far. I put it on my party leader to boost his Armor Class to a hefty -12. I'm stacking the deck on purpose. --- *2: This shield is inferior to the Red Knights' Shield, but still superior to anything else you've found. --- *3: Essentially +2 Chain Mail Armor that protects from a host of common mind-affecting effects, such as Dire Charm, Charm Person, Confusion, Command, and Rigid Thinking. Of course, since it can't be worn by good characters, it won't find a home on my party. On the bright side, it sold for 5700 gold. <----------------------------------------------------------------------> 12) Now you're all ready to head east into the final room of this area.. but before you do, I highly suggest you go to town, sell off any loot you may have found, and generally make space in your inventory. The most prolific fight of the game thus far awaits beyond this door. Make sure everybody has a +2 or better weapon. Everybody that needs to be attacking, anyways. Syrenil readies some of those Arrows +2. My multi- class party's stats are as follows at the moment: PARTY STATS: YXUNOMEI o======================================================================o Ilnathias 'Icefang' Fighter 7/Mage 7/Cleric 7 Experience: 66712/66712/66712 Hit points: 81 Armor Class: -12 Weapon: Hammer Flail +2 (THAC0: 8) Helm: Helmet Amulet: Black Wolf Charm Armor: Plate Mail Armor Gloves: Gauntlets of Weapon Skill Shield: The Red Knight's Shield Belt: Shimmering Sash Ring: Ring of Free Action Ring of Protection +2 Boots: Boots of the Fox o----------------------------------------------------------------------o Amirule Alteslay Fighter 7/Mage 7/Cleric 7 Experience: 66699/66699/66699 Hit points: 71 Armor Class: -3 Weapon: The Love of Black Bess (THAC0: 8) Helm: Helmet Armor: Splint Mail Shield: Reinforced Large Shield +1 Ring: Ring of Free Action Ring of Missile Deflection o----------------------------------------------------------------------o Kaelinalia Fighter 7/Mage 7/Cleric 7 Experience: 66522/66522/66522 Hit points: 71 Armor Class: -2 Weapon: Conlan's Hammer (THAC0: 10) Helm: Helmet Armor: Splint Mail Shield: Stoutward o----------------------------------------------------------------------o Nauzhir the Red Fighter 7/Mage 7/Cleric 7 Experience: 66497/66497/66497 Hit points: 71 Armor Class: 1 Weapon: Morning Star +1 (THAC0: 10) Sling +1 (THAC0 13) Helm: Helmet Gloves: Bracers of Defense A.C. 6 Shield: Large Shield o----------------------------------------------------------------------o Eraithul Fighter 7/Mage 7/Cleric 7 Experience: 66471/66471/66471 Hit points: 71 Armor Class: 1 Weapon: Morning Star +1 (THAC0: 10) Helm: Helmet Armor: Necromancer's Robe Shield: Large Shield o----------------------------------------------------------------------o Syrenil 'Softstep' Fighter 7/Mage 7/Thief 7 Experience: 66398/66398/66398 Hit points: 70 Armor Class: 2 Weapon: Long Bow +2: Defender (THAC0: 5) Helm: Helmet Amulet: Amulet of Metaspell Influence Armor: Mage Robe of Cold Resistance Ring: Ring of the Warrior Ring of Shadows Boots: Quiet Boots o----------------------------------------------------------------------o Everybody needs a +2 weapon in order to be able to meaningfully contribute to the fight ahead.. which means my 4th and 5th characters are simply out of luck. Before I go through the door to the east (x=2750, y=700) I cast Invisibility on Syrenil-we need to level the field a bit before we charge on in. Open the door, head east, and disarm the traps at (x=3000, y=600), (x=3200, y=650), and (x=3200, y=800). Syrenil retreats and rejoins my party in the hallway outside of the door. Now I buff my party as much as I can-Draw Upon Holy Might, Prayer, Recitation, Bless, Haste, and personal buffs like Blur and Mirror Image, with what characters who have them. These buffs lower the THAC0s of my entire party by a solid four points-not counting the additional bonuses of having higher Strength, Dexterity, and Constiution that my Clerics also recieve. Now that I'm buffed, I take Ilnathias and lead him into the room, with the rest of my party about half a screen behind him. He'll talk to the 'Odd Little Girl' and, after some banter, she'll turn into Yxunomei-a Marilith. The reason I've been stacking his Armor Class is simple-he's going to lead the charge against Yxunomei. My other four Clerics cast Silence 15' Radius on/near the Yuan-ti behind Yxunomei, then Amirule and Kaelinalia join the fray. Nauzhir and Eraithul cast more spells or engage some of the Yuan-ti, while Syrenil casts Confusion, then starts shooting Yxunomei with Arrows +2. If the Yuan-ti Priests get any spells off, they'll typically target Ilnathias, and if he's the only one who is targeted by Dispel Magic, Hold Person, or other debuffs, we're gold. He's immune to the latter, and can endure the former better. Yxunomei is also fond of casting Cloudkill, but by now we should have leveled past it being fatal, although it can still be a nuisance. Yxunomei should go down in 4-5 rounds or so, and once she does, mop up her Yuan-ti. Ilnathias and Kaelinalia get bruised up a bit (down to 39 Hit Points, the both of them) but nobody else is injured. All in all, it's a decent victory for a party that is still full of understudies. Once all the snakes are dead, loot the room and leave. You're done in Dragon's Eye, and for the first time in the game you've actually succeessfully accomplished a task that Arundel has given you. Huzzah! It's time to return to Kuldahar and let the good news flow. ***HoF*** I can honestly say I was disappointed with this battle in Heart of Fury mode. My tactics? I Equipped my Fighter/Mage/Thief with Arrows +2 and cast Haste on the party. I then simply waltzed in and smote her. The only difference in this fight is that some Yuan-ti Mages appear behind you once you've caught Yxunomei's attention. You can simply double-back, dispatch them with the full might of your Heart of Fury party, and deal with Yxunomei however you please. Actually using Heart of Fury tactics like Symbol of Hopelessness and Tenser's would make this even more laughable. Note from Lee: I move the party into the northwest corner of the "room" (the hallway segment) and engage with just the party leader. Once the conversation is thru, I run back to the party and wait - Yxunomei will come into the room and actually be in front of her minions. Bad move bitch... Once she's dead, I go immediately after the Yuan-Ti Mages that show up (who are in front of the party, thanks to my position in the hallway), then mop up the rest... I did this without spell-buffing, but I really don't recommend trying it without buffs unless/until you've done this fight a few times and know what to expect. ***REWARD*** (For slaying Yxunomei and recovering the Heartstone Gem) EXP 13000 Item The Heartstone Gem **ITEMS*** (x=2830, y=500) 2467 gold, Emeralds x2 (x=2850, y=450) Skull x5 (x=2850, y=400) Jasper Gem x3, Iol Gem x1, Shandon Gem x2, Garnet x1 (x=2950, y=300) Dead Man's Face*1 (x=3050, y=300) Translocation Arrows x5, Hammer Arrows +1 x20, Confusion Arrows +3 x20 (x=3200, y=250) 625 gold (x=3300, y=250) Potion of Heroism x3, Potion of Hill Giant Strength, Star Diopside Gem ***TRAPS*** (x=3000, y=600) (x=3200, y=650) (x=3200, y=800) (x=2830, y=500) (x=2850, y=400) (x=3050, y=300) (x=3300, y=250) *1: This item, like all great Armor Class boosting gear, goes on my party leader. The trickle-down effect works for Armor Class in Icewind Dale.. unlike the trickle-down effect in the American economy. Unlike the people with all the money in America, in Icewind Dale the person with all the armor takes all the hits. They don't hide their excessive Armor Class in off-shore bank accounts and let the rest of the group get the shit kicked out of them. Kuldahar (AR2100) o======================================================================o 13) When you get back, you'll notice things are amiss. Maybe it's the air? Maybe it's the giant Orogs all over the place? Probably the Orogs. Kill them on your way to Arundel's. After the first bit of dialogue, follow Arundel upstairs to trigger the second part. Story unfolds, and you are given the quest to find Larrel in the Severed Hand. He'll leave behind a Staff of Nature's Wrath*1. It sells for a bit, if nothing else. Speaking of which, be sure to sell off all the junk you have accumlated, buy spell scrolls as they interest you (having a Mage who can cast Haste, Slow, Confusion, and Dispel Magic will put you in good shape for a while.) *1: In all the time it took Arundel to become an Arch Druid, the best weapon he was able to get his hands on was this? It's a +1 Quarter Staff that allows you to cast Entangle or Flame Strike. It's probably better off as kindling, but at least it's self-lighting. o======================================================================o | Chapter 3: The Severed Hand | o======================================================================o | | | The Sacked Levels | | | o======================================================================o Arundel is dead, and let's be honest-our track-record thus far has been somewhat spotty. We set out from Easthaven as humble mercenaries looking to tag along and earn some cash, and now we're the sole survivors of our expedition, involved in some cosmic struggle between two evil beings of immense power. We are all that stands between Kuldahar and oblivion. Dramatic, huh? We're lost without Arundel to tell us where to go, however, so we need to find this Larrel and hope the Heartstone Gem points us in the right direction. The Severed Hand, Exterior (AR5000) o======================================================================o Sequence of Events: {WLK012} 1) Larrel Versus Squirrel 2) Shadows in the Severed Hand 3) Traps, Bottlenecks, and Baddies 4) Two Handed Sword Ambush 5) Another Ambush 6) Morning Star Ambush 7) Shadowed Worg Ambush 8) Teaching the Dead 9) Misery's Herald and Goblin Marksmen 10) Clearing Out Archers 11) Shield Ambush 12) Smiting Skeletons 13) Clockwise, to the Elevator 14) Serrated Skeleton Slaying 15) Short Sword Looting 16) Severed Soul Shadowed Stuff 17) To the Towers of the Seldarine 1) Five days and one chapter introduction later and here we are. Larrel makes an appearance, accuses a Squirrel of treachery before launching a Fireball at it, and wanders off muttering to himself. That looks promising. There's not much else to do but enter the Severed Hand (x=300, y=200). ***ITEM FISHING*** More item fishing for you! There's going to be a lot of it here, and much of it can be quite lucrative. The first thing I should point out is that on the currently unreachable eastern half of (AR5001) you can find one of the best suits of armor in the game-Shadowed Plate Mail. A Severed Soul will randomly drop one shadowed item (another interesting drop is the Shadowed Robe). The bad news? Since you have to go through the western half of (AR5001) and through several other areas before you can circle back around to reach the eastern half of (AR5001), the item will be locked well before you have a chance to find out what it is. Being such a pain in the ass, you're better off just ignoring it, taking what you get, and moving on. There are other suits of armor that are just as good and-more importantly-static drops. Anyways, enough teasing you about loot drops that you might not get, to focus on items that can reasonably be fished for. On the first level of the Severed Hand you can score some pretty sweet Two Handed Swords. Kresselack's is beyond out- dated by now. There are two swords that are worth keeping an eye out for, either the Two Handed Sword +2: Hammering, or the Two Handed Sword +2: Defender. The former has a chance to stun, while the latter does all the good things we've come to expect from Defender weapons- bonus to Armor Class and resistances. Both can be found at (x=450, y=1550). The Severed Hand, Level 1 (West) (AR5001) o======================================================================o 2) Once inside you'll be attacked by Shadowed Orcs.. which are like normal Orcs, but stronger and undead. They come in a number of varieties-Orc Grunts, Orc Archers, Orc Shaman, Goblin Grunts, Goblin Archers, Goblin Marskmen.. all Shadowed, of course. Anyways, this fight shouldn't pose much of a problem to you, just keep an eye on your party members and make sure they don't run into an ambush or over traps. A fair warning now-pretty much everything in this place is undead, which means no enchantment spells. You can just forget about Confusion, Emotion, and such spells. Melee is king in this dungeon (or rather, physical damage). The best your Mages can do here is spell-buff.. but considering how much Haste improves our damage out-put, it's not an unworthy task. Also.. all our Mages can also fight! No dead weight in multi-class land. ***HOF*** Almost everything in this place is undead-seriously, for the rest of this Chapter, Invisosmite is the only tactic you'll need. There are a few times where you'll get forced into a fight upon reaching a new level, but for the most part, if you keep your party invisible and your 'Turn Undead' ability active on your Clerics, you'll be able to just walk through this place. Life is good when you've got Invisosmite on your side. I will record normal tactics for those of you who do not have Invisosmite capabilities (how could you NOT have a Cleric?), or more likely, for those of you who feel that the tactic is cheap (if it plays, it stays, for me), and I will not keep reminding you about Invisosmite-you know the drill by now-just remember that in lieu of normal tactics.. Invisosmite! Note from Lee: Upon entering, I cast a Web at (x=1180, y=1580), another Web at (x=970, y=1500), and a Sleep on the asshole at (x=850, y=1380). This effectively removes all resistance and allows me to pick off the various enemies with missile fire. <----------------------------------------------------------------------> 3) From the entrance, head south, where you can pass over some rubble and into a room guarded by three traps (locations below). In this room are more Orcs who would love to do nothing more than bottleneck you in the entrance to the room. Too bad they're full of weak sauce. Smite them and head into the room they were guarding-there are a few archers and an Orc Shaman, but nothing that should seriously trouble you. Ignore the stairs at (x=1600, y=2050) and loot the urn at (x=1250, y=1820) before heading into the room to the west. ***ITEMS*** (x=1250, y=1820) Chyrosberyl Gem, Potion of Heroism ***TRAPS*** (x=1300, y=1730) (x=1300, y=1690) (x=1250, y=1670) <----------------------------------------------------------------------> 4) Some puny Goblins will try to halt your entry into this room-laugh at them and continue around to the northwest. When you approach the lootable rubble at (x=450, y=1550) you'll be ambushed by a band of Orcs, who sneakily appear from nowhere. This group includes two Orc Shaman, Orc Archers, Orc Grunts, and two Shadowed Ogres who will come from the north. You can, of course, trigger this 'ambush' with a sneaking or invisible character, and then simply fight the battle normally. This advice should be common sense by now, but be sure to focus on the stupid Shaman, first. You don't need them throwing out Hold Person spells. Be sure to loot the rubble at (x=450, y=1550), as it contains some random- and often rather valuable-loot. ***ITEMS*** (x=450, y=1550) ~Two Handed Sword +2: Hammering*1 (6th Play: Battle Axe +2) (7th Play: Two Handed Sword +2: Defender*2) (x=800, y=1600) 69 gold *1: A +2 Two Handed Sword with a chance to stun. Definately an upgrade over Kresselack's. --- *2: We know how awesome Defender weapons are, and this is no exception. It's a +2 Two Handed Sword that gives a +1 bonus to Armor Class and a +10% bonus to Slashing Resistance. Fantastic. <----------------------------------------------------------------------> 5) From the ambush room continue north until you run across another pack of Orcs-an Orc Shaman leading a handful of Orc Archers. If all this seems painfully easy to you now.. it's because it is. Really, these Orcs and Goblins are chumps. Head east a bit and you'll find some Goblins (Archers and Grunts) to the Southwest, along the northern part of the room where we entered. Once all the shadowed beasties are dead, find the ramp up at (x=1200, y=500) ***ITEMS*** (x=920, y=2050) Potion of Extra Healing, Waterstar Gem, Elixer of Health (x=800, y=650) Scroll of Emotion: Hopelessness*1 (x=620, y=950) 67 gold, Potion of Healing ***ITEM FISHING*** Another great weapon lies on the next level, and it's fairly easy to get, too. At (x=1550, y=400) you have a chance to score a Sanctified Morning Star +3. It's a Mace-proficiency weapon with a +3 enhancement that adds some bonus Cleric spells.. what more could you ask for? When you approach the container where this mace is.. uh.. contained, you'll trigger an ambush. Be sure to use Invisibility. *1: This is another great 4th-level debuff for the Mage, although it's inferior to Confusion. The Severed Hand, Level 2 (West) (AR5002) o======================================================================o 6) Once you reach this level, cast Invisibility on a character (or sneak) and head south to reach the circular walkway connecting the rooms of the level to the central tree-stairs. Get used to the layout-we'll be going up and down this stupid tower quite a bit in the next couple of Steps.. Anyways, once outside the room with the ramp, head east, then north into another room. Surprise! Ambush. Orc Shaman, Goblin Warriors, Goblin Marksmen.. all standing around stupidly with nothing to attack. With the rest of your party, you can now exit the ramp room and launch a little ambush of your own-as many Goblins appeared in the hallway to the south (as well as in the room where your sneaky character is). Mop up the opposition, working your way to the room where you triggered the ambush. Once everything is dead, do be sure to loot the rubble, as the debris at (x=1550, y=400) tends to drop rather good Morning Stars. Also, there's a chance that One of the Orc Shaman will drop a Ring of Dwarven Bone*1, for what little that's worth. ***ITEMS*** (x=1550, y=400) ~Sanctified Morning Star +3*2 (3rd Play: Morning Star of Lesser Phasing*3) (x=1830, y=400) 119 gold, Potion of Agility, Potion of Stone Form, Scroll of Animate Dead *1: This ring gives its wearer +1 Strength (up to a maximum of 18/00). It can't be worn by good characters, however, and considering that this is only a marginal increase over what I already have, it's not worth losing out on the Shimmering Sash. --- *2: One of the better Mace-proficiency drops in the game, it's a +3 Morning Star that allows the wielder to memorize two additional 1st level Cleric spells. It's nowhere near as good as the Morning Star +4: Defender, but it's a good weapon to use in the meantime. --- *3: A +2 Morning Star that has a +15% chance to phase an enemy, and a +25% chance to deal 1d3 cold damage. I'd rather have the Sanctified Morning Star +3. <----------------------------------------------------------------------> 7) Head south around the outer hallway circling the level. You'll probably be provoked by some Goblins and an Orc Shaman near a ramp at (x=500, y=900). Smite them and continue until you find a 'Shadowed Goblin Trainer' to the west at (x=500, y=1450). He's got some Goblin buddies to deal with, and he'll also summon up a horde of Shadow Worgs, in case you weren't sick of ambushes already. When the trainer dies, he'll leave behind the Jester's Bag of Holding*1. Emphasis more on the Jester's, less on the Bag of Holding, so don't get too excited. *1: A minorly useful accessory that produces various items. Mostly junk, but sometimes you can get magical arrows and whatnot. For more detailed information, go see [MSC002]. If you plan to have a devoted archer in your party, this item is the only way to keep yourself well-stocked in magical ammunition.. well, the only legitimate way. You'll just have to save/load farm Arrows +1. <----------------------------------------------------------------------> 8) From the room where you encountered the Shadowed Goblin Trainer head south into another room-this one is also cluttered with Goblins that didn't figure out how to die correctly the first time. Give them proper instruction and see that it sticks this time. There are bound to be stragglers to the west-plenty of Marksmen, which are, next to Shaman and their Hold Person spells, perhaps the most dangerous of the Orcs and Goblins here.. which isn't saying much. If you would have taken the stairs up (instead of the ramp) to reach this level, you arrive at (x=1700, y=2100). It's easier to reach that lovely Sanctified Morning Star +3 from the ramp, however. Again, we have two options for pursuing the next level-stairs at (x=1400, y=1300), and a ramp at (x=500, y=900). Both paths are somewhat annoying, as they put us under archer fire, but the ramp this time leads to an ancillary little area where we can pick up some loot, whereas the stairs actually advance us through the level.. so let's go climb that ramp, shall we? ***ITEMS*** (x=900, y=1760) Potion of Healing, Potion of Genius, Scroll of Emotion: Courage*1 *1: This spell gives a bonus of +1 THAC0, +3 damage, and +5 temporary Hit Points. Better yet, it has a range of 10 feet and lasts 5 turns. That is certainly long enough to last any encounter. I find it inferior to Emotion: Hope, but since the two stack with each other (and not with themselves), for the biggest fights it's worth keeping one of each prepared. ***ITEM FISHING*** The best items that can be fished for next level occurs up the stairs, not the ramp. Some undead have a chance to drop a variety of items, and over at (x=600, y=1250) you can fish for a shield. The game is usually pretty generous about dropping a Shield of the Hand, which is the best item I've pulled out of the rubble there, and is the second best shield you could have found by now (and I have no shortage of characters looking for a shield). If you do decide to go after it, you'll need to do Steps #10 and #11 first, then backtrack to do Step #9. I don't usually bother worrying about the other items I can get from the undead-they're not too great, especially since the Serrated Bone Blade is arguably not any better than the Two Handed Swords we were able to find back on level one. The Severed Hand, Level 3 (Exterior) (AR5003) o======================================================================o 9) As I indicated, there are Goblin Marksmen on the exterior ring and the interior ring of this level, so either way you went up, you'd be under fire by little yellow assholes. On softer difficulties, you can simply park a sturdy Fighter in the line of fire while your archer greets their archers with the universal hello of arrows through the face. On Heart of Fury mode, however, it's less trouble to simply go up either the ramp or the stairs, clear out the archers, then go hit the other side. After all, WE don't have infinite ammo like some rat- bastard computer does. From the ramp head east and dispatch a handful of Goblins. Continue east and you should notice a passage to the south. Sneak/cast Invisibility on a character and send them out into the exterior ring of this level, circling around counter-clockwise until you approach some treasure at (x=700, y=980), where you'll be ambushed yet again by two Orc Shaman, a host of Orc Grunts, and two Ogres. One Ogre may drop the axe Guktok's Chopper*1, and an Orc Shaman might drop the Ring of Dwarven Bone if it wasn't dropped earlier. Grab the loot they were guarding, then head back down the ramp (x=800, y=600). ***ITEMS*** (x=700, y=980) Misery's Herald*2 *1: A +2 Battle Axe, +4 vs. Dwarves. You really won't be fighting Dwarves in this game (I struggle to think of any such fights, in fact), so if a +2 Battle Axe doesn't sell you.. well, then sell this. --- *2: Misery's Herald is a +3 Flail, +4 versus Elves, which will come in handy very shortly. It also has a 10% chance to inflict Horror when it hits as well. It's a decent weapon for this stage of the game. The Severed Hand, Level 3 (Interior) (AR5003) o======================================================================o 10) Take the stairs on level two (x=1400, y=1300) up to level three to reach the interior ring of the level. If you didn't deal with the Goblin Marksmen earlier.. well, they're right in front of you now. Avoid the paths leading to the exterior of the level for now and just do a sweep of the area, smiting any Goblins you come across. Once done, regroup at the stairs. We want to go southwest first, but a trio of oddly-shaped traps blocks our progress. Disarm them, and get ready to trigger yet another freaking ambush. ***TRAPS*** (x=930, y=1450) (x=980, y=1490) (x=1040, y=1500) <----------------------------------------------------------------------> 11) After the traps have been dealt with, take your sneaky-type character (or expend another Invisibility) and cross the bridge to the Southwest. Head up clockwise to find some rubble at (x=600, y=1250). When you get near it, the undead beehive will burst, and we'll be rushed by Armored Skeletons (big melee types) and a Burning Skeleton (they like to lob fireball-type effects at you, and should be given some serious smite-priority). Pulverize the undead, then claim the treasure they were rattling their bones about.. typically some kind of shield or another. ***HoF*** The Armored Skeletons and Bladed Skeletons can be pretty rough in melee, but the Burning Skeletons are the real threat, able to deal scores of damage to multiple party members at once. Buffing with Resist Fire/Cold and Entropy Shield should make all our melee characters immune to them, however. Also be sure to take out Shattered Souls with some priority. They don't do excessive damage, but their ability to hit unerringly is much more concerning than any enemy that has to actually make a to hit roll. ***ITEMS*** (x=600, y=1250) ~Great Shield +3*1 (4th Play: Shield of the Hand*2) (6th Play: Small Shield +1. The game obviously hates me on this play-through) *1: This is a +4 Armor Class shield with a number of 15% resistances. Unfortunately it imposes a -2 THAC0 penalty. All things considered, I'd rather fish for a better shield, or just ignore this one. Better shields will be coming that don't negatively impact our combat potential. --- *2: This shield has a respectable +3 bonus to Armor Class, with an additional +1 bonus vs. Missile Weapons. It's the second best shield we've found so far, and it goes to my 2nd-rank character (Amirule) as a result. She passes down the Reinforced Large shield +1, and so on... <----------------------------------------------------------------------> 12) Now that we've secured our position on this level a bit (and perhaps plucked a decent new shield out of the rubble), it's time to explore this area counter-clockwise. Stay along the southern edge of the area and head east. At about six o'clock you'll find some more Armored Skeletons, a Burning Skeleton, and a Bladed Skeleton (a meaner melee baddy). The fireball-chucker still takes priority, if you can manage it. North of here are some stairs (x=1300, y=1600), which you should do your best to ignore for now. <----------------------------------------------------------------------> 13) Continue counter-clockwise until you come to a door at about (x=2400, y=1700). Politely ask the magical door fairy to open the door for you, and when nothing happens, just do it yourself (you can still pretend magical fairies heard you and helped open the door, if you wish.) Beyond the door-a room! Within the room-more undead! Four Bladed Skeletons, not too bad. Let them come out to you, then smash them. Be wary walking through the door-pathfinding likes to send your characters on a round-about route which will inevitably lead them over traps. Once you're safely inside the room, explore to the northwest to find an elevator (x=2000, y=1400). We'll be using it soon enough, but for now, content yourself with disarming another trio of traps just west of the elevator. ***TRAPS*** (x=1920, y=1350) (x=1900, y=1390) (x=1900, y=1440) Note from Lee: The "magical door fairy"... I literally had to stop for the better part of a minute and wait to stop laughing at this. <----------------------------------------------------------------------> 14) Open another door (x=2600, y=1450) and scout ahead if you have the desire. Along the northern end of the room beyond you'll encounter a Burning Skeleton-assholishly placed in front so as to blast you with a fireball, a pair of Shattered Souls (immune to non-magical weapons, uses Larloch's Minor Drain constantly, either to damage you, or to heal other undead), three Bladed Skeletons, and a Serrated Skeleton-a unique Bladed Skeleton. I lead with Ilnathias, who has protected himself with Protection from Fire (a third-level Cleric spell). He charges the Burning Skeleton and takes only minimal damage from it. Once engaged, the rest of my party shows up. The Serrated Skeleton will drop some random goodies for us, as follows: (1st Play: Bone Talisman*1) (4th Play: Bone Marrow Belt*2) (6th Play: Serrated Bone Blade*3) (7th Play: Bone Kris of Black Ichor*4) *1: This sorry little amulet allows the wearer to cast Vampire Touch five times. I wipe my ass with this thing. --- *2: +1 Armor Class, -2 Charisma, 50% Slashing Resistance, -15% Crushing Resistance. This belt definitely can come in handy against the right foes. It's another item that can't be used by good characters, and I still maintain that the Shimmering Sash is superior. --- *3: A Two-Handed Sword +3 is nothing to balk at, especially when it has a 20% chance to do +1d10 cold damage. Maybe the game doesn't hate me on this play-through, after all. --- *4: A +2 Dagger that has a 20% chance to poison critters hit by it. ***ITEM FISHING*** I feel silly even mentioning this, but you can fish for some Short Swords on the next level at (x=2650, y=1850). Short Swords are not spectacular weapons in Icewind Dale, and these ones are nothing to get excited about. The Severed Hand, Level 2 (East) (AR5002) o======================================================================o 15) Return to the smaller room to the south and hop on the elevator at (x=2000, y=1400). Once you reach the eastern end of level two, you'll find yourself under attack by some Armored Skeletons and Shattered Souls. Try to keep a leash on your characters and deal with the foes immediately at hand, as there are several more Shattered Souls to the east that aren't initially involved in the fight, and the fewer of them you have pelting you with Larloch's, the better. Once the first group of foes are dead, bring your message of smite to the east. Loot the furniture and yawn at the Short Swords therein. North of the elevator you'll find a bridge leading to some stairs down (x=1800, y=1300), and north still you'll find a room with more baddies to pound. Once you're done ruining some undead, head down the stairs. ***ITEMS*** (x=2650, y=1850) ~Some Lesser God's Promise*1 (3rd Play: Short Sword of Action +2*2) *1: A +2 Short Sword that has a 5% chance to heal the wieder for 1d6 damage. --- *2: This Short Sword does little besides its +2 enhancement bonus-it adds one measely point to Dexterity. ***ITEM FISHING*** Down here is where you can finally get a shot at the Shadowed gear I mentioned earlier. If you're lucky, you'll score some Shadowed Plate Mail or a Shadowed Robe. If not.. well, the drop was locked when you first entered this level. Although the variability in the quality of the drops here are very, very high, I don't suggest fishing for better gear here. First, it's a pain in the ass to make 'runs' through the several area transitions enroute to this drop. Second, there are plenty of other drops along the way that are worth fishing for-and not worth negating just because of a bad drop here. In any event, the Shadowed items are dropped by a 'Severed Soul', a unique Shattered Soul that is otherwise unremarkable. There's also a variable Cross Bow loot at (x=2650, y=1150) which, again, is already locked. The Severed Hand, Level 1 (East) (AR5001) o======================================================================o 16) As soon as you enter this level, you'll be pestered by several Bladed Skeletons and a Severed Soul. The latter is noteworthy solely because it can drop two great pieces of armor-not just for this point in the game, but armor that you could very well be wearing until the end of the game. First is Shadowed Plate Mail-it's supposed to be Plate Mail with a 'Blur' effect on it (at least, according to its description.) Fortunately, however, instead of just having the armor apply Blur, they compensate by making it ordinary Plate Mail Armor.. with a three point Armor Class bonus. Essentially, it counts as Plate Mail +3-with a base Armor Class of 0, it's one of the more protective suits of armor in the game. The second of these great bits of armor you can (possibly) get is the Shadowed Robe, which gives its wearer an Armor Class of four and 15% Magic Resistance. Certainly better than the Necromancer's Robes Presio dropped us. All the junk this Severed Soul has dropped me can be found at the end of this paragraph. After dispatching our welcoming party (and celebrating/lamenting the Severed Soul's drop) head east, where you'll find two rooms crawling with Bladed Skeletons and Shattered Souls. (1st Play: Shadowed Cloak*1) (3rd Play: Shadowed Plate Mail Armor*2) (5th Play: Shadowed Robe*3) (6th Play: Shadowed Boots*4) ***ITEMS*** (x=2650, y=1150) ~Heavy Crossbow of Accuracy*5 (6th Play: Light Crossbow of Speed*6) (7th Play: Light Crossbow of Defense*7) *1: This cloak gives you stealth +10%. It goes on Syrenil, the only character in my party who can wear it. --- *2: Too bad I didn't get this armor in one of the first play throughs. If you are lucky enough to get your hands on this armor.. it's better than the Mythril Field Plate +2 you'll find later. In fact.. I'll go so far as to say this is the best armor in the game. Bathed-In-Blood has a better Armor Class, but it's only one point better, and the +3 AC vs. missiles that this armor gives more than makes up for it. --- *3: Robes with an Armor Class of four (one point worse than Plate Mail) and +15% Magic Resistance. In the entire game, only the Robe of the Watcher is better. --- *4: Boots that give a +1 bonus to Armor Class and +15% to Move Silently aren't bad (especially not for Syrenil), but I can't help but wish I had found the armor or robes instead. --- *5: This bow gives +2 damage and +7 THAC0. Normally, I'm crazy about the THAC0, but I already have a +4 damage +4 THAC0 bow. The bottom line is the old bow gives an extra attack around. I'd say another attack gives me an extra chance to hit each round, and that's just fine. We'll find more of these as a guaranteed drops later, so there's no need to fish for it here. --- *6: A fairly nice little crossbow, it's not quite what I'm looking for, but with its +2 damage and +4 THAC0, and it's two attacks per round, it's better than the Heavy Crossbow of Accuracy that drops here. --- *7: At +4 THAC0, +2 Damage, +1 Armor Class, and +10% Missile Resistance, it's the best Light Cross Bow we've found all game. <----------------------------------------------------------------------> 17) Leave the northern of the two rooms east of the stairs and explore to the north to find some more undead. Kill them and loot the debris at (x=2500, y=850) to find a 'Piece of Broken Machinery'. This seems kind of questy, doesn't it? It should, and it is. Hold on to it. Now, believe it or not we're done with the main tower portion of the Severed Hand. Unfortunately for us, this place was built by Elves, so they've got towers branching off their freakin' towers. Head back up the stairs (x=1700, y=1350) to level two, then take the elevator (x=2100, y=1500) up to level three, and finally take the stairs (x=1300, y=1600) up to level four. ***ITEMS*** (x=2500, y=850) Piece of Broken Machinery*1 *1: A quest item you'll need. Keep it in your inventory at all times. This is the first of four pieces. o======================================================================o | | | Towers of the Seldarine | | | o======================================================================o Sequence of Events: {WLK013} 1) No Man's Land 2) Telanis the Bard 3) Sehriya's Inn 4) Bladesinger Lethias 5) Lehland the Merchant 6) Larrel-Yoda in Labelas Tower 7) Denaini the Dead Devotee 8) Elves and War Hammers 9) Elven Chain Mail of the Hand 10) Final Fights in Solonor Tower 11) Denaini's Rewards 12) Elven Long Bow Ambush 13) Interrupting Elven Officers 14) Exterminating Elven Officers 15) Valestis' Empty Arboretum 16) Kaylessa's Request 17) No Weak Links 18) Exterminating More Elves 19) Wraith Spiders on the Roof 20) Walkway Battle 21) Final Fights in Labelas Tower 22) Kaylessa's Release 23) Checking Out Books 24) Repairing the Astrolabe 25) The Den of Evil The Severed Hand, Level 4 (AR5004) o======================================================================o 1) This area is fairly tame, and it seems to be as far as the Orcs and Goblins advanced within the Hand. Everything below us-Orcs and Goblins- everything above us-Elves. Unlike the 'no man's land' between two forces, however, this level is.. well, safe. It seems the bonds of death have frozen this conflict in stasis. There are a number of NPCs to talk to here, but first, the layout of the level. This level, like all the lower levels aspired to be, consists of an inner ring. A huge tree dominates the center of the level, where stairs and the elevator can be found. Along the outside of the level are rooms, connected by the circular hallway. Unlike the lower levels, however, this level is fairly intact, and at each cardinal direction you'll find stairs leading to a tower, each named after a member of the Elven pantheon.. well, technically there are two towers to the north, but since Sehanine Tower doesn't exist anymore, we'll just consider north as being the sole province of Corellon Tower, while Sheverash Tower is to the east, to the south you'll find Solonor Tower, and to the west lies Labelas Tower. <----------------------------------------------------------------------> 2) From the stairs where you arrived, head southwest and open a door at (x=850, y=1380). In the room beyond you'll find what apparently used to be a fest-hall, where some Shadowed Elves can be found drinking and carrying on.. at least, until you enter to the room. You can also find Telanis, an Elven Bard (x=380, y=1500).. or rather, singer EXTRAORDINARE, MASTER of the eight-string mandolin... and so forth. Get him to sing you some songs and he'll tell you a tale about the Dwarves and the Elves, their alliance against the 'dark horde', and the eventual falling out of the two sides when Orcs showed up with Dwarven-forged weapons. He'll also sing about Larrel, who apparently founded the Hand. Yay... backstory. If only we could find somebody who would tell us the story without resorting to prose. Loot and leave. ***ITEMS*** (x=700, y=1300) Potion of Healing, Potion of Clarity (x=920, y=1500) Potion of Insight, Potion of Insulation (x=1300, y=1670) Potion of Absorption, Potion of Mind Focusing <----------------------------------------------------------------------> 3) Explore counter-clockwise. Through the door at (x=1750, y=1600) you can find another, seedier, and yet somehow less interesting watering hole. Past it, there's a door at (x=2050, y=950), beyond which you'll find Sehriya (x=2270, y=820), still diligently running this little inn and waiting in vain for her mother. She seems oblivious to the fact that she's dead, much less the fact that her mother is never coming back. This is fortunate for us, as she'll let us rest here. Undead don't need their creature comforts, but we sure do! ***ITEMS*** (x=2220, y=950) 110 gold, Scroll of Cone of Cold*1, Potion of Healing, Potion of Cold Resistance *1: A fair offensive spell, you probably don't have anything better to fill up your 5th level spell slots with. Like with Fireball, you have to be careful of friendly fire.. Or rather, friendly ice. <----------------------------------------------------------------------> 4) Continue around the level counter-clockwise and open another door at (x=1470, y=700), beyond which you can find a room with a lootable table (x=1300, y=380). Outside the room you'll find Lethias (x=1270, y=800), a rather touchy Elven spirit. Talk to him if you wish, but don't be rude, and don't say you're here to loot the Hand, or he'll attack. Why is that a bad thing? Well, because he's freakin' invincible. Seriously, he doesn't die. Pick dialogue option #1 repeatedly and he will tell you, finally, what happened in the Hand of the Seldarine. Long story short- the Elves got their asses kicked, and as a final fall-back plan they decided to unleash the combined powers of their stored artifacts to kill as many invaders as possible and, in the same stroke, deny them the use of said artifacts. The only other thing of interest he'll tell you is that Larrel had locked himself atop Labelas Tower. ***ITEMS*** (x=1300, y=380) Scroll of Emotion: Hope*1, Potion of Clarity, Berduskan Black Brew, Potion of Strength *1: Another nice emotion spell, this one gives +2 THAC0, damage, and saves. I'd suggest keeping this spell handy for big fights as well, to be used in tandem with Emotion: Courage. It push comes to shove, however, I'd prefer this spell over Emotion: Courage. <----------------------------------------------------------------------> 5) To the west you'll find the door (x=900, y=950) leading to the final room to explore. In the room beyond you'll find Lehland (x=660, y=820), who fancies himself a merchant. He, too, doesn't seem to understand that he is quite dead, and that most of his merchandise has long since been ruined. He'll tell you of the various towers which we'll be exploring shortly, and he does have a few things to sell-containers and ammunition, mainly. Labelas Tower, Level 1 (AR5101) o======================================================================o 6) Now, we've come here seeking Larrel, right? So it only makes sense that we give Labelas Tower a try first. It's the western tower, the one nearest to the stairs and, conveniently enough, our present location. So why not give it a look-see? Head west and exit the area at (x=200, y=1200). What you'll find beyond is not encouraging. Larrel has apparently blown up the tower, and he is in the middle of cackling about it Yoda-style when you enter. Well, this path is a bust. Solonor Tower, Level 1 (AR5201) o======================================================================o 7) Head back to the fourth level of the Hand (x=200, y=800) and enter Solonor Tower (x=1500, y=2000). In this level you'll find Denaini wandering about. Talk to her, and don't pick a fight-it's not lucrative in the long run (but at least she CAN be killed, unlike Lethias.) She'll tell you some more about Larrel and the fall of the Hand. Apparently Solonor Tower-or at least this level of it-was a shrine to the Elven gods, where the Elves here spent their free time praying and whatnot. Seems to me that somebody should have spent less time praying, and more time fortifying. Anyways, we can, then, assume that this is the priest's tower, and we should be prepared to deal with Clerics. Remember, THEY can still use mind-affecting spells on us, even if WE can't use them. She'll also mention needing some holy water to purify the pools, and will also ask us to knock off her fellow priests in the tower above. Apparently Larrel cast some Mythal in a last-ditch effort to save the Hand, and the result are the Shadowed undead that still lurk its halls- Elves and Orcs (and Goblins and Ogres) alike. Most went mad due to the effects of the Mythal, hence, we'll be fighting hosts of barmy Elves. Mythals.. sounds like the kind of stuff that Orrick would be interested in, no? Yep, we've got plenty of quests to keep in mind. Anyhow, the stairs to level two are at (x=300, y=900). ***ITEM FISHING*** Next level you can fish for enchanted War Hammers of various quality. Smash the Clerics and Acolytes guarding the level and loot the container at (x=800, y=550) for a shot at these weapons. The best of them do not compare well to the Sanctified Morning Star +3, but the War Hammer of Sparks +2 is still a pretty good weapon in its own right. Solonor Tower, Level 2 (AR5202) o======================================================================o 8) On this level youll find groups of hostile Elven Clerics and Elven Acolytes. The former are actually dangerous, as they'll cast spells, while the latter are weak melee types. Don't be surprised if they throw Mental Domination, Cloak of Fear, Rigid Thinking, and Miscast Magic at you, and they will also buff their allies with spells like Prayer and Recitation. They should thus be given special priority for arrow-face- interation, and of course, Silence 15' Radii. When all is still, head up the stairs at (x=300, y=900). ***ITEMS*** (x=800, y=550) Chrysoberyl Gem, Potion of Healing, ~Sanctified War Hammer +2*1 (3rd Play: War Hammer of Sparks +2*2) (7th Play: War Hammer +2*3) (x=300, y=600) 98 gold, Potion of Hill Giant Strength *1: This isn't as good as the Sanctified Morning Star +3 I found earlier, or The Giving Star/The Love of Black Bess, but it's still a decent alternative, if you've thrown some proficiency points into Hammers. --- *2: The best of the War Hammers you can get here-this specimen has a +2 enhancement bonus, a 50% chance to deal +1d3 electrical damage, and a 10% chance to stun targets. --- *3: A humble +2 War Hammer that always does one point of electrical Damage. Veterans of Baldur's Gate should be familiar with weapons like this-being a virtual clone of the War Hammer +2 'Ashideena'. ***ITEM FISHING*** I've been somewhat wishy-washy about doing a whole lot of work for some items, but the next level presents a rare opportunity. Not only is there an absolutely fantastic item to get-it's rather easy to do! Sure, you're going to have to fight for it, but it's a simple as saving, checking, and reloading until you get what you want. On the next level, in the container at (x=670, y=420) you have a chance to score a suit of Elven Chain Mail of the Hand +3. It's got a base Armor Class of 2, and it doesn't prevent Mages from casting spells or Thieves from sneaking-it's the ideal armor for my triple-classed spell-casters. There is absolutely no reason you shouldn't walk out of the next level with this armor. It goes on Ilnathias, who hands his Ring of Protection +2 down to Amirule. Sooner or later I'll have two front-liners with a great Armor Class. Solonor Tower, Level 3 (AR5203) o======================================================================o 9) Upon reaching this level you'll find an Elven Priest apparently in the middle of a service. That's one of the things that really bothers me about religion, folks. I remember, as a kid, going to Catholic services and being absolutely bored out of my mind.. and I know what the trade-off is supposed to be-eternal life in heaven, but it's honestly not the myth of hellfire that scares me, it's this-the thought of being dead, in an afterlife, stuck in a church service for all eternity. Yes, mass in Catholic church was so boring, it made the thought of going to hell less fearsome than going to heaven. Anyways, there are Clerics and Acolytes here, as well as a Priest leading the service. The Clerics and Priests should be, again, a priority, as they'll cast bad magic at you. Throw Silence 15' Radius around liberally to shut them, up, then smash them. When the priest falls he'll drop a holy symbol, of which I've found the following: (1st Play: Symbol of Labelas Enoreth*1) (7th Play: Symbol of Shevarash*2) (7-x Play: Symbol of Corellon Latheran*3) (7-xx Play: Symbol of Solonor Thelandira*4) Once you're done, go up the stairs at (x=900, y=800). You should be all smiles about your new suit of Elven Chain Mail of the Hand +3. Note from Lee: Two Web spells and an Entangle ends this fight... at least for them. I have not spell-bufffed for any fight so far in the game, using the simple strategy of immobilizing my enemies and shooting them to death from a distance, and/or drawing them to me to be chopped into bits. As I had to go thru this excercise 5 times to get the Elven Chain Mail of the Hand +3, I am certain it works, but I must reiterate that this strategy is NOT for the faint of heart, and can lead to some serious damage if the fight is not micro-managed well. It is also NOT usable at all for HoF mode. ***ITEMS*** (x=700, y=820) Waterstar Gem, Potion of Heroism (x=650, y=700) Oil of Speed (curse), Scroll of Minor Globe of Invulnerability*5 (x=670, y=420) Piece of Broken Machinery*6, 68 gold, Potion of Defense, ~Potion of Strength Transference*7 (3rd play: Elven Chain Mail of the Hand +3*8) (4th play: Ring of Strength*9) *1: This amulet gives a +1 bonus to intelligence. There's no reason to wear this amulet all the time, but if I hit the 18 spell limit for one of my Mages, I'll wear this amulet while I scribe scrolls to give myself temporary unlimited spells/level. --- *2: A humble necklace that grants its wearer Infravision. I don't see the point. --- *3: The best amulet that drops here, it'll give the wearer a +2 bonus to THAC0. All things considered, I'd rather keep the Black Wolf Talisman. --- *4: Like the Symbol of Corellon Latheran, this amulet gives a +2 bonus to THAC0.. but only for ranged weapons. --- *5: This spell protects the caster from all 1st-3rd level spells. It has it's uses, but enemies will soon start throwing more powerful spells your way. --- *6: Another piece of machinery you'll need to finish up your business in the Hand. Again, keep ahold of it. It's the second of four pieces. --- *7: Another attribute-swapping potion, this time you'll lose a point of Strength and gain a point of Dexterity. We can score plenty of Guantlets of Ogre Power in the Heart of Winter expansion, making Strength a non- issue attribute, so this actually isn't a bad trade-off.. if you plan to harvest these (and of course, only use them once you have Gauntlets of Ogre Power to cover your Strength loss!) But that's simply too much grinding, even for me. You'd need six of these potions to increase your Dexterity to 24 (assuming, of course, a base of 18), which would lower your Armor Class by a whopping two points. --- *8: With a base Armor Class of two and +20% Cold Resistance, this may well be the best armor you've found all game.. at least, if you didn't find Shadowed Plate Mail Armor earlier. The fact that it can be worn by dual-or-multi-classed Mages while allowing them to retain their spell-casting abilities is beyond awesome (not to mention Thieves). I gleefully put this armor on my Ilnathias, my party leader. He hands his Ring of Protection +2 down to Amirule for now. --- *9: +1 Strength, -1 Dexterity. This little ring sounds like it could be useful, but it's +1 Strength caps at 18/00. For my fighters, that's really not worth losing the Dexterity over. Solonor Tower, Level 4 (AR5204) o======================================================================o 10) Go through the door at (x=520, y=650) to find.. more doors! Through the door at (x=700, y=700) you'll find two Acolytes and a Cleric that are in need of some urgent smiting. Once smote, loot the room and grab the Barrel of Holy Water, another item that should seem questy. I would comment on the long odds of us finding a quest-item in the middle of a frozen wasteland, but finding holy water in a priestly tower seems rather.. well, sensible. Now open the door at (x=450, y=550) to find another room with two Acolytes and a Cleric. Once you're done killing them, you've cleared the level. Loot the rest of the rooms and when you're done, head back to level one of Solonor Tower. ***ITEMS*** (x=730, y=800) Scroll of Cure Serious Wounds, Scroll of Emotion: Courage, Barrel of Holy Water*1, Potion of Fire Resistance, Potion of Insight (x=900, y=800) Scroll of Flame Strike, Elixer of Health, Symbol of Sehanine Moonbow*2 (x=260, y=500) Potion of Regeneration, Scroll of Remove Curse, Ring of Sanctuary*3 (x=950, y=200) Potion of Purification, Potion of Perception, Scroll of Remove Paralysis (x=830, y=300) Shandon Gem, Potion of Absorption, Scroll of Protection from Fire (x=1070, y=550) Scroll of Flame Strike, Potion of Mind Focusing *1: Denaini mentioned needing some Holy Water, right? You should probably keep your hands on this until we get a chance to take it down to her. --- *2: This amulet has five charges of Find Traps and five charges of Know Alignment. We already have a Thief, and any low-level Cleric can cast Know Alignment. --- *3: This useless ring can be used to cast Sanctuary five times. <----------------------------------------------------------------------> 11) Talk to Denaini again and tell her the good news-you've killed all her friends and she's now the only undead sentient being trapped in a hellish afterlife. Talk to her again and hand over the holy water we found. You'll get a much larger experience reward for completing this quest. At least her pathetic existence won't be quite as bleaks now. Isn't that an awful lot of holy water? How did we get that down here? Oh well, time to move on to another tower! ***REWARD*** (For killing the crazed occupants of Solonor Tower) EXP 24000 Item Edley's Sling*1 ***REWARD*** (For bringing Denaini some Holy Water) EXP 52500 Item Sune's Laurel of Favor*2 *1: A +2 damage, +3 THAC0 sling. This'll do well on any of my Clerics, even if I can't think of a single instance of when I actually bothered to use a Sling. --- *2: This Laurel gives a +1 bonus to armor class and a +1 bonus to Charisma. Since it doesn't give critical hit protection, it won't do for a dedicated fighter. ***ITEM FISHING*** You can fish for some Long Bows on the first level of Corellon Tower. The container at (x=930, y=350) is our target, and by now you should be prepared for the inevitable ambush that comes with it. The best of the bows ahead is the Long Bow of Action +2. Corellon Tower, Level 1 (AR5301) o======================================================================o 12) Return to level four of the Hand and head over to Corellon Tower (x=2000, y=500). There is an Elven Officer at (x=640, y=300). As you approach him, a number of Swordsmen and Archers will appear, as well as a Wizard at (x=260, y=460). This battle actually bears some preparation. I leave the rest of my party in the room with the stairs in order to bottleneck the enemy at the door while my Fighter/Mage/Thief sneaks into the room. When you approach the Officer the baddies will appear and move to attack. My party blocks them at the door, while my sneaking character either starts off things right with a backstab on the Wizard, or just shoots them down. The Wizard is, of course, the biggest threat, as he's fond of casting Haste on his buddies, and Stinking Cloud-taking advantage of the fact that his allies won't be harmed by it. Once again, our best counter is to use Haste, Draw Upon Holy Might, Prayer, Recitation, Emotion: Courage, Emotion: Hope, and extreme violence. When you're done killing and looting, head upstairs to the next level at (x=800, y=1000). ***HoF*** Keep a Dispel Magic ready in case the Elves Haste themselves, and do your best to shoot down any enemy Mages they have. A single Flame Arrow spell from one of their Mages can hit for a ludicrious 120 damage. Still, with all the enemies around, it can be damn near impossible to safely close on an enemy spell caster. The least you can do is fling a Silence 15' Radius and hope for the best. Casting a Globe of Invulnerability on your characters will limit the number of offensive spells they can bring to bear on you. Note from Lee: Again, two pre-emptive Webs and an Entangle into the room puts the entire enemy force at a serious disadvantage. Wait by the door and they will eventually all come to you. The nice thing about this tactic is that the enemy Mage is outside the fog of war for most of the initial stages of the battle, making for a very easy time of it. The Mage casts Slow first (or at least he did for me), but Rings of Free Action allows me to simply go in and hack him to death while the rest of the party waits outside until the spell wears off. ***ITEMS*** (x=930, y=350) ~Composite Long Bow of the Hand*1 (3rd play: Long Bow of Action +2*2) (6th play: Long Bow of Marksmanship*3) *1: A simple +2 damage, +2 THAC0 Long Bow. --- *2: The Long Bow of Action +2 gives a +2 bonus to damage and a +3 bonus to THAC0, as well as a decent +1 bonus to Dexterity. If this raises your Dexterity from 18 to 19, you'll get a +1 THAC0 bonus while using missile weapons. You'll have a shot at another, better, bow later, and the Long Bow +2: Defender is certainly better, but if you've got a lot of hungry archers to feed.. --- *3: +3 THAC0, +2 damage. Nothing to write home about. Corellon Tower, Level 2 (AR5302) o======================================================================o 13) This level plays out much like the one above, through a doorway to the north three Officers stand around a table, planning for a war that has already been lost. When you enter the room, reinforcements will appear, this time including a Cleric and a Wizard to the west and east, respectively. Again, pay especial attention to the spellcasters, giving the Wizard priority over the Cleric. Once you're victorious, the stairs to the third level are at (x=800, y=1000). ***HoF*** Again, take out the Mage first. I cast a Haste spell, walked in and killed the Mage, then just let the fight go. This is where having an Armor Class of -15 and a THAC0 of -7 on most of my party really comes in handy. No weak links means the enemy has to earn every bit of damage. One of my characters does get pretty banged up, but it's nothing a Heal spell can't fix. Note from Lee: I actually took some damage in this fight, from "friendly fire". I added a Spike Growth to the normal pre-emptive Web + Entangle strategy, got caught in my own Web, and took damage from the 'spikes'. Not one enemy laid a single hit on me though... ***ITEMS*** (x=390, y=550) Scroll of Otiluke's Resilient Sphere*1, 81 gold, Scroll of Cloudkill*2, Oil of Fiery Burning (x=870, y=600) Scroll of Icelance, Scroll of Stoneskin*3, Ziose Gem (x=910, y=500) Piece of Broken Machinery*4 *1: Otiluke's Resilient Sphere is a spell I never tend to bother with. Sure, it essentially removes an enemy from the fight for a while, but as a 4th level spell with no save penalty, you might as well use Confusion. Confusion has a save penalty, an area of effect, and a longer duration. If you want to use a spell to remove enemies from the fight, use Confusion. --- *2: A decent 5th level spell, it kills weaker creatures outright.. but by this point, you really won't be fighting any enemies that are that weak. It's useful in combination with several Web spells, as it'll keep a creature stuck in the effect for a long time. This is my advice for all cloud spells, like Death Fog, Icendiary Cloud, Malavon's Corrosive Fog-use them only in conjunction with Web, or not at all. --- *3: This is THE defensive spell for a Mage. It blocks a number of physical attacks regardless of how strong the attacks are. Essentially it makes you immune to the next 1d4+1/2 levels attacks. This doesn't protect against spells, but in conjunction with Mirror Image and Blur, your Mage will be very difficult to hurt. Obviously a must-have for all of our aspiring juggernauts. Cherish it, and scribe it wisely, you won't find another until the Trials of the Luremaster dungeon pack. --- *4: Another quest item you need to keep your hands on. This is the third of the four pieces we've found. ***ITEM FISHING*** We've fished for a lot of items, and found plenty of good items, but hasn't this game been a little light on Long Swords? Yeah, they're a staple. Sure, we found a Long Sword of Confusion +2 earlier, but otherwise it's been pretty lean. On the third level of Corellon Tower you'll get a chance to fish for Long Swords in the container at (x=850, y=500). The best of these swords is the Long Sword of the Hand, which is a +3 weapon. Corellon Tower, Level 3 (AR5303) o======================================================================o 14) This level is a change of pace-down tempo, at that. The only foes you'll face are a handful of seperated Elven Officers. They don't have spells, and they don't have numbers, so they shouldn't pose any threat to you. Just head around the level, killing and looting. When you're done, the stairs up are at (x=500, y=900). ***ITEMS*** (x=870, y=620) Scroll of Remove Curse (x=850, y=500) Potion of Storm Giant Strength, ~Long Sword of Action +2*1, Arrows of the Hand x40 (3rd Play: Long Sword of the Hand*2) (7th Play: Life's Gift*3) (x=570, y=330) Waterstar Gem, Potion of Agility, Berduskan Black Brew (x=500, y=450) 94 gold, Potion of Freedom, Scroll of Protection from Lightning *1: A Long Sword that gives a +1 bonus to dexterity. Unfortunately, a 19 dexterity doesn't give any Armor Class bonus, so this sword is inferior to the Flaming Long Sword +2. --- *2: The Long Sword of the Hand is a simple +3 Long Sword.. which makes it the best weapon you can score on this level. --- *3: A Long Sword +2 that has a 15% chance to heal the wielder 1d3 points of damage. Corellon Tower, Level 4 (AR5304) o======================================================================o 15) At the top of the tower you'll meet Valestis, who'll ask you to find him some "seeds that can flourish in the harshest of places", some "pure water", and any "small animals seeking a new home." Unlike the holy water that Denaini wanted, none of these things are terribly close to the Severed Hand, so we'll be a while in fulfilling his desires. Anyhow, that's all for Corellon Tower. Head back down to the main level. ***ITEM FISHING*** If you thought the Elven Chainmail of the Hand +3 was good, you were right. But there's even BETTER armor we can get on the first level of Sheverash Tower (AR5401). On that level is a character called Kaylessa who will give us a quest. Once it's done, she'll give us one piece of Kaylessa gear-either her Gloves, Ring, Bow, or Armor. This item requires us to go through all of Sheverash Tower and most of Labelas Tower to complete her quest, so obviously it's not something we can fish for, right? No. Make a hard save before you enter Sheverash Tower, then make a quick save within Sheverash Tower. Kill Kaylessa and loot her. She'll drop Boots of Speed and one of the Kaylessa items above. What she drops now is what she'll give you at the end of her quest, so make sure she's got the armor, then reload your quick save. If she doesn't have the armor, reload your hard save and try again. Again, there is no reason you shouldn't leave with her armor. Sheverash Tower, Level 1 (AR5401) o======================================================================o 16) Explore to the east now and enter the final tower that's still standing, Sheverash Tower (x=2600, y=1200). In this level you'll find the spirit of Kaylessa, weapon master of the Hand. She has a Piece of Broken Machinery, which, of course, you need. She'll ask you to kill what's left of her men before she hands the treasure over. Didn't we just do something like this? Oh well. She'll reveal that Larrel is now a Baelnorn, an Elven Lich-like creature. I didn't think Lichdom was a race-specific thing, but whatever. Let Elves have their own fancy names for undead abominations. Apparently the Larrel we've seen is just a projection-a figment of Larrel. She'll also reveal one last bit of information-that Larrel's astrolabe is broken. How fixing this astrolabe will help is currently a mystery, but we know it must be done! You can unlock the doors and fight the Ogre and Orcs if you wish. The stairs up are at (x=400, y=800). ***ITEMS*** (x=400, y=200) 93 gold. Sheverash Tower, Level 2 (AR5402) o======================================================================o 17) There are a number of Swordsmen and Archers on this level. Having so many capable Fighters really comes in handy here. The only thing that can be tricky about this area is the tendency for some of the Elven Archers to shoot at your weaker party members.. of course, a properly built party doesn't have much of a weak-spot, which helps. Spell buff before you go upstairs and everything is fine. When everything is dead, the ramp up is at (x=500, y=200). ***HoF*** After the Mages in Correlon's Tower, this should be a breeze. Again, I can't help but expose the fact that even my 'weakest' character, my Fighter/Mage/Thief, has an Armor Class of -15 and comparable Hit Points to my melee characters. There's really no weakness for the archers to exploit, and thus, no real strategy involved in this fight. Sheverash Tower, Level 3 (AR5403) o======================================================================o 18) More Archers and Swordsmen, they again will make a concerted effort to attack any weak links (especially the two Swordsmen to the west.) There are stairs up at (x=300, y=600) and a passage at (x=100, y=500). Head up the stairs first. **ITEMS*** (x=650, y=250) Scroll of Beltyn's Burning Blood*1, Shandon Gem, 95 gold (x=800, y=530) Arrows of the Hand x40 *1: This spell deals 3-12 damage to a creature per round and each round it lasts it has a chance to drive the target berserk. Lasting one round per two levels as a Mage, that's a pretty good chance to take effect. Unfortunately, it doesn't work on undead or extraplanar creatures, which comprise many of the bosses and well over half the foes in the game. Sheverash Tower, Roof (AR5404) o======================================================================o 19) On top of the tower are three doors (x=200, y=450), (x=450, y=500), and (x=650, y=600). Behind each of the doors are several Wraith Spiders, which should be easy experience at this point in the game. Kill them, loot, and return to level three and exit the western edge of the map at (x=100, y=500). Note from Lee: Opening any door will open all three, so you'll have a pant-load of spiders to deal with all at once. Not that they're all that difficult to kill, but it's still best to know what's going to happen... ***ITEMS*** (x=700, y=470) Hippogriff Riders of the Hand, 57 gold. Walkway between Sheverash Tower and Labelas Tower (AR5502) o======================================================================o 20) On the walkway you'll find three Swordsmen, two Archers, a Cleric and a Wizard. I have my Fighter/Mage/Thief sneak up while the rest of my party engages. I take out the Wizard with a backstab, my two characters with Rings of Free Action lead the assault, while the rest of my Fighter/Mage/Clerics cast Silence 15' Radius at the Cleric. Then the melee mop-up begins. Once they're all dead, exit to the next area (x=50, y=400). ***HoF*** Again with the Mages. I Haste and simply blitz past the Swordsmen and kill the Mage, then the Cleric. Then I just let the AI take over and mop up. ***ITEM FISHING*** The next level has a good bit of suck on it, but there is a decent Quarter Staff you can fish for. Find the Staff of the Hand in the container at (x=330, y=320). Labelas Tower, Level 4 (AR5104) o======================================================================o 21) When you reach this level, don't move. The door to the north will open on its own, and beyond there are two Swordsmen, a Cleric, and a Wizard. This Wizard is fond of Hasting his allies, casting Ice Storm, and even Confusion, which is a very dangerous spell. There are also more Wizards in the other rooms which might show up when you start with the violence. My strategy? I Haste up, rush the Mage and quickly kill him. When the other Mages show up I have all my Fighter/Mage/Clerics cast Silence 15' Radii on them, then I mop up in melee. When you've crushed your opposition, loot around, as there are some rather good Mage scrolls around. ***HoF*** Still with the Haste in effect from before, I run in and again focus on the Mages. Thankfully they're more focused on buffing themselves and their allies than they are on unleashing offensive magic, at least at first. Put them down quickly and you'll have no troubles. Note from Lee: Okay, so I actually buffed for this fight; first time in the game. This fight can be rough if you're not prepared, as the Mages will cause you no end of grief if they manage to get spells off. Unfortunately, there is no way to pre-emptively Web, Entangle, or otherwise impede them without getting caught in your own area of effect, so Haste and charge it is... ***ITEMS*** (x=330, y=320) Diary of Evayne*1, ~Robe of the Hand*2, 82 gold, Potion of Clarity. (6th Play: Dagger +2) (7th Play: Staff of the Hand*3) (x=1000, y=450) Scroll of Protection from Normal Missiles, Potion of Heroism, Potion of Invisibility (x=200, y=460) Scroll of Improved Invisibility*4, Scroll of Greater Malison*5, Potion of Genius *1: Evayne is the daughter of Larrel, as you will discover by reading this journal. It does little but to provide more backstory, and inform you that Evayne ran off to Dorn's Deep. There's a good dose of quest experience involved in finding out more about Evayne, quite a bit later on. Keep it handy for when we meet Larrel. --- *2: A humble +3 Quarter Staff. I have no characters that are restricted enough that they have to resort to using this weapon. --- *3: These robes have a laughable Armor Class of nine, impose a -2 penalty to Dexterity, and give +40% Cold, Fire, and Electrical Resistance. If you have a character who can benefit from this, you're not doing something right. --- *4: This spell is an invaluable defensive measure. Invisibility is good and all, but even after you make yourself known the -4 penalty on attack rolls enemies suffer and the +4 bonus on saves you recieve are a good reason to use this spell. on top of all of that, while invisible you cannot be targeted by spells, even after you've acted. You can still be hurt by area effect spells, however. --- *5: Greater Malison lowers the saves of enemies by 2. This is a great first strike spell that makes all other spells work more often. Hitting the enemy with two Greater Malisons from two Mages using Improved Invisibility is a good start to a fight. Afterward, everything else is much more likely to succeed, especially Slow, Confusion, Symbol of Hopelessness, and all that good stuff. <----------------------------------------------------------------------> 22) Now, we've crushed the last of Kaylessa's former soldiers in the tower. Continuing will take us to Larrel... but why bother without her piece of the astrolabe? Head back down to the first level of Sheverash Tower and tell her about killing her friends. Kaylessa will thank you, and asks one last favor of you.. You guessed it, she wants to die in battle as well. One would think her energy could be better wasted on Orcs and Goblins, but hey, I guess we're conventient. Kill her, and put the last resident of Sheverash Tower to rest. Kaylessa will drop a Broken Piece of Machinery*1, some Boots of Speed*2 and a variety of.. er... Kaylessa gear, as follows: (1st Play: Kaylessa's Gloves*3) (3rd Play: Kaylessa's Bow*4) (6th Play: Kaylessa's Ring*5) (7th Play: Kaylessa's Armor*6) ***REWARD*** (For putting Kaylessa's soldiers to rest) EXP 52500 *1: The fourth and final piece of machinery we need for Larrel's astrolabe. --- *2: Boots of Speed are nice little items that double the wearer's speed. The problem is, this is a good benefit for ANY character, deciding who gets to use them is tricky business. All things considered, however, I'd rather have the Boots of the Fox. I'll trade the lesser speed bonus for a bonus to Armor Class. --- *3: The only characters that will benefit from having 19 Dexterity are archers, and particularly Thieves. You won't get an Armor Class boost from 19 Dexterity, but you will get a +1 bonus to your THAC0 with ranged weapons. Thieves will also get a bonus to their thieving skills, for what that's worth. --- *4: A +3 Long Bow that gives a +1 bonus to Dexterity. It's a great bow for any archer, although whether it's better than the Long Bow +2: Defender or not is open to debate. The latter deals less damage, and possibly less THAC0 due to the former's Dexterity bonus, but it's hard to argue against a +2 Armor Class bonus and +2 Save vs. Spells. --- *5: This ring that adds 15% to Hide in Shadows, and is only usable by Rangers. I have no Rangers, and even if I did, I'd still be inclined to say this ring is garbage. --- *6: Kaylessa's Chainmail is simply called 'Chainmail Armor', but it looks identical to Elven Chainmail of that Hand... which is because it IS identical to it! Well, in all the ways that matter, anyways. It also gives you a +1 bonus to Dexterity, which won't improve your Armor Class if it raises to 19, but it will give you a +1 THAC0 bonus with missile weapons. Getting one party-friendly suit of Elven Chainmail in this place is wonderful. Getting two is insane. I put this on Syrenil for two reasons-first, she's one of the few Mages that actually has spells to cast. Second, the +1 Dexterity bonus will actually help her out. Labelas Tower, Level 5 (AR5102) o======================================================================o 23) Now, backtrack up Sheverash Tower, then cross to Labelas Tower, and head up the stairs up are at (x=900, y=800). On this library level you'll find Custhantos. He cannot be convinced that he is dead and the Hand has fallen, but he will give you a variety of books. Of particular interest, of course, is the book Mythal Theory*1. The stairs up are at (x=700, y=700). *1: This is the tome that Orrick so desperately wants. Next time you're in Kuldahar, be sure to give it to him. Hopefully, once he has this book he can get the hell out of Icewind Dale. Don't worry, you'll be reminded again when we officially return to Kuldahar, once we're done in the Hand. Labelas Tower, Level 6 (AR5103) o======================================================================o 24) On top of this tower you'll find Larrel, Gelarith (x=500, y=400), and the broken astrolabe. Larrel is not in any condition to help you with the Heartstone Gem, so talk to Gelarith instead. If you haven't figured it out already, you'll have to find the missing pieces of the astrolabe in order to fix it. You should already have all four pieces of machinery, so hand them over (be sure to turn the difficulty up for a huge series of quest rewards!) ***REWARD*** (For giving Gelarith the piece you found on an undead shadow) EXP 35000 ***REWARD*** (For giving Gelarith the piece you found in in Solonor Tower) EXP 24000 ***REWARD*** (For giving Gelarith the piece you found in the war room) EXP 35000 ***REWARD*** (For giving Gelarith the picee you obtained from Kaylessa) EXP 24000 <----------------------------------------------------------------------> 25) After you give him all these pieces, you can talk to Larrel. He'll tell you about the fall of the Hand if you wish (which gives him plenty of opportunity to vent his racism against everything that's not an Elf, especially Dwarves). About why repairing the astrolabe restored him: apparently he was turned into a Baelnorn as punishment by the god Labelas Enoreth until his people were laid to rest in the Hand-a task that repairing the astrolabe somehow necessitated. Of course, by his own admission Larrel doesn't regret using 'the most ancient of elven magic with carelessness', nor did he repent of his racism, so I have to question what the point of keeping him here all this time was-if punishing him didn't change his opinions, why bother? Talk to Larrel again and tell him about the Evayne's Journal, which will prompt more racism from him. If ONLY we could find some EVIDENCE about his daughter's fate? Wouldn't THAT be a most UNLIKELY coincidence? Anyways, get Larrel to use the Heartstone Gem to find the evil plaguing the north. Your next destination is Dorn's Deep-surprise of surprises-and Larrel is nice enough to send you there with magic. Too bad we can never learn such teleportation magic. Note: When you travel to Dorn's Deep, Chapter 3 ends and Chapter 4 begins. Be sure to have purchased the Shimmering Sash before starting Chapter 4! ***REWARD*** (For giving Larrel the Heartstone Gem) EXP 54000 o======================================================================o | Chapter 4: Dorn's Deep | o======================================================================o | | | Dorn's Deep Caverns | | | o======================================================================o We stormed the Severed Hand, completed our objective, and Kuldahar didn't end up full of Orogs.. so I suppose you could call this our most successful mission thus far. Of course, our quest is now following the narrative thread of the distant past. Larrel blames the Dwarves of Dorn's Deep for providing weapons that turned the tide in the battle against the Elves, although the falling out between the two races probably had more of a strategic impact than any weapons did. Whatever the case, Larrel blames the Dwarves of Dorn's Deep for many evils. It just so turns out that the Heartstone Gem revealed that the evil that threatens Kuldahar lies within Dorn's Deep? Coincidence? We'll find out. Dorn's Deep, Exterior (AR6000) o======================================================================o Sequence of Events: {WLK014} 1) Even More New Stock From Orrick 2) Down into the Darkness 3) Myconid Murder Madness! 4) Orc Cave 5) Orog Cave 6) Banter with Bandoth 7) More Myconid Mayhem! 8) Ettin Cave 9) Down, Down to Dwarven Town.. 1) Even though we have some business in Kuldahar, the next chapter doesn't begin until we travel to Dorn's Deep, so get Larrel to send you there, and promptly head back to Kuldahar. Go pay Orrick a visit (after selling off whatever other crap you've been carrying around) and give him the book Mythal Theory you obtained in the Severed Hand. He also sells a few new items. Mantle of Hell's Furnace A cloak that allows its wearer to cast Agannazar's Scorcher, Burning Hands, or Charm Elemental Kin. I can't really recommend shelling out over ten thousand gold for an item that allows you to cast two low level Mage spells and a spell that's only useful against very rare enemies. --- Ogi-Luc's Great Robe This robe looks pretty nifty at a glance-it lowers your Armor Class to a base of four and gives you 18/99 Strength and +2 Constitution. Score! Except it can only be used by a single-classed Mage. I suppose this is built-in Tenser's support for the single-classed Mage, but it can't compete with the doubled Hit Points, native high Strength and weapon proficiencies that our dual-or-multi-classed characters will have. o===========o |Mage Spells| o===========o 1st-Charm Person 1st-Chromatic Orb 1st-Color Spray 1st-Friends 1st-Magic Missile 1st-Shield 1st-Sleep --- 2nd-Agannazar's Scorcher 2nd-Decastave 2nd-Detect Invisibility 2nd-Melf's Acid Arrow 2nd-Mirror Image 2nd-Snilloc's Snowball Swarm 2nd-Web --- 3rd-Dire Charm 3rd-Hold Person 3rd-Lightning Bolt 3rd-Slow --- 4th-Emotion: Fear 4th-Ice Storm 4th-Monster Summoning II 4th-Shadow Monsters 4th-Spirit Armor --- 5th-Demishadow Monsters 5th-Hold Monster 5th-Shroud of Flame ***REWARD** (For retrieving the Mythal Theory book for Orrick) EXP 24000 Item Girdle of Labelas*1 ---or--- Item Mithran's Cloak*2 ---or--- Item The Elfbone Ring of Khan-Hai*3 *1: Grants the wearer Freedom of Action and lets them cast Haste 1/day. Unfortunately, it's a belt, and the Shimmering Sash is going to win this little competition. --- *2: A nice cloak that gives a +3 bonus to Armor Class and a +2 bonus to Saves. Of course, if you're having trouble finding room for Rings of Protection +2 you might not have much use for this cloak. Ultimately the Wailing of Virgins wins out in Heart of Fury mode, as its own Armor Class modifiers are comparable, and its immunity to fear-based effects like Emotion: Hopelessness and Symbol of Hopelessness make up for the lack of saves. Best of all, it (unlike this cloak) can be worn with any sort of armor. This ultimately goes to Amirule, who is now wearing Kresselack's Plate Mail Armor and Helmet, and wielding the Shield of the Hand for a total Armor class of -7. Amirule, for her part, passes down the Ring of Protection +2 down to Nauzhir the Red. Kaelinalia will find a good suit of enchanted armor soon enough. --- *3: This humble-seeming ring gives its wearer a very welcome +2 bonus to the Paralysis, Poison, and Death Magic Save, and outright immunity to Finger of Death and Death Spell. I don't really recall having to worry about those two spells very often, but the save is something that will be tested rather frequently. <----------------------------------------------------------------------> 2) When you're done shopping in Kuldahar, head back to Dorn's Deep. From where you arrive head southwest, then west. A Neo Orog will initiate dialogue and politely tell you that you're trespassing, and now you're going to get a slight case of death. Kill him, and all his buddies, hence putting doubt into their claims of land ownership. Continue until you find a cave entrance at (x=500, y=100). ***HOF*** Hate to say it, but we'll actually have to fight for a bit in this chapter. Living creatures means no Invisosmite.. All chapters can't be as laughably easy as the last one was.. don't worry though, we will see more Invisosmite in this chapter. Dorn's Deep, Caverns (AR6001) o======================================================================o 3) Once you enter, head southeast to reach a large cavern with lambent blue mushrooms (not the ledge leading east above this). Here you'll find Blue Myconids, mushroom-men that will typically start fights by shooting spores at you. These spores are like the acid sprayed by the Bombardier Beetles-they can stun you, and tastelessly ignore your Rings of Free Action. Just spell buff up and hope that they don't stun any characters.. or more realistically, that when they do stun somebody, your other characters can cover them. Your goal here is to head east through the cavern smiting Blue Myconids so they can't trouble you later. Think about it, a narrow walk-way, with unreachable fungus-men shooting stunning spores at you? It's a nuisance, one you can avoid by simply killing them now. Orc Cave (AR6009) o======================================================================o 4) If you can halt your Myconid murder spree long enough, there's a cave at (x=1550, y=450) that your mushroom massacre will take you past. Inside are some Orc Elites, which are painfully laughable compared to the Orcs you fought in the Severed Hand, if that's possible. Neo Orog Cave (AR6008) o======================================================================o 5) Exit the cave and switch back from Orc-obliteration mode to Myconid- murder mode again and continue east until.. well, you can't go east any further. Now backtrack to the entrance and take the elevated ledge to the east we ignored at the outset. Another cave awaits at (x=2100, y=200). Inside are more Neo Orogs, slightly less pathetic foes than the Orcs were, but still no match for us. Smite them and leave. Bandoth's Tower (AR6014) o======================================================================o 6) Exit the Orog cave and continue east until you find an odd building (x=3050, y=600). Within you'll find Bandoth (x=500, y=500). Since he's not outright hostile, we might as well talk to him. You'll quickly discover that, while he's not outright hostile, he's very close to it. Pick dialogue option #1 three times and you'll be able to ask him some questions. You can ask about Evayne (he's not helpful), the layout of Dorn's Deep and the fate of it's Dwarven inhabitants (Orogs on the upper levels, undead on the lower levels) and he'll also offer to tell you how to get there if you perform a service for him-namely to find the Razorvine Extract he sent his apprentice out to find. Agree to do his little job, then talk to him again and pick dialogue options #1, #5, and #1 to barter with him. He'll sell you a variety of potions and some rather rare scrolls.. even though you probably won't use them, you might want to buy them for the sake of spell-book completionism. o============o |Mage Scrolls| o============o 5th-Feeblemind 5th-Conjure Fire Elemental 5th-Conjure Earth Elemental 5th-Conjure Water Elemental 5th-Summon Shadow <----------------------------------------------------------------------> 7) Once you're done bandying empty words and bartering with Bandoth, leave his tower and return to the entrance. Descend back down to the Myconid chamber, but explore south instead of east. Again, there are two paths running parallel to each other down here. Along the eastern- most path you'll find Ettins, and along the lower, blue-mushroom-lined path are more Blue Myconids. Allowing Myconids to stun us from below while we deal with Ettins is not a smart tactic, so head down the western, lower path first and murderify your way east. When the mushrooms cease and the path turns north, you'll meet another Ettin. Chop it down and enter some caves to the north (x=2000, y=2000) Ettin Cave (AR6007) o======================================================================o 8) There's a quartet of Ettins in here, so you might want to Haste and use some offensive magic (Slow and Confusion come to mind.) Ettins are big, and can hit fairly hard, but they're simple melee creatures. Their high amount of Hit Points won't save them, and their Armor Class doesn't do them any favors. I had no trouble with them. Once you're done toppling the Ettins, admire their skull art and loot the skeletal remains at (x=700, y=550). ***HoF*** Predictably, there are more Ettins here than usual, but they don't have any tricks up their sleeves. With everything having so many extra Hit Points, Ettins don't seem very special anymore, in fact they seem underpowered, if anything. ***ITEMS*** (x=700, y=550) Container of Razorvine Extract*1. *1: This is what Bandoth wants. Notice the Planescape: Torment reference in the item description. Who knows how Mourns-for-Trees got ahold of-and subsequently lost-this stuff. <----------------------------------------------------------------------> 9) Return to Bandoth and tell him about the fate of his apprentice. Not surprisingly he seems more upset about having to find another lackey than anything else. He will, however, tell us how to reach the lower regions of Dorn's Deep. Head back to the Myconid/Ettin split, and this time explore the previously ignored elevated (eastern) path. Explore it eastwards and smite whatever Ettins shows their faces. You'll pass over the Ettin cave we previously explored, after which head southeast to find the bridge that leads to Dorn's Deep (x=3500, y=1700). ***REWARD*** (For returning Bandoth's Razorvine Extract) EXP 42000 o======================================================================o | | | Upper Dorn's Deep | | | o======================================================================o Sequence of Events: {WLK015} 1) Dorn's Deep Welcoming Party 2) Mithril Field Plate +2 3) Drow and Orog Elimination 4) A Most Unusual Umber Hulk 5) Killing Krilag 6) Clearing Out the Cave 7) To the Puzzle Level 8) Dwarven Riddles 9) Under the Puzzle Dorn's Deep (AR6002) o======================================================================o 1) This area opens up into a big fight. Some Drow, some Orogs, some Orc Archers, and a pair of Phase Spiders, whose express purpose seems to be disrupting your rear characters (in most parties Mages and archers). You'll be blocked on the bridge by a number of Orogs and Drow, while two Drow Sorcerers and Orc Archers shoot at you from the sides. Here, finally, is where my multi-class party excels. We've closed the Hit Point gap that single-classed characters have enjoyed a great deal, and our versatility makes this fight easy. I fully spell-buff with Prayer, Draw Upon Holy Might, Recitation, Haste, Protection from Evil 10' Radius, and personal buffs. Then I head out onto the bridge and try to hit the two Drow Sorcerers with Silence 15' Radius. Drow have innate magic resistance, so drop two on each side to increase your chances of neutralizing the Mages. A Confusion and Slow spell thrown into the mix can only help you out further. Once they're dead, loot. The Drow you'll be facing in this level typically carry magical weapons-Long Swords +1 will be pretty standard fare. If you haven't saturated the market for them by now, you can stand to earn a pretty penny or two by selling them off in bulk. The Orogs here often carry High-Quality weapons, for what it's worth. ***HoF*** This battle isn't very different in the higher difficulties. A Symbol of Hopelessness or two on either side is enough to disrupt the archers, and hopefully take down one of the Mages. If that doesn't work, there's always missile fire. For the rest of the level, the rules we learned in the Severed Hand apply: pay the Mages special attention and they won't abuse you with any bad spells. <----------------------------------------------------------------------> 2) Good news? That was the roughest fight this level of Dorn's Deep has to offer. Bad news? Well, it's pretty much a cake-walk from here on out. Cross the bridge and explore to the east, where you'll find a room filled with sarcophagi, occupied by Orcs and Orogs. Destroy them and continue north, then east, to reach a forge, which is guarded by two Drow Vanguards wielding Light Cross Bows and firing Bolts of Biting (if you see the poisoned icon, this is why. These bolts will deliver a total of thirty points of poison damage if you get hit by them and fail to save), a Drow Sorcerer, and two Drow Spellswords, who fail to contribute meaningfully. Lead with your best Armor Class and try to shoot down the Drow Sorcerer, while your melee characters try to engage the Drow Vanguards. When they're dead, loot them for their magical gear, and grab the loot on the floor near the forge at (x=2395, y=640). ***ITEMS*** (x=2395, y=640) Mithral Field Plate Armor +2*1, Axe of Caged Souls*2, Heavy Cross Bow of Accuracy*3, Bolt of Biting x10, Bolt of Lightning x10. *1: With a base Armor Class of 0, this is tied for the most defensive armor we've found. Of course, Shadowed Plate Mail Armor has a +3 bonus versus Missile Weapons, as well, making it superior. Still, there's not much chance you can't find a home for this armor-it's superior to Plate Mail Armor and a Ring of Protection +2, which is what most of my character have been stuck with. This goes on Kaelinalia, which- along with the Reinforced Large Shield +1-brings her Armor Class down to -6. --- *2: A +3 Battle Axe that acts as a +5 weapon versus Cadaverous Undead. A +3 weapon is still nothing to shake a stick at, and Cadaverous Undead aren't terribly uncommon. Unfortunately it's a Battle Axe, so I have no use for it. --- *3: We found one of these in the Severed Hand. It's still too slow for for consideration as a proper ranged weapon. <----------------------------------------------------------------------> 3) Now kill your way down to the southwest. Ignore the northern room with the large circular table in the center of the room for now and continue on until you reach an Orog-occupied room dominated by an incredibly long table. In a sarcophagus-filled room to the west you'll get the privelage of slaughtering more Orogs and Orcs. From the long- table room head north into a room with three Drow Spellswords and two Drow Vanguards, who guard the entrance to some caves (x=600, y=800), which is where we should head next. ***HOF*** There will be an extra group of Dark Elves in the round table room in Heart of Fury Mode, consisting of two Drow Vanguards, three Drow Spellswords, and a Drow Sorcerer. Letting yourself get clogged fighting the Spellswords in the doorway gives the Sorcerer a great opportunity to cause mischief, but a pre-emptive spell-assault is likely to have.. less than ideal effects. Going invisible and surrounding the Sorcerer so as to gink him early isn't a bad idea. ***ITEM FISHING*** The next level presents us with the opportunity to score a few pretty good Battle Axes, including a +3 Battle Axe that has a chance to slow foes, and a +2 Battle Axe that has a chance to stun and deal electrical damage. You'll have to sneak past Orogs and Ettins, and go through pretty much the whole level. Good news though-there are no foes near the goodies (x=690, y=1940), so fighting only has to occur if you screw up. Krilag's Cave (AR6003) o======================================================================o 4) Advance a short distance until you come across an Umber Hulk at (x=1800, y=700) who claims to be a transformed red wizard named Saablic Tan. Since he can speak (and since his name IS Saablic Tan on the dialogue box) we should regard his story as plausible. He apparently bred the Orogs in these caverns (and here I thought Orogs were a mix of Orc and Ogre-shows how much I know!), and that he was apparently not a nice master, which results in them being not so nice in return, now that they have the upper hand. He wants you to kill the leader of these Orogs, a brute named Krilag. Krilag isn't just the leader of these Orogs (without whom the rest would scatter), he's also 'one of six'. What this means, however, we do not yet know. Saablic Tan will promise us more information after we return with Krilag's badge. <----------------------------------------------------------------------> 5) Now, I know I tend to like to procrastinate, but Krilag is awfully close to us. From Saablic Tan, head southeast until you come to a fork in the path. Ignore the southern path for now and keep going southeast. Kill a few Orog guards along the way down and eventually you'll reach a large chamber filled with the gentle glow of campfire. Inside is Krilag, who wastes your time by talking to you. We all know how this has to go down. Pick a fight (as if you could do anything else) and crush Krilag and his cronies. If you expected them to put up much of a fight.. you were expecting too much. When Krilag dies, loot his body for some goodies, including the Cairn Blade*1, the 'Note to Krilag'*2, and Krilag's Badge*3. *1: A +4 Two Handed Sword. --- *2: This interesting bit of correspondance mentions the transfer of reponsibilities of magical affairs from Saablic Tan to one 'Malavon'. Apparently Krilag inherited Saablic's 'badge of lieutenancy' when Saablic Tan was deposed. The writer also informs Krilag (and hence us) that these badges function as keys, and will grant its holder an audience with the 'RBP' who wrote this letter. Well, we would VERY much like to meet the leader of this little band. It also mentions the will of 'Ilmater', and lists the next nearest peer as one 'Kreg Frostbeard', who is holed up somewhere in Wyrm's Tooth. Interesting stuff.. --- *3: Krilag's Badge. As the letter suggested, this is important. Very important. This is the item Saablic Tan wants. Note that you need to hold onto this item for a pretty long time in order to use it to progress the story later. Do not drop this item, as it will disappear in earlier versions of the game, and nobody likes a show stopper. Even in later versions, dropping it or misplacing it means you'll have to track it down. Save yourself the trouble now and make a nice cozy spot for it in your inventory. ***REWARD*** (For retrieving Kirlag's Badge) EXP 35000 <----------------------------------------------------------------------> 6) Return to Saablic Tan and show him Krilag's Badge. He'll tell you what you already know-that if you go 'in search of him' you'll need each of the six badges. He'll then wander off-none of that pussy 'put me out of my misery' crap like those Elf sissies in the Severed Hand. Now to explore the rest of this level. From Saablic Tan we can go four directions. If you take the northern path to the west, you'll come to a dead end. If you take the southern path to the west, you'll come to another fork. Dammit! Continue south, then southwest to find a chamber full of Orogs. Kill them and turn north, exploring a new tunnel. You'll come to yet another fork. To the west-Ettins. Destroy a trio of them and advance to the west until you come to another fork, at which head south until you find a corpse with some loot nearby (x=690, y=1940). ***HoF*** The only real difference in Heart of Fury mode is the number of Neo Orog Generals you'll fight en route to Krilag. Krilag himself, and his entourage are nothing special. ***REWARD*** (For eliminating the Orog chieftan for Saablic Tan) 56000 ***ITEMS*** (x=690, y=1940) Kalabac's Journal*1, Battle Axe +3: Fatigue*2 (4th Play: Charged Battle Axe +2*3) (7th Play: Life Halberd +2*4) (7-X Play: Poisonous Battle Axe +2*5) *1: The journal of some poor fool who got killed by the nearby Ettins after following Bandoth's advice. He'll mention a puzzle ahead that we'll have to solve to get to the Cemetery and the Forge. --- *2: Probably the best Battle Axe we've found so far-it's a +3 specimen with a 20% chance to to slow targets. Remember, a slowed melee foe is all but dead. We'll also find one of these in the Heart of Winter expansion, where it's a guaranteed drop. --- *3: We could have found one of these earlier.. it's still a nice weapon. --- *4: A +2 Halberd that has a 10% chance to heal the wielder for 1d6 Hit Points. It seem painfully under-powered now. --- *5: This +2 Battle Axe has a 25% chance to poison targets. <----------------------------------------------------------------------> 7) Return to Dorn's Deep, backtrack to the long table room and from it head east. Head north at the circular room before the forge room to find a room with a large circular table, lined with statues. One of the statues has its hammer down-an obvious lever (which is dubiously locked). Ignore it, as we can't do anything with it now. The secret door Bandoth told us about is at (x=1600, y=450). Before you go down, note the symbols on the dart-board like table. They MIGHT come in handy shortly. Puzzle Level (AR6010) o======================================================================o 8) The floor of the room is set up like a giant dwarven dartboard-just like the table on the level above! Except that the symbols aren't uniform. Stepping on the wrong symbol will trigger a trap and generally cause you some pain. The correct symbols are the ones on the table in the room above. Your goal is to make it to the center of the dart-board by only stepping on tiles with the correct symbols. After stepping on the correct tile for that row, the entire row will be disarmed. So, step as follows: 1) The hammer and anvil (x=900, y=400) 2) the crossed objects (not the swords) (x=600, y=750) 3) the co-centric circles (x=550, y=530) Once you've solved all three, head upstairs and pull the hammer-lever at (x=1680, y=540), and head back through the secret door. You can now go down the stairs at (x=800, y=600.) ***REWARD*** (For solving the dwarven riddle and pulling the lever) EXP 56000 Puzzle Interior (AR6011) o======================================================================o 9) You're now beneath the puzzle level. Marvel at the wonderful mechanics of the Dwarven puzzle! Eh.. really, there's not much to see here, the exit is at (x=600, y=450), and there's a trap on the floor near the dead body. ***ITEMS*** (x=470, y=440) Dver's Note*1 ***TRAPS*** (x=400, y=450) *1: This note only mentions the mental intrusions that seems to be affecting various creatures in the Dale, and points out Krilag's Cave behind the prison cells in Dorn's Deep.. you know, in case you were too simple to find Krilag earlier. o======================================================================o | | | Dorn's Deep Catcombs | | | o======================================================================o Sequence of Events: {WLK016} 1) The Dead Forge 2) Tiers of the Dead 3) Northwestern Grave Robbing 4) Central Grave Robbing 5) Taking Down Terikan 6) Finding the Phylactery 7) Losing the Lich 8) The Live Forge 9) Looting the Hall of Heroes 10) To Wyrm's Tooth Dead Forge (AR6004) o======================================================================o 1) You've arrived at a dead forge, and we all know how Dwarves are about their forges. It's like Wal-Mart and church combined! Except Dwarven forge-workers probably get paid more than Wal-Mart employees, and unlike churches, forges can be useful. Find the spirit of Norlinor at (x=1420, y=770), aho will ask you whether you want to desecrate its remains. It's a trick question! Pretend that you don't, or the ghost won't talk to you anymore. You can talk to it about the collapse of Dwarven-Elven relations, but the real point of interest is that a Necromancer named Terikan has taken up residence in the Tiers of the Dead. You know how this works-touchy undead has its dead ancestors bothered by some well-meaning necromancer.. it wants us to put a stop to Terikan and relight the forge here. Why Dwarves would tie their afterlife to the functioning of a forge is beyond me-it would be like me going on a Zombie rampage whenever anybody turned off my holy PC. Anyways, the Dwarves of Dorn's Deep faced a two-fold threat. Not only the Orc hordes, but the Battle of the Dead-dead awakened by a Negative Energy Vortice that just so happens to be buried below Dorn's Deep, which is what drew Terikan. Unlike Larrel, Norlinor believes that the armament of the Orc hordes was a deliberate attempt by some agent to foster mistrust between the Dwarves and Elves. Whatever the case, it certainly led to the downfall of both races. Anyways, time to deal with Terikan and his undead. To destroy Terikan, we'll have to do more than deal with his physical shell-we'll need to destroy Terikan's phylactery. To do so, we have to 'remove it from this plane'. Coincidence of coincidences, we can do this by entering the vortice Terikan came here to master-all we have to do is grab his phylactery and enter the tomb of Jamoth. You can also pester Norlinor for healing services, if you for some reason don't have a party full of Clerics. There are three arches at (x=1100, y=700), (x=1500, y=600), and (x=1800, y=700). I pick the first of the choices, since it'll put me at a flank and in a good position to disable any traps I might face. ***ITEM FISHING*** There is an awful amount of item fishing that can be done in the next level. There are plenty of traps guarding things, and undead-although they are weak and easily smote (smitten?) The trouble, then, is just the sheer number of items in the next level, all of which will be locked once you enter. There's a great Short sword and Long Sword on the next level (x=670, y=600), some Daggers at (x=950, y=1500), and best of all, a chance to score the Reinforced Large Shield +2 at (x=1250, y=1500). The Reinforced Large Shield +2 location also occassionally yields a War Hammer +3. If you use any of the weapons above, you might want to fish for some of these items.. I don't find anything save the Reinforced Large Shield +2 and the War Hammer +3: Lifegiver terribly intriguing, however. As for the shield.. we'll also find two Large Shields +1, +4 vs. Missiles in the next level, and the best shield of the game can easily be purchased at the beginning of Heart of Winter, so you really don't need to break your back fishing here. Tiers of the Dead (AR6005) o======================================================================o 2) As soon as you enter you'll be assaulted by some undead you could've beaten back in the Vale of Shadows. Be sure you have party AI off, as traps abound, and you don't need your characters chasing off any undead. There's one trap to the east at (x=850, y=1570). Disarm it.. just because it's near at hand. First, we'll explore the weatern tier. ***HOF*** The initial horde of Ghasts and Ghouls you'll fight when you enter this area are immune to 'Turn Undead'.. for no legitimate reason as far as I can determine. I would propose that the power of Terikan's nexus to the Negative Energy Plane overwhelmed our priestly powers.. but every other undead in this level can be smote with the ability, so it's probably just a bug. So.. crush the horde of Ghouls and Ghasts the traditional way, then Invisosmite. Note: After looking it up on Infinity Explorer-my suspicions were confirmed. The Ghouls and Ghasts on this level are listed-under the 'AI' tab, in the 'AI Parameters' section, as HUMANOID, instead of UNDEAD. These Ghouls and Ghasts are different than the ones we fought earlier in the Vale of Shadows, which were listed as 'KTGHL1' and 'KTGST1', respectively, whereas the ones you'll find here are 'UDGHOUL' and 'UDGHAST'. The only combat difference between the two? Well.. being HUMANOID, the UD-undead can suffer morale failure, unlike the KT-undead, which actually count-and act-like undead. So.. long story short, it's a bug. ***TRAPS*** (x=850, y=1570) <----------------------------------------------------------------------> 3) Head north and shoot down any undead you see. Go up some stairs and disarm a trap at (x=600, y=950). There are more traps on the larger stairs to the north, traps on a number of the sarcophagi, and plenty of looting to do, so get to it. ***ITEMS*** (x=630, y=600) Dagger +1 (x=670, y=600) ~Bastard Sword +2: Conflagration*1 (3rd Play: Hold Fast*2) (6th Play: Short Sword of Shadows +3*3) (x=550, y=850) Halberd (x=500, y=900) ~Bullets of Fire +2 x10 (7th Play: Bolt of Lightning x20) (x=450, y=970) War Hammer +1 (x=400, y=1050) Two Handed Sword, Two Handed Sword +1 (x=400, y=1150) Large Shield +1, +4 vs. Missiles*4 (x=450, y=1150) Buckler, ~Static Darts +3 x10 (7th Play: Bolt of Lightning x10) ***TRAPS*** (x=600, y=950) (x=620, y=750) (x=700, y=600) (x=450, y=970) (x=400, y=1050) (x=450, y=1150) *1: An obnoxious weapon, it's a +2 Bastard Sword that has a 10% chance to unleash a 5d6 damage Fireball. If you like the idea of having a party-unfriendly Fireball blasting the wielder, their companions, and NPCs one-in-ten hits, then this is the piece of garbage for you. --- *2: This is a +3 Long Sword that has a 15% chance of casting Hold Person, gives a +1 bonus to Armor Class, and 15% slashing resistance. --- *3: The Short Sword of Shadows +3 is actually a pretty good Short Sword. It has a +3 enhancement, gives a +2 bonus to Armor Class, and a 15% bonus to stealth. You'll have a chance to score another one of these in the next room. --- *4: A wonderful shield that gives a +2 bonus to Armor Class and a +5 bonus versus Missile Weapons. If you've still been carrying around Stoutward, it's time to retire it. Best of all, it's a static drop- you'll always get one here. <----------------------------------------------------------------------> 4) Now backtrack to where you entered the level and explore to the southeast. Mop up any undead on the large bridge lined with sarcophagi, search and disarm any traps on said sarcophagi, and loot them. ***ITEMS*** (x=950, y=1500) Large Shield +1, +4 vs. Missiles*1, ~Chaos Dagger +3*2, ~Static Darts x10 (4th play: Mage Dagger +3*3) (x=1000, y=1400) Battle Axe (x=1000, y=1350) Warhammer, Small Shield +1 (x=1200, y=1550) Battle Axe (x=1250, y=1500) ~War Hammer +3: Lifegiver*4 (3rd play: Reinforced Large Shield +2*5) (6th play: Large Shield of Strength +1*6) ***TRAPS*** (x=950, y=1500) (x=1250, y=1500) *1: Another one! At the very least we have two of these shields (both of which are guaranteed drops) and either the Red Knight's Shield or the Bitch Queen's Envoy. With any luck we also have the Reinforced Large Shield +1 and the Shield of the Hand, so all the melee-types have good shields. --- *2: A +3 Dagger that has a 20% chance to disease targets. Why is disease chaotic? Your guess is as good as mine. --- *3: A +3 Dagger that gives its wielder a bonus 1st, 2nd, and 3rd level Mage spell, as well as +20% resistance to fire. It sounds awfully tempting, but here, finally, is my issue with these daggers. Mages should NOT be in melee combat, and if they are, they should at least use reach weapons, like Quarter Staves. Switching out between weapons will cause you to lose memorized spells that depend upon the weapon. --- *4: With a +3 enhancement bonus, this is one of the better War Hammers we've come across thus far. It has a 20% chance to heal its wielder for 1d4 Hit Points. --- *5: One of the best shields in the game-this particular shield gives a +3 bonus to Armor Class with an additional +1 bonus versus Missile Weapons. In addition it grants 15% Fire Resistance and 15% Crushing Resistance. --- *6: This shield gives a +2 bonus to Armor Class and a +1 bonus versus Missile Weapons. It also gives a +1 bonus to Strength (maxes out at 18/00, as most +1 Strength items seem to in this game..) It also bestows 10% resistances to Slashing and Piercing weapons. This is actually a considerable alternative for the Large Shield +1, +4 vs. Missiles or the Shield of the Hand. The bonus to Strength, while less than it should be, will give all my front-liners a +1 bonus to damage and THAC0. <----------------------------------------------------------------------> 5) Once you're done looting go upstairs, where you'll find our Lich guarded by a variety of undead. Haste will help, but more than that, focus on the Lich. The rest of the undead aren't nearly as dangerous as the Lich's spells. Once it goes down you'll get 10000 experience. Don't celebrate too much, however, as he'll keep respawning periodically, but with no reward for subsequent killings. Disarm traps and loot the sarcophagi-especially be sure to grab Terikan's Key from the sarcrophagus at (x=1400, y=600), or you're not going anywhere. When done, open the door at (x=1600, y=450) and go up the stairs beyond. ***HoF*** Our friendly Lich will be joined by two Greater Mummies this time around. The spells they hurl at you are not to be taken lightly, and they should be occupied in melee, as well as the Lich. Spell-buff your party, and this time include at least three characters with Greater Shield of Lathander. This will buy them enough time to engage-one to each spell caster. Once the three are occupied, bring up your other three party members and try to take down the Lich quickly, then move from Greater Mummy to Greater Mummy. Note from Lee: Here's a neat trick - go apeshit on the Lich with all but one character, and send that party member to get the key. When the Lich is dead and you have the key, go immediately to the next area (x=1600, y=450). Ignore everything else, just kill the Lich and get the hell out. As long as you don't advance into the next area (stay by where you entered), you can rest (if needed) and then return to kill off whatever is left. Here's what's neat: the Lich will not respawn once you've left his area, nor will his minions. While this area can be ground (grinded?) for some experience, it's a very dangerous place to do it, and I absolutely do not recommend it. ***ITEMS*** (x=920, y=1500) (x=1300, y=1400) Inferno Arrows +2 x10 (x=1100, y=860) Arrows of Piercing x10 (x=1220, y=850) ~Scarab of Defense*1 (4th Play: White Bishop*2) (7th Play: Ring of the Protector +2*3) (x=1600, y=1030) Short Sword +1 (x=1300, y=600) Long Sword (x=1400, y=600) Terikan's Key*4 (x=1370, y=530) Heavy Cross Bow of Accuracy*5 (x=1450, y=500) Bullets of Fire +2 x10 ***TRAPS*** (x=1220, y=850) *1: A humble little amulet that gives a +2 bonus to saves versus Petrification and Polymorph. --- *2: Like the Black Knight chess piece we found earlier, this White Bishop summons a 'priest-like ally to heal the party. According to the description, this ally will 'heal injured party members until they are at full health, or when the Bishop no longer has any spells to cast.' I have five Clerics in my party-one area where I will never need help is the healing department. --- *3: This ring gives a +2 bonus to Armor Class and a +10% bonus to Magic Resistance. For my money, it's no better than a Ring of Protection +2.. but it's not any worse, either. Of course, you can find the latter by the dozen, but this is a very rare find, indeed. --- *4: You'll need this key to open the door at (x=1400, y=600), which leads to the Hall of Heroes. --- *5: Yet another one. You now could have as many as three of these weapons. Hall of Heroes (AR6006) o======================================================================o 6) Things are calm for now, but we know that stupid Lich is around here somewhere. There's also plenty of tombs to loot.. but we need to smite that Lich, first, so we can get some peace. Head forward and ignore all the tombs on either side of the hall. Dead ahead you'll find the Lich again, with an armed retinue. Kill them and, once Terikan is down, go through the door at (x=750, y=900). Disarm the traps in this tomb and loot their respective containers. Terikan's Phylactery is at (x=440, y=980). ***HoF*** There will be more Greater Mummies hiding in tombs in Heart of Fury mode. It doesn't matter, a lone Greater Mummy is little threat on any difficulty. ***ITEMS*** (x=440, y=980) Terikan's Phylactery*1 (x=500, y=1050) Terikan's Journal*2, Scroll of Domination, Scroll of Chaos*3, Scroll of Antimagic Shell*4 ***TRAPS*** (x=440, y=980) (x=500, y=1050) *1: You can't destroy the Lich without its phylactery. Never fear, however, you won't be holding onto it for long. --- *2: A journal detailing the schemes of Terikan. It also mentions trying to get the door to Wyrm's Tooth open.. but unfortunately, it seems that this cnanot be done with the forge in its current state. --- *3: This lovely spell is just like the Confusion spell, but it imposes a -4 save penalty on all foes within its area of effect. We'll get plenty of spells to compete for 4th-level spell slots, but 5th-level spells worth anything are rare. This should be your Mage debuff of choice for the rest of forever. --- *4: A potentially useful defensive spell for our fighting Mages. It completely protects one from magic, but makes one unable to use any oneself. Against foes that are magically strong, but physically weak, it's worth a consideration. <----------------------------------------------------------------------> 7) With the Phylactery in hand head to Jamoth's tomb, which is beyond the door at (x=1700, y=1100). As soon as you cross the threshold, you'll gain an experience reward for destroying the Lich. Wee! Now you can search the rest of the Hall of Heroes without being interrupted constantly. Loot the tomb you're currently in, then enter the tomb behind the door at (x=1000, y=1100) and loot hte sarchopagus at (x=770, y=1250). Before you bother looting anything else, let's return to Norlinor for a quest reward (don't worry, there's meaning to my madness). Exit the Hall of Heroes at (x=2000, y=1700). ***REWARD*** (For taking Terikan's phylactery into Jamoth's tomb) EXP 52500 ***ITEMS*** (x=950, y=870) Scroll of Monster Summoning III, Potion of Infravision, Red Potion, Axe of Caged Souls*1 (x=770, y=1250) Reznath's Journal*2 *1: Didn't we already find one of these? Oh well. They really like this axe. --- *2: Earlier Porlinor suggested that a traitor in their midsts must have been selling weapons to the Orcs-a matter of individual greed and treachery, rather than a matter of Dwarven policy as a whole. This journal, then, seems to be a confession. You'll need to take it in order to score the best helmet in the game. Live Forge (AR6013) o======================================================================o 8) Return to the forge and you'll find that the dead forge has become a live forge again. Head down the stairs and Norlinor will talk to you again-thanking you allowing its brothers to sleep again. He'll also tell you that the key to the door in the Hall of Heroes leading to Wyrm's Tooth can now be found in the forge (x=1360, y=1130). ***ITEMS*** (x=1360, y=1130) Forge Key*1, The Celebrant's Blade ***REWARD*** (For restoring the forge to working order, allowing the Dwarves to rest) EXP 84000 *1: This opens the door at (x=500, y400) in the Hall of Heroes (AR6006). We'll need this key to continue with the game and head to Wyrm's Tooth. --- *2: A Battle Axe +4. <----------------------------------------------------------------------> 9) Now that we have the Forge Key, return to the Hall of Heroes and loot the rest of the tombs. There are traps to be wary of, but by now, searching for traps before you stick your hands in sarcophagi should be a standard procedure for you. Behind the door at (x=1220, y=1320) you'll find a Greater Mummy, so be sure to explore that tomb in force and smite it before it gets off any nasty spells. Next go through the door leading to Gaznak's tomb (x=1450, y=850), wherein you'll find his sarcophagus (x=1660, y=720), which contains the Blessed Helm of Lathander-the best helmet in the game. Over at (x=1200, y=700) you'll find the door leading to Evayne's tomb-her statue (x=1050, y=700) stands out like a sore thumb in a Dwarven tomb (look at the knockers on her! Larrel should have bred more.) Loot the container in Evayne's tomb (x=1450, y=470) to find Evayne's Journal. Note: The Blessed Helm of Lathander will not appear in the sarchopagus at (x=1660, y=720) until you grab Reznath's Journal and leave the level, which is why we looted in a somewhat odd way. See? I told you there was meaning to my madness. ***ITEMS*** (x=2200, y=1070) ~Short Sword of Shadows +3 (3rd Play: Hold Fast) (6th play: Bastard Sword +2: Conflaguration) (x=1200, y=1660) Mail of Life*1 (x=1000, y=1440) Owain's Lullabye*2 (x=1650, y=730) Potion of Insulation (x=1660, y=720) Blessed Helm of Lathander*3 (x=1450, y=470) Journal of Evayne*4 ***TRAPS*** (x=2200, y=1070) (x=1200, y=1660) (x=1550, y=750) *1: It's possible that this is still a decent suit of armor for us to wear, with a base Armor Class of two. It also gives +10 Hit Points and allows the wearer to regenerate one Hit Point at the pathetically slow rate of one Hit Point per turn. A suit of Plate Mail Armor and a Ring of Protection +2 is still a better combo. --- *2: Another Bardic instrument. I don't have any use for Bards, and hence, I don't have any use for this item. It can be used to cast a 10d4+10 damage Cone of Cold. --- *3: The best helmet in the game-it gives a two point bonus to Armor Class and allows the wearer to cast Cure Moderate Wounds, Neutralize Poison, and Remove Paralysis once per day. Remove Paralysis, as you may know, is an area-of-effect spell that frees allies from the effects of paralysis, hold, web, etc. This helmet allows you to dispense with the use of Rings of Free Action and allow your Boots of the Fox to work with greater effect.. at least, if you have several of them so paralyzed allies can be aided by another character wearing this helmet. A party of six such characters has nothing to fear.. when it comes to poison and paralysis, at least. Of course, using this item as your protection from paralysis means you will not be able to use the multi-web tactic. This helmet can save a character from an unfortunate Hold Person spell or from a Ghast, but not constant exposure to such effects. To be fair, however, I never use that tactic after Dragon's Maw anyways. It's a beginner tactic, when our buffs and Hit Points are limited, but we have plenty of 2nd-level Mage spell to throw about. Now that we're higher level, I find that just throwing out a Slow or Chaos spell ends fights just as well-and it allows us to buff with Haste. --- *4: This journal recounts Evayne's misplaced hope in Elven-Dwarven reconciliation, that the tide may be turned against the Orc hordes. Larrel would like to see this, and know that his daughter wasn't killed by the Dwarves of Dorn's Deep, don't you think? <----------------------------------------------------------------------> 10) Only two tombs remain at the end of the hall. When you explore that far you'll be attacked by two Bronze Sentries, rough melee foes that guard the door to Wyrm's Tooth. They require +2 weapons to hit, and can do some pretty mean damage, especially to characters with a sub-par Armor Class. Haste is helpful, as are Emotion spells, Prayer, Draw Upon Holy Might, Recitation.. you should know what works by now. When they're down, you're done with Dorn's Deep. Go through the door (x=500, y=400) to reach Wyrm's Tooth. ***HoF*** Now there are four Bronze Sentries, and they pack a whallop. They are able to quickly cut down any one of my characters.. if I'm foolish enough to attack without spell-buffs. I'm not, and you're not. Stoneskin really shines in this fight, as negating initial damage until one or two of them are dead removes most of the threat from this encounter. o======================================================================o | Chapter 5: Wyrm's Tooth | o======================================================================o | | | Glacial Aquarium | | | o======================================================================o We fought our way through Dorn's Deep, and although we didn't discover the source of the evil that plagues Kuldahar, we at least have an interesting lead. Orogs and Drow were set here to guard this location from intrusion, and set up the Orog Krilag as the Lieutenant in charge. There are apparently six of these 'Lieutenants', and what purpose they serve, we do not yet know. However, if they're all as wretched as Krilag, we are dealing with some organized evil here. The next of these lieutenants is in the Wyrm's Tooth Glacier, some being going by the name of Kreg Frostbeard. Since we have no other leads, we might as well track down this character. Wyrm's Tooth, Glacier (AR7005) o======================================================================o Sequence of Events: {WLK017} 1) Trolls of Two Colds 2) The Upper Entrance 3) The Lower Entrance 4) Yeticide 5) Town Run! 6) Kerish's Emancipation Assassination 7) Visiting Vera and Exploring the Aquarium 8) The warm Room 9) More R.A. Rip-Offs 10) A Quick Course in Dwarven Engineering 11) Kerish's Key 12) Slaying the Slave Leader 13) Freeing the Slaves 14) Clearing the Aquarium 15) To the Frost Giant Caves 1) As soon as you appear in the Glacier you'll be attacked by Greater Ice Trolls and Snow Trolls. The former are like the Ice Trolls we fought earlier, while the latter are more of the annoying bastards that can only be killed for good with fire, acid, or poison. There's not much strategy involved here, just put them down with melee and missile attacks, and in the case of the Snow Trolls, keep them down with fire, acid, or poison. Almost everything in this place will drop gems of some sort, if you still need money. After the Severed Hand and Dorn's Deep, however, I have no need of money. Seriously, I had over 200,000 gold at this point. Note from Lee: The Flaming Long Sword +2 is the best possible weapon in the game for this section. While it has been easily surpassed by better swords as far as magic bonuses, it kills Trolls and makes them stay killed. Why waste arrows of fire, acid, etc, if you don't have to? <----------------------------------------------------------------------> 2) Continue southeast, then south, smiting Snow Trolls and Greater Ice Trolls as you go. Eventually you'll come to a chasm bridged by a.. bridge. When you get near the bridge you'll get the following floating text: "The bridge is in poor shape and may collapse. You cannot cross it." Nothing we can do here yet. Go up the stairs to the east and cross a large, more sturdy stone bridge. Smite an Ettin and turn your gaze to the north, where an odd building awaits (x=1900, y=1300). We'll explore this building shortly, but first I want to clear the rest of the exterior and perhaps find a way back through town that doesn't require me to go through Dorn's Deep again. ***HoF*** There will be several Ettins here in Heart of Fury mode, instead of just one. <----------------------------------------------------------------------> 3) Head across another stone bridge to the east, then head south, disposing of Trolls as you go. Travel southwest down some stairs, and follow the path as it turns west. You'll find yourself under the central platform that led to the building above, and Trolls abound. Good news! You can reach the building from here too, through the doors at (x=2000, y=2200), (x=2150, y=2200) and (x=2300, y=2200). Ignore these doors, too, and backtrack up to the north. <----------------------------------------------------------------------> 4) From the bridge we crossed earlier, head north up a short flight of stairs. Eventually you'll come to some more prominent stairs heading west. Ignore the unexplored north for now and head up the stairs to the west, then up some more stairs to the north. Atop these stairs you should encounter some Glacial Yetis. By now, anything that actually stays dead when we put it down is a welcome change. Go up some more stairs to the west and kill every overly hairy critter you find, be it Yeti, Glacial Yeti, or Yeti Chieftain, then head back east. Now head up to the unexplored northern passage to find an area transition at (x=3600, y=200). Crossroads (AR7000) o======================================================================o 5) Good news! You're done with Chapter 5 already! No, seriously, if you go into the cave at (x=1100, y=600) Chapter 6 will start. But, we came to this stupid glacier seeking some lieutenant named Kreg Frostbeard. We know there are six of them, and we know their badges serve as some kind of key, so let's not bother skipping to Chapter 6 yet. We can't open the gate at (x=600, y=200) yet, so don't bother. Instead, exit the area at (x=1100, y=10) to reach the world map. Huzzah! We can sell off all the loot we've accumulated. Return to Kuldahar if you wish and sell off your goodies. Unfortunately, Orrick doesn't have anything new for us and there's really not much to do here in town. We could also visit Larrel and give him Evayne's diary, but we'll find more stuff to turn in there at the end of the chapter, so let's just wait on it. Once you're done, return to Wyrm's Tooth and enter the building we ignored so fervently (x=1900, y=1300). Frozen Aquarium (AR7001) o======================================================================o 6) When you enter you'll be accosted by some Frost Salamanders. If you say you want nothing, they'll kick you out.. but at least they didn't attack! Say you want to see their leader, Kerish (x=3400, y=1000) and they'll take you to him. This paranoid Frost Salamander seems a bit on edge about what we can only guess is 'oppressive executive oversight'. He seems to think we work for Marketh (how else would we get here unscathed?) He'll also tell you that the old leader, Kreg Frostbeard, has been replaced by his son, Joril. I guess one anonymous lieutenant is just as good as another-this information doesn't change our plans. Finally, ask him why there are corpses strewn all over the place.. you may have noticed them when you were cleansing the glacier outside of Trolls. Apparently some slaves managed to escape and fled to a room on the level below-a room that became too hot for the frosty critters here to withstand. I suppose something room temperature would be too hot for arctic beings. In any event, the homocidal frost creatures can't get down there, but the slaves can't get away, as the exit to the surface is locked, and Trolls are patrolling the glacier (err.. or rather, they were). It occurs to Kerish that you, being a fleshy, warm-blooded, humanoid-type creature, can get at the slaves. Or rather, their leader. Most of the slaves can be starved out, but their leader has made Kerish look foolish. Without their leader, the slaves are helpless and will soon break, so Kerish wants you to find this leader and slay them. Take it into consideration for now. ***HoF*** If you start any fights in this area, just keep in mind that the Frost Salamanders now have a lot more staying power, which means a group of them will deal a good bit of cold damage over the course of a battle. Also be extra wary of Winter Wolves, whose frozen breath will deal more damage now. If you have Boots of the North, now is a good time to strap them on. 50% Cold Resistance will serve you much better than the Boots of the Fox will.. at least in this chapter. Of course, you can always just use Resist Fire/Cold and Entropy Shield for absolute protection. <----------------------------------------------------------------------> 7) This is one of the rarest of occurances in this game-we actually have a choice-two ways to resolve things, one of which we can pick! I know, it should be a staple of RPGs, but it's surprisingly light in most games. You can actually find the slave leader now-and despite what Kerish said, it's not a 'HE' it's a 'SHE'. Vera is at (x=220, y=1250), although she's not too talkative right now. Why should she be? For all she knows, we could be working for the Frost Trolls, who she admits to be hiding from. After all, how the hell else would we make it here? Despite her unhelpfulness, you can snatch an Amulet of Protection +1 from her, and if you talk to her and ask her to trust you, you'll be able to get some experience shortly. Besides wasting time talking to Vera, there's not much to do up here. Be careful when walking around, as Salamanders have cold auras that will damage you if you're too close. Their aura continuously 'recast' which prevents you from saving here... which kind of sucks if you're a compulsive quick-saver, like me. Anyways, when you're done messing around, head down the stairs at (x=2350, y=2400). Warm Room (AR7003) o======================================================================o 8) This is where those pesky quasi-hairless apes fled! You can find Gareth at (x=1420, y=300), who will tell you about their harrowing escape from the Frost Salamanders who had enslaved them. This used to be some odd aquarium before it froze over, and if you're wondering who would build an aquarium in a glacier.. well, we must assume that these tanks were once heated, right? Apparently a slave named Vera managed to sneak into a control room and turn on some of the surviving heating devices (she's sneaky, see, which is why she has a Thief character sprite.) This room was reheated, and the slaves fled here before the Frost Salamanders could block the area off; now they're at an impasse. When you get the option, say "Gareth, I have seen Vera", which you can do since you talked to her. This will net you some experience. Anyways, continue asking about their troubles and he'll explain the problem: the Frost Salamanders can't get to them, but the slaves can't escape, or get food and water. The good news? They've found a way out, but they need a key, which they suspect is possessed by Kerish. So we have our conflict of interests, do we kill Kerish for his key and free the slaves, or do we kill the leader of the slaves for Kerish? ***REWARD*** (For telling the slaves that Vera is still alive) EXP 60000 ***ITEMS*** (x=1330, y=300) Note to Kerish *1: Just a friendly letter from Joril to Kerish, reminding him of who is boss. No wonder we didn't see any Frost Salamanders outside.. <----------------------------------------------------------------------> 9) While we decide, head to the western side of the level, where you can find Soth (x=100, y=330). He just so happens to be from a village near Auckney, which is, of course, another reference to an R.A. Salvatore book. Compare this exerpt from 'Spine of the World'...: "Like Auckney itself, a village of two hundred people that rarely showed up on any maps.." ..to what Soth says: "I hail from a small village outside of Auckney... Auckney's located at the other end of the Spine of the World mountains. Anyway, my village is a small place. I don't think it's made it on the maps yet..." If Auckney, with 200 people, is big enough that he refers to it as a reference for where his village is, his village must be absolutely tiny. Anyways, it's just shameless pandering to people who have read Forgotten Realms books. If Elminster can be in Baldur's Gate, why not a dozen R.A. Salvatore tie-ins in Icewind Dale? Why make a game based off the Forgotten Realms if you're not going to use its locations and characters? Then again, why make something of your own if you're going to marry it to somebody else's story? Anyways, enough of that, I've ranted enough. <----------------------------------------------------------------------> 10) Anyways, Soth fancies himself a scholar, and if you ask him what he's doing here, he'll tell you that in his research he discovered that this complex was a temple dedicated to Dugmaren Brightmantle, a somewhat silly Dwarven god who is rightfully disdained for inspiring people to build aquariums in glaciers. Finally, ask about the books here, and wonder of wonders-there's a book here that just so happens to detail Dwarven engineering! And by Dwarven engineering, they mean 'repairing rope bridges that no Dwarf would be caught dead crossing.' Ask about learning to repair the bridge by reading the books here and you'll gain a juicy experience reward and an Engineering Manual, which you should keep your hands on. ***REWARD*** (For recieving a book on how to fix the Wyrm's Tooth bridge) EXP 112500 <----------------------------------------------------------------------> 11) Head back up to the aquarium and ask Kerish for the key the slaves need. Either option will work, he's so paranoid about who you work for that he apparently has no will to contest you in this matter. When you have it, you'll gain some experience. Now that you've gone this far, the time has come to make a choice. To help Kerish or the slaves? It doesn't really matter, the experience rewards are the same. If get the key, kill Vera, then try to recover the slaves you'll get 200,000 experience. If you get the key, kill Vera, then free the slaves anyways, you'll get 200,000 experience. Finally, if you get the key, free the slaves, then talk to Vera, you'll get.. 200,000 experience. The only difference? Vera drops Leather Armor +2, a Dagger +2, and an Amulet of Protection +1 (if you didn't steal it previously). If you free the slaves at any point, you'll have to (get to) fight all the critters in the aquarium, which are collectively worth a bit of experience, and Kerish will drop the Spear of Kerish. So do what you will, although for my money, I'd rather kill everything in the aquarium. ***REWARD*** (For receiving the key from Kerish) EXP 60000 <----------------------------------------------------------------------> 12) If you want to help Kerish, go talk to Vera and get her to admit that she's the leader of the slaves, then kill her. She'll drop some Leather Armor +2, a Dagger +2, and an Amulet of Protection +1 if you didn't steal it already. Return to Kerish and tell him you killed Vera for some quest experience. Now, if you want to free the slaves-or if you sided with Kerish and want to enslave them again, head back down the the Warm Room (AR7003). ***REWARD*** (For killing Vera, the leader of the slaves) EXP 80000 <----------------------------------------------------------------------> 13) Whether you're helping the slaves or not, it's time to talk to Gareth. If you give him the key you got from Kerish (which you can do whether you killed Vera or not, earlier) the slaves will gleefully flee and you'll get some quest experience and all the creatures in the aquarium will turn hostile (again, even if you killed Vera earlier). If you tell the slaves to get back to their life of toil and degredation, Gareth proudly proclaims they'd rather die. Which they will facilitate by attacking you. One way or another, there will no slaves left in this room when you're done. <----------------------------------------------------------------------> 14) Now, we're ready to make our brave showdown with Kerish. If you're a pussy and sided with him.. well, just walk up and tell him the slaves are no more for some experience. Otherwise, spell-buff in the Warm Room before heading up the stairs (x=500, y=100), where the slaughter will begin immediately. If you boost all your Clerics will Resist Fire/Cold you'll reduce the damage you take from the cold the enemies will use in various forms-either the cold aura from the Frost Salamanders, or the breath of the Winter Wolves. Slaughter your way through the level- once spell-buffed brute force should make clearing the level a simple endeavor, and if you're getting too beat up, just return to the Warm Room, rest, rebuff, and return. You have two goals here-talk to Vera and tell her you freed the slaves for some juicy experience, and kill Kerish. Of course, be sure to loot Kerish for his spear*1, the gems most critters drop, and the Winter Wolf's pelt. ***REWARD*** (For emancipating the slaves.. from life) EXP 60000 ***REWARD*** (For giving Gareth the key to exit) EXP 60000 ***REWARD*** (GOOD) (For freeing the slaves and putting Vera's mind at ease) EXP 80000 *1: A +3 Spear that gives the wearer +10% Fire Resistance and a 5% chance of dealing 1d6 cold damage. Note from Lee: You can also, of course, take the 'kill everything' route: kill Vera, kill the slaves, return to Kerish for the lesser experience, and then kill him and his minions anyway to make up the difference. Your call... <----------------------------------------------------------------------> 15) Well, that little problem has been resolved one way or the other. Now it's time to leave the aquarium and return to the rope bridge we couldn't cross earlier. When you get near it you'll get an experience reward and the bridge will be repaired: "The bridge is in poor shape but you manage to repair it using the engineering manual." That engineering manual must have contained lumber and rope, eh? Cross the bridge and enter the cave at (x=350, y=2250). ***REWARD*** (For repairing the bridge) EXP 60000 o======================================================================o | | | Joril's Domain | | | o======================================================================o Sequence of Events: {WLK018} 1) Winter Wolf Welcome 2) White Wyrm Loot 3) Tricking Joril 4) Frost Giant Five Finger Discount 5) Delaying Davin's Dinner Date 6) Fighting Frostbite 7) Clearing the Way 8) Kontik's Revenge 9) Troll Trashing 10) Freeing the Slaves.. Again 11) Killing Joril 12) To Lower Dorn's Deep Frost Giant Caves (AR7004) o======================================================================o 9) Upon entering, you'll be immediately set upon by some Winter Wolves. We've dealt with them by now-they're not too much of a threat. Hasting up and casting Resist Fire/Cold is a good idea, since their breath weapons can score some cheap damage, and there are a good number of them here. There's a cave to the north at (x=3400, y=2100), but we'll ignore it for now. ***HoF*** I didn't find this area any more challenging to my Heart of Fury party than it was to my original play-through party. The Winter Wolves can do some cheap damage, but the Frost Giants aren't very powerful-at least not compared to the Bronze Sentries we fought earlier. Keep Haste on and you'll be fine. <----------------------------------------------------------------------> 2) Continue west until you come to a wider chamber. In a cubby to the northeast you'll find some 'White Wyrms'. Whether these are supposed to be adult White Dragons before Bioware/Black Isle had the balls to make a REAL Dragon later, or whether they're supposed to be adolscent Dragons is anybody's guess, although if it's the latter, they should be called 'Wyrmlings'. In my fantasy lexicon, a Wyrm isn't just another word for Dragon-a Wyrm is a very large, very old Dragon, specifically. Yes, it matters! Anyways, one of these creatures is called 'Frostbite', and will talk to you a bit-although it's not too interesting. Don't tell it to stop eating people, or it'll take offense at you. We'll let the things live for now, but do be sure to loot their nests for some... rather nice loot, really. See? What Dragon would let you steal from it? A young, stupid one, or something that's not really a Dragon! Continue west from their nest and loot a shrine. What a generous chamber this is! ***ITEMS*** (x=2800, y=1970) 246 gold, Fire Agate Gem x2, Skydrop Gem x1, Iol Gem x2, Moonstone Gem x1, Star Diopside Gem x1, Diamond x2, Pearl x1 (x=2870, y=1900) 715 gold, Gold Ring, Fire Opal Ring, Mythril Field Plate Armor +2*1, Broken Armor, Long Bow of Marksmanship*2, The Cittern of War*3 (x=1900, y=1950) Potion of Power, Potion of Healing x2, Red Potion, Gauntlets of Infernal Damnation*4, Ring of Holiness*5, Scroll of Symbol of Pain *1: Holy hot damn! Another one! This replaces the Mail of Life on Nauzhir the Red. --- *2: Doesn't this bow seem familiar? I could swear this thing was in Baldur's Gate... anyways, it's a +3 THAC0 bow that deals +2 damage. We've certainly found better bows a long time ago. --- *3: Another Bardic toy-it casts Emotion: Courage on the user. Couldn't a Bard cast that spell on their own by now? --- *4 The name pretty much says it all. When worn, the wearer is engulfed in a Shroud of Flame. --- *5: This baby grants an extra spell slot from 1st-4th level. I put this on my party leader, out of sheer favoritism. I figure if I play the game through six times, everybody will get a shot at one of these rings, right? <----------------------------------------------------------------------> 3) Leave this room via a western passage along the southwestern edge of the area. This passage is blocked by two gigantic.. uh.. giants. You can talk to them, but they prove unhelpful and rather easily-provoked. Continue past them until you come across Joril-this new lieutenant we've heard about. He is, like all giants easy to pick a fight with. It'll probably come to that eventually, but there are more lucrative ways to interact with him. For example, you can get him to hand over his badge if you have a Charisma of 12 or more.. or, if you pick dialogue options #1, #2, #3, #1, #1, #1. This nets you a great deal of experience. After this you can ask him how he killed his father-apparently Joril struck a deal with the Wyrms we met earlier, and in return, he's been feeding the creatures slaves. Are these slaves good for ANYTHING save feeding the creatures in the glacier? Once you end the conversation with Joril you'll get ANOTHER experience reward. That's right, it's a two-for, one reward for tricking him, and other for getting the badge. Score. Note: If you have a Paladin in your party, they will demand the release of the slaves after Joril mentions the 'sacrifices'. This will net you an experience reward, but it will, obviously, expose you. Apparently whomever Joril thinks you represent aren't big into liberation. ***REWARD*** (For tricking Joril) EXP 80000 ***REWARD*** (For obtaining Joril's badge) EXP 80000 ***REWARD*** (For revealing yourself to Joril) EXP 180000 <----------------------------------------------------------------------> 4) Now, we have the badge, but there's more we can do here-and there's no need to pick a fight with Joril just yet. We have the run of the place, so why not explore? He DID mention some slaves, right? Who wants to bet they'd rather be freed than eaten by some Wyrms? Continue west and you'll come to the chamber where the giants keep kip. There's plenty of looting to be done, and we might as well do it now since we don't have to fight for it. Head north through the chamber and grab everything that's not bolted down. ***ITEMS*** (x=150, y=1750) Potion of Healing x2, Potion of Heroism, Scroll of Raise Dead (x=600, y=1820) Potion of Insulation, Potion of Invisibility. (x=300, y=1350) Potion of Fortitude, Potion of Genius, wand of the Heavens, Scroll of Insect Plague (x=1420, y=1250) Potion of Master Thievery, Potion of Mind Focusing (x=300, y=900) Potion of Cold Resistance, Potion of Fire Breath, Scroll of Spike Stones, Dagger of Venom*1 (x=400, y=650) Potion of Clarity, Potion of Cloud Giant Strength, Cloak of Protection +2*2, Scroll of Champion's Strength (x=430, y=630) Potion of Absorption, Potion of Agility, Leather Armor +2, Dagger +2: Longtooth*3 (x=1100, y=550) Oil of Speed, Elixer of Health, Blur Deck*4, Scimitar +3: Frostbrand*5 (x=900, y=1100) Potion of Invulnerability, Potion of Magic Shielding, Darts of Stunning x13 *1: The Dagger of Venom is a decent weapon, I just dont have any use for it. It would have needed to have made an appearance much sooner. It's a +2 weapon that has a chance to poison an enemy for six points of damage per round. --- *2: I find it hard to wear this, what with all the magical armor I have. If you really need a ring slot empty, you can replace a Ring of Protection +2 with this cloak. Honestly, however, Mithran's Cloak is superior. --- *3: Another decent weapon I don't have room for. A dagger with 1d6 base damage.. Eh, Dagger of venom is still better. --- *4: Can it really hurt to have another? Sure, it'll become useless when we all have Shimmering Sashes.. or when all my Mages can cast Blur, but it can go on one of the heavy armor wearers in the mean time. --- *5: Did you really think you'd get through Icewind Dale without finding Drizzt's future scimitar? It's better than the Flaming Longsword +2, at least. It's a +3 Scimitar that gives its wielder +50% Fire Resistance. Note from Lee: The Wand of the Heavens is one of my all-time favorite items, calling a 6d8 flamestrike on a single target at a range of 120 ft (save for half damage). <----------------------------------------------------------------------> 5) When you hit the northen edge of the chamber turn east. You'll find another tunnel to ignore at (x=1800, y=700), we're more interested in what lies south of here. Speaking of which, you'll find a Frost Giant elegantly named Gorg at (x=2150, y=1150). He'll just tell you what you already know-he guards the slaves, the slaves get fed to Frostbite. More interestingly, Davin is over at (x=1670, y=1400). It's great that all the slaves in this game have one concise leader and no conflicting opinions. Talk to him and assure him you don't serve the giants and he will gab about the giant skeleton to the east (which, if you've followed this guide, you haven't seen yet), the giants, and the cavern. Now that I've covered the boring stuff, ask him what he's doing here (just in case he hasn't assumed we're complete morons yet.) He'll tell you what you already know-they're slaves, and they're being eaten-before asking you to go kill the higher rung on the food chain. <----------------------------------------------------------------------> 6) Backtrack to the generous chamber where you found Frostbite and his fellow Wyrms earlier. Talk to Frostbite and tell it that the whole eating people thing is over.. or just attack it. It's fairly tough in melee combat compared to most foes we've been fighting, but leading with my well-protected party leader he doesn't have a chance to do much before he's chopped down. Then just deal with his fellow Wyrms, which are a good bit weaker than Frostbite. <----------------------------------------------------------------------> 7) Return to Davin and tell him the beast is dead for an obscenely huge experience reward. It's hard to be evil in video games when developers keep giving us such incentive for helping people. Anyways, their dinner buddies might be dead, but these slaves are still stuck in a glacier full of Frost Giants who are none-too-friendly. Fortunately, Davin knows of two ways out of here-through the Giant's domain, or through some small tunnels (the two tunnels we ignored thus far!). So, either kill all the giants, or clear the 'hazards' that might be in the as-of-yet unexplored tunnels. Since it gives us a reasonable excuse to explore the unexplored, let's do the latter.. ***REWARD*** (For killing Frostbite, saving Davin and the other slaves) EXP 420000 <----------------------------------------------------------------------> 8) Go through the tunnel at (x=1800, y=700) and kill the Yetis you'll find yourself in the midst of. Once they're all dead, spell-buff as much as you can-Prayer, Draw Upon Holy Might, Recitation, Haste, Emotion: Hope, Emotion: Courage, Protection from Evil 10' Radius, and all that good stuff, then continue south until you find Kontik (x=2630, y=1600) and the Black Ice Knights who accompany her. She's another nutter who worships Auril, and has come seeking revenge for killing Lysan earlier. There are so many ways to win this fight.. pelt her with a barrage of Greater Command, or even Silence 15' Radius. My favorite tactic? Just rush her with your fully-buffed party and watch her explode into a pathetic pile of gore. Her Black Ice Knights are more of a threat than she is (although I suppose she could be more of a threat if she actually got any spells off). Interesting note, did you know she has an Intelligence score of 20? Why, I can't say, it certainly isn't an attribute that helps in combat in 2nd Edition. When all is still, loot her for a random gem, a Robe of the Evil Archmagi*1, a Ring of Protection +2*2, Kontik's Ring of Wizardry*3, Breath of Auril*4, and a random weapon, as follows: (1st Play: Static Short Sword +3*5) (3rd Play: Two Handed Sword +3: Bane*6) (6th Play: Long Sword +3: Enforcer*7) (7th Play: Bastard Sword of Greater Phasing*8) (x=2500, y=1550) Scroll of Chain Lightning*9, Barrel of Pure Water*10, Scroll of Globe of Invulnerabiltiy*11 Potion of Mirrored Eyes (x=2390, y=1650) Scroll of Otiluke's Freezing Sphere*12, Potion of Regeneration, Potion of Stone Form, Potion of Storm Giant Strength Note from Lee: I keep the party situated to the north, in the ex-Yeti area, and draw the Black Ice Knights up to me to die 1-2 at a time. Once they're gone, I go after Auril, who is now alone and defenseless. Also, because I am out of the range of enemies, I can save in between battles. Again, no buffs are required (although Haste can't hurt); I took almost no damage at all in this fight... *1: Veterans of Baldur's Gate know of these things-they give the same Armor Class as Chain Mail, +5% Magic Resistance, and a +1 bonus to Saves. Unfortunately, I'm more on the good side of things, so I have no use for these robes. --- *2: Another one. We already don't have enough room for these things. --- *3: This. Is. Nice. Doubles 1st and 2nd level spells, and increases cold damage you deal by 15%. Who cares about the cold damage, doubled spells makes this awesome. I give this to Syrenil, since she's been my utility Mage throughout the game-casting Identify, Burning Hands, Mirror Image, and Knock. Eventually my Mages will get up to seven 1st and 2nd Mage spells, which is enough without this ring. --- *4: A +3 Dagger that gives a +1 Intelligence bonus, a -1 Charisma penalty, 100% Cold Resistance, -50% Fire Resistance, and allows the user to cast Cone of Cold twice per day. --- *5: A +3 Short Sword that always does a 1d4 electrical damage and gives the wearer a +1 bonus to Armor Class. --- *6: This sword is a +3 specimen that has a 25% chance to inflict foes with disease and gives the wielder +10% Magic Resistance. --- *7: A would-be 'mage' sword, obviously designed to be used by the enterprising Fighter/Mage. It's a +3 Long Sword with 5% Magic Resistance and bonus 1st and 2nd spell slots. Unfortunately, I'd rather have something like a defending weapon or an action weapon on a Fighter/Mage (armor class and bonus attacks are always welcome) and 1st and 2nd level spell slots aren't exactly mind-blowing. In any event, none of my melee Fighters can use this, and Syrenil will find better.. should she deign to use a melee weapon, anyways. --- *8: A +3 Bastard Sword that has a 15% chase of phasing foes. --- *9: This is a nifty-if not party friendly-6th level offensive spell. For added shock (pun intended) you can light up groups of enemies before wading in with your melee fighters. This goes to my Fighter/Mage/Thief. --- *10: Valestis over at the Severed Hand would love to get this for the Arboretum. Keep it handy. --- *11: This spell blocks all 1st-4th level Mage spells. While not terribly useful now, in Heart of Fury you'll regret it every time you let a Mage cast Magic Missile, Melf's Acid Arrow, or Flame Arrow. --- *12: A single-target direct-damage spell. It deals 3-6 points of damage to a target per level of the caster, although it risks missing entirely on a successful save. You'll be fighting tons of fire critters shortly, but this spell, like all damage-dealing spells, fails in Heart of Fury mode. <----------------------------------------------------------------------> 9) We're not done yet. Head north from Kontik's camp, through the bones of the quite-dead giant wyrm, and continue north, then east, and finally south. There are gobs of Trolls (Greater Ice Trolls and Snow Trolls), so have something firey or acidey on hand to keep the latter down. Once all the Trolls have been smote, you can exit to the beginning of the level at (x=3400, y=1600) or return back to the slave camp (x=2100, y=700). <----------------------------------------------------------------------> 10) Return to the slave pens. You can report to Davin for a journal update, if you wish, but it's time to deal with Gorg. Either provoke him in conversation, or just manually attack him. Either way, once he's dead talk to Gavin for another suitably huge quest reward. Now, there's only one bit of unfinished business left here-time to deal with Joril. ***REWARD*** (For clearing a path for Davin and the slaves to escape) EXP 180000 <----------------------------------------------------------------------> 11) Bring yourself before Joril again and spell-buff to the max. Not because he's terribly dangerous, but there are lots of Winter Wolves and Frost Giants around, and routing them all will be much easier with some buffs. Talk to Joril and casually mention that you're here to kill his face, and a fight begins. After they're dead, you can kill the two guards you passed and take the others out at your leisure. When Joril dies he'll drop a Black Opal Gem x1, Chain Mail +2, Joril's Axe*1, a random weapon, which will be listed at the end of this paragraph, and, if you already didn't have it, his badge. Note that you will still get an experience reward for claiming his badge, even if you didn't trick it off of him earlier. Note from Lee: Instead of returning to Joril and then backtracking, I simply head north and continue counter-clockwise, killing giants as I go. I'll eventually reach Joril, but he's just another giant as far as I'm concerned. (1st Play: Redemption*2) (3rd Play: Fire Flail +3*3) (6th Play: Giant's Sleep*4) *1: Joril's Axe is a +3 specimen that gives a +1 bonus to Constitution and a -1 penalty to Dexterity. If you're that big, I guess agility isn't too important. --- *2: A +4 War Hammer that dispels Charm and Dire Charm effects on creatures hit. Honest, I prefer Dispel Magic, myself. --- *3: It would be absolutely wonderful if you could score this weapon here, as it's a +3 Flail that has a 50% chance of dealing +2d6 Fire Damage.. the best Troll-killer weapon my party can use. If not, you won't get a chance to get another one of these until Trials of the Luremaster.. where it's a guaranteed drop. --- *4: Despite its name, it's just a +3 War Hammer. <----------------------------------------------------------------------> 12) Joril might be dead, but there's still plenty of killing to do. Explore the cavern to the west where the Frost Giants lurk and go on a massive quest of giant destruction. Kill them and take their loot.. and their little dogs, too. You're finally done in Wyrm's Tooth. Return to town and sell off all the goodies you've found (I know I'm overly stocked on gems and Winter Wolf pelts.. even though I don't need the money anymore.) Then head to the Severed Hand. We should finally talk to Larrel and Valestis. The former should know about his daughter's demise, and the latter will want that Barrel of Pure Water we found in Wyrm's Tooth to restore the Arboretum. Both will result in a good bit of experience for us. Once our party is rested, their inventories empty, and enjoying a good bit of quest experience, it's time to travel to Wyrm's Tooth on the world map, which will put us back in (AR7000). Go into the tunnel we ignored earlier at (x=1100, y=600). Once you do, Chapter 5 is over and Chapter 6 begins. Now, to let everybody know how things are going, here are my party stats at the end of Chapter 5. Note that my average Armor Class went from -2 before I fought Yxunomei to -7 now. Nice. ***REWARD*** (For restoring water to the Arboretum) EXP 120000 ***REWARD*** (For giving Evayne's diary from Dorn's Deep to Larrel) EXP 56000 PARTY STATS: CHAPTER 5 o======================================================================o Ilnathias 'Icefang' Fighter 9/Mage 10/Cleric 9 Experience: 356045/356045/356045 Hit points: 102 Armor Class: -13 Weapon: Sanctified Morning Star +3 (THAC0: 5) Helm: Blessed Helm of Lathender Amulet: Black Wolf Charm Armor: Elven Chainmail of the Hand +3 Shield: The Red Knight's Shield Gloves: Gauntlets of Weapon Skill Belt: Shimmering Sash Ring: Ring of Free Action Ring of Holiness Boots: Boots of the Fox o----------------------------------------------------------------------o Amirule Alteslay Fighter 9/Mage 10/Cleric 9 Experience: 356031/356031/356031 Hit points: 92 Armor Class: -8 Weapon: Misery's Herald (THAC0: 6) Cloak: Mithran's Cloak Helm: Dead Man's Face Armor: Plate Mail Armor Shield: Reinforced Large Shield +2 Ring: Ring of Free Action Boots: Boots of Speed o----------------------------------------------------------------------o Kaelinalia Fighter 9/Mage 10/Cleric 9 Experience: 355789/355789/355789 Hit points: 92 Armor Class: -7 Weapon: Hammer Flail +2 (THAC0: 6) Sling +1 (THAC0: 8) Helm: Helmet Armor: Mithril Field Plate Armor +2 Shield: Shield of the Hand Ring: Ring of the Warrior Ring of Missile Deflection o----------------------------------------------------------------------o Nauzhir the Red Fighter 9/Mage 10/Cleric 9 Experience: 355764/355764/355764 Hit points: 92 Armor Class: -6 Weapon: The Love of Black Bess (THAC0: 6) Sling +1 (THAC0: 9) Helm: Helmet Armor: Mithril Field Plate Armor +2 Shield: Large Shield +1, +4 vs. Missiles o----------------------------------------------------------------------o Eraithul Fighter 9/Mage 10/Cleric 9 Experience: 355665/355665/355665 Hit points: 92 Armor Class: -4 Weapon: War Hammer of Sparks +2 (THAC0: 7) Edley's Sling (THAC0: 7) Helm: Helmet Amulet: Amulet of Metaspell Influence Armor: Shadowed Robe Shield: Large Shield +1, +4 vs. Missiles Ring: Ring of Protection +2 o----------------------------------------------------------------------o Syrenil 'Softstep' Fighter 9/Mage 10/Thief 11 Experience: 355581/355581/355581 Hit points: 94 Armor Class: -4 Weapon: Long Bow +2: Defender (THAC0: 3) Helm: Helmet Amulet: Symbol of Solonor Thelandira Armor: Kaylessa's Chainmail Armor Ring: Kontik's Ring of Wizardry Ring of Shadows Boots: Quiet Boots o----------------------------------------------------------------------o o======================================================================o | Chapter 6: Lower Dorn's Deep | o======================================================================o | | | Marketh's Domain | | | o======================================================================o We've claimed another badge and smote another monstrous lieutenant. But for all that, it doesn't really feel like we've made any progress, does it? Sure, we cleared out the Wyrm's Tooth glacier, but at the end of the day, we still only have a few more notes and another name-'Marketh'-to go on. Still, we know that there are at least four more lieutenants out there, so we've got our work cut out for us. Smelter (AR8001) o======================================================================o Sequence of Events: {WLK019} 1) Smithing Salamander and Sentries 2) Whispers of Cut Quests 3) Meeting Mutilated Midgets 4) Killing Kelly & Co. 5) Smiting Seth 6) Silence Shriekers 7) Callard and Son 8) Fleezum 9) Battered Ginafae 10) Thieves and Potatoes 11) Flozum 12) Meeting Marketh 1) The lower level of Dorn's Deep-this must be where the Dwarves retreated after their original home was overrun by Orcs and undead. Judging from the current residents, however, it didn't do them much good. As you'd expect from all the lava, Salamanders abound (the good old fire ones, not the ice freaks from before). Also you'll be playing with Tarnished Sentries, golems that enjoy throwing axes at you, and aren't fooled by stealth. Don't worry, though. They're nowhere near as tough as the Bronze Sentries were, earlier. I start out the level by buffing, adding Resist Fire/Cold to my normal slew of spells to reduce the passive fire damage that Salamanders will do as I fight them. There are plenty of critters to the east (before the bridges) to the west (near the smelters) and to the north (near an elevator). Clear those out first, head back up to the glacier and rest, then return back down here, ready to explore. <----------------------------------------------------------------------> 2) Now, for a rather detailed aside.. There was supposed to be a possessed suit of armor, named 'The Voice of Durdel Anatha' in this level, a former Paladin of Torm that tried to discover what tore the Dwarves of Dorn's Deep and the Elves of the Hand of the Seldarine apart. Discovering the answer to this question (which we'll do shortly) would have freed him and allowed us to claim a reward from Sister Calliana back in Kuldahar. It also would have involved Brother Harken, another one of the lieutenants, whose role as it stands is painfully two- dimensional. Just for fun, here are the rewards you COULD have obtained, if these quests actually were left in the game: If you were a Cleric, Paladin, or Fighter: The Glory of Suffering o--------------------o Armor Class: -3 Special: The wearer's maximum hit points are reduced by 25. While wearing the armor, the wearer has a +10% bonus to resist all Slashing, Piercing, Bludgeoning, and Missile attacks. Weight: 80 Not Usable By: Evil or Neutral characters Druid Mage Thief Bard If you were a Ranger or Thief: Studded Leather Armor o-------------------o Armor Class: 2 Dexterity: -1 Special: -25% to all Thief skills Weight: 35 Only Usable By: Thief (Single, Dual-, and Multi-Class) If you were a Bard or Druid: Cloak of Burdened Spirits o-----------------------o Weight: 80 Wisdom: +1 Only Usable By: Good characters If you were a Mage: Robes of Agony o------------o Armor Class: 5 Special: User is always under the effects of a Symbol of Pain, as though being pierced by thorns at all times. +15 hit points while equipped. Weight: 35 Only Usable By: Good characters Cleric (Single, Dual-, and Multi-) Mage (Single, Dual-, and Multi-) As you can see, none of these items were really worth anything, except maybe The Glory of Suffering. These were all probably cut due to time constraints, but they could just as easily have been cut to lessen the sheer stupidity of putting these items in the game. <----------------------------------------------------------------------> 3) If you talk to any of the Svirneblin (deep Gnomes-Dwarves by another name, really. Anybody could compare Belwar and find they match up pretty well) and they'll mention Marketh. Surprise of surprises, we seem to have ended up near his domain. From the entrance platform head south- east until you find some mine tracks. At a cart head north to find a tower-but don't dally around, as archers within will be assholes and shoot at you. They don't need an attack role to do it, either-you stand near the tower, you'll take damage. Over at (x=3380, y=2080) you'll find a 'Slave Girl' named Fengla. Talk to her and she'll give you the key to the tower behind us. Now that we can pay those friendly archers a visit, let's do so (x=2950, y=1850). You might want to spell-buff a bit before going in, however. Tower (AR8002)/(AR8014) o======================================================================o 4) Inside the tower are a number of archers, whom are quite capable of causing me harm, despite my Armor Class. A Hold Monster fixes things, as does a Chaos spell, but it's a little too tight for a Greater Command. Once they're dead, their leader, "Kelly" has Full Plate Armor +1*1, while all of the archers have Arrows of Piercing. The slave girl who gave you the key will show up and thank you for freeing her and you'll get an experience reward. Go through the door at (x=200, y=200) to find the room where these guards slept. Kudos to you, you've found a safe haven here, and can rest freely and safely. ***HoF*** You can expect to take more damage this time around, and the archers within can be pretty lethal once you enter the tower, but I didn't require a strategy any more refined than a simple Haste spell. ***REWARD*** (For capturing the watchtower and freeing Fengla) EXP 80000 *1: With an Armor Class of 0, it's just as good as Mithril Field Plate +2, although it weighs half as much, if that's an issue for you. <----------------------------------------------------------------------> 5) Exit the tower (x=450, y=400) and head east, you'll see an innocent little ramp running north, then northwest. Follow it until you reach a tiled platorm. Save your game, for we've an opportunity to score ourselves some loot if we use some tactics and have just a bit of luck. Up some stairs to the north you'll find the entrance to Marketh's Palace.. but he's got a little Halfling Thief named Seth guarding the door (x=3100, y=680). If he spots you, he'll ask you some questions about some papers. To satsify him, you have several options. First, pick dialogue option #1. Then, if you're a Halfling you can play the kin card. Most sane people, however, will have to resort to saying they worked for the Kraken Society (not the dumb dialogue option with "the good old "Kraken Days.") which requires an Intelligence or Charisma of thirteen or higher. Answer three questions 1) Purple, 2) Marketh, 3) Ilmater, and he'll let you pass and run away. If you mess up, he'll summon some Thieves to attack you, and run away. It's that run away bit we must avoid-but if you kill him without talking to him (using Web to hold him in place, then auto-attacking, or a well-placed backstab) the game will freeze. So we're going to have to be.. more inventive. Cast invisibility on the entirity of your party (sans one character) and surround Seth. Then with the visible character, talk to him. When he goes hostile, give him everything you've got-he's not very strong, and he can't get away! When he dies he'll drop Studded Leather Armor +2, Small Shield +1, The Salamander's Tongue*1, and Gauntlets of Elven Might*2. Once he goes hostile, a host of Thieves will attack, so be prepared for backstabs. Note: If you don't kill Seth here, he'll show up again when you confront Marketh. ***HoF*** I didn't find these thieves to be nearly as lethal as I feared. Sure, you can get hit for 80 damage by a sneak attack, but compared to the Fire Giants later on.. it's not that threatening. *1: A +3 Dagger that give +10% Fire Resistance, a +3 bonus to Saves vs. Poison, have a 20% chance to deal +1d4 fire damage, and puts the wearer under the effects of Non-Detection. --- *2: These would almost be decent..they can only be used by dual-or- multi-classed Fighters, and they set your Strength at 18/51 regardless of what your real strength is. Otherwise, +1 Armor Class and saves is good business. I did find a way around this restriction. If you equip them on a character who is also wearing the Girdle of Stromnos-making sure to equip the girdle second-your Strength will be set to 19. We'll find the Girdle of Stromnos a bit later on. Old Dorn's Palace, Antechamber (AR8005) o======================================================================o 6) It would seem like the natural thing to do would be to go into the palace in front of which Seth stood. And this time, the natural thing to do is the right thing to do. Spell-buff up and head inside (x=3200, y=600). Your first task in this area is to kill the Shriekers (noisy mushrooms) lying about. They'll constantly summon Blind Minotaurs, Salamanders, and Boneguard Skeletons, which makes them annoying, if not threatening. The Shriekers can be found at (x=1200, y=1050), (x=1200, y=850), (x=1350, y=700), (x=1620, y=700), (x=1850, y=800), (x=1850, y=1000), (x=1650, y=1150), and (x=1400, y=1150).. go northeast from where you enter, you'll find them encircling a statue. There are also Red Myconids about-and we know what that means.. it's a searing Salamander smite! A blind bull-brain battle-axe bearing Boneguard beatdown! A mega moaning mushroom massacre! I love alliteration. <----------------------------------------------------------------------> 7) Anyhow, when you're done recovering from a fit of admiration at my literary finesse (ignore all the typos and the fact that I abuse commas) Talk to Callard at (x=1550, y=900) and ask him about the sculpture. He'll make a joke and give you a 'Portrait of Marketh', drawn by one of Marketh's goons named Flozem. Righ. Once that's done head through the doorway at (x=1600, y=300). ***ITEM FISHING*** It's been a while since we've done this, hasn't it? One might even think I had forgotten. Not so! Most of the drops in the last two walkthrough sequences were static, and when they weren't your options sucked. Anyways, the next area contains some of the best Morning Stars in the game-and hence, some of the best blunt weapons in the game. Plus, it's a really easy run to make, if you go with a character who has a decent Armor Class. Open the door at (x=700, y=750) and search the chest at (x=320, y=820). Old Dorn's Palace, Level 1 (AR8006) o======================================================================o 8) There are thieves sneaking around here, with only one goal-to backstab your party. I send my Ilnathias first, to draw them out. The Thieves don't really have an answer for a -13 Armor Class. Beyond the doors at (x=700, y=700) is Fleezum-the guy in the red armor. Talking to him will result in a fight, which is just fine. He's a powerful Fighter, but he's only one powerful Fighter against a party. When he dies, he'll drop 44 gold, a helmet, Bathed-In-Blood*1, a Large Shield +1 and a Long Sword +1. ***ITEMS*** (x=320, y=820) Short Sword, Bastard Sword, Mace, ~Star-Forged War Hammer +4*2 (3rd Play: Sanctified War Hammer +3) (4th Play: Static Star +3*3) (6th Play: Morning Star +4: Defender*4) (7th Play: Morning Star of the Gods*5) (x=400, y=650) Potion of Cloud Giant Strength x2, Potion of Agility, Oil of Speed *1: This is one of the most protective suits of armor in the game, with a base Armor Class of -1. I put it on Amirule, who gives Mithran's Cloak to Eraithul, who ditches the Ring of Protection +2. --- *2: A +4 War Hammer with 10% magic resistance and +2 save versus spells. --- *3: A +3 Morning Star that has a 15% chance to inflict slow and a 25% chance to deal 2d3 electrical damage. --- *4: It took a while, but here it is. A +4 Morning Star that gives +2 to Armor Class, +15% magic resistance, and 20% Slashing and Piercing Resistance. A highly enchanted weapon with great defensive bonuses, too? Yes please. One of my Fighter/Mage/Clerics is set for the rest of the game. --- *5: Despite its epic name, this is a +3 Morning Star that gives a +1 bonus to Armor Class, a +1 bonus to Wisdom, and allows the user to memorize two additional first level spells and one additional second level spell. It's still nice, but it's only marginally better than the Sanctified Morning Star +3 we found back in the Severed Hand. <----------------------------------------------------------------------> 9) Leave Fleezum's room and head southeast to find the door to Ginafae's room (x=950, y=1100). Talk to Ginafae (x=700, y=1190) and ask about her face. She will give you the cliche excuse given by battered women everywhere. If you promise not to kill her boyfriend, she'll tell you about about Poquelin, who is apparently the ring-leader of this whole operation. She'll babble on about the lieutenant's badges, an invisible barrier in a fallen temple, and how it's somehow not Marketh's fault that he does bad things.. it.. it's the evil temptation that MAKES him! She will also talk about how she came to be here-she'll ring out that name 'Malavon' again, who is apparently her brother, and some 'Maiden Ilmadia'. She can't leave, however, due to some spells placed on her by her brother. If only there were some way to remove them.. Anyways, she'll throw a tantrum if we kill her boyfriend, and there is a quest reward for us if we help her out. We'll take her position.. into consideration. <----------------------------------------------------------------------> 10) Well, that was annoying. Cross the hallway to the north to find another door (x=1300, y=700), beyond which lies a mess hall. You can expect some more Thieves here (they're usually not in rooms, which is why I note these ones). I know if I had to defend anything, it would be the food. Seriously, that's not a joke. Fat people are like that. Open another door at (x=1700, y=700) to find the kitchen. Inside is a useless cook and a table we can loot (x=1800, y=700), for a Sack of Potatoes. Potatoes? Yes, we'll need them for a quest in a while. ***ITEMS*** (x=1800, y=700) Sack of Potatoes*1 *1: A quest item. You know the drill, keep them on hand until somebody just so happens to ask for them. <----------------------------------------------------------------------> 11) Leave the kitchen and cross the hall again, this time to the south. Kill whatever Thieves show up and open the door at (x=1500, y=1200). In this room you'll find Flozum, Fleezum's brother. He's a bit nicer, and there's an obscure bit of experience you can earn here if you happen to have a Bard in your party. In which case, talk to Fleezum, ask about the portrait he drew, and tell him he has talent. Based upon the opinion of a single stranger mysteriously breaking into his room in the heart of a fortified palace full of guards displaying a portrait last in the hands of one of his boss's rebellious slaves, he'll decide to give up his position as a well-paid goon working for a power-player in an evil organization to doodle. Makes sense to me. Most of us, however, have the good senes to NOT bring a Bard with us, and since this option won't come up, we'll have no choice but to kill Flozum. To be fair, at least Flozum will drop all his goodies for you if you convince him to go. He'll also do so when you kill him. Either way, once he's gone, loot his belongings to score the Girdle of Stromnos*1, a Long Sword +1, a Large Shield +1, a Helmet, and a suit of Plate Mail. once you're done with this level, head up the stairs at (x=2200, y=1000). Note: If you don't kill Fleezum and Flozum, they may arrive to assist Marketh in the next level. ***REWARD*** (For convincing Fleezum to become an artist) EXP 60000 ***ITEMS*** (x=1400, y=1200) Potion of Clarity x2, Potion of Insight (x=1550, y=1300) Potion of Insulation *1: One of the few Strength-boosting items in this game worth a damn, since it'll actually raise your Strength to 19. Its life-span is short amongst my party, however, as I'll be switching it out for Shimmering Sashes as I complete playthroughs. In the meantime, however, combining this girdle with the Guantlets of Elven Might is a good move in the absence of multiple Shimmering Sashes. ***ITEM FISHING*** Not too much in the next level.. except one of the best Daggers in the game. It's not hard to find-you'll need need to sneak over to the chest in Marketh' room (x=1260, y=200). The item you're after? The Mage Dagger +4, which is a great defensive weapon (oxymoron?), and gives some bonus spells to boot. There are a few other weapons I could give my Fighter/Mage/Thief instead, but this isn't a terrible option. I wouldn't bother making the switch from ranged to melee until Heart of Fury mode, however. Old Dorn's Palace, Level 2 (AR8007) o======================================================================o 12) THere's only one character of interest on this level-Marketh (x=1370, y=300)-and all the loot is in Marketh's room. As much as I hate to say it, this is justifiably a one-step area. There are plenty of Thieves around waiting to backstab you, but they're horribly weak and not terribly capable of hitting my party. Slaughter them to taste, but make your way to Marketh. He'll talk to you when he spots you, and this encounter trends towards a different outcome than we're used to. He realizes that he's got no chance against us in a fair fight, and will try to weasel out of one at all costs. Nearly everything you say will end up with him trying to strike a deal with you, so as to save his own hide. I normally prefer to indulge my lust for smiting people on these games, but letting him go has a number of advantages. First, if you fight him, he'll summon a Kraken Society Mage to help him-not a terribly worrisome foe, but in Heart of Fury mode.. well, you read. Big incentive to save yourself the headache and just avoid this fight on Heart of Fury. Second, he'll give you all his gear if the person speaking to him is intelligent enough to ask for it (Intelligence score of 14 or higher required), which removes any monetary incentive to kill him. Third, if we don't kill him here, we can complete a quest for Ginafae for considerably more experience than Marketh or the Kraken Society Mages will give us. The only way to really mess this up (besides talking to Marketh with a moron) is to do so with a Paladin (same thing?) The Paladin will not take kindly to Marketh's story of how he came to work for Poquelin. If you do fight him, you'll find out that he goes down without too much trouble. He will be joined by Fleezum, Flozum, and Seth, if they are still alive. The Kraken Society Mage will spell-buff a bit before making his way to the scene-giving you plenty of time to fishing off Marketh and his other allies. Hit him with Dispel Magic, Silence 15' Radius, or other debuffs like Chaos or Greater Command before cutting him down. We all know what Fleezum, Flozum, and Seth drop-Marketh will leave behind a 201 gold, Marketh's Badge*1, Black Dragon Scale*2, Ring of the Gorgon*3, and the scimitar Valiant*4. The Kraken Society Mage will drop 50 gold, a Robe of Enfusing, a Static Dagger +1*5, and Bracers of Defense A.C. 6. The only downside to letting Marketh go (besides the knowledge that you let him live) is the fact that you won't get the Kraken Society Mage's gear, but it's all garbage anyways. If you let Marketh go and demand his loot he'll give you the Black Dragon Scale and Valiant. He'll then ask to keep his ring-he's gaming you. It's a cursed ring (I suppose he's hoping you'll put it on without identifying it?) that'll turn you to stone. If you make him give up his ring, he'll also snatch 500 gold from you. So, long story short, talk to him, let him go, but make him hand over his gear. If you kill Marketh, Ginafae will refuse to talk to you-and if you blame her for it, she'll commit suicide. ***HoF*** There's even more incentive to play nice with Marketh this time around. He'll bring in four Kraken Society Mages who are fond of dropping Horrid Wilting on the party, and all of them come to play with Stoneskin ready. Either play nice and let Marketh go or be ready to blast the arriving Mages with several Dispel Magics. If you do decide to fight, I suggest running back to the stairs after talking to Marketh, where one of the Mages will be waiting-alone. You can jump on him and quickly cut him down, then kill Marketh. Afterwards, just wait for the other three to show up and hit them with Dispel Magics before training your archers on them. Hopefully you can disrupt their spells, if not, it can quickly become a very touchy battle, as one bad Cone of Cold can wipe out several characters. Another option is to cast Invisibility on the rest of the party, then have them cast Antimagic Shell on themselves. Let the Mages blow through some of their spells on the protected party Mages, then bring forth the rest of the party, hitting the Mage with Dispel Magic before running in. Don't be fooled into thinking that you can just cut down the Kraken Society Mages with cheaply protected spellcasters- they'll Tenser's after they burst through enough spells, and Antimagic Shell will cancel out your own magical protections, including the Blur effect of the Shimmering Sash. Another cheap, though admittedly effective tactic is to use hit-and-run tactics from the stairs. ***REWARD*** (For retrieving Marketh's badge) EXP 150000 ***ITEMS*** (x=1570, y=420) Potion of Freedom (x=1600, y=300) Potion of Explosions (x=1550, y=250) Empty (x=1250, y=240) Potion of Stone Form (x=1260, y=200) Potion of Invulnerability, ~Studded Leather Armor of Resistance +3*6 (3rd Play: Short Sword of Health +4*7) (7th Play: Mage Dagger +4*8) (x=1180, y=310) Potion of Mirrored Eyes, Potion of Master Thievery *1: Another badge-keep it in your inventory. --- *2: Sleek black armor with a base Armor Class of four, +25% Acid Resistance, and +2 Save vs. Spells. Unfotunately, it's not Mage- friendly, so I have no use for it. --- *3: This cursed ring turns its wearer to stone. It's just Marketh's parting shot for dissolving his position of power. --- *4: A +2 Scimitar that gives an extra attack a round. It's a decent weapon for a Druid. --- *5: This horribly out-dated Dagger is merely a +1 weapon with a 50% chance to deal 1d3 electrical damage. --- *6 +3 Studded Leather Armor with a slew of resistances-15% Resistance to Piercing, Slashing, Fire, Electrical and a +2 Save vs. Spells. --- *7: A +4 Short Sword with a 15% chance to heal the wielder for 1d6 points. --- *8: Honestly, it's not a bad Dagger at all, especially not for a dual-or-multi-class Mage. It's a +4 Dagger that gives a bonus 1st, 2nd, or 3rd level Mage spell, a +2 bonus to Armor Class, +3 Save vs. Spells, and +15% Magical Resistance. Quite possibly the best Dagger in the game. o======================================================================o | | | Malavon's Sanctuary | | | o======================================================================o Sequence of Events: {WLK020} 1) Malavon's Slums 2) Pale Justice 3) Some Useful Spells.. 4) Eliminating Umber Hulks 5) Simulacrum Smite 6) Murdering Malavon 7) Searching the Sanctuary 8) Gifting Ginifae 9) Norl's Workshop Slums (AR8009) o======================================================================o 1) We're done with Marketh now, one way or another, and it's time to go after Malavon. Go back to the antechamber-the room with the Shriekers- and go through the door at (x=1000, y=500). Spell-buffing before you get here isn't a bad idea, as you'll find this area is crawling with Blind Minotaurs and umber Hulks, both of which are moderately mean in melee. The latter can also cause Confusion, which makes them some of the most threatening critters we've faced thus far. Again, I hate gloating (I love it!), but having five Clerics-each with the ability to cast Chaotic Commands-comes in handy, as this spell will nullify their Confusion gazes. Disarm the trap ahead (x=2050, y=2600) and smite some more baddies to the east (which is just a dead end). ***TRAPS*** (x=2050, y=2600) <----------------------------------------------------------------------> 2) Now head west and smite more baddies. There's an exit back to the smelter level at (x=500, y=2800), which you should ignore. From this exit, however, head north and disarm yet another clack-eye trap on the ground (x=1300, y=2170). From the trap head northwest, where some Umber Hulks will burst out of some houses and ambush you. Go into the eastern of these two ambush-houses and search a corpse to find a normal Long Sword.. hey wait.. that's not called 'Long Sword'! It's called Pale Justice*1! ***ITEMS*** (x=920, y=1340) Pale Justice*1 ***TRAPS*** (x=1300, y=2170) *1: An awesome sword, and one of the.. not so few reasons why making a Paladin in Icewind Dale isn't a bad idea (until you install Heart of Winter and expand the level cap, making Paladins obsolete.) It's a Long Sword +4, +7 versus evil that makes you immune to Cloak of Fear, Horror, Dire Charm, and Symbol of Hopelessness. Of course, is this better than the Long Sword of Action +4? Probably not, but unlike that weapon, this one is guaranteed to drop in the main game... although again, if you have the expansions you'll find a few Long Swords of Action +4. <----------------------------------------------------------------------> 3) Head east from the ambush houses and continue smiting our drab- pallete foes. Ignore the stairs at (x=1900, y=1100) and continue smiting your way east. When you reach a dead-end, turn south to find another innocent-seeming buildings. Loot some containers (x=2270, y=1750) to the west to score some spell scrolls, then head east and.. loot some more containers (x=3060, y=1700) for more scrolls! It's about time we started building our 7th-level spells up. Anyways, head back to the stairs we ignored earlier and enter Malavon's Sanctuary. ***ITEMS*** (x=2270, y=1750) Scroll of Mordenkainen's Sword, Scroll of Power Word: Stun*1 (x=3060, y=1700) Scroll of Power Word: Silence*2, Scroll of Summon Monster V *1: This will be my description for pretty much ALL Power Word spells- it allows no save, but has a Hit Point threshold. Any creature with 91+ Hit Points is unaffected by this spell, which means against many critters it WILL work unfailingly. On Heart of Fury mode, however, everything will have too many Hit Points to be effected-and when they have few enough Hit Points, they'll be quickly dead. For that reason, I don't put too much stake into Power Word spells. --- *2: And.. the exception to the Power Word spell rule. This spell just works, and silences a foe for two rounds. Two rounds isn't a long time, but with six Mages, we can potentially daisy-chain them to continually nerf a spell-caster. Malavon's Sanctuary (AR8010) o======================================================================o 4) You'll be greeted by a pair of Umber Hulks as soon as you enter, so be prepared for some immediate Confusion gazes. Another Umber Hulk can be found if you explore to the west, along with plenty of Blind Swirfneblins who have nothing of interest to say. In fact, this level is just like the level upon which we found Marketh-lots of boring, save for the boss. Head east from where you entered and park your party in the next circular room over. Cast your longer-lasting buffs (Emotion spells, Protection from Evil 10' Radius, Mirror Image, Blur, Stoneskin, etc.) Once done, head forward with your most well-protected party member (this is, of course, Ilnathias for me). <----------------------------------------------------------------------> 5) Malavon is at (x=1700, y=470), and when he spots you, he'll begin a pleasant conversation. He's got a bunch of Svirfneblin slaves gathered around and a pair of Iron Golems, and he's not afraid to let the latter play hopscotch on the former. It should become quite apparent that Malavon is quite nutters. If you play good, he'll demand you drop your weapons.. after which he'll sic his Golems on you anyways. If you don't capitulate, he'll sic his Golems on you. Bottom line? He'll sic his Golems on you. Iron Golems use a Cloudkill effect before attacking- which will kill most of-if not all-the Swirfneblins. Malavon is very, very easy to defeat for one reason-his combat is incredibly scripted. The game anticipates, almost REQUIRES, that you run into the room Malavon is in. Of course, with Cloudkills why would any sane person do that? When Malavon goes hostile lure the two Iron Golems and the four Umber Hulks that attack back to the west and dismantle them there with your party (note that the Iron Golems require +3 weapons to hit, so have any archers shoot at the Umber Hulks, instead). Once they're dead, I sneak with Syrenil through the Cloudkills to a safe spot and calmly shoot Malavon down-he's full of weaksauce, an will only take a couple of arrows (he only has 33 Hit Points-which is a joke.) Note: When messing around with Infinity Explorer I noticed some unused dialogue options where you can manipulate the Iron Golems to turn on Malavon. It apparently requires the following global variable: "Golem_Commands","GLOBAL"1 These commands were, as far as I knew, not in the game (or I had missed them about a dozen times, which sadly, isn't beyond the realm of possibility.) After looking it up, it seems that, indeed, these commands were cut out of the game. But, for the sake of interest, here's how things could have gone, if you had the commands.. Protagonist with an Intelligence score of 8 or lower: Protagonist: "Malavon, I have just one word for you: Stam." Malavon: "Well, thanks a lot, friend. You just commanded my golems to attack. Thanks for saving me the effort! Ha ha ha! Idiot." Protagonist with an Intelligence score of 9-15: Protagonist: "Malavon, I have just one word for you: Met." Malavon: "Aaaagh! Damn you! How did you find the command word to temporarily shut down my golems? I'll have your eyes on a skewer for this! *Die!*" Protagonist with an Intelligence score of 16+: Protagonist: "Malavon, I have two words for you: Kalam, Stam." Malavon: "What? No. *No!* Stay back, my pets, stay back! Aaaagh!" This would have made the Malavon fight more interesting, surely, but we didn't need the Golems to pulverize a 33 Hit Point Mage. Perhaps it was intentionally removed when the developers realized that Malavon and his Umber Hulks were helpless against Iron Golems.. or when they realized that verbal commands could just be repeated by Malavon? Who knows. <----------------------------------------------------------------------> 6) Didn't think it was that easy, did you? You're right. Once Malavon dies-Malavon will appear! Right in the midst of your party in the circular room west of where the first Malavon started. He'll congratulate you for knocking off his simulacrum before ranting a bit about his awesome victory over Saablic Tan (the Umber Hulk we killed Krilag for). After that exposition, he'll attack. Again, Malavon counts on you having rushed into the room to the east to tackle the Iron Golems. He's fond of casting Malavon's Corrosive Fog into that room- which of course, does nothing (my Fighter/Mage/Thief keeps her head down and gets clear of cloud effects). He's also fond of other area of effect spells, like Death Fog, Cloudkill, and Web, but our fully buffed party is just too resilient to fall for such tricks. He'll also Dimension Door around, meaning any area's he's spell-nuked won't be the least bit interesting for us to remain in. I suppose his tactic is casting Web and allowing his cloud spells to damage paralyzed party members, and if you didn't kill his Simulacrum last, there might be Umber Hulks and Iron Giants left to complicate things?-I wouldn't know, it never works. Once he appears, immediately send all your party members to attack him. Cast a Haste if you don't have one already and pummel Malavon to death. Again, he'll Dimension Door around a lot, so if you see him vanish and sense your retarded party members might rush through Webs and cloud spells. reign them in. You can afford to play cat-and mouse with him. Why don't we start out with a spell-barrage against him? You know, Silence 15' Radius, Greater Command, Chaos, and all those wonderful debuffs? His Magic Resistance is 86% base, and he's wearing Robes of the Watcher, which gives another +10%. He is, for all intents and purposes, immune to magic. On the plus side, he only has 60 Hit Points, his Armor Class is crap, and his Stoneskin won't last forever. Attack him in the room where he appears until he flees and goes on a tantrum-using Dimension Door to get about the level, where he'll unleash Web/Cloudkill combos. If he shows his face again, attack him. If left to his own devices, he may end up in his personal chambers south of his throne room, where he'll summon a few monsters, then wait for you. If you avoid chasing him, this fight is cheese. Let him drain himself, attack him only when he comes to you, and after he's spent head over in force to put him down. Note that the room where we killed simulacrum Malavon's golems and Umber Hulks, and where we chase off the real Malavon, is not immune to being targeted by Malavon by his Web/cloud attack combo-but if he targets it, he'll have to show up and make a target of himself. ***HoF*** First things first, we're smart enough NOT to run into the room with Malavon and his Golems, right? Lure them out to you, and you can usually destroy the golems and the Umber Hulks before even bringing Malavon into the fight. Malavon himself isn't even spell buffed, and his first form dies with ease. Once the real Malavon shows up, he runs pretty much like he did in the normal game, albeit with a lot more Hit Points. He will have a mage named Ilair show up, as well as a host of Invisible Stalkers, which were more annoying than threatening. I pummeled Malavon as soon as his second form showed up, and when he Dimension Doors away, I promptly focus all of my attacks on Ilair. Once she dies, I focus on Invisible Stalkers and wait for Malavon to show up again. I do not allow my party to chase him through his complex. Ilair will drop a Ring of Free Action and Robes of the Evil Archmagi. That's pretty much the best strategy for this fight-stay in the room just west of Malavon's throne room, do not chase him around. <----------------------------------------------------------------------> 7) The Malavons are dead and his level is ready for some hardcore lootin'! You get 11000 experience for killing the fake Malavon, 50000 experience for killing the real Malavon, and 337500 experience for picking up his badge (or double that if you switch to Insane difficulty before picking it up!) The fake Malavon drops a Robe of the Evil Archmagi, the real Malavon drops the Robe of the Watcher*1, Malavon's Badge*2, Fire Kiss*3, and a Scroll of Malavon's Rage*4. Be absolutely sure to loot the room south of where Malavon's Simulacrum was, as it contains a host of useful spells (including the game-breaking Tenser's Transformation). ***REWARD*** (For retrieving Malavon's badge) EXP 337500 ***ITEMS*** (x=2000, y=300) Potion of Holy Transference*5 (7th Play: Ring of Aura Transfusion*6) (7-X Play: Ring of Reckless Action*7) (x=2100, y=700) Scroll of Death Fog, Scroll of Death Spell*8, Scroll of Disintigrate*9, Scroll of Shades (x=2160, y=730) Potion of Absorption x2, Potion of Cold Resistance x2, Potion of Defense, Scroll of Incendiary Cloud, Scroll of Power Word: Kill (x=2180, y=770) Amulet of Dark Flesh*10, Scroll of Finger of Death*11, Scroll of Mass Invisibility*12, Potion of Genius, Potion of Firebreath x2 (x=2170, y=830) Potion of Invisibility x2, Potion of Invulnerability, Scroll of Tenser's Transformation*13, Scroll of Flesh to Stone, Seeds*14 (x=1900, y=830) Potion of Magic Shielding x2, Potion of Magic Shielding, Oil of Null Effect*15 Scroll of Summon Monster Summoning VII*16 *1: Now this is better. It has a base Armor Class of three, 10% Magic Resistance, +2 Saves vs. Spells, Non-Detection, and Immunity to Umber Hulk Gazes. Best of all, you can wear other protection items with them (like Rings of Protection +2.) It's my dream to put one of these on my entire party, since it's the most protective armor (all other things considered) that allows us to cast Mage spells. This could go on anybody, but anticipating multiple playthroughs, I first try to discard any heavy armor I still have. Anybody who already has Elven Chainmail or the Shadowed Robes doesn't need to upgrade yet. --- *2: Another badge. We know what to do with these by now-no, I will NOT stop reminding you. --- *3: A +3 Dagger that has a 5% chance to inflict the target with Shroud of Flame. We've found better by now. --- *4: An area of effect spell centered on the caster that damages everything in its path-friend or foe alike. Damage spells suck in Heart of Fury, and party-unfriendly ones suck even more. --- *5: Another stat-changing potion, this one gives a +2 bonus to Wisdom at the cost of -1 Dexterity. We do not need to lose Armor Class to gain a few Clerical spells. --- *6: A rather interesting ring, indeed, it gives the wearer 'Increased Regeneration' at the cost of -5% Magic Resistance and -2 Saves vs. Spells. Those are harsh penalties, but they can be overcome. First, being a triple-classer means all our saves are pretty good by default. A high level Mage can look forward to a base Save vs. Spells of four. The Robe of the Watcher-which all my characters will eventually wear- entirely negates the downsides of this ring, and in full Heart of Fury gear, even with this ring my Save vs. Spells will be two, and our Magic Resistance will be 45%. It's worth considering as a secondary ring. With any spell-buffing, our saves will all be well into the negative, anyways. Of course, you need not wear this ring all the time. Swtich it out as necessity demands with a Ring of the Warrior or a Ring of Fire Resistance. --- *7: Another intresting ring, this device gives a bonus attack per round at the cost of two point of Armor Class. Ultimately, I don't feel the trade-off is worth it. --- *8: This spell instantly kills a number of creatures in the area of the spell-the weaker the critters, the more are slain. I haven't really found this spell to be terribly effective in this game, and I rarely bother to use it. --- *9: Another instant-death spell, but this can actually work on big foes. Be careful using it, it can destroy items in that monsters' inventory. You probably want to avoid using it unless you KNOW the monster doesn't have any items to pick up. Since it doesn't have a save penalty, you're better off using other spells. --- *10: The Amulet of Dark Flesh is another cursed object that will paralyze and disease the wearer. These lieutenants seem to be of the persuasion that if you can't beat 'em.. leave cursed items around and hope they put it on. --- *11: Finger of Death is probably my favorite spell ever. I'm not sure why, but I sure love it in paper and pencil play. The target saves, or it dies, simple as that. No Hit Point maximum, no destruction of equipment, and hey, even if they succeed, they still take 3-17 damage. (2d8+1). --- *12: Like Invisibility, but in a 30-foot radius. Even if it dispels after attacking, it's still a great first-strike spell, since unlike in Baldur's Gate 2, critters in this game are woefully incapable of dealing with invisibility. --- *13: Tenser's Transformation is a great spell for a Mage to beef up their combat stats.. and it's the core of my party strategy. See, the developers apparently didn't consider that somebody might make a dual- or-multi-classed Mage with good combat stats BEFORE using Tenser's. Stay with me now. One of my Fighter/Mage/Clerics.. taken.. oh, almost at random at the moment. Ilnathias has a -15 Armor Class, a THACo of four, 103 Hit Points, and he gets two attacks per round. --- *14: Ginafae needs this to free herself from Malavon's spells. --- *15: More stuff that'll help Valestis restore the Arboretum in the Severed Hand. --- *16: Probably the best monster summoning spell in the game.. for a Mage, anyways. It'll be a while before I can even cast it, but ti does have it's place in my spell books.. mostly because 9th level spells are pretty awful in this game. <----------------------------------------------------------------------> 8) Let's finally finish up Marketh's realm by giving Ginafae the Oil of Null Effect we just found. I will assume you remember where she is.. and if not, scroll up and get your remembering on. If you killed Marketh she is inconsolable, and if he's still around (you didn't talk to him yet) she elects to stick around and wait for him. Given the way he talked about her.. oh well, it's her problem not ours. I find it odd that Malavon would cast spells on his sister, but couldn't be bothered to put in a contingency in case he died.. oh well. Give her the potion for some quest experience. ***REWARD*** (For setting Ginafae free) EXP 80000 Norl's Workshop (AR8015) o======================================================================o 9) Two down, two to go. Now, to prove there was some method to this madness. We killed Marketh first, then Malavon-the former to get an item we need that'll invite us to complete some quests in as-of-yet unexplored areas, and the latter to get ahold of his awesome spells and Robe.. and also, you know, because he was kind of on the way. Leave Marketh's Palace and return to the smelter level. Head Southwest across the bridges leading away from Marketh's palace and go north to find.. another bridge we haven't explored yet! Cross it and crush three Tarnished Sentries before entering a house at (x=2330, y=600). Inside you'll find Norl-a gem cutter in the 'employ' of Marketh. He'll tell you about Marketh, and more importantly, Marketh's master, who is apparently some priest of Ilmater named Poquelin. What's the point of coming here? None, I'm just covering my bases so it doesn't look like I'm skipping things. Note: In the item files of the game there's a 'Copy of Marketh's Ring', which according to the description was created by "Norl, a hobbled gem cutter in Dorn's Deep". What this ring was supposed to do is anyone's guess, although the ring this is a copy of is presumably his Ring of the Gorgon. Perhaps we could have used it to trick somebody into putting the cursed ring on? It does seem like the encounter with Marketh was a little simple, doesn't it? Perhaps this ring is the remnant of a much more sophisticated story that was cut, like Malavon's Golems and the Voice of Durdel Anatha. Lots of cuts in this chapter.. o======================================================================o | | | Saving Swirfneblin from Shikata the Salamander | | | o======================================================================o Sequence of Events: {WLK021} 1) Potatoes the Pit 2) Red Light Blues 3) Umber Hulk Ambush 4) Bothered by Beorn 5) Nym 6) Dirty.. err.. Dainty Llew 7) Haggling with Nym 8) Beorn's Request 9) Guello's Salamander Overseers 10) Slaying Shikata the Salamander 11) Last Town Run The Pit (AR8003) o======================================================================o 1) Leave Norl's Worshop, cross the bridge back to the southwest, and head northwest. It's time to head down the elevator at (x=800, y=700). As soon as you make it to the bottom you'll be harassed by a taciturn Gnome named Tarnelm. Ensure him you're not there to pick on him and he'll he'll tell you about some Salamanders, a priest named Beorn, and tell you to go make yourself useful by getting him and his buddies some food. He'll suggest you look in Marketh's Palace or in Malavon's Sanctuary. Tell him Malavon is a deader, and he'll offer to show you the secret hideout of the Swirfneblin here-again, if you get some food for them. Talk to him again and give him the potatoes we found in Marketh's Palace for an experience reward. See? That's why we did that first. ***REWARD*** (For giving Tarnhelm the potatoes) EXP 80000 <----------------------------------------------------------------------> 2) Once he's fed, he immediately shows his insolence by asking for more help! Lazy welfare-addict socialist scum! Apparently some Umber Hulks of Malavon's are looking for the Swirfneblin encampment, and they'll find it sooner or later. Tarnelm wants you to head to the northeastern tunnels, where your presence will provoke the Umber Hulks. Once you've smote them, you can follow some red lights in the tunnels to the Swirfneblin Camp. If you find his story about the Umber Hulks not being able to detect red light very well to be a bit far fetched, then you're probably an under-educated boob who thinks the world is less than 10,000 years old. It's not. Some bioluminescent deep-water fish emit red light-which naturally does not occur at such depths. Hence, many organisms dwelling at such depths cannot see red light, nor the creature emiting said light. The predators, on the other hand, are not so handicapped, and this allows the predator to see the prey (especially if the prey, too, is red, like some shrimp) without alerting the prey to its presence. I'm not sure that such a phenomenon would occur naturally underground-cave dwelling creatures tend to lose their eyesight altogether, since stone and earth simply shut out light, whereas water absorbs it in gradiations that vary by depth. More plausibly Umber Hulks should be blind, and use echolocation, vibration detection, or smell to find prey. I'm not going into wavelights and all that, do some reading yourselves. You can also ask Tarnelm about Maiden Ilmadia, which will let you bluff a Fire Giant later. Anyways, it's time to be beetle bait! <----------------------------------------------------------------------> 3) Head south and you'll encounter a Rhinoceros Beetle-now that's one huge freakin' bug! It's all looks, though. Smash it and pick up its Rhino Beetle Shell. Unlike all the Umber Hulk Hide we've been ignoring, this is actually useful. Continue east and smite another Rhinoceros Beetle and some Umber Hulks. Go north and kill a third Rhinoceros Beetle before turning east again. This terrain is awfully sucky, and it's hard to see what's going on, but make your way to roughly (x=2000, y=800) and wait. While you wait, consider spell-buffing, as a fair-sized horde of Hulks will pop out of the walls to the north. Put them down, then exit through any one of the tunnels.. why not.. oh.. (x=2200, y=700)? Lower Dorn's Deep, Svirfneblin Sanctuary (AR8004) o======================================================================o 4) When you enter this area, a Svirfneblin named Beorn will talk to you. Throw Tarnelm's name out and insist that you're not here to hurt anybody (although if I have to keep saying that..) He'll ask you to meet him in the temple later so you can discuss 'something of grave importance'. Let me guess.. they've finally decided to stop being useless and are going to stand up for themselves, right? If only.. <----------------------------------------------------------------------> 5) The Drow merchant, Nym, is at (x=380, y=1240), and although he's of a vile race of ebon-skinned xenophobes.. he sells good stuff! Ah damn, being raised in a capitalistic society has clearly eroded my values.. Anyways, if you want to chat with him, he'll admit he stole and sold the artifacts made by the Elves of the Hand of the Seldarine and the Dwarves of Dorn's deep to the Goblins. You can get angry at him, but it's a better idea to shop first, as he sells all kinds of goodies. Buy all the scrolls, Mystery of the Dead, 'A Cage of Exotic Birds*1' and 'A Cage of Squirrels*1'. Mystery of the Dead One of the better shields in the game, it gives a +3 bonus to Armor Class a +1 bonus vs. Missile Weapons, and the bearer is immune to Finger of Death and Power Word: Kill. Few characters will ever cast those spells, so I wouldn't worry about it. I buy this shield and give it to Kaelinalia, who hands her Large Shield +1, +4 vs. Missile Weapons to Nauzhir the Red. --- Staff of Moradin's Breath This is a +2 Quarter Staff that can be used to cast Resurrect. I don't let my characters die, and +2 is quite out-dated by now. --- Viol of the Hollow Men Another Bardic device, this one summons 1d4 Shadows once per day. And this item has an absurdly long description. o============o |Mage Scrolls| o============o 6th-Invisible Stalker 6th-Invisible Stalker 6th-Invisible Stalker 6th-Lich Touch 6th-Lich Touch 6th-Monster Summoning IV 6th-Stone to Flesh --- 7th-Acid Storm 7th-Prismatic Spray --- 8th-Monster Summoning VI 8th-Monster Summoning VI 8th-Mind Blank 8th-Mind Black *1: Both of these items can be given to Valestis in the Severed Hand. We finally have all the items required to restore the Arboretum. <----------------------------------------------------------------------> 6) At (x=1630, y=1330) you'll find Dirty/Dainty Llew. Talk to him with the prettiest, femaleist creature in your party, as he.. well, he likes the boobies and we'll get a discount for it. A discount on what, you ask? Ask him if he can make something out of those Rhinoceros Beetle Shells we found earlier. If you talk to him with a female protagonist with a Charisma of 16 or higher it'll cost 5000 gold. If you talk to him with a female protagonist with a Charisma of 15 or lower it'll cost 9000 gold. Finally, if you talk to him with a male protagonist (no matter how effeminate, charismatic, or Elven) it'll cost 10000 gold. Either way, it takes three days. You can also buy potions from him. If you want to quickly pass the time, you can rest in the house at (x=950, y=900). Come back after enough time has passed and he'll give you the rather unimpressive Rhino Beetle Shield*1. Sucks? You're right. But we can fix it. Umber Hulk Plate Simple armor, it has a base Armor Class of two and gives a +1 bonus vs. Slashing Weapons. By now we found plenty of armor that's better than this. *1: +1 Armor Class and a +1 bonus vs. Missile Weapons. It's not a very impressive shield at this point. <----------------------------------------------------------------------> 7) Talk to Nym and ask if he can enchant your shield-and good news, he can! For the low, low price of 30,000 gold. If you complain about the price he'll offer to throw in an enchanted dagger*1 for 33,000 gold total (the dagger isn't worth it). If you tell him to keep the Dagger, he'll lower his price for just the shield to 28,000 gold. Accept, and in another three days you'll have your newly enchanted shield*2. Note: There's also an item called 'Orrick's Rhino Beetle Shield' still in the game's files. Presumably it was planned to allow you to choose to get the Rhino Beetle Shield enchanted by either Nym or Orrick, but no such dialogue remains for Orrick, making this 'quest' somewhat more cut than usual. Orrick's Rhino Beetle Shield would have had an Armor Class of four and would have given a +1 bonus versus Missile Weapons. *1: Nym's Dagger is a +2 Dagger with absolutely nothing intesting about it. Paying an extra 3,000 gold for this item is a waste. --- *2: A shield with +3 Armor Class, +1 versus missiles, and 15% Fire Resistance. Eraithul equips this, and discards his Large Shield +1, +4 vs. Missiles. <----------------------------------------------------------------------> 8) When you're done buying, selling, sleeping, and whatnot, head to (x=1430, y=500) to talk to Beorn. He'll ask you to save their priest Guello, and protect them from some Umber Hulks. Agree to do it, then leave this camp and ascend the elevator. Once back in the smelter level head over to the southeastern corner of the map and exit at (x=3400, y=2400). Mines (AR8008) o======================================================================o 9) When you arrive you'll be harrassed by some Salamanders. Smite them and continue east until you find Guello-who will talk at you. He'll be a brainiac and inform you that the Salamanders here are hostile. Good tip! Tell him about Beorn's mission and note-Beorn said that Guello was captured by Seth, while Guello says he was captured by some of Malavon's Umber Hulks. Oh well, let's not pay too much attention to it. He'll insist you slay Shikata-the Salamander king before he can leave. <----------------------------------------------------------------------> 10) Fair enough, our goal now is to clear the level of Salamanders. Do so. Back track to the west and head east along an elevated ledge along the southern-most edge of the level. When you reach an area exit at (x=2400, y=1050) turn north, then follow the tracks back west, smiting Salamanders as you go. Shikata is at (x=1220, y=600), and when he spots you he'll have some token, pointless dialogue. Provoke him and let him come to you. Buffing will help, but he's not all that tough. Kerish will drop the spear Slayer*1 when he falls. ***HoF*** I didn't find this area particularly challenging-Symbols of Hopelessness immobilized plenty of the Salamanders, after which I took them out as I pleased. *1: Our first +5 weapon.. at least if you're been following my guide. There's nothing terribly exceptional about it otherwise. <----------------------------------------------------------------------> 11) Talk to Guello and tell him the good news, and he'll return to the Swirfneblin camp at the next convenient opportunity. Return there as well and talk to Guello to score an experience reward. Now, we're almost done here, believe it or not. This is a good time to head back to Kuldahar and sell off any and all loot rotting in your inventory, buy any spells and potions you might need, and turn in the crap you've collected for Valestis' Arboretum. We'll soon be deprived of the freedom to roam about as we please. ***REWARD*** (For saving Guello and his people) EXP 80000 ***REWARD*** (For bringing the seeds to the Arboretum) EXP 150000 ***REWARD*** (For bringing squirrels to the Arboretum) EXP 84000 ***REWARD*** (For bringing birds to the Arboretum) EXP 84000 ***ITEM FISHING*** There are a number of items that can be fished for in the next area (AR8011), including one of the best swords in the game (x=1800, y=2100) and the best Cross Bow in the game (x=1880, y=2100). o======================================================================o | | | Maiden Ilmadia and Poquelin | | | o======================================================================o Sequence of Events: {WLK022} 1) Elemental Extermination 2) Fire Giant Fight 3) One... Dark... Hearted... Bitch 4) Bashing Boneguard Baddies 5) Idle Threats from Brother Perdium 6) Thining the Herd 7) Iconoclasm 8) Redemption 9) Showdown with Poquelin Fire Lake (AR8011) o======================================================================o 1) It's finally time to go find this Maiden Ilmadia. I have a good feeling about her, I mean, virgins are always honorable and pure, right? Return to Lower Dorn's Deep and head back to where you killed Shikata and go through the exit at (x=2020, y=900). Spell-buff before you enter, as a fight awaits us. When you enter, a Salamander will warn you against trying to close some portals that are letting elemental critters in. Anything you say provokes it, and just as well. Kill Salamanders and elementals as you head east, then south, then back west. Ignore the passage at (x=2000, y=600). <----------------------------------------------------------------------> 2) A Fire Giant (x=1400, y=800) will come to chat with you. If you ask about Maiden Ilmadia (possible if you asked Tarnelm about her earlier) or say you're lost you'll avoid a fight.. but there's no real reason to avoid one. We can bypass all the Fire Giants on the way to Maiden Ilmadia, but we're in a better position to kill them here. I spell-buff to the max and take the Fire Giants on-Prayer, Draw Upon Holy Might, Recitation, Righteous Wrath of the Faithful, Emotion: Courage, Emotion: Hope, Protection from Evil 10' Radius, Defensive Harmony, and Haste-all of which can be popped out in three rounds. This decreases the Armor Class and THAC0 of my entire party by seven-translation: turns them all into unstoppable phenoms. If you do want to talk to Maiden Ilmadia, however, head on down there after talking to the Fire Giant. Note: Make sure you cast Haste BEFORE casting Righteous Wrath of the Faithful. Haste will not stack with Righteous Wrath of the Faithful, but Righteous Wrath of the Faithful will stack with Haste.. it doesn't make a whole lot of sense, but it works. Note from Lee: Keep the party east of the bridges, somewhere around (x=2400, y=1250), and let the Fire Giants come to you. They can only cross the bridges one at a time, making them easier to deal with. Even so, this is an ugly fight... Plus, everything and everyone in both this and the next step will eventually make it's way up to you, including Bitch Ilmadia. <----------------------------------------------------------------------> 3) You'll find Maiden Ilmadia in the southeast portion of the map, at (x=1880, y=2150). You can chit-chat with her for a bit, and listen to her schemes, but ultimately a fight ensues. If you can take down Fire Giants, you can kill Maiden Ilmadia (which is good, because if you're fighting one, you'll shortly be fighting the other!), and there's really no strategy involved. Everything here is melee-oriented and living, making them vulnerable to a whole slew of spells (or my mighty spell- buffing tactic, above.) When Maiden Ilmadia falls, she'll leave behind 85 gold, an Oil of Speed, Maiden Ilmadia's Badge*1, Black Swan Armor*2, Alamion*3, and The Argent Shield*4. ***HoF*** let's be honest here. Fire Giants do wretched damage, sometimes in the range of 90 points per hit. Fully spell-buffing is mandatory.. or at least Stoneskin, Haste, and Mirror Image, to give your front-liners some staying power. I avoid Tensers for this fight, as it's likely I will need to withdraw wounded characters and cast Heal and Stoneskin. Maiden Ilmadia is no less lethal, and this time she comes with a pair of Priest -Mages of Vhaeraun. These two typically fight very well-for Clerics-and they come into the fight spell-buffed with Stoneskin. Fortunately they won't show up until after most of the fighting is done. They'll probably be the last two you kill, and if you're expedient you can be ready for them. I pick a fight as soon as I enter the level and hold my ground. As the enemies come from the south hit them with periodic Symbols of Hopelessness. This does take away from my front-line presence, but it's a necessary evil in this case. Hopefully some of the Fire Giants will be immobilized and gum up the works, allowing you to deal with the front- runners, while blasting any newcomers with more Symbols of Hopelessness. For this fight I even cast Summon Monster VII near the area where I focus my Symbols of Hopelessness (typically behind the Fire Giants I am actively engaging). This will draw some fire from me, slow down new enemies, and allow my monsters to attack helpless enemies. For what it's worth, the Priest-Mages of Vhaeraun drop Mage Robes of Cold Resistance and Sanctified Morning Stars +3. ***REWARD*** (For retrieving Maiden Ilmadia's badge) EXP 225000 ***ITEMS*** (x=1800, y=2100) ~Two Handed Axe of Greater Phasing +2*5 (3rd Play: Cancerous Bastard Sword +4*6) (4th Play: Bastard Sword +3: Defender*3*7) (5th Play: Star Forged Halberd +3*8) (6th Play: Two Handed Sword +4: Backbiter*9) (7th Play: Doom Halberd +3*10) (x=1880, y=2100) ~Repeating Heavy Cross Bow*11 (6th Play: Reinforced Heavy Crossbow*12) (7th Play: Repeating Light Crossbow*13) (x=1970, y=2080) Elixer of Health x2, Potion of Magic Shielding *1: Another badge. Again, hold onto it. This makes five out of six. --- *2: I don't know why, but I just love this armor. It's got a base Armor Class of one, gives a +1 bonus to Charisma, and gives +10% Resistance to Fire, Cold, Electrical, and Acid damage. Unfortunately, it's not Mage-friendly and you can't use protection gear with it, so it doesn't make it on anybody. --- *3: She really didn't like Salamanders, for how much she otherwise seemed fine of fiery critters. This is a +3 Long Sword that acts as a +5 weapon vs. Salamanders, gives +10% Fire Resistance, and a -5% penalty to Cold Resistance. --- *4: This is the best shield in the game, granting a +3 bonus to Armor Class and +25% Magic Resistance. Unfortunately, you need to be an Elf or Half-Elf to use it.. hey! My whole party is comprised of Half-Elves! Score. I give it to Ilnathias and pass down all the sheilds, accordingly. Now everybody has a +3 Armor Class Shield (or better), and all my Large Shields +1, +4 vs. Missile are now gone. --- *5: Well, there also has to be one shitty weapon in the bunch, and this has to be the worst of the lot. It's a mere +2 weapon that has a 15% chance to phase targets and a 25% chance to deal +1d4 cold damage. --- *6: A +4 Bastard Sword that has a 15% chance to infect the target with disease. It cannot be wielded by good-aligned characters. Eat me. --- *7: A +3 Bastard Sword that gives a two-point bonus to Armor Class a +10% resistance bonus to Crushing, Slashing, Piercing, and Missile attacks, and a +1 bonus on Saving Throws. One of the best one-handed swords in the game. --- *8: One of the better Halberds in the main game, it's a +3 weapon that adds one point to Dexterity and gives a 5% resistance bonus to Slashing and Piercing. Also it has a 15% chance to stun targets. Not bad. --- *9: A +4 Two Handed Sword that deals an additional 1d6 piercing damage. Unfortunately it has a 25% chance to hit the wielder for 1d4 piercing damage, making it more of a pain in the ass than anything else. Perhaps even literally! --- *10: A +3 Halberd that has a 50% chance to deal +2d3 fire damage and a 15% chance to stun. All in all, I'd take this Halberd over the Star- Forged Halberd +3. --- *11: +5 THAC0 and damage, three attacks per round. This is the best Cross Bow you can find. --- *12: +7 Damage and +4 THAC0, but it only has two attacks per round. It's not as good as the Repeating Heavy Crossbow, but it's still an improvement over the Heavy Crossbow of Accuracy. --- *13: This crossbow deals +3 damage and +5 THAC0, and has three attacks per round. All things considered, why wouldn't you grab the Repeating Heavy Crossbow instead? Temple of Ilmater (AR8012) o======================================================================o 4) Only one place left to explore. We could have come here earlier, but there was no real need to until now. Head to the northern part of the level and exit at (x=2000, y=600). Once you enter this area you'll be beset by a horde of Boneguard Skeletons-so be prepared for a scuffle. They're melee critters we've met before, but not in these numbers. Best option? Long-lasting defensive buffs and elbow grease. Once they're dead you'll find Brother Adson (x=940, y=1440) to the west, who only speaks gibberish. Here's how this level works-in the northwestern corner of the area you'll find The Idol (x=920, y=580), destroying it will destroy all the undead on the level and free all the captive priests. However, it's a bit of a task to rush it with a low-level party, and there's good experience that can be farmed if we exterminate all the undead, but this requires some caution, as we shall see. ***HoF*** There are just too many enemies here to bother contending with them all. The Boneguard Skeletons may not be the direst of threats, but their Hit Points will keep them in your way. This allows the Greater Mummies to really tear you apart with their spells, and a character struck by Symbol of Hopelessness can be quickly torn to shreds by the Boneguard Skeletons. There are two solutions I have used to get through this area in Heart of Fury mode: 1) Before entering this area Haste, and protect your party members with Stoneskin and Greater Invisibility. Then rush into the level, past all the enemies, and directly attack the Idol. Once the Idol is destroyed, so are all the undead. 2) Invisosmite! Yeah, I know, Invisosmite has really lowered the bar when it comes to strategy, and made this guide so much cheaper.. but dammit, it works! <----------------------------------------------------------------------> 5) Now head north to find Brother Perdiem (x=1060, y=1000), who will iniate dialogue with you. You'll get some extra lines if your speaking protagonist is a Cleric or a Paladin where you can dispute the teachings of Ilmater, but it doesn't make a bit of difference. He ends up threatening you. Ignore him and note the Greater Mummies nearby. They can be a pain, as they'll cast Symbol of Hopelessness (the best Clerical debuff in the game) Symbol of Pain, and Flame Strike. I hit them with two Silence 15' Radii (hopefully if one misses, the other will work). If they're both silenced, they'll have no choice but to engage in melee. I kill them AWAY from Brother Perdium, then proceed to smite the undead to the east. The idea? kill the undead throughout the rest of the level before we tackle the area north of Brother Perdium. Thinning the herd and all that. <----------------------------------------------------------------------> 6) When you approach Brother Harken (x=1660, y=700) he'll babble nonsense at you. Kill whatever Boneguard Skeletons are near him (and the ones that will come from the west). Once they're dead head west with a good dose of caution and try to hit the three Greater Mummies with Silence 15' Radius and lure them to the east, where they can be smote. Once they're dead, you've killed five of the six Greater Mummies in this level-together comprising the greatest threat we've seen all game. <----------------------------------------------------------------------> 7) Now return back to where Brother Perdium was and head west, where you'll find more Boneguard Skeletons around Sister Incylia (x=450 y=1010). She also speaks silliness, so ignore her. The last Greater Mummy is to the northeast, and it can be easily silenced and smote without drawing the attention of The Idol. If you would have charged them, you'd have been facing the six of them all at once-they come spread in two groups-the two near Brother Perdium in the south and four more spread out south of the The Idol, north of the other two. Letting a half-dozen Greater Mummies pelt you with Flame Strikes and Symbol spells is a good way to get killed-so we practiced a bit of caution. Anywho, it's time to smash The Idol (x=920, y=580). It'll cast a number of assy spells, including Finger of Death, Sol's Searing Orb, Flesh to Stone, and Power Word: Kill. Pair that with the Greater Mummies and we'd have had a real problem. The herd has been sufficiently thinned, however, so rush the Idol and smash it. <----------------------------------------------------------------------> 8) Once the Idol is destroyed, you can talk to all the freed priests here, although most of them aren't any more interesting now than they were before. Talk to Brother Perdium, however, and he'll tell you about how he came to be here, and more importantly, about Poquelin. He'll also heal you, and unlike every other Cleric we've saved, he'll do it for free! Get yourself healed up, rest, and enjoy your quest experience. When you're done, head northwest to find the various locks that require those badges you've been collecting to open. You SHOULD have all six of them. I have been reminding you at every turn about them. Anyways, it's on you now if you've lost one. I wash my hands of it. Be sure you're rested, your inventory is cleared, you've purchased everything you care to purchase, and you've completed every quest you care to complete. Place all the badges in the locks, as follows, from west to east: o===============o===============================o |(x=750, y=450) | Marketh's Badge | |---------------|-------------------------------| |(x=780, y=450) | Malavon's Badge | |---------------|-------------------------------| |(x=830, y=450) | Maiden Ilmadia's Badge | |---------------|-------------------------------| |(x=800, y=450) | Krilag's Badge | |---------------|-------------------------------| |(x=850, y=450) | Joril's Badge | |---------------|-------------------------------| |(x=870, y=430) | Brother Perdiem's Badge | o===============o===============================o ***REWARD*** (For retrieving Brother Perdiem's badge) EXP 150000 <----------------------------------------------------------------------> 9) When you're ready, ascend the stairs at (x=900, y=300). If you go up those stairs, you wont be returning to Kuldahar this game. Make your final preparations before you go. Upstairs is Poquelin. In typical villianous fashion, he'll reveal all his plans before attacking. This silly exhibition is just the developers giggling about tying everything together, as if their story had been complicated enough to warrant a full disclosure. For my tastes, I find it rather silly and self- indulgent. Why would Poquelin even mention a bit player like Accalia, anyways? Somebody was really proud of this story.. or they wanted to make Poquelin look like a super tool (they succeeded). Anyways, once Poquelin is done recapping the entire story unnecessarily, he'll attack. A number of monsters will continue to spawn to defend him (pretty much everything you've fought in Lower Dorns Deep), while he casts spells. Fortunately, he's not all that aggressive. Keep on Poquelin, and this fight will be quick. Frankly, he simply cannot withstand a spell-buffed party-he lasted all of about three seconds against my party when I rushed him, fully-buffed. Seriously, the battle transcript is below: Ilnathias 'Icefang'- Attacks Revered Brother Poquelin Kaelinalia- Attacks Revered Brother Poquelin Nauzhir the Red- Attacks Revered Brother Poquelin Amirule Alteslay- Attacks Revered Brother Poquelin Eraithul- Attacks Revered Brother Poquelin Syrenil 'Softstep'- Attacks Revered Brother Poquelin Syrenil 'Softstep'- Attack Roll 6 + 10 = 16 : Hit Revered Brother Poquelin- Takes 16 missile damage from Syrenil 'Softstep' Syrenil 'Softstep- Attack Roll 9 + 10 = 19 : Hit Revered Brother Poquelin- Takes 18 missile damage from Syrenil 'Softstep' Revered Brother Poquelin- Spell Disrupted Ilnathias 'Icefang'- Attack Roll 13 + 7 = 20 : Hit Revered Brother Poquelin- Takes 25 crushing damage from Ilnathias 'Icefang' Syrenil 'Softstep'- Attack Roll 6 + 10 = 16 : Hit Black Bear- Death Revered Brother Poquelin- Takes 16 missile damage from Syrenil 'Softstep' Black Bear- Death Cat- Death Cat- Death Chicken- Death Wolf- Death Chicken- Death Syrenil 'Softstep'- Attack Roll 17 + 10 = 27 : Hit Bronze Sentry- Attacks Syrenil 'Softstep' Revered Brother Poquelin- Takes 16 missile damage from Syrenil 'Softstep' Revered Brother Poquelin- Heavenly Inferno Ilnathias 'Icefang'- Attack Roll 10 + 7 = 17 Hit Revered Brother Poquelin- Takes 27 crushign damage from Ilnathias 'Icefang' Kaelinalia- Attack Roll 3 + 5 = 8 : Miss Bronze Sentry- Attacks Eraithul Revered Brother Poquelin- Takes 16 missile damage from Syrenil 'Softstep' Nauzhir the Red- Critical Hit Nauzhir the Red- Attack Roll 20 + 6 = 26 : Hit Ilnathias 'Icefang'- Takes 5 fire damage from Revered Brother Poquelin Ilnathias 'Icefang'- Takes 12 fire damage from Revered Brother Poquelin Revered Brother Poquelin- Takes 44 crushing damage from Nauzhir the Red Eraithul- Attack Roll 5 + 5 = 10 : Hit Eraithul- Takes 9 fire damage from Revered Brother Poquelin (1 damage resisted) Eraithul- Takes 12 fire damage from Revered Brother Poquelin (2 damage resisted) Revered Brother Poquelin- Takes 23 crushing damage from Eraithul Kaelinalia- Takes 17 fire damage from Revered Brother Poquelin (3 damage resisted) Kaelinalia- Save Vs Spell : 5 Nauzhir the Red- Save Vs Spell : 11 Amirule Alteslay- Save Vs Spell : 2 Syrenil 'Softstep'- Evades effects from Heavenly Inferno So... against such puny opposition, how can I even suggest a sophisticated strategy? I can't. It's a buff-and-rush affair. When the fight is over (don't blink!), so is chapter 6. ***HoF*** I spell-buff to the max and treat Poquelin just like The Idol on the level before. I turn the party AI off and rush him. He goes down disappointingly quickly. Note from Lee: Well, that was disappointing... I was really expecting to have to put up with more of a fight. What a pussy... o======================================================================o | | | The Power of Crenshinibon | | | o======================================================================o We've chased down these mysterious lieutenants that were inhabiting Dorn's Deep and found nothing short of an evil empire thriving in the ruins of Lower Dorn's Deep! Our previous failures and half-measures have been overturned by our competence in our last several battles-taking down several potent foes instrumental to this evil operation. Finally, we challenged the ring-leader, a phony priest called Poquelin-who was, in fact, a demonic rival of Yxunomei's. Although we defeated him in Dorn's Deep, it seems that he's been massing his forces around Easthaven, of all places, the forces we crushed in Lower Dorn's Deep were just reserves (or rather, according to Maiden Ilmadia, rearguards that were supposed to prevent any attacks from Dark Elves. He's got one last trick up his sleeve-the artifact Crenshinibon. If his boasts are to be believed, this artifact is a weapon of greater potency than the entire operation we dismantled in Lower Dorn's Deep. R.A. Salvatore readers can giggle with nerdiness, but for me, it's just another eye roll. Easthaven (AR1100) o======================================================================o Sequence of Events: {WLK023} 1) Return to Easthaven 2) The Restored Blade of Aihonen 3) Old Jed's Hideout 4) Saving the Citizens of Easthaven 5) Reuniting with Everard 6) Spritual Men, Always Concerned With the Material.. 7) Final Rest 8) Pummeling Pompous Pomab 9) Battle Against Belhifet 1) After the chapter ends, you'll appear in Easthaven. If you're not too beat up, make use of the remaining spell buffs you have by exploring the town. The enemies you'll face in this area? Cyclops. They're big, but they're actually considerably weaker than the Fire Giants we killed earlier, so they should pose no trouble. ***HoF*** I was still spell-buffed after my disturbingly short battle with Poquelin, and it was a minor thing to run about slaying Cyclops. <----------------------------------------------------------------------> 2) First thing to do is head south along the road-you'll notice most buildings are destroyed, which simplifies things for us. I think Easthaven looks better this way. Near the shore at (x=330, y=2530) you'll find Jhonen. He'll tell you about what happened, and suggest you find Everard, who might know a way into the crystal tower. If you gave him the sword back at the beginning of the game, you'll also get a special present. Remember when I told you to do the right thing for Jhonen? Yeah, this is why. ***REWARD*** (For recieving the Restored Blade of Aihonen from Jhonen) EXP 280000 ITEM Restored Blade of Aihonen*1 *1: This +1 Long Sword is +5 within 'a dragon's flight of Lac Dinneshere'. So, while in chapter 6, you've got a +5 Long Sword that give you +5 Hit Points and 25% fire and cold resistance. This is an ideal weapon for Syrenil, especially on the first playthrough. Also, on subsequent plays, the sword remains +5 throughout the game. Hey, a dragon's flight is apparently a good distance! Winter's Cradle Tavern (AR1106) o======================================================================o 3) Head back north and when the trail turns east, follow it. Kill more Cyclops along the way until you reach the Winter's Cradle Tavern, where you'll find a Cyclops threatening somebody through the door. Kill it, and investigate (x=2920, y=400). Once inside, head downstairs (x=700, y=270) to find Old Jed, who-unlike those mindless sober people- had the sense to hide himself in the cellar of the tavern. He'll babble a bit about the giants and captive villagers before passing out. On the plus side, you can rest here, so if you.. heh.. were beat up while fighting Poquelin.. maybe you fell asleep at the keyboard? <----------------------------------------------------------------------> 4) Leave the tavern and continue following the trail south, smite some Cyclops, and cross a bridge to find the townsfolk. If you talk to any of the 'named' townsfolk, like Grisella, they'll tell you to talk to Everard, who seems to be the only competent one left. Talk to any other anonymous 'Townsperson' and pick dialogue option #1 repeatedly and they'll tell you more about what happened. The crystal tower appeared out of nowhere, Cyclops came and smashed everything up, Everard's been tortured (perhaps there's something in the temple they want?), and Jhonen, Old Jed, and Pomab are missing. Well.. we've already accounted for two of the three.. As a parting gift, you'll be given some potions for rescuing them. Score. ***REWARD*** (For rescuing the Easthaven villagers) Items Elixer of Health x3 Potion of Regeneration Potion of Storm Giant Strength <----------------------------------------------------------------------> 5) Now talk to Everard, who will refuse to help the villagers. Instead, he insists that he must help you get into the tower. Apparently our old friend is trying to break the glyphs on Jerrod's Stone. You do remember that the thing isn't just a grisly ornament, the kind of death- glorifying fetishes commonly found festering in religious institutions- it's a sealed portal to the hells, right? Apparently Poquelin's 'army' here is as of now immaterial, he'll need to open that portal to bring his schemes to fruition. Everard is a little over dramatic about it "All Faerun will be destroyed..." Sure, because if we fail here, one demon is going to open a portal and destroy the world. Khelben, Simbul, Elminster-they're all chumps without us. Give me a break. Anyhow, Everard will tell you how to get into the crystal tower-the equivilent of 'abra cadabra'-and you'll get another massive experience reward. ***REWARD*** (For learning how to enter Cryshal-Tirith) EXP 280000 Cryshal-Tirith, Level 1 (AR1101) o======================================================================o 6) Cleverly (and obviously) enough, Poquelin build his tower right on top of the Temple of Tempus. If only he had been smart enough to make it inaccessible.. anyways, enter the tower at (x=700, y=600). After you enter, Everard will come in and try to force the wards leading to Jerrod's Stone, leaving you to search for an alternate route. Note that Everard can heal you.. but he wont do it for free. I guess some things are more important than saving the world. Pssh. Religious people. The stairs up are at (x=500, y=400). Cryshal-Tirith, Level 2 (AR1102) o======================================================================o 7) The final resting room of the game.. and nothing else special about it. Make sure you have all your spell-buffs prepared now, distribute potions, and all that fun stuff. When you're ready to move on, the exit is at (x=100, y=800). Cryshal-Tirith, Level 3 (AR1103) o======================================================================o 8) Here you'll find Pomab, who is apparently in league with Poquelin. He'll spout off with villianous cliches like Poquelin did-it must be a requirement in this game, but combat is inevitable. This is a rather unconventional fight, as Pomab will split into many duplicates, and you'll have to deal with Crystal Sentries. Pomab will shoot Lighting Bolts at you, and the Crystal Sentries reanimate if you kill them. Haste your party, and send them after Pomab. If only there was a way to find out which one was the REAL Pomab.. oh wait, there is! If you attack the wrong one, in the display window it'll say 'False Pomab'. If it's the right one, it'll just say Pomab, as follows: Eraithul- Attacks False Pomab Eraithul- Attacks Pomab Simple as pie-turn off party AI, target the right one, and hack him down. He'll leave behind 58 gold and a Wand of Lightning Bolt. Rest on the level below if you need to, the ladder up is at (x=670, y=300). ***HoF*** Really, I didn't find this fight any more challenging than before. A Hasted, well-buffed party just stormed in and eventually cut down the right Pomab. Cryshal-Tirith, Level 4/Jerrod's Stone Chamber (AR1104)/(AR1105) o======================================================================o 9) In this room is the crystal shard (Crenshinibon) and a mirror you can go through (x=200, y=230). Don't bother spell-buffing, as you'll be dispelled before the final fight begins. Make sure you are fully rested, you have whatever potions you might need in quick item slots, and in general, that you are ready to go. Everybody must have a +3 weapon or better in order to play. Once you're commited, you'll appear in front of Poquelin again, who gleefully opens Jerrod's Stone. You know.. he just doesn't sound that imposing. I think it's his lisp. Anyways, Everard will interrupt the little ceremony, announce that he was mentally molested by Tempus, and re-enact Jerrod's sacrifice. Yay, he had a crystalizing moment, and our story comes full circle. With the portal now closed again, it's up to us to stop Poquelin and make good on Everard's sacrifice. Not because we like Everard, mind you. We don't. But because... um... [Insert motivational speech here]. Poquelin is understandably annoyed, and will take his true form-as the demon Belhifet. He'll start out with a Dispel Magic, just to ensure you weren't cheating, and summon two Iron Golems to help him out. This is yet another instance where my plethora of spell-casters comes in handy-in one round I buff with the following spells-Prayer, Recitation, Protection from Evil 10' Radius, Righteous Wrath of the Faithful, Emotion: Hope, and Haste. Afterwards, Belhifet will cast a Symbol of Pain on my party and attack. I let him come to me, as much as possible, as undetecable 'Dispel Magic' traps lie around the room. I just have everybody melee-even Syrenil attacks with the Restored Blade of Aihonen- her arrows will not meaningfully contribute to this fight. If you're lucky, Belhifet will go down quickly and painlessly. Some things to keep in mind-Belhifet has 350 Hit Points, a -12 Armor Class, 50% magic resistance, immunity to fire, and can only be hurt by +3 or better weapons. You're better off using buffs than magical attacks or debuffs. The only reason this fight can be even the least bit challenging is the fact that I didn't grind with this party, and hence, don't have Tenser's Transformation yet, and only one of my front- liners can cast Stoneskin. Once Belhifet falls, the main game is over. Start a new Heart of Winter game and import your old party. My final stats for this playthrough are listed below, and after that, the walkthrough for Heart of Winter. Note: During my third playthrough with my old party, I decided to test my suspicion that my Fighter/Mage, fully spell buffed, could take on Belhifet-alone. Alas, normal mode simply isn't any challenge, as Belhifet falls without so much as scratching my Fighter/Mage. Heart of Fury mode is a different story, however. ***HoF*** No such cheap victory will be forthcoming this time around. Belhifet comes to play with two Cornuguns as well as his normal two Iron Golems. None of the four are much of a threat compared to Belhifet, however, as he will tear down your spell buffs with his attacks, and no single character will last long against him. Our goal is to get as many buffs up as possible, while staying alive. The way to do this is somewhat simple-have one character cast Greater Shield of Lathander and attack- hopefully drawing all the attention. Meanwhile, in the precious little time we have, buff with Prayer, Recitation, Protection from Evil 10' Radius, Haste, and Righteous Wrath of the Faithful, all of which can be done in one round. If you're feeling frisky, try to get off a quick Stoneskin, then attack with your main party, taking the attention- grabber back and buffing a little (at least Stoneskin, although if you had good aim, most of the previous buffs might be working on them, too.) Attack the Iron Golems first-don't even bother with missile weapons, as only the Coruguns will be injured by anything less than a +3 weapon. Once Belhifet starts picking on a character, quickly remove them from combat. Belhifet will give chase, and the rest of your party may merrily continue to kill their target. Turn off party AI and focus on one enemy at a time. Once the Iron Golems fall, focus on the Cornuguns until only Belhifet is left. Draw away wounded party members, have them Heal themselves, and return them to the fight once successful. Keep casting Hastes with your Fighter/Mage/Thief as they fall away-she really has nothing better to do. Once all of his minions were gone, Belhifet died very quickly, indeed. Again, you'll want to avoid Tensers for this fight, as the need to heal and rebuff takes precedence over the combat boosts given by Tensers. You can always provoke a second round of buffing by applying another Greater Shield of Lathander, but it's not always easy to get your foes to focus on the protected character once the fighting has begun. PARTY STATS: CHAPTER 6 o======================================================================o Ilnathias 'Icefang' Fighter 10/Mage 11/Cleric 10 Experience: 637548/637548/637548 Hit points: 105 Armor Class: -14 Weapon: Morning Star +4: Defender (THAC0: 3) Helm: Blessed Helm of Lathender Amulet: Black Wolf Charm Armor: Elven Chainmail of the Hand +3 Shield: The Argent shield Gloves: Gauntlets of Weapon Skill Belt: Shimmering Sash Ring: Ring of Free Action Ring of Holiness Boots: Boots of the Fox o----------------------------------------------------------------------o Amirule Alteslay Fighter 10/Mage 11/Cleric 10 Experience: 637534/637534/637534 Hit points: 95 Armor Class: -11 Weapon: Sanctified Morning Star +3 (THAC0: 4) Helm: Dead Man's Face Armor: Bathed-In-Blood Shield: The Red Knight's Shield Gloves: Gauntlets of Elven Might Belt: Girdle of Stromnos Ring: Ring of Free Action Boots: Boots of Speed o----------------------------------------------------------------------o Kaelinalia Fighter 10/Mage 11/Cleric 10 Experience: 637262/637262/637262 Hit points: 95 Armor Class: -7 Weapon: Hammer Flail +2 (THAC0: 5) Sling +1 (THAC0: 7) Helm: Helmet Armor: Full Plate Mail +1 Shield: Reinforced Large Shield +2 Ring: Ring of the Warrior Ring of Missile Deflection o----------------------------------------------------------------------o Nauzhir the Red Fighter 10/Mage 11/Cleric 10 Experience: 637237/637237/637237 Hit points: 95 Armor Class: -7 Weapon: Misery's Herald (THAC0: 5) Sling +1 (THAC0: 8) Helm: Helmet Armor: Robe of the Watcher Shield: Mystery of the Dead Ring: Ring of Protection +2 o----------------------------------------------------------------------o Eraithul Fighter 10/Mage 11/Cleric 10 Experience: 637098/637098/637098 Hit points: 95 Armor Class: -6 Weapon: War Hammer of Sparks +2 (THAC0: 6) Edley's Sling (THAC0: 6) Cloak: Mithran's Cloak Helm: Helmet Amulet: Amulet of Metaspell Influence Armor: Shadowed Robe Shield: Nym's Rhino Beetle Shield o----------------------------------------------------------------------o Syrenil 'Softstep' Fighter 10/Mage 11/Thief 12 Experience: 637014/637014/637014 Hit points: 97 Armor Class: -4 Weapon: Long Bow +2: Defender (THAC0: 3) Helm: Helmet Amulet: Symbol of Solonor Thelandira Armor: Kaylessa's Chainmail Armor Ring: Kontik's Ring of Wizardry Ring of Shadows Boots: Quiet Boots o----------------------------------------------------------------------o o======================================================================o | Heart of Winter | o======================================================================o | | | Lonelywood | | | o======================================================================o Sequence of Events: {WLK024} 1) Hjollder's Quest 2) Whining Rawleigh 3) House-Broken Hailee 4) Emmerich Hawk's House 5) Purvis's House (aka Ring of Free Action dispenser) 6) Tybald Dunn's House 7) Trading Secrets with Hailee 8) Recovering Roald Tunnelfist 9) A Mysterious Halfling Man.. 10) Easily Done Ambere Dunn 11) Moaning Murdaugh 12) Kieran Nye the Magic Guy 13) Looting the Upper Level 14) Sending Hailee Home 15) Temple of Waukeen 16) Healing the Dunn Family 17) Bullshit Baldemar 18) The Three D's 19) Boring Boat Men Lonelywood, Exterior (AR9100) o======================================================================o 1) You'll appear in the town of Lonelywood, and have to suffer through a conversation with the barbarian Hjollder. You might remember his bit- role in Kuldahar. He'll tell you that Jerrod has returned.. or rather, he's inhabiting the body of Wylfdene, who was-and is again-a tribal king. This revenant is apparently inciting a war between the barbarians and Ten-Towns, but Hjollder, being the priestly sort that he is, has found no justification from Tempus. And without some violent space ghost telling you to kill people, war is just honorless butchery with no higher purpose. Point of the conversation: you need to travel to Hengorot in an attempt to stop the impending war. What, do you think, are the odds that you'll be able to do this without crawling through dungeons and engaging in some honorless butchery of your own? None, I think. Note: Once you begin Heart of Winter, you'll notice that most of your gold is gone. I ended the main game with 327,743 gold, and started the expansion with 15,979 gold. Don't worry, we'll earn more. Note from Lee: You also lose any Bags of Holding, Potion Cases, and Spell Cases you had, including all the items that may have been therein contained. <----------------------------------------------------------------------> 2) The first steps in this expansion should be pretty obvious-brand new town around us, we might as well explore it, right? Head east into a small corral to find find Rawleigh Gallaway, who will bitch about being stuck due to the barbarian threat. Chat him up and he'll tell you where the barbarians are, updating your world map. <----------------------------------------------------------------------> 3) Head north to find Hailee Dunn (x=1770, y=2200), who complains that her brother fell down the well. She's too afraid to be lowered down to get him, so you'll have to get some rope from her dad. Eh.. Don't worry, there's no rush. Note: If you're evil-aligned, you can show some tough love and refuse to play along with Hailee's little game (pick any dialogue option, then #3 and #3). Emmerich Hawk's House (AR9104) o======================================================================o 4) From the well, head to the east to find Emmerich Hawk's house (x=3000, y=2250). Inside, you can talk to Mr. Hawk, who will tell you where the barbarians are, relate a story about his falling out of favor with the 'Forest Father', Silvanus, due to his inability to stop three brothers who are over-hunting, his encounter with a rather unfriendly sounding wolf, and he'll sell you bows and ammunition.. although nothing better than what you should already have. The most interesting thing about Emmerich, however, is that he has some very interesting gear on his person-none of which you can steal. If you try to attack him, however, he'll hide in shadows and vanish-so you need to kill him quickly (Haste works wonders). If you kill him, he'll drop a Finest Longsword, Confusion Arrows x20, Arrows of Piercing x20, Inferno Arrows x20, a Shadowed Cloak, Bracers of Archery, a Long Bow +4: Hammer, and 100 gold. This is, however, an inopportune time to kill him (unless you just started the expansion to get these items). These characters have quests for us to do, and all that. Don't worry, I'll remind you before the expansion is over to come back and kill them. Storm Bow A +3 damage, +2 THAC0 bow that allows the user to cast Storm Shell once per day. We found better back in the Temple of the Forgotten God. Purvis's House (AR9110) o======================================================================o 5) Leave Emmerick's house and backtrack to the west. Ignore the Temple of Waukeen (the building northeast of Emmerich Hawk's house) and the Whistling Gallows Inn (northeast of the temple), and instead enter Purvis' House (x3350, y=1300) north of Emmerich Hawk's house. Inside, you will, of course, find Purvis. If you talk to him, he'll just dully ask if you need a hole dug for a latrine. Yeah.. I remind myself to remain suspicious of him-a dumb character in town who looks like a rogue, and carries a Ring of Free Action on him? I don't buy it. Oh! By the way, you can steal another Ring of Free Action from him. Purvis has all kinds of other good gear on him, but killing him for it might be a bit of a spoiler. Tybald Dunn's House (AR9105) o======================================================================o 6) Leave Purvis' house and head north to find Tybald Dunn's house (x=2800, y=400). I guess we better pull that kid out of the well, right? Head inside and talk to him. Surprise! He has no son. His daughter is a lying sack of crap. He also doesn't seem too fond of this Baldemar character-Lonelywood's council representative (as close to a mayor as you'll find around here). Apparently Baldemar's the one to see around here.. but first, let's help Tybald get his life on track, shall we? ***ITEMS*** (x=750, y=250) Boots of the North*1 *1: I'd keep these in your inventory if you plan to make a Heart of Fury run. There are a few occassions where reducing the cold damage you take will be more useful than the extra point of Armor Class given by the Boots of the Fox.. like when we're fighting hordes of Cold Wights, or Frost Salamanders and Winter Wolves.. <----------------------------------------------------------------------> 7) Armed with the knowledge needed to thwart little Hailee's tale, head back to the well and confront the little girl. She throws a tantrum at being exposed, but at least you get some experience from the whole affair. You can talk to her some more and find out that Purvis has only been in town a couple of weeks.. suspicious enough timing.. and that the owner of the inn bought it for some 'magic mirror' which he can walk through. Trading Hailee a secret for a secret can lead to some rather amusing dialogue. Anyhow, now that we have a secret, let's go to the tavern we ignored earlier-since we have an excuse and all. ***REWARD*** (For exposing Hailee's tale) EXP 15000 ***REWARD*** (For learning a secret) EXP 15000 Whistling Gallows Inn, Downstairs (AR9101) o======================================================================o 8) Head north from the well to find the Whistling Gallows Inn (x=2250, y=1150). Lovely name. At (x=980, y=420) you'll find a Dwarf named Roald Tunnelfist, who had a run-in with the barbarians we're intersted in. He, too, will update your map, if it wasn't updated already. <----------------------------------------------------------------------> 9) At (x=830, y=430) you'll find a 'Halfling Man' named Hobart Stubbletoes, who seems to know who you are already. Experienced gamers know that's never a good sign. If you agree to go with him, he'll take you away to start the Trials of the Luremaster expansion-which I do not intend to do at the moment. <----------------------------------------------------------------------> 10) Wandering around is the drunkard Ambere Dunn, wife of Tybald and mother of Hailee-neither of which she is fond of. You can sleep with her for a reputation loss by promising to take her away from here.. and/or you can convince her to quit taking her family for granted by repeatedly selecting dialogue option #1-you'll need 13+ Charisma to get the right dialogue option to appear, but a humble Friends spell takes care of that for my pretty-challenged party. ***REWARD*** (For bringing the Dunn family closer again) EXP 15000 <----------------------------------------------------------------------> 11) Now that we're done with that.. let's continue chatting up the drunkards in this tavern. At (x=750, y=420) you can find Murdaugh, who you can-with a little gold-coerce into singing a tale about love lost and his abandoned quest for the Glacier Rose. I'm sure this will NEVER turn up. He's another guy from Auckney, too. If the game puts another character from that town here, it'll constitute a massive depopulation of the place. He will also ramble on about nearly everything remotely interesting, as Bards tend to do. <----------------------------------------------------------------------> 12) Finally, there's the owner of this inn. Kieran Nye wanders behind the bar. Ask Nye what the deal is about the mirror, and he'll ask you to keep quiet, revealing that he's a former Hosttower Mage from Luskan-not the friendliest bunch of people. He'll offer you access to premium magical gear to keep your mouth shut, too. Take him up on his offer and peruse his wares. Considering that I'm playing a party full of Mages, it would be a good idea for me to buy as many spells as possible, when I have the coin... Lastly, you can steal a Ring of Greater Resistance*1 from Kieran. Once you're done shopping, loot the rooms to the southwest for some of Kiernan's gear. Make sure to go through the secret door 'mirror' at (x=350, y=600). Dagger of Safe Harbor This +3 Dagger casts Otiluke's Resilient Sphere on the caster once per day. Honestly, you're better off with Stoneskin. --- Jamison's Sling A simple +4 Sling-a definite improvement over anything in the main game. --- Zilzanzer's Magnificent Dart 1d3+2 damage per dart, wielder can throw up to 5 darts/round. Useless. --- Xainlaphar's Flying Skull Exploding skulls cause 4d8 damage to all within 5' (save for half) --- Thrym Extract When consumed, the imbiber must save vs death at -4. If successful, their Cold Resistence is set to 100% for four rounds; if they fail to save, they take 8d6 damage. Somehow this just doesn't seem worth the gamble... Thrym Extract Roulette anyone? o===========o |Mage Spells| o===========o 1st-Magic Missile 1st-Magic Missile 1st-Chromatic Orb --- 2nd-Blur 2nd-Blur 2nd-Melf's Acid Arrow 2nd-Melf's Acid Arrow 2nd-Stinking Cloud 2nd-Web --- 3rd-Haste 3rd-Lance of Disruption 3rd-Lance of Disruption 3rd-Lighnting Bolt 3rd-Protection from Normal Missiles --- 4th-Confusion 4th-Lower Resistance 4th-Lower Resistance 4th-Minor Globe of Invulnerability 4th-Shout --- 5th-Cloudkill 5th-Cloudkill 5th-Contact Other Plane --- 7th-Seven Eyes 7th-Seven Eyes --- 8th-Abi-Dalzim's Horrid Wilting ***ITEMS*** (x=300, y=600) Robe of the Neutral Archmagi*2 (x=450, y=480) Scroll of Seven Eyes *1: If you thought its lesser versions were good, feast your eyes on this beauty. With an Armor Class bonus of two, +25% Crushing Resistance, and +3 saves vs. spells, it's a truly potent defensive measure for any character. Unfortunately, it can't be worn with other defensive measures, but it sure gives the Ring of Protection +2 a run for its money. At the end of the day, however, I'd rather have +2 all saves than +3 save vs. spells and 25% Crushing Resistance-Stoneskin gives me all the physical defenses I really need, but spells... I could stand to improve against them. --- *2: Like the evil robes we've found, but for more flakey characters. I have no use for this one, either. Whistling Gallows Inn, Upstairs (AR9102) o======================================================================o 13) Now head up the stairs at (x=1100, y=200). Here you can find yourself a bit of loot if you look around. If nothing else the Rogue Stone will sell for a good bit of coin. Once you're done here, leave the tavern. ***ITEMS*** (x=1100, y=970) Rogue Stone, Translocation Arrows x5 (x=480, y=480) 1 gold (x=600, y=750) Traveler's Robe (x=350, y=550) Tainted Oil of Speed <----------------------------------------------------------------------> 14) Our next stop is the Temple of Waukeen (x=2300 y=1850), but first, find Hailee by the well again and talk to her. Tell her to go home, and convince her.. using one of any numerous means. If you told her the bear, fish, or barbarian story earlier, you can use those to get her to go home. If she told you her secret, you can tell her that Kieran is looking for her. If you're evil you can just threat to throw her down the well. Finally, if you convinced her mother to go home, you can get Hailee to head back, too. Anyways, once the brat is gone you'll gain some experience. Now, onward, to the Temple of Waukeen! ***REWARD*** (For convincing Hailee to go home) EXP 15000 Temple of Waukeen (AR9103) o======================================================================o 15) Inside the temple you'll find a Halfling named Quinn Silverfinger (x=330, y=480). Quinn apparently doesn't like Baldemar, either. Sure. Mention Tybald Dunn and his business woes to get some good news for Tybald. Go through the two curtains to reach the back room and open a secret door at (x=800, y=200) to get at a trapped treasure chest beyond. Note that you can also buy some pretty premium gear-if you've got a lot of gold on you. Quinn buys everything-if you need to do some selling- this is the place to do it. Also note that although you can't steal anything from Quinn, he does have a Morning Star +4: Defender in his inventory. Amaunator's Legacy This +3 Bastard Sword deals an additional 2d4+3 Fire Damage versus Undead, has a 5% chance to cast Beltyn's Burning Blood per hit, and casts Sunray once per day. Not a bad weapon, I just have no use for it. --- Flail of Mae A +4 Flail that has a 5% chance of casting Flesh to Stone on targets. Not as important as Three White Doves, but if you have the gold.. well, I certainly know that I have several characters that would view this as an upgrade. --- Inconsequence A +3 War Hammer that acts as +4 versus Good and Evil creatures. --- Kinetic Spear This +2 Spear has a 5% chance of casting Lance of Disruption on the target. --- Three White Doves A wonderful Mace, it's a +3 weapon that deals double damage against outsiders and undead.. which is a fair number of foes in this game. Not only that, it has a chance to destroy undead each hit (depending on their hit dice) and a flat 5% chance to destroy outsiders. It would be a good idea to grab this weapon if you ever plan to tackle Heart of Fury mode-or better yet, grab five. In fact, it's a big reason why I suggested that you specialize in Maces. Of course.. we could always use Invisosmite instead. I still stand by Maces, however-you know how badass the Morning Star +4: Defender is. --- Waukeen's Defender The second best shield in the game, right behind The Argent Shield-or the best you can do if you're not an Elf or Half-Elf. It gives a +3 bonus to Armor Class, +10% Magic Resistance, and +2 to all saves. The only reason I put the Argent shield above this is pure math. Each number on a d20 is equal to about 5%-and saves roll a d20. Ergo, +2 saves is equal to about 10% Magic Resistance. 20% Magic Resistance on Waukeen's Defender < 25% Magic Resistance on The Argent Shield. Also, my saves are pretty good already (especially after spell buffing), and they'll only get better as I level up more. I'd rather have a good Magic Resistance AND very low saves, rather than just very, very low saves. Two lines of defense, and all that, and you can always roll a one on saves. ***ITEMS*** (x=800, y=200) 1500 gold, Diamond x3, Emerald x2, Quinn's Fancy Sling*1 ***TRAPS*** (x=800, y=200) *1: Fresh into the game and we're already finding weapons that put the ones in the original game to shame. Let's hope this keeps up. This is a +3 damage, +5 THAC0 sling. <----------------------------------------------------------------------> 16) Now, we've managed to get Tybald's wife and daughter to return home, and we scouted out some new business opportunities for him.. so let's return to his house to give him the good news. Good news for every one, in fact. More business for Tybald, moving somewhere else for Ambere, and the prospects of an unbroken family for Hailee-and all it took was six nosey strangers talking to people! ***REWARD*** (For changing Tyblad's fortunes) EXP 20000 Baldemar's House (AR9106)/(AR9107) o======================================================================o 17) From Tybald's house head west to Baldemar's house (x=1550, y=700). Inside you can find his irritable wife, Arden Thurlow, who has a rather low opinion of her husband, and the house she lives in. When you're done messing around downstairs, head up the stairs at (x=500, y=500). You'll find Baldemar at (x=700, y=350), he doesn't have much to say, and what he does say is riddled with holes. Grab his letter and leave. ***ITEMS*** (AR9106) (x=530, y=200) Elixir of Health x4 --- ***ITEMS*** (AR9107) (x=400, y=270) Council Letter*1 *1: Correspondance from one 'KT' in Targos-sounds like the 'civilized' folks of Ten Towns were up to no good... Three D's House (AR9108) o======================================================================o 18) Exit Baldemar's House and continue west to find the abode of the three D's (x=350, y=400)-Digby, Dolan, and Doogal, to be exact. These three hunters/trappers are the boys who have been angering Emmerich Hawk. As one might expect, they're none too bright. Nothing we can do about them now, I'm sure they'll be alright in a little while. Thom Farold's House (AR9109) o======================================================================o 19) Along the western end of the map, by some boats, you'll find Young Ned. Nephew of Old Jed. He'll tell you about the nearby boat, and about the 'three D's' who are causing trouble for Emmerich. Well... that was fun, now for something more interesting-if only slightly. Head east and head up a ladder at (x=1070, y=1550) to reach Thom Farold's house. Speaking of whom, talk to Thom (x=500, y=350) and he'll talk about... his boats, and the barbarian threat. Bleh. at least there's some loot to score here. Anyhow, leave the house (x=400, y=600) after you're done looting. Yay. Now that you've played around in Lonelywood, it's time to leave. Exit the town on its eastern side. (x=3800, y=1400) will do. ***ITEMS*** (x=400, y=270) Bottle of Wine (x=480, y=180) Pearl, Light Crossbow, Bolt +2 x40 o======================================================================o | | | The Burial Isle | | | o======================================================================o Sequence of Events: {WLK025} 1) Barbarian Camp 2) Angaar's Assassination Avoidance 3) Baldemar's Confession 4) Digby Bites the Dust 5) Barrow Wight Burial Isle Welcom 6) Undead Mashing and a Mysterious Tower 7) Terminal Necromancer Edion 8) Skaldar's the Spirit Shaman 9) The Polar Bear Spirit 10) Barrow Break-in 11) Barrow Lootin' 12) Vexing Thoughts 13) Drowned Dead and Wailing Virgins 14) Bunch of Bad-Ass Battle Axes 15) Desecration Displayed 16) One More Barrow Battle 17) Helping Hjollder 18) Werewolf Attack! 19) werewolf Identified 20) Shopping Before the Gloomfrost Barbarian Camp (AR9200) o======================================================================o 1) Once you reach the barbarian camp a barbarian named Angaar will speak to you. Ask him for an audience with Wylfdene and one will be granted.. eventually. When you're done being escorted over to Hengorot, talk to Wylfdene and ask about him being blessed and guided by Jerrod for some experience. If you stick to your guns and try and press for peace, you'll be further rewarded. It's all for nothing, however, and as Wylfdene is preparing to make a very big mistake by attacking a party of well-armed folks such as ourselves, Hjollder steps in. He doesn't do much good, but he does get you out of Hengorot without a fight. ***REWARD*** (For learning of Wylfdene's bonding with the spirit of Jerrod) EXP 84000 ***REWARD*** (For trying to reason with Wylfdene) EXP 84000 <----------------------------------------------------------------------> 2) Not much further, however. Once you're back outside, Angaar tells you that he was ordered to kill you. Ask about Hjollder for some experience, and avoid a fight for yet more experience (you'll need a Charisma score of 14 or higher to pull this off-again, Friends will do the trick). Well, that leaves us with one thing to do, I guess. Time to head for this cheerily-named Burial Isle. Talk to Angaar again and ask him some questions to get more information out of him. Note that as a party we've gained a total of 416,000 experience, or 69,000~ experience per member without doing a bit of fighting. It seems that-despite the warning at the beginning of the expansion-the designers wanted to buff your party up before throwing anything at you. Still not enough, you say? Very well. Head back to Baldemar's House (AR9106)/(AR9107) in Lonelywood. ***REWARD*** (For gaining information from Angaar about Hjollder's banishment) EXP 42000 ***REWARD*** (For convincing Angaar not to do battle with you) EXP 42000 ***REWARD*** (For gaining information from Angaar about the assassination attempt) EXP 42000 ***REWARD*** (For gaining information from Angaar about Wylfdene) EXP 42000 <----------------------------------------------------------------------> 3) Confront Baldemar about the assassination plot and threaten to expose him. Keep pressuring him until he admits to it, and details the plot. Threaten him into going straight for a rather ridiculous experience reward. ***REWARD*** (For uncovering the plot and convincing Baldemar to come clean) EXP 420000 <----------------------------------------------------------------------> 4) Now go talk to Purvis outside at (x=3550, y=1700), who will reveal he just buried Digby. Hmm.. Steal another Ring of Free Action from him and go talk to Emmerich. He'll tell you that Digby was probably killed by the same wolf that attacked him earlier. Oh well, there's not much we can do for poor Digby right now. The remaining two D's blame Emmerich, of course, for not letting them trap. Head over to Young Ned and ask him to take you to Burial Isle. Burial Isle (AR9300) o======================================================================o 5) The two most prevelant foes here are Barrow Wights and Ghost Shaman. The former are melee meat shields with a decent Armor Class and medicore Hit Points and THAC0. They move quite fast (as if they were always Hasted), and they'll use this speed to harass party members you really wish they wouldn't (archers and Mages, for example.) While their THAC0 isn't too great, it's not bad enough that they won't hit Armor Classes in the -5~ range too often to sustain. Against your better Armor Clases, however, they'll need very high rolls, indeed. The latter can cast a few spells and aren't too shabby in melee, either. As spell casters, they should always be your first targets. A number of these creatures lie in wait to the north of you-relatively spread out. This means that wherever you go, you'll likely suffer attacks from the flank. In all honesty, my multi-class party chugs a bit against these things. Their Hit Points and Armor Classes are decent, where they suffer is on offense. They have about six fewer Fighter levels than a single-classed Fighter would have.. which means fewer attacks per round and a six point difference in THAC0. This is quite a slow-down, so to even the odds, we have to rely on the strengths of our party-which means spell- buffing. This is not a low-level adventure, so we'll need to spell-buff at nearly every opportunity. On the plus side, however, the single- classers only have a few more levels of dominance before they hit the level twenty power plateau (after which Fighters will gain no more THAC0), whereas the multi-classers will only continue to close the gap. ***HoF*** Keep Haste up at all times and don't draw in more enemies than you can handle-same rules as always, really. Again, this is another instance in which Three White Doves shines, as it'll greatly hasten the smiting process. In fact, in some of the larger fights, I can't imagine winning without Three White Doves. It's an immense help to outright destroy enemies when they're this stong, and even with a small chance to work, I'd say half the undead here fall to instant-death, rather than outright damage. In this inital fight, there will be another Ghost Shaman and more Barrow Wights. <----------------------------------------------------------------------> 6) After the initial batch of undead are redead, you may be able to loot them for junk arms and armor (the Broken Armor can sell pretty well, if you sell it in bulk), and Winter Wolf Pelts, which also should be sold in bulk. Now, there's an entrance to the barrows that tunnel beneath the island at (x=3050, y=1900), but since it's where we are supposed to go.. yeah, we'll be ignoring it for now. Continue west along the southern edge of the map and dispatch another group of deaders. Continue west until You find a tower at (x=550, y=2300). Mysterious! let's explore, shall we? Note from Lee: I expend no special effort to re-endeaden (who are you to tell me it's not a real word?) the Wights and Shaman - missile fire when I first encounter them, and melee after they close on the party. I do not move up to engage, but rather let them come to me, which they will do quite quickly. Edion's Tower (AR9301) o======================================================================o 7) The only thing of note within this tower is the wizard Edion Caradoc (x=300, y=320). He'll say he's dying, but seeing as he still has some time left, he might as well do business with you. As he's a wizard, you can expect him to sell objects of the magey variety. The armor that the Barrow Wights drop will sell for a bit-especially if you sell in bulk. The items of interest will be discussed below. He also sells an impressive selection of Mage spells. When you're done 'shopping', as it were, head back out into the island. Bracers of Blasting Allows the wearer to cast Shout and Great Shout once per day, but has a 10% chance to explode when using Great Shout, doing 4-40 damage to the wearer. Great Shout sucks, and so do these bracers. --- Cyclocone Sure, it allows you to cast Whirlwind, but the best thing it does is it gives you a +1 bonus to Armor Class-and it stacks with other items. Of course, if you have other gear from the original game (Rogue's Cowl or Blessed Helm of Lathander) you can safely skip on this item. --- Cynicism A +4 Long Sword that can cast Find Traps and Knock once per day. If you don't have a Thief.. shame on you. This sword isn't capable of replacing one. There are better swords we'll find later, for free. --- Edion's Ring of Wizardry Doubling 5th level spells sounds like a good idea, and really, you can never have enough Chaos spells, and Hold Monster and Lower Resistance are good, too. Still.. I wish it were 3rd or 4th level spells instead. Most enemies so far have been undead, and 5th level spells aren't really stellar. --- Girdle of Ogre Blood You'd think that this item would give you Strength.. like Gauntlets of Ogre Power, but no, it makes you regenerate. Maybe they got Ogres and Trolls confused? Anyways, if you haven't made multiple play-throughs of the main game, you can still make use of this belt. Just give it to a front-liner. The ability to summon Ogres is a small perk. --- The Shield of the Revenant By now you've likely found better shields. If not, it's a potential upgrade from a Large Shield +1, +4 vs. Missiles. --- Ulcaster Academy Ring The spells this ring grants aren't all that useful, and +2 Save vs. Spells isn't a huge benefit. Oh, and the fact that it can only be worn by single-classed Mages only makes it completely useless. Of course, everybody who played the first Baldur's Gate knows what Ulcaster was.. a low level dungeon where we all learned how to be frustrated at game mechanics and shitty path-finding. And then we went to the Firewine Bridge.. o===========o |Mage Spells| o===========o 1st-Armor --- 2nd-Agannazar's Scorcher 2nd-Cat's Grace 2nd-Invisibility 2nd-Mirror Image 2nd-Strength --- 3rd-Fireball 3rd-Icelance 3rd-Slow --- 4th-Dimension Door 4th-Mordenkainen's Force Missiles 4th-Vitrolic Sphere --- 5th-Cone of Cold 5th-Sunfire --- 6th-Darts of Bone 6th-Soul Eater --- 7th-Suffocate --- 8th-Great Shout 8th-Iron Body 8th-Power Word: Blind --- 9th-Monster Summoning VII 9th-Power Word: Kill <----------------------------------------------------------------------> 8) From the tower back-track to the east, then head north along the western edge of the map. Find another entrance to the barrows at (x=1550, y=1750) and from them head west to encounter some Drowned Dead. They've got a good bit more Hit Points than the Barrow Wights we've been slaying. Continue to the north along the shore and cross a bridge to find an undead Shaman named Skaldar. You can ask him about Edion-who the spirit claims is more dead than alive, and Hjollder-whose location is unknown to the Skaldar, but he mentions another 'tainted outsider to the northeast'. He will also talk about some 'foreign spirit' which possessed one of their chieftans. Certainly these barbarians wouldn't view Jerrod as a 'foreign spirit', right? If you promise to leave, you can avoid a fight-but these critters only exist to die. Avoid a fight, initially, then spell-buff and line up your party members so that each one of them is facing one of the Ghost Shaman. Each one of my characters-when spell-buffed-should be able to go one-on-one with these creatures and prevent them from casting spells. They should all falter within a few rounds. Note from Lee: I had a Shaman and three Wights attack from the southeast while I was engaged in this fight. Not totally surprised by this, but thought it was worth mentioning... Again, I used no special tactics here, and I didn't even bother to spell-buff. <----------------------------------------------------------------------> 9) Now head northeast across the wooden platform where we smote the Shaman, then cross another bridge to the north. Afterwards, head west to find another tower-this one abandoned-guarded by some Drowned Dead. Kill them and head back east. Over at (x=2800, y=850) you'll find a Polar Bear Spirit, who demands that you leave the island, as you apparently upset the dead. As long as you agree to leave it'll leave you alone. Whether or not you actually leave is another story. If you openly defy the bear, he'll summon some Wolf Spirits and Black Bear Spirits. Be sure to cast Remove Fear before provoking it, as the enemy can use fear effects. Other than that, however, just be sure to pay especial attention to the Polar Bear Spirit, as it's rather strong, actually. Still, a cautious, spell-buffed party should be able to take it down without too much trouble. ***HoF*** I didn't find this fight too much more difficult in Heart of Fury mode, just keep on eye on characters as they engage the Polar Bear Spirit, as he can whittle them to near-death in two or three hits. Note from Lee: Haste + Resist Fear and this fight was over before it started. <----------------------------------------------------------------------> 10) Continue south beneath a ruined gate, where you'll find more Barrow Wights, Ghost Shaman, and Drowned Dead. It should be a simple enough matter to spell-buff and smite them. Once they're dead, rest up and head into the nearby barrow at (x=1950, y=1100). Barrows (AR9400) o======================================================================o 11) As soon as you enter you'll be harassed by some Barrow Wights and other assorted undead. Wailing Virgins are new-they can use War Cry to Haste Barrow Wights (as if they weren't fast enough already), Lament- which will deal a good bit of magic damage in an area of effect, and Mournful Wail, which acts like a Symbol of Hopelessness (with a much shorter duration than the spell as cast by the Greater Mummies had, thankfully). Needless to say, make them dead first-although this task is made more difficult by the fact that they are 50% resistant to crushing damage. After everything near where you entered is dead, loot the nearby urns and sarcophagi, which are both east and west of you. Be wary of traps. ***ITEMS*** (x=2450, y=780) Horn Coral Gem x12, 153 gold (x=2550, y=750) Svian's Club*1, 525 gold (x=2580, y=820) Broken Armor, Elixer of Health, Scroll of Protection from Cold (x=1700, y=750) Blood Iron*2, 318 gold (x=1680, y=850) Cloak of Displacement*3 (x=1870, y=750) Battle Axe +1, Chain Mail +1, Arrows +2 x21, Water Opal x4 ***TRAPS*** (x=2450, y=780) (x=2550, y=750) (x=1700, y=750) *1: Ah, a rare +5 weapon. It would be a consideration for nearly any of my Fighter/Mage/Clerics, save one minor detail-I have no proficiencies in Clubs. Yeah, it's a shame, but I long since hedged my bets on Maces, Flails, and Hammers, which are much more abudant and of higher quality throughout most of the game. --- *2: A +4 Short Sword that heals the wielder for three Hit Points every hit. Not bad, but I have no use for it. --- *3: One of the best items you can put in your cloak slot in the entire game. The saves and Armor Class bonus versus missiles are just wonderful. My party leader will get this one, and pass it down when we find better. <----------------------------------------------------------------------> 12) From where you entered head east (by this, you can guess that our objective is to the west). If you cross a bridge you'll find an exit out to the surface (x=3700, y=700), which will take us north of where our Polar Bear Spirit was. That's no fun, so instead, head down some stairs to the south before the bridge, then head east to find Vexing Thoughts (x=3070, y=1150). Vexing Thoughts will claim to be a Glabrezu commander of the si.. yeah, a demon. You can try to dominate it by saying "I shall command you, Vexing Thoughts!", which will get you Vexed Armor*1. Of course, the demon gave up a little too easily, didn't it? If you put the armor on now, the character wearing it will die and turn into the Demon 'Chalimandren', which will attack. Not so fun. There is a way to outwit this demon, however. Talk to it, but do NOT try to dominate it. Once you're done and know who Vexing Thoughts is, you can cast 'Contact Other Plane' and ask the Planar Spirit what the true name of the demon that calls itself Vexing Thoughts is. The spirit will tell you the name and vanish. Talk to Vexing Thoughts again and the unhappy demon will be bound to serve you, and you'll get the Vexed Armor*2. Finally, there's a third option. Talk to it, then say farwell without trying to dominate it. Talk to it again and it'll ask if you want to enter into its service. Question it about this, and it'll tell you that you will need to kill an innocent to gain its powers. There are a number of villagers in Lonelywood that have really good gear (Emmerich, Quinn, and Kieran come to mind). It's worth killing them just for that gear, but if you can also appease Vexing Thoughts.. why not? Of course, we'll need to wait a while to do this, as there are still some rather lucrative quests involved with some of those characters, and I still have to do some shopping before this expansion is over. Still, for the sake of organization, I'll finish this option up here. Once you've killed your innocents, return to Vexing Thoughts and he'll turn into the Vexed Armor*3. Do whatever suits you best, but this armor really isn't that great for a party full of Mages. I get the 2nd version of the armor, which I fully intend to sell. *1: With an Armor Class of one, 100% cold resistance, and a +2 bonus to Constitution, this armor is pretty enticing. Of course, when you put it on and die it'll seem somewhat less useful. --- *2: Same stats as above.. but all Chalimandren's base are belong to us. Bound by his name, he can't hurt us and the armor functions the way it should-uncursed, wearable, non-fatal protective gear. Coolies. Also, it can be used to cast Fire Storm 1/day, and it can summon Chalimdandren one time-and one time only. --- *3: Like the suit above, except tainted by your vile misdeeds. <----------------------------------------------------------------------> 13) From where Vexing Thoughts is/was, head south down some more stairs until you cannot go south any further. To your east you'll find an exit out of the barrow at (x=3730, y=1900). Head west from this exit and scatter any undead you find until you find some stairs leading south. At the bottom of these stairs you'll find a new combo-Wailing Virgins and Drowned Dead. Smite them and head west along the bottom of the map until you find another, larger, more diverse group of undead in need of dismantling. Once they're no longer a threat, continue west to find some loot. ***ITEMS*** (x=1730, y=1950) Jade Ring, High Quality Battle Axe, Small Shield +1 (x=1530, y=1980) High Quality Bastard Sword, 309 gold <----------------------------------------------------------------------> 14) To the west is another bridge, beyond which.. more of the same undead we've been smashing. Try not to let them bottleneck you on the bridge and you'll be fine. Kill them, and any stragglers near the stairs to the west, then loot another sarcophagus and urns just north of the western edge of the bridge. ***ITEMS*** (x=1270, y=2000) Scroll of Heal x2, Yeti Pelt, Inferno Arrows +2 x12 (x=1250, y=1950) Young Rage*1, 740 gold (x=1180, y=1900) Battle Axe +3: Fatigue*2, Fire Darts +2 x20 ***TRAPS*** (x=1270, y=2000) (x=1250, y=1950) *1: This +5 weapon is nerfed by the fact that it has a 5% chance per hit of causing the wielder to go berserk. --- *2: Yup, another one. Been a while since we've had a shot at one of these. <----------------------------------------------------------------------> 15) Now head up the stairs to the west to reach the western edge of the map, where you'll find the tomb of Wylfdene. It's guarded by a spirit named Mebdinga (x=550, y=1920), who will initiate dialogue when you approach. You already know what she's going to say, though. Some tainted thing infested Wylfdene's body, and this desecration threw all the undead here into a state. She wants you to leave, and if you don't (or ask too many questions) she'll attack, along with three other Wailing Virgins. Pretend like you're leaving to get your party into better position, then talk to her again to provoke her. Once they're no more, loot Wyldene's Tribal Insignia from his sarcophagus. This MIGHT just come in handy sooner or later. ***ITEMS**** (x=450, y=1800) Wylfdene's Tribal Insignia*1, 735 gold *1: Certainly a quest item, you should probably hold onto it. <----------------------------------------------------------------------> 16) Backtrack to the east, cross the bridge, and continue east until you find some stairs leading north at (x=2400, y=2100). They're not the stairs we took down here originally, but they're pretty close. Once up the stairs, turn northwest and head up a long wooden ramp. To the west is yet another bridge, with some Drowned Dead guarding the other side. Rush the bridge and try to take down the Wailing Virgin up some stairs beyond the bridge, as she'll just make life miserable for you if you don't. West of the bridge you'll find another sarcophagus and urn combo for you to loot (both of which are trapped). ***ITEMS*** (x=200, y=1350) 325 gold (x=270, y=1370) Scroll of Holy Smite, Scroll of Blade Barrier, Moonbar Gem x6, 169 gold ***TRAPS*** (x=200, y=1350) (x=270, y=1370) Note from Lee: I found a Wailing Virgin on the near side of the bridge as well, at about (x=1700, y=1400)... Bitch! <----------------------------------------------------------------------> 17) Once you're done looting, head up the nearby stairs to the north, then exit the barrows at (x=300, y=600). Up top, on this isolated little island you'll find Hjollder. You'll get a huge quest reward for finding him.. which is fine, considering it actually feels like we've done something for it this time. Tell him that you suspect that Wylfdene is not a nice guy, and Hjollder will tell you to find proof. Good news! We already have it! Show him Wylfdene's Tribal Insignia and you'll get another huge experience reward. He'll tell you to go find the Gloomfrost Seer and then whisk himself away. Huzzah! We're done on this stupid island. Make your way back through the barrow (you'll probably have to fight some respawns on the way back) and sell or buy any junk from Edion you might wish to be rid of (or possess), then talk to Young Ned (x=2830, y=2440) to return to Lonelywood. ***REWARD*** (For finding Hjollder) EXP 280000 ***REWARD*** (For giving Wylfdene's insignia to Hjollder as proof) EXP 420000 <----------------------------------------------------------------------> 18) Now, there are some more things to do back in Lonelywood before we rush off to the Gloomfrost. Find Purvis again (x=3680, y=1720) and talk to him to discover that another of the three D's is d-d-down. This time it's Dolan. Steal a THIRD Ring of Free Action from Purvis before you go. It's time to finish off this murder mystery, and that means we should go talk to the sole survivor of the three D's. Note: I've had this quest glitch out on me before, where Kieran simply would not have the dialogue option pertaining to Emmerich's cure. It sucks, because that's a lot of experience to lose out on, but it's not a significant loss otherwise. Also note, however, that after you tell Emmerich about the curse he will not sell you anything until the quest has been resolved. I can only think of one possible reason why this occured.. if you wander around outside of the Whistling Gallows Inn at night you'll be attacked by a Greater Werewolf. If you kill it (instead of just injuring it and driving it off) the quest will hang. At least, that's my hypothesis. If you avoid wandering around at night and hence avoid the Greater Werewolf entirely, the quest should proceed normally. Note from Lee: If you do encounter the Greater Werewolf, simply engage until the point where it turns back into a regular wolf, then let it run away. This will also allow the rest of the quest to continue normally. <----------------------------------------------------------------------> 19) Head to the three.. er.. Doogal's house and talk to the sole survivor. He'll tell you about the attack, most interestingly pointing out that the 'wolf' that attacked him was immune to his non-magical weapon. Now head to Emmerich's house (x=3000, y=2250) and talk to him. First, tell him about Doogal's story, and he'll counter by telling you that Doogal apparently tried to buy an enchanted blade from Kieran. Return to the inn (x=2250, y=1150) and pay Kieran a visit. He'll tell you that he sent Doogal away, since he didn't have any such item. Well, that was a waste of time. Talk to Emmerich again and tell him what Kieran told you. Reason with him that he *MIGHT* be the Werewolf that's killing the three D's. He'll come to the painfully obvious realization that he's probably the murderer. Do not attack him afterwards, instead, offer to help him remove his curse. So.. back to Kieran again. Ask for a way to cure Emmerich and he'll give you an amulet 'Selune's Caress' which will prevent Emmerich from transforming or spreading the curse. Give it to Emmerich and you'll get another huge experience reward. Whew. ***REWARD*** (For discovering Emmerich is the Werewolf) EXP 420000 ***REWARD*** (For halting Emmerich's lycanthropy) EXP 420000 <----------------------------------------------------------------------> 20) Now sell of anything and everything that Edion wouldn't buy, which gets me enough money to purchase Three White Doves, Waukeen's Defender, and the Flail of Mae. I'm not well-equipped enough to use Three White Doves exclusively as an alternate weapon (after several playthroughs, I'll use the Morning Star +4: Defender as my main weapon, and switch to Three White Doves whenever undead show up), but it does let me retire any and all weapons with less than a +3 enhancement. Also, Eraithul discards Nym's Rhino Beetle Shield in favor of Waukeen's Defender. Once the shopping is out of the way, it's time to move on to Gloomfrost. o======================================================================o | | | Gloomfrost | | | o======================================================================o Sequence of Events: {WLK026} 1) Gloomfrost Campsite 2) Tiernan's Sundered Shield 3) Face-Eating Canines 4) Glacier Yeti Ambush 5) An Ambush of Our Own! 6) Snow Troll Smackdown 7) Out of the Snow, Into the Ice 8) Bugs in the Ice 9) Winding Through Remorhazes 10) Blind Smith, Black Mirror 11) The Singing Blade of Aihonen 12) The Sundered Shield of Tiernon 13) The Ice Rose 14) Tiernon's Master Craft 15) Last Minute Shopping 16) Ice Golem Sentry Smiting 17) Luring and Ambushes 18) Forks and Traps 19) Final Golem Resistance 20) Seeking the Seer 21) Wylfdene's Reflection 22) Wasting the Wyrm Tribe 23) Kieran's Old Accomplices 24) Putting Down Purvis 25) Final Preparations Gloomfrost, Glacier (AR9500) o======================================================================o 1) The exterior of Gloomfrost is a pretty big step backwards in terms of challenge. You'll be fighting the same enemies you fought back in Wyrm's Tooth, for the most part. Polar Bears, Glacial Yetis, Snow Trolls, Frost Salamanders, winter Wolves, and the odd Frost Giant.. none of which really warrant any explanation anymore, do they? From where you appear head north and kill some Polar Bears. Continue north until you come to a fork in the path-you can either go southwest, or up to the north a bit you'll find a larger path to the west. It's a non- choice, however. Both paths lead to the same area. Crush some Frost Salamanders and search a campsite for some useless treasure. ***ITEMS*** (x=2400, y=820) Flaming Oil x3 <----------------------------------------------------------------------> 2) From the campsite, head south along the western-most path (the eastern path is a dead end that has a pair of Frost Salamanders waiting to die). Along the path you'll find some Snow Trolls-you know how these stupid things work. By now, I've found enough copies of Melf's Acid Arrow that any of my four-light armor wearing characters can take them down. Continue south until there's another fork-the smaller path to the northeast looks deceptively like a dead end, but it's not. It's just hiding behind other terrain. Stupid fixed-camera isometric view-point! Anyways, you'll find Tiernon's Sundered Shield*1 at (x=3200, y=1595). ***ITEMS*** (x=3200, y=1595) Tiernon's Sundered Shield*1 *1: This odd shield gives an Armor Class bonus of two versus all physical attacks except crushing attacks.. and a 3% resistance to all physical damage save crushing attacks. As it stands, is not a very useful item, but you should keep it anyway. <----------------------------------------------------------------------> 3) Backtrack to the fork and head down a path to the southwest. Follow the winding trail west, then north, then back south again. On this larger, southern-running track you'll find quite a few Winter Wolves, apparently the pets of a nearby Frost Giant. And by pets, I mean like Pit Bulls, because they're doing their best to eat the Frost Giant's face. I honestly don't know why people keep those stupid things as pets. It's like keeping a Tiger Shark in your swimming pool. This is not a debate, if you have vicious animals like that in your house, you are stupid, and I read Dreaming Demon and laugh every time somebody gets mauled by those animals. <----------------------------------------------------------------------> 4) Backtrack to the north again, and head west along a smaller, elevated path parallel to the Frost Giant/Winter Wolf path. Follow it south and kill some Glacier Yetis who will show up when you reach a north/south split in the path. They try to overcome their suck by flanking you, but you can either not be a wuss and smack them around with your superior badness, or just backtrack and fight them head-on. The northern-path is a dead-end, so follow the southern-path, which splits again into a southern dead-end, and a viable path to the south- west. <----------------------------------------------------------------------> 5) Now, the southwestern path will turn west, then split near a Frost Giant. This is yet another illusion of choice, the path to the west just turns north, and loops back to where the first path to the north leads.. but it DOES provide us the chance to bottleneck our foes for once. Kill the Frost Giant here and send half you party west, then north, and leave them where the path bends east. Take the other half of your party and head up the first, more eastern northern path to find a group of Winter Wolves. Lure them with your eastern party down to the path, then flank them with your western party. Or, just kill them, it really doesn't matter. <----------------------------------------------------------------------> 6) Once they're dead, continue northwest from where the Winter Wolves were to find yet another split, and it's yet another bogus choice. To the west are some Snow Trolls hovering around a dead Polar Bear, to the north you'll find an even larger collection of Snow Trolls. There are several false caves around, but after you've dispatched the Trolls, your path lies to the east. <----------------------------------------------------------------------> 7) They're running out of places on this map, so don't worry, it's almost over. From the winding paths where you smote nearly a dozen Snow Trolls head east, then north, then west a bit to find some more Frost Salamanders at another freakin' fork. Never fear, however, it's a truly phony fork. The west is a dead-end, so head north, then east. Kill some Glacier Yetis, continue east, switch-back west, then northeast to find the entrance to the next area (x=1250, y=350), finally. Gloomfrost, Ice Caves (AR9501) o======================================================================o 8) Once inside, head east until the path turns southeast, then south. Notice the holes in the ice? Looks like it was melted, not mined, right? You'll find out why soon enough, when you're attacked by a Remorhaz, a Dungeons and Dragon's staple. Essentially, it's a big ass bug-like creature with a really hot ass. They've got plenty of Hit Points, but their Armor Class is some of the worst we've seen amongst new foes in this expansion, and their THAC0 is rather mediocre. If they hit, however, it can hurt a lot (they deal 6d6 Crushing Damage and have a 5% chance to deal a whopping 10d10 fire damage on each hit-which can instantly kill any of my characters), so try to bring them down as quickly as possible. If you face multiple Remorhazes at once, focus on bringing them down one at a time. Remorhazes are the only foes in this level, and I really can't recommend wasting offensive spells on them- they are 75% resistant to magic. Just spell-buff and chop them down. It's blunt tactics at its worst, but it's what works. The only trick they have is to ambush you, so take it slow, and consider keeping a sneaking character behind the party to make sure you don't have any Remorhazes sneaking up on you. ***HoF*** I must admit, I thought Remorhazes would be much more trouble in Heart of Fury mode than they actually are. That is, I expected them to nearly kill one of my fighters in one hit, instead they take two or three, and that's hardly anything new, is it? <----------------------------------------------------------------------> 9) From where you first encountered some Remorhazes, turn west, killing bugs as you go. Then head south and follow the next tunnel to the east, where two Remorhazes will ambush you from behind, and another will come up the tunnel in an attempt to flank you. Continue east, then kill some more Remorhazes to the south. Turn west, and.. yeah, you get it. Ignore the false cave at the end of this tunnel, but spell-buff here before you head south. Once buffed, go south and lure the Remorhazes to the north. They're big, you're small, you can bottleneck them easily before they can enter the chamber with the false cave-it's a better option than running into their chamber and getting flanked. When all the immediately visible Remorhazes have been lured north and slain, head into the southern room they were occupying-with the spiral ice formation and the Remorhaz egg clutch. Another Remorhaz will show up and attack from the northern room we vacated-but on its own, it's no match for us. Find a tunnel heading east out of the the southeastern edge of this room and follow it. Smite two Remorhazes insolently blocking your path, then continue along the path as it turns north and destroy another four bugs. <----------------------------------------------------------------------> 10) From the last four Remorhazes, head north, then follow the tunnel as it turns east, then north, then west. There are now two paths open before you-an area transition to the north (x=2600, y=50), or the forge of the 'Blind Dwarven Smith' (x=3280, y=620). He'll warn you not to harm the Seer, and tell you that she forsaw her death due to you. Pick whatever dialogue options you want, and he'll offer to craft a mirror for you, which will allow you to gain access to the Seer.. of course, being blind and all, he'll need your help with the project. Since it's necessary to continue on with the game, agree to help him and you'll get a 'Mirror of Black Ice*1'. Score. There's more he can do for you, however, which we'll discuss in the next several steps. Note: If you talk to him with a Dwarven character, you'll have heard of Tiernon before-a famous Dwarven smith of the Hearthstone clan. Likewise, if you're a Bard you'll also be able to identify him. Either way, you'll earn a small experience reward for it. ***REWARD*** (For identifying Tiernon) EXP 26250 *1: Nobody should have an attention span this short, but really, keep this in your inventory. You'll be needing it soon. <----------------------------------------------------------------------> 11) If you have it in your inventory, Tiernon will sniff out the Blade of Aihonen when you try to end the conversation. He'll inform you that its singing is off-apparently he hears something we don't. Must be that whole sensory compensation due to sensory deprevation thing. He'll beat it back into shape and you'll obtain the Singing Blade of Aihonen*1. *1: This blade still is +1, +5 anytime you're anywhere in the game, but it now provides +30% resistance to fire and cold, +10 to maximum Hit Points, and it allows the user to cast Cure Critical Wounds three times per day and can grant a +3 bonus to Strength once per day. The best sword we've found so far is now even better. <----------------------------------------------------------------------> 12) Now, this next item should be obvious-we found the old guy's shield out in the snow! Talk to him and ask about the dented shield you found and he'll repair it for you, giving you back the Sundered Shield of Tiernon*1 when he's done.. although it's a good bit less sundered.. Isn't it odd how the name changes from Tiernon's Sundered Shield to Sundered Shield of Tiernon? Continuity issues, Black Isle? *1: Now this is better. It gives an Armor Class bonus of three and +10% resistance to all physical attacks. Also, it allows the wielder to give themselves a +2 Armor Class bonus and +15% resistance to physical attacks once per day. I'd rather have the permanent magic resistance from the Argent Shield, however, as Stoneskin is superior physical resistance to whatever this shield provides. Still, I daresay it is superior to the Reinforced Large Shield +2. <----------------------------------------------------------------------> 13) The next request is pretty obvious-if he can make a mirror, why not a rose? Because one is a flat plane and the other is a complicated, multi-layered, delicate flower! Nah, seriously, he's fine with it, just lend him your eyes and he'll give you 'The Ice Rose*1'. *1: Murdaugh will absolutely love to get his hands on this, don't you think? Of course, if you don't get your hands on it, you'll never be able to give it to him right? <----------------------------------------------------------------------> 14) One more item left to get-you can now ask about his eyes, and ask what he's doing in the Gloomfrost. You shouldn't be surprised to learn that they're taking another play from the R.A. Salvatore playbook. According to him, Dwarven smiths eventually have a 'calling' in their career, a quasi-religious experience where they hit the pinnacle of their craft. For R.A. Salvatore's purpose, this was when Bruenor made Aegis-Fang for Wulfgar, and luckily enough for us, with our help Tiernon will hit his apex by making us a weapon of our choice. You can make one of the following five weapons: Hand of the Gloomfrost A +4 Two Handed Sword that gives its wielder +10% Fire Resistance, +10% Cold Resistance, allows the wielder to cast Storm Shell once per day and has a 5% chance to cast Suffocate on foes (as the 7th-level Mage spell). This is the best Two Handed Sword in the game. --- Kiss of the Gloomfrost A +4 Long Sword that gives its wielder +10% Fire Resistance, +10% Cold Resistance, allows the wielder to cast Storm Shell once per day and has a 5% chance to deal 2-12 Cold Damage. There are several superior Long Swords in the game. --- Fist of the Gloomfrost A +4 Mace that gives its wielder +10% Fire Resistance, +10% Cold Resistance, allows the wielder to cast Storm Shell once per day and has a 5% chance to deal an additional 1-10 Bludgeoning Damage. It's not the best Mace in the game, but it's better than many of the weapons my poor Fighter/Mage/Clerics are still stuck with. I replace the Flail of Mae with this weapon, as its petrifaction effect is making me rather uncomfortable. Nobody wants to lose loot due to it. --- Fang of the Gloomfrost A +4 Dagger that gives its wielder +10% Fire Resistance, +10% Cold Resistance, and it allows the wielder to cast Storm Shell and Anti-Magic Shell each once per day. I'd stick with the Mage Dagger +4. --- Tongue of the Gloomfrost A +4 Halberd that gives its wielder +10% Fire Resistance, +10% Cold Resistance, allows the wielder to cast Storm Shell once per day and has a 3% chance to cast Cone of Cold on the target. All things considered, I'd rather have the Hand of the Gloomfrost-it's random spell doesn't have any potential for friendly fire. --- If you are a Dwarf, you can make all the weapons above, plus the additional weapon: Blood of the Gloomfrost A +4 War Hammer that gives its wielder +10% Fire Resistance, +10% Cold Resistance, allows the wielder to cast Storm Shell once per day and has a 5% chance of healing the user for 2-12 damage. It's a decent weapon for my party.. but I don't have any Dwarves, and Fist of the Gloomfrost is superior. --- Finally, if you are a Druid, you can make the following weapon: Talon of the Gloomfrost A +4 Scimitar that gives its wielder +10% Fire Resistance, +10% Cold Resistance, allows the wielder to cast Storm Shell once per day and has a 15% chance of entangling the target. ***REWARD*** (For aiding Tiernon in creating his life's work) EXP 80000 Item Gloomfrost Weapon <----------------------------------------------------------------------> 15) Finally, you can make purchases from Tiernon. The more interesting items he sells are listed below. Once you're done shopping, exit via the northern boundary at (x=2600, y=50). 2H Axe of Greater Phasing +2 Nobody likes Two Handed Axes, and this +2 version is painfully mediocre by now, even with its +15% chance of phasing targets and +25% chance to deal +1d4 Cold Damage. --- Battle Axe +2: Defender We found one of these in the Dragon's Eye-and now we have access to another. Of course, we've outgrown this by now, right? --- Boots of the North We might want six pairs of these for Heart of Fury mode.. of course, if you plan to play through things six times, you'll get all of these boots you need for free.. but having them now will give some of your characters extra things to wear for the initial playthroughs. --- Full Plate Mail +1 Another great suit of armor, we found one earlier, but a suit of armor with a base Armor Class of 0 should always be worth mentioning. My party, however, has no use for it. --- Long Sword +2 'Varscona' Don't look now, it's another Baldur's Gate 1 weapon! In fact, it's the best sword from that game-our old friend carried by Grey Wolf. You know, "None cross Grey Wolf and live!"? He was picking on a Bard, who was carving an image of Ellesime, the Elven queen from Baldur's Gate 2? Ah, I'm just showing off my gaming knowledge. This weapon is ass, save for the nostalgia. --- Scimitar +3: Frostbrand Yeah, another repeat, he's got alot of these.. maybe for players who imported characters into the game without playing through the main game? In any event, if you need Scimitars, this is one of the better ones in the game. --- Short Sword +2: 'The Whistling Sword' Another Baldur's Gate cross-over! It's just a crappy nostalgic weapon. --- Throwing Axe +2 Another weapon we've previously found (and probably sold), it's still a decent ranged weapon with infinite ammo for single-classed Fighter- types. --- War Hammer of Phasing +3 Perhaps the only weapon worthy of purchasing for my party-it's a +3 War Hammer that has a 15% chance to phase the target and a 25% chance to deal +1d4 Cold Damage. It's possibly a successor weapon to Misery's Herald. --- Winter King's Plate An interesting suit of armor that has a base Armor Class of three, it also gives a +25% resistance bonus to cold and fire. It can also be worn in tandem with other magical protections! Unfortunately, it doesn't allow Mage spells, so it's not really worth a long-term investment. Note from Lee: You can pickpocket Tiernon for an item called 'Tiernon's Hearthstone', which, if you're a Dwarf, allows you to Resist Fire and Cold 1x/day, cast Burning Hands 1/day, and nullify the effects of fatigue 3x/day. If you do this, and then talk to him again, he'll call you out for pickpocketing him, but allow you to keep the Hearthstone anyway. Seer's Domain (AR9502) o======================================================================o 16) Here you'll find Ice Golem Sentries, which aren't as lethal as they might seem. They have a better Armor Class and THAC0 than Remorhazes, but less Hit Points and they deal considerably less damage (a mere 1d10+9 damage, which is nothing compared to the absurd damage of a Remorhaz). Their only saving graces are the fact that they can attack faster and have a 10% chance to stun when they hit-which can be very problematic-again, like the Bombardier Beetles, it ignores your Rings of Free Action. I know, stun is not paralysis-but dammit, it should be. Anyways, from where you appear head east, then turn south, then south- west. Disarm a trap at (x=1300, y=1150) and continue southwest to find your first trio of Ice Golem Sentries. Smite them, get your feet wet, this level will be like the last-lots of walking and killing and little looting. ***HoF*** The Ice Golem Sentries are still a pain. They take more abuse than the Remorhazes did, and if they stun you, things can go bad quickly. I'd suggest not getting involved in fights with more than three of them at once, and if you get into a situation where you have to-spell buff. My characters-when fully buffed-have an Armor Class of -23. It makes a difference. Note from Lee: This is an awesome place to grind for experience - at 14000 each, the Ice Golem Sentries will respawn 2-3 at a time seemingly forever... ***TRAPS*** (x=1300, y=1150) <----------------------------------------------------------------------> 17) Ignore the lame and empty room to the south and continue to the west. When the path turns south again, cautiously head into the room, as there are a number of Ice Golem Sentries around that would love to swarm you if you give them the chance. Try to lure them back north and smite them. When done, continue south and disarm the trap at (x=450, y=2000). Just south of the trap there's another ambush waiting. We can pull off tricks we've abandoned since the Severed Hand again- namely sneaking forward, triggering ambushes, and luring baddies back to the party to be destroyed on our own terms. ***TRAPS*** (x=450, y=2000) <----------------------------------------------------------------------> 18) Once the ice is inanimate again, turn east and explore until the tunnel forks. First, let's deal with the northern fork. Disarm a trap at (x=1100, y=2500) and lure two Ice Golem Sentries down from the northern room and smite them. Now continue east to find.. another fork! Don't worry, it's a phoney fork, as both paths lead up the same way. There are traps in both, and an Ice Golem Sentry in the eastern path. Either (or both) way(s) you go, disarm, destroy and you'll wind up in a larger chamber to the north, where three more Ice Golem Sentries await. ***TRAPS*** (x=1100, y=2500) (x=1800, y=2180) (x=2550, y=1750) (x=2400, y=2050) (x=2300, y=1500) <----------------------------------------------------------------------> 19) Once this room is safe, spell-buff and head to the southeast, where you'll find another large chamber, inside of which are several Ice Golem Sentries. There's another perfect bottle-neck opportunity that you should take advantage of, and with spell-buffs you should wipe the floor with this host of Golems. Once they're dismantled, enter the room in force. You'll find a rather out-of-place Remorhaz in a cubby. Smite it, disarm a trap (x=3580, y=2080), and head north along the eastern side of the area, follow the tunnel northwest, disarm another trap (x=3150, y=1300), and continue along, killing the last few Golems in the level. Note from Lee: The Remorhaz dropped an amulet called 'Kossuth's Blood', which reduces spell casting time by 2 and increases damage from fire attacks by a whopping 20%. Not bad for killing a Remorhaz that can't defend itself. I replace the Amulet of Metaspell Influence that my main Mage was still wearing; at level 16, he has more than enough low level spells, and the ability to cast faster far outweighs the extra spells. ***TRAPS*** (x=3580, y=2080) (x=3150, y=1300) <----------------------------------------------------------------------> 20) At (x=2700, y=200) you'll find your way blocked by some ice. Of course, with the Mirror of Black Ice handy a doorway will reveal itself. Continue past and find the Seer (x=3250, y=320). She will initiate dialogue, and tell you a bit of what you already know-she's been here hiding from you, as you are the harbinger of her imminent demise. Of course, that makes no sense. If fate is really fate, it's immutable, and it would have been just as pointless hiding here as it would be living a full, comfortable life of her choosing. Or better yet, if you could forsee your own death, why not jump into a volcano, just to test it out? I know, there's lots of bad things that can happen to one short of death.. but still. There's bound to be better places to wait for it than a freakin' bug-and-golem infested glacier. Anyways, enough ranting! She'll also tell you that the mirror you used to get here will force whatever is possessing Wylfdene to assume her true form. Yeah, I know she said she hid here to prevent the thing possessing Wylfdene from finding her, but she knows WE herald her doom, so hiding serves no purpose-this natural fortress is nothing but a self-inflicted prison. She'll then to proceed to babble about the bogus special sense women don't have (if you talked to her with a female protagonist, anyways). It's all just a weak analogy to express that there's no reasoning with the creature behind Wylfdene, which we know by now is (or was) dead, is proud (vain), is female, and very, very angry. After she has given you the mirror (and you gained the first experience reward listed below) try to reason her into overcoming her fear (dialogue options #1, #1, and #1) to get another, equally awesome experience reward. Afterwards, you can test out her visions by questioning her further, whereupon she'll vaguely talk about female characters from the main game, and will make another rare Planescape: Torment reference (if you don't own the game, buy it. If you haven't played it yet, you're an incomplete human being. You have an awesome RPG-shaped hole in your heart, and only Planescape: Torment can fill it.) When she's done babbling, she'll teleport you out of this level and back to the Gloomfrost exterior, which saves some time.. or she can take you to Tiernon, if you must talk to him again. ***REWARD*** (For learning Wylfdene's weakness) EXP 280000 ***REWARD*** (For trying to reason with the Seer) EXP 280000 Hengerot (AR9201) o======================================================================o 21) Fight the urge to return to Lonelywood right now-there's nothing new going on there. Instead, head to the Barbarian Camp again and talk to Angaar (x=650, y=420). It's not too hard to convince him to grant you a second audience with Wylfdene. Get the possessor of Wylfdene to look into the mirror for some quest experience. The Seer shows up and gets herself killed, (note that Wylfdene curses Aihonen.. if you are astute, you'll remember that Aihonen died fighting a Dragon) after which all hell breaks loose, as the Wyrm Tribe Warriors go hostile and attack. Never fear, however, as the Elk Tribe and Bear Tribe will help you fight off the Wyrm Tribe. Kill the Wyrm Tribe Warriors and loot the Seer for a cloak*1. ***REWARD*** (For exposing Wylfdene and revealing the dragon queen Icasaracht) EXP 84000 *1: The Wailing of Virgins is the best cloak in the game, bar none. It gives a +4 bonus to Armor Class versus Crushing, Piercing, and Missile attacks, and a +2 bonus versus Slashing attacks. It also makes the wearer immune to fear-based effects, Emotion: Hopelessness and Symbol of Hopelessness-wretched spells that come up later on in the main game, as I'm sure we all remember. It also lets the wearer cast Cloak of Fear once per day.. which is.. who cares? Still, the Armor Class bonus and spell immunities make it the best thing to wear in Heart of Fury mode. It's a cursed item, but why would you ever want to take it off anyways? Barbarian Camp (AR9200) o======================================================================o 22) When you're done in Hengorot, head outside (x=750, y=900) to continue the fight. Once all the Wyrm Tribe Warriors are dead you'll get some experience for helping the Elk tribe win out. Outside of Hengorot you can find Beornen (x=3220, y=620), who will tell you about this wyrm-of course earning you some juicy experience-and will offer to take you wherever the Wyrm went. Decline for now, and loot the area, instead, as it has plenty of decent loot just waiting to be claimed. Hjollder is over at (x=1150, y=550), and he'll tell you were he thinks the wyrm's spirit fled. Always with the virgins, isn't it? One would think they'd just put out to avoid this sacrifice nonsense. Anyways decline his offer to go after the Dragon, too. We need to return to Lonelywood, first. In fact, head over to Lonelywood now! ***ITEMS*** (x=3400, y=1000) Halberd of Sparks +1*1 (x=3290, y=1290) ~Ogrien's Scale*2 (7th Play: Cloak of Invisibility*3) (x=700, y=2450) Reinforced Large Shield +1, Studded Leather Armor (x=360, y=1570) Potion of Regeneration, Ring of Protection +2 (x=320, y=1180) Warhammer +2, Studded Leather Armor +2, Potion of Extra Healing, High Quality Long Sword (x=420, y=800) Potion of Healing, Elixer of Health (x=1900, y=900) Potion of Strength (x=1940, y=900) Potion of Magic Shielding, Potion of Fortitude ***REWARD*** (For learning the identity of Icasaracht, the Dragon matriarch) EXP 120000 ***REWARD*** (For helping the tribe of the Elk prevail) EXP 300000 *1: Didn't we find one of these at the beginning of the game? Garbage! Why am I commenting on it? One of life's great mysteries.. --- *2: Another suit of armor that is deceptively lack-luster. With an Armor Class of two, it's nearly as good as the Black Swan armor. Of course, it's ability-Animal Rage 3/day-is pretty lame, but it can be worn along with protective items. At the end of the day, if you were intrigued by the Winter King's Plate, you might be intrigued by this armor. It's one point of Armor Class versus 25% resistance to cold and fire. --- *3: It lets you use Invisibility three times per day. Frankly, however, it's more a novelty item than a constant defensive item. I have a Fighter/Mage/Thief who can sneak just fine, and six Mages, all of whom will be able to just cast Invisibility. I have no need of this cloak. <----------------------------------------------------------------------> 23) Go visit the Whistling Gallows Inn one last time. Give Murdaugh the Glacier Rose you found for a whopping experience reward. What nice folks we are! Once that's done, talk to Kieran, rest, and spell-buff heavily before you leave in the inn. Once outside, you'll be bothered by a wizard named Vaarglan, who will ask if you seen a former collegue of his. If you rat Kieran out, some mercs will Dimension Door in and go assault the inn-although things won't turn out in their favor. If you play dumb or outright provoke them, you'll get the pleasure of killing them yourself. More importantly, you'll get all their loot if you kill them yourself.. and they will give you the best single-battle drop of loot in the game, as you can see below. How do I deal with them? Besides spell-buffing to the max before leaving, once I'm outside and I've picked a fight, I have Syrenil cast Chaos, Ilnathias casts Slow, and my other four Fighter/Mage/Clerics all cast Silence 15' Radius. After that, I target Vaarglan, then Alpheus. After those two are dead, I simple step on the remaining mercs. Enjoy the great haul of loot, and if that's not good enough, go talk to Kieran, who will thank you for standing up for him. Mercenary Warrior: Full Plate +1, Large Shield +1, Long Sword of Action +4*1, Gauntlets of Weapon Expertise*2, 74 gold. Mercenary Warrior: Full Plate +1, Gauntlets of Ogre Power*3, Battle Axe +3: Fatigue +3*4, 32 gold. Priestess of Shar: Shadowed Plate Mail Armor*5, Fast Flail +2*6, 42 gold. Mercenary Thief: Short Sword of Backstabbing*7, Boots of Stealth*8, Studded Leather +4: Shadowed*9, 99 gold. Vaarglan: Robe of the Neutral Archmagi, Ring of Free Action*10, Golden Girdle*11, Ring of Protection +2, Barrier Amulet*12, Wand of Paralyzation, 113 gold. Alpheus: Mage Robe of Fire Resistance, Bracers of Defense A.C. 6, Amulet of Metaspell Influence*13, Potion of Magic Shielding, Potion of Extra Healing x2. ***HoF*** Another battle that didn't turn out as bad as I thought it might. I spell-buffed in the tavern, and on the first round shot out five Symbols of Hopelessness. ***REWARD*** (For giving Murdaugh a Glacier Rose) EXP 630000 ***REWARD*** (For protecting Kieran from Hosttower assassins) EXP 630000 *1: The best Long Sword in the game. This sword is a +4 weapon that grants an extra attack per round, a +1 Armor Class bonus, and 15% slashing resistance. --- *2: +1 THAC0 and +2 damage is pretty damn awesome. In fact, they're the best gauntlets in the game, as their bonus is patently superior to the +1 THAC0, +1 damage I'll get from the Gauntlets of Ogre Power (see below). There IS an alternative setup to my equipment, more offensively- oriented. Instead of using the Shimmering Sash and these gauntlets (which gives me +1 THAC0, +2 damage, +3 Armor Class, and +1 to all Saves), you can use these paired with the Girdle of Stromnos (which would give you +2 THAC0, +4 damage). I prefer the defensive route, myself. --- *3: Gauntlets that raise your strength 18/00. If you're lucky (or patient) you can just roll a character with a natural 18/00 Strength.. but my patience has its limits, and I could only be bothered to spend so many hours generating these characters. As it stands, they all have Strength scores of 18/91+, so they'll only get a +1 THAC0, +1 damage bonus from these gauntlets.. inferior to the Gauntlets of Weapon Expertise, above. Still, I have lots of Fighters to equip, so these will certainly find themselves a home. --- *4: A third one! This game loves Battle Axes.. but not as much as Icewind Dale 2 does.. --- *5: If you didn't find one in the Severed Hand, or if you just want another, it's never a bad thing to have 0 Armor Class armor with a +3 bonus Armor Class modifier against missiles. Kaelinalia gets rid of her Full Plate Mail +1 and wears this, instead. --- *6: We had a chance to score this much, much earlier in the game. It's a +2 weapon, so it's undesirable now, but it's still almost enticing, since it gives an extra attack per round. --- *7: It's really just a +3 Short Sword with a speed factor of 0. By now I've sold better weapons. --- *8: The Shadowed Boots are better, but we were really hoping for better drops than that. In any event, my Fighter/Mage/Thief is glad to finally get rid of those Quiet Boots that I found all the way back in the Orc Caves outside of Easthaven.. --- *9: It has a better Armor Class bonus than the Black Dragon Scale, +30% Stealth, and 20% resistance to piercing, slashing, fire, and electricity.. it doesn't look as cool, nor does it have the +2 Saves versus Spells, but I still dub this the ultimate Thief armor. --- *10: Our sixth Ring of Free Action-we no longer need any more, thanks to the three we were able to steal from Purvis, earlier. We could equip all our characters with them, but honestly, the biggest incentive to wear these was to make use the multi-Web attack early on. Now, these things just prevent us from Hasting with most (if not all of) our party. The defensive benefits just aren't worth the offensive costs anymore. --- *11: If you have the Girdle of Stromnos or Shimmering Sash, you can ignore this girdle. I, however, have plenty of empty belt slots in my inventory, so this ends up going on Kaelinalia. --- *12: It might seem useful at first glance-an amulet that allows its wearer to cast Stoneskin and Minor Globe of Invulnerability, but since it can only be used by a Mage (who can just cast the spells themselves) it's really not worth using. --- *13: Again, I have plenty of empty amulet slots, so this can certainly find a home somewhere. <----------------------------------------------------------------------> 24) One more loose end to tie up-you should have noticed that Purvis is gone. Where oh where could he have gone.. why not look in Baldemar's house (x=1550, y=700) for no particular reason? Inside, you'll notice that Arden Thurlow-Baldemar's wife is dead. Yikes! Head upstairs and enter Baldemar's room. You'll discover that Baldemar is equally dead-no, wait, maybe even a little bit MORE dead than his wife. Dead isn't an absolute, there are levels. Anyways, Purvis will appear in the corner and monologue the tiresome way all would-be villians in this game do. They just love their expose. Anyways, apparently Purvis was the REAL assassin sent to take care of Wylfdene, but Baldemare is a moron and sent some random stranger, instead. Once the one-eyed dolt botched the job, the barbarians got wise to potential assassination attempts and increased security.. making the job all but impossible for him. Once we got rid of Wylfdene, however, his job was done-the only thing left to do was get rid of everybody who might know better-Baldemar, for instance.. and you. He'll promise you'll meet again and run off. Hmm.. Leave Baldemar's house, and once you're back outside Purvis will show up and attack. He wasn't joking, eh? No special tactics apply, Purvis is a push-over. Kill him and loot him for some Boots of Stealth, a Cloak of Non-Detection, yet another Ring of Free Action (this makes four, courtesy of Purvis), a Short Sword of Backstabbing, an Oil of Speed, and 87 gold. None of his gear is terribly great anymore, but it'll sell well.. and I throw the cloak on Syrenil just for fun. <----------------------------------------------------------------------> 25) Last chance to do whatever else you care to do in this expansion; this typically means-shopping! Sell whatever items you want to get rid of, buy anything and everything you want (and can afford).. or, just keep all that loot you have stashed. If you start a second playthrough of the game, it's going to waste all your money-but not your loot. If you want to have plenty of cash at the beginning of your second run-just sell off accumulated loot at the beginning of the next game. Finally, before you go, one more thing of interest. You're now done questing in this expansion, there's no returning to town after you leave.. so if you want some of that awesome loot the NPCs in Lonelywood have, now's the time to kill them and take it. Don't worry about the reputation hit, because it doesn't really matter too much at this point in the game, does it?. The interesting NPCs are as follows, in case you forgot when I mentioned this earlier: Emmerich Hawk (AR9104): He's troublesome to kill, as he'll hide on you and vanish, and he can be pretty brutal with that bow of his (especially on harder difficulties!) surround him with as many melee Fighters as possible, spell-buff to the max, then attack him. He's not terribly well-protected by Hit Points or Armor Class, you just have to finish him off quickly before he runs. With any luck, he'll drop almost immediately. When he dies he'll leave behind a Finest Long Sword, Confusion Arrows x20, Arrows of Piercing x20, Inferno Arrows x20, a Shadowed Cloak*1, Bracers of Archery*2, a Long Bow +4: Hammer*3, and 100 gold. Yeah.. it's all about that bow. Quinn Silverfinger (AR9103): Quinn is much easier to smite, just walk up and smash him. Once he's dead, help yourself to his Bullets +2 x40, Sling +1, Morning Star +4: Defender*4, and 100 gold. Kieran Nye (AR9101): The only trouble with him is that you'll have to decimate the entire bar to get his loot-which isn't too much trouble, considering some of the other characters also have drops worth getting. Just go after Kieran, first, as his spells make him the top threat. When he falls, loot him for a Ring of Greater Resistance (if you didn't steal it, earlier), a Mage Dagger +4*5, a Potion of Extra Healing, and 54 gold. I really don't suggest looting him, as the gains are relatively minor. Plus, if you kill Hobart (a consequence of starting a fight with Kieran or the other patrons) you won't be able to start the Trials of the Luremaster dungeon pack this playthrough. Murdaugh (AR9101): You'll have to dispatch him along with Kieran, in the Whistline Gallows Inn. He drops a Long Sword of Action +2. Roald Tunnelfist (AR9101): Another bar patron, he drops a Battle Axe +2: Defender, Chain Mail +2, and 16 gold. Hobart Stubbletoes (AR9101): The fourth and final barfly that you must swat, the instigator of the 'Trials of the Luremaster' dungeon pack. He will drop a Light Crossbow of Speed*6, Leather Armor +1, Gauntlets of Dexterity*7, Short Sword +2: 'The Whistling Sword'. *1: We could have found one of these in the Severed Hand. It gives a +15% bonus to stealth. --- *2: Bracers that give a +2 bonus to THAC0 with ranged weapons. Syrenil will gleefully strap these. --- *3: By far the best bow in the game-it's a +4 bow (with +5 THAC0), gives the user four attacks per round, and an Armor Class bonus of one. --- *4: We need five of these wonderful, wonderful weapons-and we can get two per game. This is the second such item we had a chance to get to get, and I must whole-heartedly insist that you grab it. Amirule will happily wield this weapon, making my two front-liners truly fearsome foes. --- *5: Another Mage Dagger +4. It's a pretty awesome weapon, but really, Syrenil has since found a supreme Long Bow and Long Sword, along with an upgraded Blade of Aihonen.. this seems somewhat less special now. --- *6: A +1 damage, +3 THAC0 Light Crossbow that gives an extra attack per round. It's nothing compared to the Repeating Heavy Crossbow we could have found earlier. --- *7: One of the most wonderful defensive items in the Baldur's Gate games.. in Icewind Dale, all my characters already have an 18 Dexterity, ergo, this item is just a novelty. Anyways, kill who you want to kill, loot what you want to loot. When you're ready, return to the Barbarian Camp and talk to Hjollder or Beornen and go to the Sea of Moving Ice. ***TRIALS OF THE LUREMASTER*** We still have a whole dungeon pack to deal with-Trials of the Luremaster, which can be started by talking to Hobart. If you head off to the Sea of Moving Ice, you won't get a chance to start it this expansion. I struggled for a bit as to where to put this expansion in the guide, as chronologically now is the ideal time to start it. On the other hand, it involves a significant detour from the Heart of Winter expansion, and worse yet, it's not a terribly common expansion, as far as I know. The first time I encountered it was when I purchased the Dungeons and Dragons Anthology released by Atari, and it was certainly released after Heart of Winter. Since it breaks up the Heart of Winter expansion, and since some gamers may not even have the game, I've decided to simply finish up the Heart of Winter expansion, export my party at the end of it, restart Heart of Winter, and immediately talk to Hobart. If you want to start it now, go ahead and skip to [WLK028], if not, you can just do what I did and come back after Heart of Winter. There's not much significant loot at the end of Heart of Winter, so players finishing off that expansion won't really have an edge over those who don't. On the other hand, Trials of Luremaster is brimming with loot, and it was certainly designed as a greater challenge than Heart of Winter... probably due to the chronology of their release dates. You wouldn't release a lower-level expansion AFTER a higher one, right? Anyways, continuity, challenge, and convenience for the common gamer are the reasons I'm citing for putting the Trials of the Luremaster expansion later in the guide. o======================================================================o | | | Sea of Moving Ice | | | o======================================================================o Sequence of Events: {WLK027} 1) Barbarian Camp on the Ice 2) Troll Horde Tactics 3) Wrecked Ship Rewards 4) Bergclaw Bears and Golem Guards 5) Wasting the Wintery Welcoming Party 6) More Switchback Fun 7) Loot, and the Next Level 8) Into the Field of Bones 9) Troll Finale 10) Bone Scavenger Nest 11) More Bone Bastards 12) One Big Dead Wyrm.. 13) Xactile's Shrine 14) Teamwork Tandem 15) Traps, Traps, Traps, and the Southern Rooms 16) Picking a Fight 17) Slaying the Stragglers 18) Pulverizing the Prince 19) The Great Big Spell-Buff 20) Showdown with Icasaracht Tribe of the Great Wyrm Island (AR9600) o======================================================================o 1) You'll arrive in a humble camp set up on an island-I hope you weren't expecting civilization or anything. You can talk to Beornen (x=520, y=2230). He'll tell you a bit of useless information about Icasaracht, and will refuse to take you back to the mainland or heal you, if you ask. What a useless prick. Jorn is at (x=750, y=1820), although he's hardly any more useful. He will, at least, heal you if you ask (for a price, of course). So, lots of useless, greedy barbarians, little information, no way back. Sounds fun. Loot the camp and take the stock of Flaming Oil as a sign-there's Trolls ahead. Note from Lee: I still carry the Flaming Long Sword +2 to deal with Trolls. At this point in the game they aren't much of a threat, and this thing, while all but useless in other battles, really does the job versus Trolls. ***ITEMS*** (x=600, y=1900) Flaming Oil x4 (x=580, y=1950) Flaming Oil x5 <----------------------------------------------------------------------> 2) Head north, then east, and as soon as you make your way through a narrow pass you'll be harrassed by Trolls-Greater Ice Trolls and more obnoxiously, Greater Snow Trolls. The latter, of course, take fire to keep down. My prefered tactic here is just to use Melf's Acid Arrow-as many of them as it takes. I have plenty of Mages. They drop minor garbage-Winter Wolf Pelts, gems.. skulls? You have no way to sell anything anymore, so why bother picking anything up unless you plan to sell in during another playthrough-the implication here, of course, is that it should be expensive. There are plenty more Trolls to the east- including Scrags, which are aquatic Trolls that fortunately do not require special tactics to keep down. I suggest luring them all back through the natural bottleneck to the west, as there really are quite a few, and they can get out of hand if you let them swarm you. I use Syrenil for this purpose-running around throughout the level-alone-and leading Trolls back to the party. Once I've got a sizeable horde in the bottleneck I hit them with Slow, which makes melee easier and, again, Trolls affected with movement-affecting effects like Slow or Web tend to stay down if you kill them in melee, regardless of whether they normally require fire or acid or not. ***HoF*** The bottle-neck lure is, in Heart of Fury, somewhat more essential. Of course, with higher level characters I have no qualms about throwing around Incendiary Clouds to make sure Trolls that fall stay dead, and Trolls that are waiting in the bottleneck suffer for it. <----------------------------------------------------------------------> 3) Once you've exterminated as many Trolls via bottleneck as you care to, explore to the eastern edge of the level, then turn south and follow the path around to a wrecked ship guarded by Scrags. They take no special action to destroy, so smite them and loot the ship. ***ITEMS*** (x=1800, y=1700) Namji's Robe*1 *1: A robe with an Armor Class of five and surprisingly fast regeneration of one Hit Point per round. Since it's not as protective as the Robe of the Watcher, and it can only be worn by single-classed Mages, it's useless to me. <----------------------------------------------------------------------> 4) Backtrack to the bottleneck and from it head north, staying as far west as you are able. Eventually you'll find a ramp to the south, where you'll encounter several Bergclaws-uh.. bear-like critters. Return back up the ramp and continue up some stairs to the northeast, where you'll find a door guarded by two Ice Golem Sentries. When you get near the door, they'll attack, so set your party up in a favorable way before provoking them. Once they're dead, enter the doorway at (x=1100, y=400). I spell-buff before entering.. just in case there's a mob of bad guys on the other side. ***HoF*** From here on out, you might as well ditch the Boots of the Fox and wear Boots of the North, instead. Many, many creatures from this point on until the end of the expansion will be doing cold damage, and cutting that in half will help a lot. Or, again, there's always Resist Fire/COld and Entropy Shield. Arctic Caverns (AR9601) o======================================================================o 5) As soon as you enter you'll be attacked by a vertiable menagerie of arctic enemies. This encounter will pretty much set the tone for the rest of the level.. everything icey and lame lives here, including Greater Snow Trolls, Greater Ice Trolls. New-comers include Bone Scavangers (Wyvern-like foes) and Berg Yetis.. which are like normal Yetis, except tougher and they have a cold breath weapon. Note from Lee: Once again, I don't bother buffing or applying an special tactics. My party is simply too powerful for these foes, and I take them all out in straight melee. <----------------------------------------------------------------------> 6) Once you've wasted the wintery welcoming party, continue to the west. My strategy for this place is really quite simple-I spell-buff with my longest-lasting, non-fatiguing spells, and proceed to walk through the level crushing everything in my path. These buffs include Prayer, Draw Upon Holy Might, Recitation, Protection from Evil 10' Radius, Emotion: Hope and Emotion: Courage. If a large number of foes present themselves, I use Slow to help out.. and of course to cheaply kill Snow Trolls. Round a corner to the south and smite another large collection of baddies. <----------------------------------------------------------------------> 7) Continue east, kill another group of arctic misfits, then turn south again-this is the expansion where the developers coil the levels as much as possible to waste your time and fit plenty of lame encounters into each map. At this second turn, however, you'll find a corpse you can loot. Huzzah! Loot, continue west, cross a bridge, and exit to the next level at (x=200, y=1100). Again, spell-buff before you enter the next level, in case-against all odds-the inhabitants of the next area turn out to be uninterested in tea and cookies. ***ITEMS*** (x=1370, y=920) Cloak of Invisibilty*1, Flaming Oil x7 (7th-Play: Ogrien's Scale) *1: Yeah.. this container pretty much has the same stuff in it as one we found in the Barbarian Camp. Two shots at the same loot-if only any of it were any good. Note from Lee: I rested here just before entering the next area (one of my multi-class Mages gained a level and need to memorize spells), and was attacked by four Sahuagin. They died so easily they almost aren't worth mentioning, but what's the point of a FAQ if you don't tell people what can happen? Field of Bones (AR9602) o======================================================================o 8) You'll face some pretty stiff resistance once you enter the level. Spell buffing will make this fight easier, but the real annoying elements, again, are the Snow Trolls interspersed amongst the foes, which require especial fire-or-acid attention in order to keep down. Then there are the Water Kin Elementals, which you'll have to kill with spells or missiles, as you can't approach them in melee. As far as new enemies are concerned.. they're not too bad. They can do a good bit of damage if they hit (cold damage, by the way), but they're otherwise unimpressive. My advice? Keep a leash on your characters, don't let them advance freely through the level-drawing the attention of every critter they can. Kill what's in front of you, then advance, and let the enemies come to you-luring a mob of Greater Snow Trolls will just cause you grief. <----------------------------------------------------------------------> 9) After the initial baddies are dead-including the Water Kin Elemental in the pool to the west, head south to find.. more freakin' Trolls. Further south are more Scrags and another pool with a Water Kin Elemental within. Waste them, then continue east and head onto a narrow ledge crossing a chasm. Some Trolls will harass you from the south- eliminate them and continue east, across the chasm. I suggest leading with one well-protected character wearing Boots of the North and leaving the rest of your party on the western side of the void. <----------------------------------------------------------------------> 10) On the eastern side of the crevice you'll encounter a few new foes- Cold Bones, which are just normal get-in-the way skeletons, and Frozen Bones/Iced Bones, which can be pains in the ass. They can cast a variety of cold spells-Snilloc's Snowball Swarm, Icelance, and Ice Storm. If you haven't guessed already, the sole goal of this place is to pummel you into submission with as much cold elemental damage as possible, and at this, they excel. Take their initial spells (you really don't have much of a choice in it), lure them across the bridge spanning the hole, and eliminate them. Once all is still head across the gap with your party and destroy any Bone Scavengers around. Once they're all dead-good news! There's plenty of goodies to loot amongst the remains in their lair. ***HoF*** The undead here can be obnoxious, what with their constant use of cold spells. Anything that hurts you without having to make a 'to hit' roll is not healthy for you. Fortunately there's relatively few of them around, and Three White Doves helps to make them fewer. Also, cold spells are easily negated with our Clerical buffs. ***ITEMS*** (x=3150, y=1100) 524 gold (x=2700, y=900) Wand of Lightning (x=3150, y=700) Chain Mail +2, Amulet of Protection +1, 1000 gold (x=3400, y=1020) King's Tears, Emerald <----------------------------------------------------------------------> 11) From the Bone Scavenger nest, head south to find-more undead. Deal with them in whichever way you find the least painful, but keep your looting glasses on, as there are more goodies hidden amongst the remains nearby. In the southeastern corner of the map you'll find the third- and final-Water Kin Elemental in this level. ***ITEMS*** (x=3250, y=1710) Potion of Hill Giant Strength, Potion of Heroism, Ancient Armor (x=2900, y=1600) Potion of Magic Blocking, Ring of Protection +2, Ring of Infravision *1: Gives the wearer Infravision.. which makes things glow orange. This is not a dark game, so I can't see why you'd ever need this. <----------------------------------------------------------------------> 12) From the final Water Kin Elemental's pond, head southwest and destroy another collection of Cold Bones and Frozen Bones. Cross a narrow path to the northwest to find the remains of a very large, and hopefully very dead dragon. Explore to the north of the dragon's head first and smite some Bone Scavengers. Once they're dead, search the rib-cage to score some premium loot. ***ITEMS*** (x=1600, y=1700) Mithral Field Plate Armor +2, Cloak of Protection +2, Gauntlets of Ogre Power*1, Large Shield +1, Bastard Sword +1, +3 vs. Shapeshifters*2 *1: A second pair of these gauntlets. Ilnathias has the superior Gauntlets of Weapon Expertise, Amirule is still using the Guantlets of Elven Might/Girdle of Stromnos combo, and Kaelinalia has the first pair. So, surprisingly, these get passed all the way down to Nauzhir. --- *2: How many Werewolves and Dopplegangers are there in this game? Yeah, like one. How many superior +4/+5 swords have we found? More than one. How many characters do we have that can use them? One. By process of elmination, this is identified as a hunk of crap. Scientifically, even. <----------------------------------------------------------------------> 13) Now explore south of the dragon skull to find a Sahuagin priestss named Xactile wandering around, guarded by some Boneguard Skeletons. Wonder of wonders, she's not hostile! Talk to her and she'll identify this place as the 'Field of Bones', where the dead are laid to rest. She claims to be a priestss of Sekolah, but he seems more on the Myrkul side of things.. She'll tell you were Icasarcht is, and ask you not to pursue her-not for the dragon's sake, but for the sake of her former people, who guard Icasaracht. Well, at least it's not more damned Trolls. She won't force the issue, however, and will actually heal you; for a price. At least this makes sense, though, unlike those asshole barbarians. Loot her (trapped) altar and head bravely onward to the next level (x=600, y=2100). ***ITEMS*** (x=1000, y=2220) ~Ring of the Will-o-Wisp*1 (7th-Play: Mourner's Armor*2) ***TRAPS*** (x=1000, y=2220) *1: This unimpressive ring allows you to shoot out 'a spray of electrical motes' that deals 4-16 damage to 'everything in their path'. I can honestly say I never even bothered to use this stupid ring. --- *2: I love Lamellar armor.. Chain Mail, Plate Mail, even the Lorica Segmentata (Roman-style Banded Armor) are all staples of the fantasy genre, poor Lamellar labors in anonymity, even though it was vastly superior to Scale Mail and even Chain Mail in terms of protectivity, maintenance, and affordablity. Anyways, this armor it interesting, if not useful-it's got a base Armor Class of four-which is hardly passable for Fighter armor anymore (if indeed it ever was). Also, it's cursed, but it's one of those 'Wailing of virgins' type deals-if you're wearing it, you probably want to be wearing it-it's not a 'gotcha!' curse. while equipped, it gives the wearer +25 Hit Points.. but it also hides your Hit Point total. It also gives a +75% resistance to Missile weapons and immunity to pain. It can be worn by Thieves (albeit, at a -25% penalty to their Thief abilities, but at this point in the game, you probably have enough points to survive it), but you do not retain your Mage spells with this armor. Even if you retained your spells, the hidden Hit Points are a killer. I simply refuse to micro-manage that much. Sahuagin Lair (AR9603) o======================================================================o 14) As soon as you enter this level you'll be attacked by some hulking Umber Hulk-like critters known as Vodyanoi-fish people. They're nothing special. A Sahuagin behind them will shoot at you while you melee the Vodyanoi, and another Sahuagin will cast low level Clerical spells-do not give in to your violent urges and attack them, as they are protected by traps. Disarm them, THEN let violence reign. There is a similar encounter in the room to the north-a trap lurks at the arches to the north, and a Water Kin Elemental in a pool beyond, so don't rush on in. Ilnathias presents himself as a target just south of the arches, while Syrenil shoots down the Sahuagin, the elemental, then disarms the trap. Teamwork! Continue north through another room and you'll get yet another similar encounter-traps at the arches, Vodyanoi lead in melee, a Sahuagin hangs back and casts spells/shoots at you. This time, however, you can loot some objects to the northeast which seem to be where the Sahuagin process their fiery bolts. On that note, Sahuagin will drop their mundane weapons, Bolts, Bolts of Sekolah's Fire (3d6 fire damage for three rounds), and possibly some gems or jewelry-all garbage that serves only to clutter up your inventory. ***ITEMS*** (x=1700, y=630) Bolt of Sekolah's Fire x2 (x=1870, y=680) Bolt of Sekolah's Fire x3 (x=1980, y=720) Bolt of Sekolah's Fire x2 ***TRAPS*** (x=1650, y=1420) (x=1750, y=1240) (x=1700, y=940) <----------------------------------------------------------------------> 15) The only way we can go now are through the arches to the west-each arch is trapped, of course, so do yourself a favor and disarm the traps under each arch.. you know, while you're not being harassed and all. Once done, head to the west, where the level opens up a bit. Running northwest are three paths, each guarded by Ice Golem Sentries and trapped. The Golems are, for now, non-hostile, so we'll ignore them for the moment. To the Southwest are two more rooms set up like the first three chambers we cleared-Vodyanoi, Sahuagin, another Water Kin Elemental, and traps in the arches, of course. You know how to deal with these by now. Once those rooms are cleared, disarm the traps under the Golems.. or at least all the ones you can reach. ***TRAPS*** (x=1450, y=1260) (x=1520, y=1100) (x=1400, y=920) (x=1300, y=1000) (x=1220, y=930) (x=1200, y=1345) (x=1150, y=1100) (x=1000, y=1220) (x=920, y=1260) (x=900, y=1180) <----------------------------------------------------------------------> 16) Time to evict these stupid, lazy, fat Golems, for the dire offense of being in our way! It's one of the rare instances in an Infnity Engine game where you have to start a fight with a neutral foe in order to proceed. Since the ball's in our court, we might as well spell-buff up. I then have Syrenil take some pot-shots at the middle Golem, while she and the rest of my party stand back in the room where we entered. The Golems, predictably, attack, as well as a host of Sahuagin hidden behind them in the northwestern part of the level. They try to come through the arch and naturally bottleneck themselves in front of the room. I show off my party's might a bit here by hitting them with multiple Greater Commands, Chaos, and Slow. A few Sahuagin will break off and enter the room from the room to the north, but by the time they reach my party most of the Sahuagin are incapacitated. I slaughter the few who miraculously managed to save, then tend to those who didn't. Once done scraping scales off your boots, there are some more Water Kin Elementals that manifested since you provoked the Golems. I deal with them the traditional way-Ilnathias standing around dumbly getting attacked to no avail, with Syrenil behind him shooting the critters down. Note from Lee: Instead of the room where we entered, I move into the room just went of that (as there is only one entrance) and bottleneck the golii, etc, in the archway to (x=1200, y=1300). This prevents them from flanking me, and allows me to simply kill them one at a time... <----------------------------------------------------------------------> 17) You're not done yet-chances are you didn't lure everything in the level eastward in the last Step. After taking care of the two Water Kin Elementals near the northern and southern Golem-guarded paths I advance with Ilnathias up the center path (after disarming the trap, of course) where he'll encounter a batch of Sahuagin Elite Guards and another Water Kin Elemental. They'll shoot uselessly at him, he retreats and lures the Sahuagin Elite Guards back to the first room, where we dismantle them in detail-I don't get bottlenecked, I am the bottlenecker! Once done, it's a simple issue to shoot down the Water Kin Elemental. Sahuagin Elite Guards drop Shark Skin Armor*1 and Spears +1, in addition to the typical Sahuagin crap. *1: Base Armor Class of eight, +10% Fire and Acid Resistance, -1 penalty to Dexterity. <----------------------------------------------------------------------> 18) One more encounter awaits. There are three more traps behind where the Golems were, and northwest of the pool/paths the Golems were guarding is a semi-circular ring of Sahuagin, Sahuagin Elite Guards, and a Sahuagin Prince. They WANT us to come to them, and while we could avoid bottlenecking ourselves by splitting the party up and taking different paths, I prefer to simply hit them with a pre-emptive spell-barrage. First, Syrenil makes herself Invisible and disarms the traps impeding our progress. Once that's done, I sneak up with Syrenil, mark the locations of the enemies, and target the ground in front of them with Greater Command and Chaos spells, then I charge in and massacre them gleefully. All but two of them fall asleep, which makes the process of elimination that much easier. Once they're dead, loot them for some goodies, especially their prince, who will drop Coral Plate Armor*1, a Cloak of Protection +1, a Plain Key*2, and a Spear. Loot the urns along the wall and enjoy that oh-so-pointless bit of end-game loot. ***ITEMS*** (x=1000, y=550) Debian's Rod of Smiting*3 (x=820, y=520) The Icon of Power*4 (x=720, y=600) Lover*5 (x=630, y=570) Pestilent Dawn*6 (x=470, y=670) Sceptre of Tyranny*7 (x=360, y=850) The Unstrung Harp*8 ***TRAPS*** (x=1100, y=900) (x=900, y=900) (x=850, y=1100) *1: Armor Class three, +15% Fire and Acid Resistance, -2 to Dexterity. It's a good bit inferior to normal Plate Mail, much less the enchanted gear on most of my characters. --- *2: Another quest item. You might want to hold onto it for a few moments, yes? --- *3: A +3 Club that deals extra damage against Golems and outsiders. Golems aren't too troublesome, and the fact that you only have a 5% chance to deal extra damage makes it less useful than other weapons we've already found.. like Three White Doves, which has a 5% chance of destroying such foes outright! --- *4: A +3 Halberd with the ability to cast Symbol of Pain 3/day. There are better Halberds out there, and I don't care about them, either. --- *5: Lover is a +4 Dagger that returns to the wielder's hand. Fair enough, we found a Battle Axe that does the same thing a long time ago... but this is a +4 ranged weapon, not a mere +2 weapon. The biggest problem with ranged weapons was, of course, the limited ammo. The Long Bow +4: Hammer is far, far superior-(-1 THAC0, two attacks per round on Lover versus -3 THAC0, five attacks per round with the Long Bow +4: Hammer), but Lover does Piercing damage, while bows do Missile damage, which is more frequently resisted. Ultimately... I keep my hands on both. Lover can be deployed against anything that requires highly enchanted weapons to hit, and the convenience factor of not having to carry around ammo is priceless. The Long Bow +4: Hammer is retained to do brute-force slaying against less well-protected foes. Of course, in later playthroughs, if you really want to use an archer you should consider just getting a mod that allows you to infinitely stack arrows, and buy yourself enough magical arrows to last you for the game. It's really untenable without cheating (so purists, use Lover, instead.) --- *6: Pestilent Dawn is a +4 Morning Star that has a 25% chance to inflict disease and makes the wielder immune to disease. It could have potentially found a home in my party, but alas, good characters cannot use it. Just as well, Three White Doves is better anyways. --- *7: Sceptre of Tyranny is a pretty neat Club. Its +4 enchantment bonus is powerful, and being immune to fear is always good. Unfortunately I don't have any club-users in my party. --- *8: Bards are pretty useless, and this forces you to have a good-aligned Bard with 13+ Wisdom. What do you get in return? The ability to cast Heal once per day. By now, my Clerics can do this more often, and many other things besides. <----------------------------------------------------------------------> 19 The doors to Icasaracht's lair are at (x=1400, y=450), but before we enter, activate the object at (x=1200, y=750)-which will explode in a Snilloc's Snowball Swarm effect. Apparently this was a preservation ward that kept a young dragon body fresh. There was another one on the other side of the level, but it's curiously already been deactivated.. Oh well, no time to think. Now it's time for the most intense spell- buffing session yet. I cast the following spells-Resist Fire/Cold and Entropy Shield, and Draw Upon Holy Might on all my Clerics and Prayer, Recitation, Emotion: Hope and Emotion: Courage, Protection from Evil 10' Radius, Haste, and Righteous Wrath of the Faithful on the rest of the party. In addition, Ilnathias takes his place as a super-phenom by using my oft-mention by as-of-yet seldom-seen super-combo. He'll cast Stoneskin and Tenser's Transformation. Unfortunately, he's the only character I have that's equipped to do it.. still, it only takes one. Once I'm fully buffed, Head through the doors to get this over with. ***REWARD*** (For destroying the preservation ward) EXP 10000 Icasaracht's Lair (AR9604) o======================================================================o 20) You'll be confronted by Icasaracht the dragon-certainly getting big dragons on the Infinity Engine was the crowning glory of Bioware. Unlike in Baldur's Gate 2, however, here they take the role here they deserve: the end boss. The dragon will talk about its motives if you let it, but a fight is inevitable. Now for some notes about dragon- fighting. Unlike in Baldur's Gate 2, Icasaracht doesn't have dragon fear, so you don't need to buff with Remove Fear. Also unlike Baldur's Gate 2, Wing Buffet here isn't quite as annoying-it'll deal a bit of damage and can stun you briefly, but it's far less effective here. Then, of course, there's the dragon breath, which can do some pretty brutal damage in an area-of-effect. By now we have items and buffs to protect us from cold, and her breath weapon is, of course, cold damage. Most of all, however, dragons are brutal in combat, and can whittle down a single character somewhat quickly. If, however, you spell-buffed as I advised earlier, her breath weapon will do marginal damage, and with the Armor Class of my party ranging from -12 to -24, there was only so much she could do in melee.. especially since Ilnathias for the first time in the game saw fit to break out the almighty Tenser's, and was protected by Stoneskin. There's only one hair in the ointment-she'll be assisted by a number of Sahuagin-paltry, on their own, but if any of them cast Dispel Magic, Icasaracht will become much more dangerous. Still, on the normal difficulty it's simple enough to just run up and smite her with my fully-buffed party. When she dies, pat yourself on the back and.. well, you're not quite done yet. She's a sneaky dragon, and if you talked to her, you'll remember that she has been trying to play the immortality ticket. If you destroyed the preservation device in the previous Step, she obviously doesn't have a body to go to, but she does has a Soul Gem, where her spirit retreated to after you smote her physical form-and there are still Sahuagin milling about. Her Soul Gem needs to be destroyed, but first, if you're ambitious, crush the Sahuagin facing you, which include Sahuagin Royal Guards, Sahuagin Underpriestesses, and a Sahuagin King. Retreat to the eastern edge of the level (where you entered) so you can kill them without having to subject yourself to the spells the Soul Gem will cast. When the King falls, spare a moment to run over and loot him, as he'll drop a Cloak of Displacement, Gauntlets of Ogre Power, Bolts +2 x5, Coral Plate Armor, a Heavy Crossbow +1, a Spear +1, and a Pearl. The Sahuagin Royal Guards drop Shark Skin and Coral Armor and normal Sahuagin junk. (This gear isn't included in my final party stats, since I recorded it prior to the fight with Icasaracht, but it will sure be nice to have on the next playthrough (honestly, it doesn't make sense to record gear you won't have before you face the final boss of the game, does it?) Anyways, once the Sahuagin are dead focus on the Soul Gem. Vodyanoi will continue to harass you from time to time, but they're really only checking to make sure you haven't fallen asleep. Unless you are very unlucky or you barely got past Icasaracht, this is no fight at all. It'll cast annoying debuffs on your like Chaos, Horror, Dire Charm, Blindness, Slow, Stinking Cloud, and Feeblemind, and once most of those are depleted, it'll resort to Snilloc's Snowball Swarm, Ice Storm, Acid Storm, and Shroud of Flame. After that, it has nothing else it can throw at you. Once it's smote, the doors out will open and you'll get a nice beefy experience reward (which is also not recorded in my final stats). If you plan to tackle another playthrough or the Trials of the Luremaster dungeon pack, now is a good time to export all your characters. Once you're done, head out the doors (x=2250, y=1250) and end the game. ***HoF*** You need to spell-buff to the max before entering the chamber with Icasaracht-that should be no surprise. Still, even with a titanic party there's only one saving grace in this fight-the Tenser's combo. The fact that all of our triple-classers can use Improved Invisibility, Mirror Image, Haste, Stoneskin, and Tenser's gives them the defenses needed to survive against Icasaracht, who will kill even the strongest of Fighters with stunning speed. As soon as the chatter ends, engage Icasarcht. Once her Sahuagin show up, have all your Clerics hit them with Symbols of Hopelessness and hope for the best. They are not much of a threat by themselves, but if they dispel my spellbuffs, I'm toast, so I need to really make sure to get the Underpriestesses down. If they are thwarted, there should be no problem killing Icasaracht, who just doesn't have an answer for the Tenser's combo. If your spell buffs are stripped, make sure to get another Stoneskin up at least, and perhaps recast Tenser's if things aren't out of hand. Once the dragon falls head over to the orb as usual-almost every time I've done this fight my Symbols of Hopelessness dominate the Sahuagin, taking them out of the fight in short order. Once Icasaracht falls, and the Sahuagin are disabled, it's a small matter to run up and destroy Icasaracht's Soul Stone. Note from Lee: Okay, so I spell-buffed this time, pretty much as described above. The fight itself was disappointing though - after having fought "real" dragons in the Baldur's Gate series, this thing was really no more challenging than anything else in the game. He went down in about four rounds, and the Soul Gem in another four - really not all that tough. I simply ignored everything except those two targets, and it was over before I knew it. ***REWARD*** (For saving the northern lands from the threat of Icasaracht) EXP 500000 PARTY STATS: HEART OF WINTER o======================================================================o Ilnathias 'Icefang' Fighter 12/Mage 13/Cleric 13 Experience: 1185077/1185077/1185077 Hit points: 112 Armor Class: -14 Weapon: Morning Star +4: Defender (THAC0: 1) Cloak: Wailing of Virgins Helm: Blessed Helm of Lathender Amulet: Black Wolf Charm Armor: Elven Chainmail of the Hand +3 Shield: The Argent shield Gloves: Gauntlets of Weapon Expertise Belt: Shimmering Sash Ring: Ring of Holiness Boots: Boots of the Fox o----------------------------------------------------------------------o Amirule Alteslay Fighter 12/Mage 13/Cleric 13 Experience: 1185063/1185063/1185063 Hit points: 102 Armor Class: -13 Weapon: Morning Star +4: Defender (THAC0: 1) Cloak: Cloak of Displacement Helm: Dead Man's Face Armor: Bathed-In-Blood Shield: The Red Knight's Shield Gloves: Gauntlets of Elven Might Belt: Girdle of Stromnos Ring: Ring of Free Action Boots: Boots of Speed o----------------------------------------------------------------------o Kaelinalia Fighter 12/Mage 13/Cleric 13 Experience: 1184754/1184754/1184754 Hit points: 102 Armor Class: -7 Weapon: Sanctified Morning Star +3 (THAC0: 1) Sling +1 (THAC0: 4) Helm: Helmet Armor: Full Plate Mail +1 Shield: Sundered Shield of Tiernon Gloves: Gauntlets of Ogre Power Belt: Golden Girdle Ring: Ring of the Warrior Ring of Missile Deflection Boots: Boots of the North o----------------------------------------------------------------------o Nauzhir the Red Fighter 12/Mage 13/Cleric 13 Experience: 1184729/1184729/1184729 Hit points: 102 Armor Class: -7 Weapon: Three White Doves (THAC0: 2) Edley's Sling (THAC0: 3) Helm: Helmet Amulet: Amulet of Metaspell Influence Armor: Robe of the Watcher Shield: Mystery of the Dead Gloves: Gauntlets of Ogre Power Ring: Ring of Protection +2 Boots: Boots of the North o----------------------------------------------------------------------o Eraithul Fighter 12/Mage 13/Cleric 13 Experience: 1184561/1184561/1184561 Hit points: 102 Armor Class: -6 Weapon: Fist of the Gloomfrost (THAC0: 1) Quinn's Fancy Sling (THAC0: 0) Cloak: Mithran's Cloak Helm: Helmet Amulet: Amulet of Metaspell Influence Armor: Shadowed Robe Shield: Waukeen's Defender Gloves: Gauntlets of Weapon Skill o----------------------------------------------------------------------o Syrenil 'Softstep' Fighter 12/Mage 13/Thief 15 Experience: 1184477/1184477/1184477 Hit points: 104 Armor Class: -3 Weapon: Long Bow +4: Hammer (THAC0: -2) Cloak: Cloak of Non-Detection Helm: Helmet Amulet: Symbol of Solonor Thelandira Armor: Kaylessa's Chainmail Armor Gloves: Bracers of Archery Ring: Kontik's Ring of Wizardry Ring of Shadows Boots: Boots of Stealth o----------------------------------------------------------------------o o======================================================================o | Trials of the Luremaster | o======================================================================o | | | Courtyard | | | o======================================================================o Sequence of Events: {WLK027} 1) Hobart's Grand Adventure 2) Halfling Schemes and Harpy Screams 3) Haggling with Hobart 4) Breaking Up the Baddie Battle 5) Riddle of the Luremaster 6) Improving Your Lexicon 7) Beetles and Mirage Stairs 8) The Eastern Walls 9) Killing the Harpy Queen 10) Unfriendly Competition 11) The Western Walls 12) Wyvern Eradication 13) Test of Intelligence 14) Harald the Fallen 15) Test of Strength 16) Test of Perseverence 17) Test of Luck 18) To the Catacombs 1) As I mentioned above, I completed Heart of Winter in its entirity, exported my part after defeating Icasaracht, and restarted Heart of Winter. So... if you're following this guide, you're either at the end of Heart of Winter, before going out to the Sea of Moving Ice, or you've already beaten Heart of Winter and restarted (like me!). Either way, we're in Lonelywood again, and our goal is now the same-head over to the Whistling Gallows Inn (x=2250, y=1150) (AR9101) and talk to the 'Halfling Man' (x=830, y=430) named Hobart Stubbletoes. He's got a great little adventure for you to go on-although he's sketchy on the details. Agree to go with him and he'll cast a 'Teleport Without Error' (wish we had that...) and you'll be whisked away with magic sauce. Note: For those of you who are restarting Heart of Winter, as nature certainly did not intend, there's no crime against talking to Quinn and buying some choice items.. say, Waukeen's Defender and another Three White Doves? This can be done handily by selling off all the gear we found at the end of Heart of Winter. Stealing another Ring of Greater Resistance from Kieran, grabbing Quinn's Fancy Sling, and other quick stops before visiting the Whistling Gallows Inn are also worthy of consideration. I did NOT do this, myself, however. It's some odd gaming purity thing I have.. Despite the fact that I started this expansion over again, I wanted all my gear and experience to have come soley from one run through the game. There's no reason why you shouldn't loot up, however. Castle Maluradek, Courtyard (AR9700) o======================================================================o 2) You'll reappear quite far from the climes of Icewind Dale. Apparently this castle Hobart wants us to explore is in the Anauroch.. a very large desert. So, from snow to sand we go. No matter what you say, he'll end up insulting your intelligence and wandering off. We should follow him-but before you do, you'll be attacked by Harpies and Fiendish Harpies. They're somewhat potent in melee, but we all know our mythology, right? Well, apparently Black Isle didn't want to code Charm effects into their song, so instead they cause fear. Cast Remove Fear quickly and smite them. Fiendish Harpies are a bit tougher, but their combat stats can't really compare to yours. They also can cause disease, so keep an eye out for it. Once they're dead, head into the house at (x=1450, y=850). Hobart's Shack (AR9715) o======================================================================o 3) Talk to Hobart (x=260, y=160), who says little of interest. He is, however, our one and only merchant in this expansion, so let's see what he's got, eh? Bag of Holding Yes, it actually is a Bag of Holding. No joke-you put crap in it, and... well, stuff is in it. As far as I know, it's bottomless, so have our prayers for inventory management been answered? No. Prayers are never answered. There are two limiting factors to this item; first, it will not store any armor-be it Robes of the Evil Archmagi, Full Plate +1, or any kind of shield-if it uses the shield or armor slot, you cannot put it in the Bag of Holding. Second, like all containers, it will NOT export with you, meaning you can only use your Bag of Holding for the rest of Trials of the Luremaster... and for Heart of Winter, when Trials of the Luremaster is completed. Of course, we all know we found a Bag of Holding, so again, if you want to cheat and give yourself one on a subsequent playthrough... well, it's only so much cheating, since there is no logical reason why you can take your badass Morning Star +4: Defender with you, but not your Bag of Holding. --- Bracers of Icelandic Pearl These bracers are only usable by Mages-which restricts nobody in my party. Too bad they're just Bracers of Defense A.C. 6 with a few once- per-day spells attached (none of which I bother using, by the way). They also impose a -2 Dexterity penalty, so all things considered, they're LESS protective than humble Bracers of Defense A.C. 6. --- Cloak of Protection +2 Noteworthy only for being uncommon, I haven't been able to find a home for cloaks like this for a long while now. --- Gauntlets of Ogre Power In case you didn't get enough in Heart of Winter... have another one! It'll give me minor bonuses to THAC0 and damage, but it's better than nothing. Of course, this would be our fourth pair... so there's a good chance you won't be able to make much use of it. --- Golden Girdle If you don't have belts on some characters, you might as well buy this. It's not a great item, but something is better than nothing. --- Short Bow of Ebullience Remember how I told you that Short Bows suck? I stand by that. This is one of the very few decent Short Bows in the game, and damn, does it come late. On my first, niave, uninformed guide party, I had Syrenil cast as a Thief/Mage dual-class. The best bow she got all game was a laughable Short Bow +1. Compared to that, this +3 specimen seems inspired... even with the -2 Constitution penalty and -50% Fire Resistance penalty. Of course, it also has a 25% chance to deal +2d3 fire damage, makes an extra shot per round, and gives the user +30% Cold Resistance, so it's not all bad. It aspires to be a decent Troll-killer, but by now I've discarded all ammo-using weapons and settled for Lover... or I just stack arrows and use the Long Bow +4: Hammer, which is vastly superior. --- Skullflail One of the few decent items Hobart sells-the Skullflail is a +4 Flail that always deals +1d4 piercing damage, and has a 10% chance to deal an additional +1d6 piercing damage. It's not amazing, but at least it doesn't have any gimps. <----------------------------------------------------------------------> 4) Buy what you will and leave-it's time to explore the courtyard-which well explore.. almost at random. You'll find Harpies around, and Wyverns. The former cause fear, and the latter poison you. With an over- abundance of Clerics, neither should be much of an issue. Good news! They are not friends. North-west of Hobart's shack you'll find a group of the two critters fighting it out. Aid them in their attempts to kill each other. Once they're dead, talk to the 'Spectral Figure' at (x=800, y=400). <----------------------------------------------------------------------> 5) 'Lo and behold, 'tis the Luremaster! Why does he have that name? He didn't lure us here. Shouldn't Hobart be the Luremaster? Whatever, he melodramatically announces himself as your adversary... freakin' Bards... Anyways, he tells you that you must enter the 'lure' and prove yourselves worthy of 'bearing the mantles of heroes'. Oh... I get it- this place is the lure, and he's the master of it-hence, the Luremaster. Oooooh... Anyways, if you succeed, you get to leave, if you fail, well... Then you can still export and do something else! Loser Luremaster-game mechanics fail is fail. Anyways, before letting you go he'll give you a riddle, which you don't need to interperate, because you long since gave up any autonomy by reading this FAQ. Still, to humor us both: "North, east, south, and west, In towers four the purgatives rest. Feed them where the spirits nest, Or forever here remain, our guest. The sun rises, the earth warms, Four men lie cold, yet no one mourns. "Leave them be!" the mad lord warns, and from my work their praise is shorn." <----------------------------------------------------------------------> 6) So.. there are four towers around that we need to explore, and deal with the 'purgatives' within. Purgative... hmm.. Purgative: adjective, 1) that purges; purging 2) causing bowel movements- n. a substance that purges; specif., a cathartic. Hey! I learned a new word. So, we have to 'feed' some purgatives (clearly the noun form), in some towers 'where the spirits rest'... a play on purgatory? Kill some purging agents-guardians-in some towers. Well, that wasn't too hard, was it? So let's get on it. <----------------------------------------------------------------------> 7) First, I choose to explore the eastern side of the level. Head east of Hobart's shack to find some pesky beetles-including some Bombardier Beetles, Boring Beetles, and a Rhinoceros Beetle-easy prey by now. Smash them, then head up the stairs. They look broken, but should you stand near the ruined planks long enough, you'll see through the illusion and be allowed to proceed-don't worry, this kind of thing doesn't happen elsewhere in the expansion. Head up the stairs (x=1900, y=600) to reach the eastern walls. Castle Maluradek, Eastern Walls (AR9710) o======================================================================o 8) Yes, the walls are a seperate area, hence, a location seperator. I know, it's lame. Kill a pair of Fiendish Harpies to the south-east, then note the two towers at either end of the wall, the northern tower is at (x=100, y=100), and the southern tower is at (x=800, y=900). Head into the northern tower, first. Cast Remove Fear before you do, however- you know, just in case. North-Eastern Tower (AR9706) o======================================================================o 9) In this tower you'll find the Harpy Queen. I wonder how Harpies reproduce? No, no, I don't. Anyways, she'll talk at you, but a fight is inevitable. My strategy here is quite simple-all five of my Clerics cast Symbols of Hopelessness in the middle of the room. Once out, I ignore the affected Harpies and run up to the Harpy Queen. If she's affected- great. If not-she's my target anyways. She knows a variety of Mage spells (up to 5th level, in fact) and will not hesistate to use them. Typically she employs Stoneskin, but she's not above throwing out a Dispel Magic to ruin your Symbols of Hopelessness (and spell buffs). Also, her spells are really the most direct threat to us in any difficulty. Once she's down, it's really just a matter of mopping up any Harpies unaffected by the Symbols, then slaughtering the ones that were. Once the birds are plucked, loot the Harpy Queen for Chautog's Thinker*1, a Ring of Greater Resistance, and three Potions of Extra Healing. Before leaving, activate the lever at (x=270, y=430). *1: A fairly interesting helmet, actually. It gives a +1 bonus to Armor Class, a +1 bonus to Intelligence, and imposes a useless -2 penalty to Charisma. It's not the Blessed Helm of Lathander, but it is an alternative to the Dead Man's Face. Since I have nowhere near enough good helmets for everybody, it'll find itself a home. Also, since it's a moderately useful item that increases Intelligence, I keep it handy for when I need to scribe those 19th 2nd-and-4th-level spells. South-Eastern Tower (AR9708) o======================================================================o 10) Now it's time to explore the south-eastern tower. Again, we might just find things within that aren't friendly, so rest up if you're injured. Don't bother spell-buffing, however. Head inside and you'll be pestered by one Criek of Bane. Again, the conversation is inconsequential, since it'll result in a fight anyways. Criek is a Cleric, joined by a Djinni, Shelhai, a Fighter with a weapon that can stun you, and Adaran Runeshadow-a Mage. The first thing Criek will ALWAYS do is cast Dispel Magic. You cannot stop him-or at least, I've never been able to. So, avoid the buffing, and just take the Dispel Magic from him. Once it's cast, I respond with five Symbols of Hopelessness from my Clerics, and Chaos from Syrenil. Once you're done schooling them in matters of magic, cut down any and all foes who aren't affected (if any), then massacre the ones who are. Flip the lever at (x=270, y=440) and loot the dead for a wonderful haul of loot: Criek of Bane: Ring of Greater Resistance, Fire Flail +3*1, Bag of Holding*2, 231 gold. Djinni: Wind of Heaven*3. Shelhai: Full Plate Mail +1, Gauntlets of Ogre Power, Fire Opal Ring, Ring of Free Action, King's Tears, Charged Battle Axe +2, 800 gold. Adaran Runeshadow: Robe of the Evil Archmagi, Golden Girdle, Boots of Grounding*4, Cloak of Scintillating Colors*5, Ring of Fire Resistance*6, Ring of Protection +2, The Genie's Flask, Wand of Fire, Staff of the Hanged Men's Glee*7, 1230 gold. ***TRAPS*** (x=440, y=660) *1: We could have found one of these earlier, if Joril was being nice. Chances are, however, he wasn't. This is a guaranteed drop of the best Troll-killer my Clerics can get their hands on. --- *2: Another Bag of Holding! Score! This one comes with some loot inside- as follows: Potion of Holy Transference, Potion of Invulnerability, Mummy's Tea x4, Philter of Purification x2, Wand of Fear, Antidote, Scroll of Neutralize Poison, Scroll of Raise Dead, Scroll of Symbol of Pain, Potion of Regeneration, Potion of Explosions, Flaiming Oil x4. --- *3: The best Scimitar in the game, Druids rejoice! This is a +4 weapon, which acts as a +5 versus Elementals. It also makes the wielder immune to Cloudkill, Death Fog, Stinking Cloud, Cloud of Pestilence, and Malavon's Corrosive Fog. --- *4: The next best cloak in the game... after Wailing of Virgins. It gives a brute +3 bonus to Armor Class and can be worn with any other form of magical protections. But, let's go for a direct comparison-there are four Armor Class categories-crushing, missile, piercing, and slashing. This cloak gives +3 to them all. Wailing of Virgins gives +4, +4, +4, and +2. Crunch the numbers and Scintillating Cloak give +12 amongst all the Armor Class types, whereas Wailing of Virgins gives +14. Also, it protects against fear and Hopelessness, making it the clear winner. If only the Scintillating Cloak added to saves, I would marry it... --- *5: Boots that give +50% resistance to electricity, a rather rare form of attack. Everard had a pair of these, but it wasn't worth killing him to get them, and these aren't worth wearing, really. --- *6: A humble ring that gives +40% Fire Resistance. There are a number of foes who use fire in the game, and although they're not a prevelent as cold-using foes, it's still nice to have rings like this around. Once my triple-classers gain more levels, they really won't need Kontik's Ring of Wizardry or Rings of Holiness anymore, which will make keeping this ring equipped at all times a interesting idea... that or the Ring of the Warrior. --- *7: Given all the other great loot I had found on these guys, I was looking at this unidentified staff thinking... Staff of Power!... no such luck, it's a simple +1 Quarter Staff that allows you to cast Animate Dead three times per day, and bestows a -2 Charisma penalty on its user. Castle Maluradek, Western Walls (AR9709) o======================================================================o 11) Two levers flipped, now it's time to head back out onto the wall (x=350, y=300), and down the stairs to the courtyard (x=400, y=800). Make your way to the western part of the level (your odds of fighting Wyverns and/or Harpies along the way? Pretty high.) and up some stairs (x=650, y=1100) to reach the western wall. There are some Wyverns up here, near the southern tower. Dispose of them, then note the two towers-the southern tower (x=770, y=1000) and the northern tower (x=100, y=100). South-Western Tower (AR9702) o======================================================================o 12) I choose to explore the southern tower first this time.. why? Because thar's fightin' to be dun! This tower is full of Wyverns led by a Wyvern Matron. There was a Harpy Queen, why not a Wyvern Matron? A series of Symbols of Hopelessness can finish this fight before it really ever starts. Since it's a straight melee fight, it's the easiest fight we've.. uh.. fought. Kill the critters and flip the lever at (x=570, y=320)... but behold, we're not done yet. Stairs await at (x=300, y=500). Possibly because of the levers we flipped earlier? Yeah, that's right, we're going to have to backtrack to the east when we're done here.. but there was no avoiding it. Anyways, head downstairs. South-Western Tower Test (AR9701) o======================================================================o 13 From where you arrive, head to the north to find the Luremaster (x=600, y=200). Talk to him and he'll ask you a riddle, which is so simple ever *I* figured it out: "Of the elements I am born, My gift brings both love and scorn. My touch can feel either hot or cold, Yet I am not meant for a man to hold." Answer: Wind Answer correctly and you'll recieve 'The Tale of Sir Giles'*1, which.. just seems like one of those questy items you should hold on to, right? You'll also get a pretty nice experience reward. ***REWARD*** (For answering the Luremaster's riddle correctly) EXP 120000 *1: You should probably read this, as it details the feats of Sir Giles against the dragon Aehirglass. This is kind of important information, as in, the entire backstory to this place is built on it. Note that Sir Giles fought with a Mace, and Lord Maluradek was a sissy. North-Western Tower (AR9704) o======================================================================o 14) Head back out onto the western wall and up into the northern tower. Inside you'll find Harald wandering about. Before bothering with him, grab the loot on the ground (x=440, y=450), which just happens to be a 'Holy Symbol of Helm'*1-another questy-seeming item. Harald isn't terribly interesting, and if you talk to him he'll tell you about his fall from grace when he and his buddies came here for glory and loot... or was it when he proved to be a coward? Either way, he wants you to kill him, since life sucks now. You don't actually have to kill him-and doing so costs you reputation. On the other hand, he's got some rather exquisite loot... if you kill him you'll score some Mithral Field Plate Armor +2, a Golden Girdle, Boots of Grounding*1, Gauntlets of Weapon Expertise*2, a Ring of Free Action, a Morning Star +4: Defender and 91 gold. Do what you will-he's not part of any quest or anything. Once you're done, flip the lever at (x=300, y=500), then head down the stairs at (x=580, y=320). *1: Yes, it is indeed a quest item. Keep it. --- *2: These pass Amirule over, since she's still using the Gauntlets of Elven Might/Girdle of Stromnos combo (and will for the rest of this playthrough), and find themselves in the possession of Kaelinalia. Lucky girl. --- *3: Again, Kaelinalia ends up with this one. Amirule already got one when we killed Quinn in Lonelywood. Funny, how two of these awesome weapons have required us to shed innocent blood. Oh well. North-Western Tower Test (AR9703) o======================================================================o 15) Here you'll find the Luremaster skulking in the corner again at (x=600, y=200). No stupid riddles this time-he's more direct now. To prove you're worthy heroes, you'll have to prove yourself in the crucible of combat. He'll summon some Animated Plate to attack you. Put them down and the Luremaster will reward you with 'The Tale of Sir Erris'*1, and another quest reward. Joy. You can loot the vanquished Animated Plates for Plate Mail Armor +1 and a variety of +1 weapons. Now to leave the tower, return to the courtyard, and head to the eastern wall. ***REWARD*** (For proving yourself in the crucible of combat) EXP 120000 *1: The thing to note here is that Sir Erris fought with a 'mighty axe'. South-Eastern Tower Test (AR9707) o======================================================================o 16) Return to the southern tower on the eastern wall, where we fought Criek and company. Wonder of wonders, there are now stairs accessible at (x=660, y=330). Down here you'll find the Luremaster at (x=480, y=340). Talk to him and you'll be rewarded with another damn combat trial. Endurance is now the name of the game, and you'll have to fight a number of plant-critters-Red Myconids, Mustard Jellies, and a Shambler. Shamblers really, really suck-they've got tons of Hit Points and they're immune to bludgeoning damage, effectively making my Clerics incapable of harming them in melee. They take full damage from acid and cold, which means using Vitrolic Sphere, Melf's Acid Arrow, or Otiluke's Freezing Sphere isn't a bad idea. Best of all, they take double damage (+128% actually) from electricity, but there just aren't really any good single-target or party-friendly electric spells. Syrenil can also hurt them with Lover or arrows, against which it generously only resists half damage. The best option we have against them is to just use death magic-I've found that Finger of Death works well enough, and it'll do even better when employed en masse, after the Shambler is perhaps weakened with Greater Malison. Once everything is dead, the Luremaster shows up again and rewards you with experience and 'The Tale of Sir Zierkki'*1. Yay. Now leave this tower and explore the northern tower-the former abode of the Harpy Queen. ***HoF*** Using death spells is just not an option in Heart of Fury mode-due to the absurdly boosted Saves foes have. Yeah, you can still use debilitators, but not death spells. Whatever. The best tactic for Heart of Fury mode? I just use multiple Shocking Grasp spells to take them down. It takes about eight to kill one Shambler, dealing about 60 damage per spell. ***REWARD*** (For persevering against plants) EXP 120000 *1: Again, the thing to note here is the weapon. This time it's a spear. North-Eastern Tower Test (AR9705) o======================================================================o 17) Go down the stairs at (x=700, y=350) and you'll be harassed by the Luremaster. No combat or riddles this time-here it's a guessing game. Pick the right chest or get hurt. You can't disarm the traps on the chest (indeed, trying will only result in pain), so you'll just have to guess. Oh, if only you had a way to know which chest was the right chest! Eh.. you know, I'm kind of tired right now, and can't really think of any funny follow-ups. Loot the chest at (x=370, y=600) to find 'The Tale of Sir Geddian'*1. No quest reward here, but at least we're done in these stupid towers. ***ITEMS*** (x=370, y=600) The Tale of Sir Geddian ***TRAPS*** (x=320, y=520) (x=370, y=470) (x=450, y=450) (x=530, y=530) (x=500, y=600) *1: The weapon this time is a sword. Temple of Helm (AR9713) o======================================================================o 18) Return to the courtyard and enter the building under the stairs that lead to the eastern wall (x=1750, y=550). Inside you'll find a number of Sword Spiders and Phase Spiders. Kill them and loot the books on the altar at (x=640, y=260) to find the 'Manuscript of the High Watcher', which provides more backstory detailing the fall of Castle Maluradek. Yeah, it's all enthralling stuff. Activate the dish on the altar (x=620, y=240) and put the Holy Symbol of Helm we found earlier in it. The symbol of Helm will appear on the wall behind you, and stairs will open up under the altar. Well, since we have no other options, let's explore under the chapel! Exit this area at (x=600, y=290). o======================================================================o | | | Catacombs | | | o======================================================================o Sequence of Events: {WLK028} 1) Traps, Secret Doors, and Obnoxious Undead 2) Teleports From the Crypt 3) Sniping the Silver Key 4) Back to the South 5) Eastern Eradication 6) Traps and Treasure 7) Western Wipeout 8) Earning the Electrum Key 9) Operation Corridor Freedom 10) Say Hello to Mister Trappy! 11) Clearing the Junction Room 12) Mummy Massacre 13) Pilfering Platinum and Grabbing Gold 14) Crypt Things in the Center 15) Back to the Beginning 16) Pick a Door, Any Door 17) A Generous Sarcophagus 18) Coffer Caper 19) Traps, Secret Doors, and... Jellies? 20) You Are Not A God 21) Bagging the Bronze Key 22) Abra-Kadabra, A New Passage 23) Putting the Shades to Rest Catacombs (AR9714) o======================================================================o 1) Behold! Catacombs. This place looks more like a Planescape: Torment level than anywhere else in the game. Also, it's full of undead. Fun. Traps and secret doors abound, so this is one of those levels that gives FAQ-writers headaches. Following me closely will keep you from getting fouled by traps and ambushes (there's a particularly obnoxious type of undead in this level that will wreck havoc on you, strategically), and it'll also keep you from walking around this level like an asshole, looking for secret doors you missed-which is what I had to do the first time I played this expansion. Anyways, head east, disarm and loot a sarcophagus, and then head north. ***ITEMS*** (x=700, y=1850) Broken Armor, Broken Shield, Heavy Crossbow of Accuracy, Bolts +2 x20 (x=850, y=1720) Sunstone Gem x2 (x=850, y=1670) 87 gold ***TRAPS*** (x=700, y=1850) <----------------------------------------------------------------------> 2) The first of our secret doors lie in this room-one on the northern wall (x=330, y=1500) and one on the eastern wall (x=660, y=1500). Go north first, dispatch a Boneguard Skeleton, and loot some coffers. Once done, backtrack and explore beyond the eastern secret door. You'll find some new foes, which are worth describing in detail: Revenants Revenants are undead critters that seem to be rather glitchy. Most of the time you can just walk up and kill then conventionally... you know, you click, your characters hack away, they die, yellow experience comes up on the dialogue box-the usual. Occassionally, however, they'll play possum like Trolls and just refuse to die-save that there is no elemental solution-they're just immune to all damage while they're down like this. I smell a bug, since most Revenants will simply die like normal critters. If one refuses to stay dead, just leave the area save/load, and try to kill it again... or, if your party is pro like mine, just head out of sight, save the game, and try to nail them with a Finger of Death. Repeat until they die. But wait, you say, a Revenant isn't a living creature... how can Finger of Death work on it? Ah... my child, remember those Ghasts and Ghouls in Upper Dorn's Deep that counted as as MONSTER instead of as an UNDEAD? Yep, same thing here. All Revenenants are technically monsters, hence-Invisosmite doesn't work, but mind-affecting effects will. Crypt Things The other foe in this place is arguably far, far worse than Revenants, as they makes navigating this level absolute hell. Crypt Things are very weak combatants that have only one trick up their sleeve-they can teleport your party members to various parts of the level. The issues with this are obvious-a single character is much less likely to be able to fend off whatever lies waiting for them than a party is. If you have a more conventional party, having your party Mage teleported away is... not healthy. Reuniting the seperated character(s) can be tricky as well, considering that one group or another is likely to be vulnerable in either magic or melee, or might lack trap detection... My two go-to strategies are also a bust. Greater Invisibility will not prevent a character from being targeted, and since they erroneously do not count as undead, casting Invisibility and trying to use 'Turn Undead' on them will not work, either. In fact, their teleport ability is not even considered a magic attack (despite the fact that Teleport *IS* a spell and it checks your Save vs. *SPELL*), so Magic Resistance and even Antimagic Shell will not save you. On the plus side, since they are wrongly considered to not be undead, they are susceptible to mind- affecting spells. If you're willing to throw enough spells at them, you can neutralize them with Symbols of Hopelessness. Also, since they are not undead, Death Spell can prove extremely effective against them, as they are not strong enough to be immune to it-one of the few times this spell comes in handy. Just spot them with a hidden or invisible character, and nail them with Death Spell. Sadly, they are too strong for this to work in Heart of Fury Mode. Despite focusing on these two foes, the level is actually quite a bit more diverse. In the room to the east you'll find several Revenants, Crypt Things, and Skeleton Warriors. You'll also likely be bothered by more Crypt Things from the room to the west, as well as our old friends, Blast Skeletons. Kill whatever dares to oppose you, loot the Skeleton Warriors for minor magical weapons, if you wish, and loot the sarcophagus at (x=550, y=850) for a Copper Key*1. Yes, glitchy, obnoxious undead (half of which aren't even really undead), traps, and secret doors aren't enough-they needed to throw in specific keys, too. ***HoF*** Invisosmite returns with a vengeance! Unfortunately, Revenants and crypt Things have the same issue that the Ghouls and Ghasts in Upper Dorn's Deep had. They are not classified as UNDEAD-they are both apparently a MONSTER. This means they can't be turned, so Invisosmite will not work on them. It's still a useful tactic, however, as getting rid of as many trash undead as possible will make it that much easier to kill Crypt Things before they can deport your party members. A teleported character in Heart of Fury mode can be in serious trouble. I suggest taking it slow, scouting with an invisible or hidden character, and liberally blasting any Crypt Things with pre-emptive spell-strikes to prevent them from teleporting you. A little caution will go a long way. If you do get teleported... well, this is another instance where having a party full of Mages comes in handy-cast Invisibility and try to make your way back to your party, or wait around for rescue, whichever is easier. ***ITEMS*** (x=350, y=1250) Scroll of Disintegrate (x=350, y=1270) 47 gold (x=350, y=1300) Moonbar Gem x3 (x=550, y=850) Copper Key *1: Seems kinda questy. You should probably hold onto it. <----------------------------------------------------------------------> 3) Once you've put down the threats in this room, head through the door to the west. If they didn't bother you earlier, you'll find a Crypt Thing here, as well as several Blast Skeletons. Up to the north you'll find some Boneguard Skeletons and another Crypt Thing. Dispose of them and loot the sarcophagus at (x=400, y=450) to score a Silver Key. ***ITEMS*** (x=400, y=450) Silver Key*1 *1: You know the drill, hold onto this gaudy thing until we find out where it goes. <----------------------------------------------------------------------> 4) Now it's time to explore to the south. Backtrack to the first room we were in and go through the doorway to the south to find a room with lootable coffers and a pair of secret doors-one to the south at (x=950, y=2250), and one to the east at (x=1120, y=2020). Ignore the secret door to the south for now, as it actually leads somewhere productive and head east, instead. ***ITEMS*** (x=900, y=1950) 127 gold (x=900, y=1970) Ring of Holiness*1 (x=600, y=2060) Static Darts +3 (x=600, y=2120) Boots of Avoidance*2 *1: Yet another one. I'm sure you can find a Cleric with a free finger somewhere. --- *2: These lovely boots were an absolute godsend in Baldur's Gate... well, except unlike godsends, they actually exist... albeit on a video game. Of course, creatures use ranged attacks much less frequently in Icewind Dale, and we haven't seriously been threatened by missile weapons since our first run through the Severed Hand. Put them on if you have cold feet, but they're not terribly useful defensive items. <----------------------------------------------------------------------> 5) Beyond the first secret door to the east is a tiny chamber that houses... yet another secret door (x=1300, y=1950). Beyond this second door is a room full of undead-six Wights and a Crypt Thing. An invisible character can Invisosmite most of them, then my party lobs a few mind- affecting spells-Chaos/Symbol of Hopelessness-to deal with the Crypt Thing. Once everything is dead, loot some coffers and find another secret door to the east (x=1730, y=1830). Beyond it lies another group of undead-two Skeleton Warriors, two Revenants, and a Crypt Thing. Deal with them in the same fashion we dealt with the last room and you'll be fine. Once your opposition lies defeated, note the locked door to the north-east (x=1950, y=1550). Perhaps its locked state has something to do with those keys we've been finding? Hmmm... But since our FAQ-writer told us to come here without the key, that can only mean three things... 1) He's an idiot, 2) Opening that specific door doesn't matter right now, or 3) We couldn't have obtained the key we need for it yet. It's a mystery, folks! ***ITEMS*** (x=1500, y=1760) Girdle of Bluntness*1 *1: Like the Golden Girdle, except this belt grants you a +4 bonus to Armor Class versus bludgeoning attacks. It's not a phenomonal item, and I refuse to waste the time running through the list of monster items to see how much slashing, bludgeoning, piercing, and missile weapons are used to determine which of these mediocre girdles is actually better than the other. If you have an empty belt slot, it's worth equipping, but it's not to be compared with the Shimmering Sash. <----------------------------------------------------------------------> 6) Backtrack to the west a bit until you return to the room where we smote the Wights and the Crypt Thing. There's a not-so-secret doorway to the south we neglected earlier. Take your Thief, head inside, and Detect Traps like crazy, as this room is absolutely full of them. As an aside, it's one of the many locations where you could have been teleported by a Crypt Thing, and appearing here without a Thief is just... suckful. Anyways, disarm the copious collection of traps about, then pick up the money in the middle of the room... like you still need money anymore. All in all, you stand to score 4417 gold and a few gems... Yay... ***ITEMS*** (x=1880, y=2270) 239 gold (x=1900, y=2275) Sunstone Gem x3 (x=1900, y=2275) Iol Gem (x=1880, y=2290) 149 gold (x=1880, y=2290) 861 gold (x=1900, y=2290) 232 gold (x=1910, y=2290) 171 gold (x=1910, y=2290) 221 gold (x=1880, y=2300) Turquoise Gem x4 (x=1900, y=2300) 101 gold (x=1900, y=2300) Fire Agate Gem x3 (x=1900, y=2300) 63 gold (x=1910, y=2300) 444 gold (x=1910, y=2300) 198 gold (x=1910, y=2300) 279 gold (x=1910, y=2300) 457 gold (x=1930, y=2300) 249 gold (x=1900, y=2310) 123 gold (x=1910, y=2310) 331 gold (x=1910, y=2310) 144 gold (x=1930, y=2310) 155 gold ***TRAPS*** (x=1820, y=2150) (x=1770, y=2170) (x=1870, y=2170) (x=1770, y=2240) (x=1770, y=2280) (x=1920, y=2200) (x=1970, y=2220) (x=1850, y=2320) (x=1970, y=2260) (x=1880, y=2370) (x=1880, y=2410) (x=2000, y=2320) (x=2050, y=2310) (x=2050, y=2380) <----------------------------------------------------------------------> 7) Now, backtrack until you're back in the room just south-east the first room in this area (the one with the two secret doors in Step #5), and go through the secret door at (x=950, y=2250), beyond which you'll find another Crypt Thing for your smiting pleasure. Beyond the secret door you'll find a passage continuing to south-west, and yet another secret door on the wall opposite the one we just went through at (x=1350, y=2400). First, let's explore to the west, which terminates in a room occupied by several Blast Skeletons lining the western, northern, and southern walls, with a Crypt Thing in the north-eastern corner of the room-making this room a prime target for Invisosmite. Once the Blast Skeletons are done, either toss some spells at the Crypt Thing, or rush it an hope for the best. Once done, marvel at the emptiness of the room and head back to the secret door we ignored earlier. <----------------------------------------------------------------------> 8) This door can be tricky, as beyond lie a host of undead, including five Ghosts, two Boneguard Skeletons, and a Crypt Thing. One of the ghosts in a squealin' little asswipe situated near the door, who will immediately tip off his undead buddies unless you're all sophisticated- like. What I do is simple-I move my party back into the room to the north-east, open the door with Syrenil, then immediately use stealth. With any luck I end up with one open door, and eight undead none the wiser. Afterwards, deal with the undead beyond as you will. ***ITEMS*** (x=1200, y=2650) Electrum Key*1 *1: Another key. Yay. What the hell is Electrum? Well, if you are like me and were weaned on Gold Box Dungeons and Dragons game, you'll know Electrum is an alloy of gold and silver. Sounds pretty unappealing, to me. <----------------------------------------------------------------------> 9) Another Step, another secret door. This one is at (x=1650, y=2650) beyond which is a long corridor leading east. This corridor is lined by Skeleton Warriors, who are no major threat anymore, but the Crypt Things every so often are somewhat more concerning, especially the two near the junction where the tunnel turns north-west. There's another one where the tunnel shifts to the north. By my counts, there are fourteen Skeleton Warriors and three Crypt Things, and... I know I sound like a broken record, but Invisosmite clears this corridor out nicely. After which, only the Crypt Things remain an issue. These ones are rare in the fact that they-unlike most of their fellows-aren't smart enough to keep their backs to the wall-which means Syrenil can go about backstabbing them. With any luck you'll only have to save against one Teleport attempt. In all honesty, this threat is becoming less and less acute. The more we explore, the greater the chance that we'll be teleported into cleared territory. Also note that each Skeleton Warrior drops a Long Sword +1-surely something we need not equip, but if you still need money for some reason, you can put your Bag of Holding to good use and hawk them in bulk to Hobart. Murder and plunder down the corridor (or if that sounds too 'real' for you, you can just give it a bullshit happy name-like 'Operation Corridor Freedom') until you reach a dead end. Oh nos! ***HoF*** In Heart of Fury Mode, sneak attacks with Syrenil are not advised-there is no chance you'll deal enough damage to kill a Crypt Thing in one hit. So... debilitators are the order of the day. Just something to keep in mind-every time you can get away with a one-hit-kill backstab in lesser difficulties-it's not the suggested tactic for Heart of Fury. <----------------------------------------------------------------------> 10) Fortunately, it's yet another secret door (=x3600, y=1800), beyond which lies another, somewhat wider, corridor. Instead of undead, however, we're rejoined by our old friend Mister Trappy. Hello Mister Trappy! What's that? No, I'm not putting my foot on that pressure plate, no matter how much you smile at me with your sharp, rusty, metal teeth. Ah, that Mister Trappy, he's such a kidder... ***TRAPS*** (x=3600, y=1635) (x=3480, y=1580) (x=3640, y=1520) (x=3570, y=1490) (x=3470, y=1470) (x=3500, y=1420) (x=3580, y=1410) (x=3660, y=1390) (x=3420, y=1380) (x=3560, y=1320) (x=3380, y=1280) (x=3510, y=1180) (x=3430, y=1230) (x=3340, y=1260) (x=3340, y=1200) (x=3260, y=1300) <----------------------------------------------------------------------> 11) After you've disarmed every trap in the free world on your way north, there's only one way to go from here-to the south-west. In that direction you'll find a junction room of sorts, which splits off to the north-west, south-east, and back the way you came, of course. It's not unoccupied, however-you'll need to dispatch two Crypt Things and four Revenants before proceeding. Additionally there are a few Boneguard Skeletons in the room to the south-east that may feel compelled to get involved, if you're unlucky. Since Invisosmite is no good here, I just sneak in with Syrenil, sneak attack one of the Crypt Things, then hopefully save against the other's teleport and retreat, re-hiding and dispatching the second Crypt Thing, if I'm lucky. Or I could just throw in a Death Spell, if I'm feeling frisky. Either way, once the Crypt Things are dealt with, lure the Revenants to the west and kill them there-which should prevent any reinforcements coming up from the south. If any of the Revenants are peskily clinging to life, resolve the issue with Finger of Death. I point, you die. Love that spell. <----------------------------------------------------------------------> 12) Once the foes in the three-way junction room are destroyed, regroup your party in the corridor to the north-east of the junction room. Rushing in is still not a great idea, since there are plenty of undead in the room to the south-east of the junction room that are just itching to cause us trouble. The room to the south-east of the junction room is a smallish room with several Boneguard Skeletons lurking in alcoves, which aren't of much concern. What is more concerning, however, are the forces in the room south-west of it, which include a Greater Mummy, two Skeleton Warriors, and six Mummies... we'll affectionately call it the 'Mummy Room'. Yeah, I'm creative like that. North-west of the Mummy room is another densely-crowded room full of baddies, including four Wights, two Boneguard Skeletons, two Revenants, and a brutal three Crypt Things, all within easy sight of each other. See how rushing into the south-eastern room could lure foes from the Mummy room to the fight, which in turn could lure even more foes from the north-western room? Yeah, we don't need to engage a Greater Mummy and three Crypt Things-it could unneccessarily complicate things. My tactics for clearing all three rooms should be obvious by now-use the almighty Invisosmite tactic if you've got a high-enough level Cleric at your disposal. If not, send in whichever character draws the short straw to lure foes to your party. These tactics should be sufficient to deal with the Boneguard Skeletons in the first room and clear out the Mummy room save the Greater Mummy. Once the first two rooms are cleared, rush the Greater Mummy with your party, eradicate him, and occupy the Mummy room. If you are for whatever reason incapable of using Invisosmite, settle for luring, but you'll likely have to endure spells hurled by the Greater Mummy. In this case, leading with a summoned creature will work to absorb some spells. When it falls the Greater Mummy will drop a Wand of Trap Detection*1. Note: Just to mention a few peculiarities about these rooms that I've noticed... first, sometimes the Wights in the Crypt Thing room will become mobile. I'm not sure why, but these foes are all aware of each other, and if you end up engaging a Wight in combat, you can bet that his buddies won't be far behind. The best way to safely Invisosmite them is to block the door connecting their room to the Mummy room with an invisible Cleric-this will allow you to take out a few of the Wights before moving on. Also, note that the Greater Mummy will see through your invisibility. He won't spoil your plans by attacking physically or alerting his allies, but he will throw spells at you, making this a potentially risky Invisosmite... unless you're able to turn him, of course. *1: Another one, wonder of wonders. This wand allows you to cast the 2nd-level Cleric spell 'Find Traps'... but it can only be used by a Mage. Oookay... We already know why that spell is useless, right? Add to that the fact that this wand has only eight charges and... well, it's only so much kindling. <----------------------------------------------------------------------> 13) In room north-west of the Mummy room, things work differently. Since the most annoying foes within don't count as undead, Invisosmite is of limited use (although still a fine way to clear out the Wights and Boneguard Skeletons). I launch a vicious spell-assault into the room without bringing anything into sight-no use holding back, the less Crypt Things running about, the better. Once my massive one-round bombardment of status-affecting spells is over, I rush in and kill whatever is left. Once done, loot the Sarcophagus in the Mummy room and junction room for more keys. ***ITEMS*** (x=2930, y=1400) Platinum Key*1 (x=2700, y=2200) Gold Key*2 *1: Another key, another quest item reminder. --- *2: It's goooold, baby. I feel like I've used that line in another FAQ recently... oh well, keep it. <----------------------------------------------------------------------> 14) Now that we've cleared out these rooms, we've only got one way to go... Well, two, really, but since they both lead to the same place... I'll take the pressure off myself and give you some options. There are two doors, one in the Crypt Thing room (x=2250, y=1550) and one in the junction room (x=2400, y=1370). The former opens with the Copper Key, while the latter opens with the Silver Key, which will disappear when you open their corresponding door. Open one (or both) of the doors, but do not rush on in, as the room is positively crawling with Crypt Things. Six of them, in fact. Blast the room liberally with spells before entering and hope for the best. A single Death Spell can go a long way here. <----------------------------------------------------------------------> 15) Occupy the circular chamber you just cleared and note that you're now in the center of the map. Also note the doors around here-they all take specific keys to open... but we'll get back to this shortly. Before we worry about any of these doors, there's an passage to the west we can explore. The room beyond is occupied by four Blast Skeletons, four Boneguard Skeletons, two Revenants, and a Crypt Thing. If you can Invisosmite, go for that to thin the herd, after which the Crypt Thing can be dispatched with a backstab, leaving only two Revenants to put down-easy as pie. Once they're dead, notice that if you continue to the south-west you'll reach the beginning of the crypts. Huzzah! We've come full circle! Yeah, there was a reason I didn't clear this room immediately... it would have just led to the central circular room, where we wouldn't have had many keys at our disposal. Worse than just being a waste of time, however, fighting six Crypt Things at that point in time would have been a huge pain in the ass- since nearly every place they could have teleported us would be in dangerous, unexplored territory. ***ITEMS*** (x=1100, y=1610) Scroll of Domination (x=1100, y=1590) Morning Star of Lesser Phasing*1 (x=1100, y=1560) Water Opal (x=1450, y=1470) Bullet +2 x20 (x=1450, y=1450) Pearl Necklace *1: Yeah, has this ever been a good weapon? I remember passing one of these up way back in the Severed Hand, surely it can't compete with whatever weapons we've obtained in the meantime. <----------------------------------------------------------------------> 16) Backtrack to the central room-we'll be returning here quite a bit for the rest of the level, as you can well imagine. There are several doors as of yet unopened; (x=1720, y=1250) requires the Platinum Key, (x=1880, y=1100) requires the Gold Key, and (x=2150, y=1100) requires the Electrum Key, which we have, as well as the door at (x=1950, y-1550) which requires the Bronze Key, which we do not have. To proceed to the conclusion of this area, we must open all the door, no matter how pointless the area behind them is. My suggestion? Let's just explore this area clock-wise, starting with the Platinum Key door. <----------------------------------------------------------------------> 17) Beyond the Platinum Key door (which you should open carefully, to avoid alerting the foes beyond, if possible) you'll find two Crypt Things, four Ghosts, and a Revenant. It's not a challenging fight anymore-Crypt Things have by now lost almost all their potency, so I'll leave the messy details up to you. Loot a sarcophagus and find an old friend of ours, which we haven't seen a while-a secret door (x=1250, y=1000). ***ITEMS*** (x=1020, y=1200) Studded Leather Armor of Resistance +3*1, Reinforced Large Shield +2*2, Shocking Flail +4*3 ***TRAPS*** (x=1020, y=1200) *1: Decent armor, but nowhere near up to snuff anymore. --- *2: One of the best shields in the game... the main game, at least. The many great expansion shields out-compete this shield. I can't find a home for it on my party. --- *3: What a generous sarcophagus! This is probably the best item that comes out of it-a +4 Flail that gives a +1 bonus to Armor Class, has a 50% chance of dealing 2d3 electrical damage, and a 10% chance of stunning the target. Seriously not bad. Of course, by now we could have found three Morning Star +4: Defenders, which are superior. Also, elecricity is a lack-luster element, as it won't put down Trolls, so it's not a replacement for the Fire Flail +3, either. Still, it's superior to the Fist of the Gloomfrost. <----------------------------------------------------------------------> 18) Go through the secret door to find another small, relatively lightly defended room, guarded by a trio of Boneguard Skeletons and a Crypt Thing. Not a hard fight, you don't need me to insult you by telling you how to kill them. Once they're dead, loot the coffers and behold-another secret door (x=900, y=550)! Beyond another secret door-another room full of monsters. This time you'll find a Boneguard Skeleton, three Wights, and two Crypt Things-nothing to get worked up over. Once this room is sacked (there's nothing in it of interest) return to the circular central room. ***ITEMS*** (x=1000, y=910) Static Darts +3 x20 (x=900, y=770) Bastard Sword +3: Incinerator*1 (x=900, y=750) 14 gold (x=800, y=630) 230 gold (x=770, y=620) Sphene Gem *1: A very fine Bastard Sword, indeed-this is a +3 weapon that has a 50% chance of dealing +1d8 fire damage, and a 10% chance of stunning foes. Very nice, indeed. <----------------------------------------------------------------------> 19) Now to explore beyond the Gold Key door. You need not fear monsters here-but there are a few traps that need to be disarmed before you investigate the secret doors along the northern wall (x=1440, y=800), (x=1650, y=700). The western door opens to a small chamber occupied by a trio of Revenants. The eastern-and more interesting-door opens to a room full of Ochre Jellies, with a token Boneguard Skeleton to represent the undead in the level. Smite the foes in both rooms and note yet another secret door in the eastern room (x=1900, y=550), beyond which is an insignificant room with several Ghosts inside. Try to stay awake as you kill them, then return to the circular central chamber. ***TRAPS*** (x=1700, y=930) (x=1520, y=870) (x=1720, y=800) <----------------------------------------------------------------------> 20) Two down, two to go, only one key left... well, let's hope this door actually leads somewhere, eh? Beyond the door is a short tunnel which terminates in a room occupied by three Ghosts, two Crypt Things, and a Boneguard Skeleton. I'm sure you'll devise some masterful strategy and inflict a crippling defeat upon them. Once you're done writing your memoirs and celebrating your triumph (remember, you are not a god), be surprised at the existence of yet another secret door (x=2700, y=650). Surpise, dammit! <----------------------------------------------------------------------> 21) In this room await three Crypt Things and four Revenants-not a single undead in sight. Adjust accordingly-tossing in a few debilitative spells can go a long way towards reducing these foes... or a well-placed Death Spell. Once they're wrecked, loot a sarcophagus in the middle of the room for Bronze Key. Huzzah! It was a real nail-biter wondering if we'd find this key or not, since I haven't been paying attention. Before we go, however, there's another damn secret door to the north at (x=2950, y=420). Fortunately, it's empty. ***ITEMS*** (x=3100, y=500) Bronze Key*1 *1: Bronze-the metal of the ancient Greeks... Keep it, of course. We'll be using it soon. <----------------------------------------------------------------------> 22) Head back to the central circular room, where you can open the final locked door to the south-west. Once this final door has been unlocked a passage will open to the north-east. Yes, you need to arbitrarily use up every key and open up every door to continue on. Silly, isn't it? In the room we just opened you'll find five Skeleton Warriors, two Revenants, and three Crypt Things... destroy them, and carry on through a door at (x=2900, y=1000). <----------------------------------------------------------------------> 23) Beyond this last, silly little door you'll find a room barren of all life-and unlife for that matter-occupied by only four sarcophagi. This is where the game makes sure you've been paying attention, as each of these tombs belongs to one of the four heroic knights who accompanied cowardly Lord Maluradek on their ill-fated crusade against the wyrm Aehirglass... remember those four scrolls we got during the tower tests earlier? Yeah, they talk about this fight, and a little bit of knowledge will be required to proceed. But first, let's loot the sarcophagi: ***ITEMS*** (x=3400, y=700) Long Sword of Action +4*1, Reinforced Large Shield +2*2 (x=3500, y=850) Spear +1 (x=3000, y=850) Two Handed Axe +2: Life Giver*3 (x=3150, y=1000) Mace +1 Wow. These knights were certainly not all created equal, eh? In each tomb are some arms each knight wielded in combat with Aehirglass... or at least, there were until we sniped them. What you're supposed to do is put the right tale scroll in the right sarcophagus, based on what weapons were within. Simple, right? Even simpler still, you can just guess, because when you put the right poem in the right tomb, the scroll will vanish and the spectral knight indicated by the poem will appear, thank you, and head off to enjoy their afterlife. So, let's deploy the poems, as follows: (x=3400, y=700) The Tale of Sir Geddian (x=3500, y=850) The Tale of Sir Zierkki (x=3000, y=850) The Tale of Sir Erris (x=3150, y=1000) The Tale of Sir Giles Once the final shade has come and gone, you'll get a whopping experience reward. Plus, you get to keep all their loot. Score! Best of all, we're done with this stupid crypt. Exit back to the surface (x=100, y=2100). ***REWARD*** (For putting the shades of Aehirglass' slayers to rest) EXP 420000 *1: Another copy of perhaps the best sword in the game... I might not go so far to say it's the best weapon in the game (I'd put the Long Bow +4: Hammer and Morning Star +4: Defender is the upper echelon of badassness this weapon enjoys), but it's still pretty nice. Of course, my party can't make use of another one. Shame. --- *2: Sir Geddian was a well-equipped guy, wasn't he? Unfortunately, like the Long Sword of Action +4 above, I just don't have a use for this shield... not because of class limitations, but because it's simply out-matched. --- *3: A +2 Two Handed Axe that has a 10% chance to heal the wielder for 2d3 points. If you've made it this far into the game where this is possibly an upgrade for you, I just have one question... how? We were finding better stuff than this in Dragon's Eye, way back in Chapter 2. o======================================================================o | | | Castle Maluradek | | | o======================================================================o Sequence of Events: {WLK029} 1) Hobart's Revelation 2) Luremaster's Lackluster Riddle 3) Avoiding the Guards 4) Elementals and Little Else 5) Defeating the Door Guards 6) Slaughtering the Stair Guards 7) Half-Man Hobart Hairballs 8) Upstairs Keyhunt 9) Guards and Elementals 10) Beholder Bashing 11) The Rule of Three 12) Looting in the East 13) Lord Maluradek 14) Maluradek's Memoirs and the Dungeon Key 15) Down to the Dungeons 16) Dungeon Menagerie 17) A Bundle of Beholders 18) Another Freakin' Riddle! 19) The North-Eastern Tunnels 20) The SOuth-Western Tunnels 21) Another Lame Riddle 22) Slime Ambush! 23) Waltzing to the Exit Hobart's Shack (AR9715) o======================================================================o 1) First things first, we'd be silly to enter a keep potentially full of loot without selling off some of our old stuff first, right? Sure we would. So let's pay Hobart a visit to sell off our righteously-acquired junk. No grave-robbing here, nosiree. When you talk to your shifty little Gnome buddy, however, he'll let slip the ominous statement that the Luremaster was 'right about you'. Interrogate him and he'll reveal that he's been working for the Luremaster for decades now. Long story short-he's a wussy, and the Luremaster employed him-with a teleporting slave ring-to find REAL heroes to test out Castle Maluradek. So, yeah, Hobart tricked you into coming here and has no way for you-or himself- to get out, save by completing the Luremaster's challenges. Eh, we can just export out, little man... but let's ignore silly game mechanics for the sake of story, shall we? Be sure to sell off all the crap you don't need/want, and buy as much ammunition as you need... you know, just in case for some reason you can't come back. Castle Maluradek, Downstairs (AR9711) o======================================================================o 2) Once you're done shopping, leave Hobart's and head north into Castle Maluradek (x=800, y=300). We're the first adventurers to ever make it this far, according to Hobart, so let's make a good impression, eh? As soon as we step inside, the Luremaster will bug us, and impart another stupid riddle before leaving: "To understand this shameful tale, Through princely guards you must prevail. 'Neath unused arms and unstruck mail, Will you find the coffin's nail. 'Round and 'round the sun does fly, And one man left below will die. His crime? To make the peasant's eye Reflect his lord's ignoble lie." Man, I don't credit myself with being very smart (that's a lie, I'm a genius and everbody knows it)... okay, so I can't fake humility, but I tend to suck at puzzles. This one, however is a no brainer. Kill some guards, and find the 'nail'-the reason all this happened. If you read those stupid poems earlier you'll know that Lord Maluradek is an inglorious coward who fled from the dragon Aehirglass, while his knights died fighting it. 'Neath unused arms and unstruck mail', indeed. Of course, he sniped the dragon's loot and covered up his cowardice, which is what this is really all about-the perversion of history and stolen glory. History isn't written by the losers, or the winners-it's ultimately left up to the survivors to interperate. So, we're clearly looking for Lord Maluradek. <----------------------------------------------------------------------> 3) But what of the 'through princely guards you must prevail'? Well, simple. Head north-east into a large chamber and you'll see various ghostly dorks wandering about. Don't worry about the 'Spectral Courtiers' wandering about-they have nothing to say to you, and will admit so if you talk to them. Of more interest are the 'Spectral Guards' lurking around-two guarding a door with a pentragram barrier, and two pair guarding a set of stairs to the north-west and south-east. If you go near them (say, try to go up the stairs) they'll turn hostile and attack. We'll deal with them later-they work as convenient devices for guide organization. We'll deal with all the areas of this level we can access without provoking the guards, then come back to deal with them. Don't worry, this won't be a lengthy endeavor, there's not much to do before we challenge the gaurds. But do we shall! <----------------------------------------------------------------------> 4) First we'll note all the pretty doors lying around. The door at (x=2020, y=1250) is locked and cannot be opened right now, but if you look at the ruined room on the other side of the entry hallway we can guess that a staircase lies beyond. Beyond two more doors at (x=470, y=1100) and (x=250, y=600) you'll find a ghostly chef who has nothing interesting to say. Well, that's two busts. Err... well, in the south-western corner of the level you'll find two pools of water, which spawn two Water Kin Elementals for you to kill. See, this Step wasn't a complete waste of time. <----------------------------------------------------------------------> 5) Now, before you casually sashay up to a guard and pick a fight, you should know that these guys are pretty damn strong-each one is a 15th-level Fighter with 18 Strength, 16 Dexterity, and 18 Constitution. In addition, they have have attained the rank of Mastery in Long Swords, and come equipped with a Helmet of Charm Protection, a Long Sword of Action +4, and Plate Mail Armor (none of which will drop, of course, it's just a way for Black Isle to pad their stats and make them combat- worthy). So keep in mind that each one will boast 120 Hit Points, a negative Armor Class, multiple attacks per round, and a very low THAC0... and that's on the normal difficulty! On Insane difficulty they were able to hit a -15 Armor Class on a roll of 8, and reliably did over 20 damage per hit. So, how to deal with them? First, put your party near the arch that separates the entry corridor from the chamber beyond-the good old bottleneck is always a good strategy. Pound for pound, I'll put my characters up against any two of them, and this ensures that's the best odds they'll get. Second, don't be fooled by their numbers-more will appear when you provoke the visible ones (numbers depending, of course, on what difficulty you're on). Third, spell-buff. Moderate spell-buffing is enough for normal mode-a Haste here, Protection From Evil 10' Radius there, Righteous Wrath of the Faithful, maybe a Stoneskin or two to stiffen a few characters defensively... the good stuff. Finally, consider what type of creature they are-are they undead, as they should be, or are they monsters? Undead, in this case, which means no debilitative spells, but... well, if you've got a strong enough Cleric, Invisosmite will work. Once you're ready, provoke the guards by the pentagram-sealed door (I use a sneaking Syrenil to accomplish this), and dispatch them when they come to the party. I counted eight Spectral Guards in total. Note: You can provoke another group of guards if you return to the kitchen-the Spectral Cook will bitch at you and summon some guards. This is an entirely unneccessary and unrewarding encounter, however. ***HoF*** In Heart of Fury Mode these undead are just too strong for Invisosmite-a rare occurance, indeed. Even with a 30th-level Cleric, the best you can do is turn them... which is something, but honestly, even this impressive amount of melee might simply cannot compete with my uber triple-class party spell-buffed to the max. I use same tactics as on normal mode, but I simply spell-buff more. <----------------------------------------------------------------------> 6) Once all the guards are slaughtered, creep out of the entry corridor. Guess what's next? Yeah, more guards. There are plenty of the buggers throughout the level, so far we've only dealt with one of three waves. The next group I prefer to focus on while my buffs last are the ones by the stairs to the west. Do not actually run your party up the stairs, though-no need to give them a good bottleneck. Again, I call on Syrenil, who sneaks up the stairs while the rest of my party waits out in the open to kill the gaurds once they get tempermental. Once these guards are dead, jog on over to the eastern stairs, but this time, run your whole party up them quickly, then turn to confront the guards as they follow you up the stiars. Yep, another bottleneck. I'll stop using it when it stops working. Once these guards are all dead, take a breather. It's time to explore the areas we've gained access to by conquest. ***HoF*** Do not feel compelled to keep pace with the normal mode playthrough-if you're worried about your buffs running out, feel free to rest and rebuff. Running out of buffs mid-fight is a good way to get slaughtered, and it's just unnecessary, sloppy play. <----------------------------------------------------------------------> 7) Now that the guards are dead, take a look around-one little three foot tall anomally should stick out like a sore thumb... Hobart stands at (x=2180, y=230). Talk to him, and... it doesn't really matter what you say. Or rather, I should say the only things you can say provoke a fight-he wants you to find a key for him, you have no choice but to refuse, and a fight ensues. Hobart will turn into a Rakshasa and attack. Not by himself, mind you-he's got another Rakshasa buddy to the south, and a third to the north-west. They'll also be joined by a small horde of Invisible Stalkers, making this a messy encounter. Of course, like most fights, sufficient spell-buffing beforehand can make this fight... more or less a breeze. You may be tempted to gather your party near the stairs so as to avoid being surrounded, but Rakshasa are the real threats, and I find it preferable to split my party into three pairs-one pair for each Rakshasa. Now, since Rakshasa are new foes, it might be worthwhile to talk about the threat they pose First, they are all 11th-level Fighter/Mage/Clerics, so they've got the right idea when it comes to power combinations. They're 50% resistant to all phyiscal damage, and have a decent Armor Class, but they're still not warriors of any real potency. They do have plenty of spells, however, including plenty of offensive spells... they even have the Dispel Magic-the bane of buffs-but they'll rarely cast it. Still, with some buffing you should roll right over them, and the Invisible Stalkers are really just pests, not true threats. Once they're dead, loot the Rakshasa for Cloaks of Non-Detection and some gold. In case you're wondering, this was not the real Hobart you just killed. Rakshasa are notoriously power-hungry shapeshifters, so it makes sense they'd be lurking around here looking for loot... although taking the form of Hobart and expecting a positive response from us is just a sad misunderstanding on their part. At least we can still trade with Hobart, however. ***ITEMS*** (x=1950, y=50) Scroll of Monster Summoning IV, Scroll of Flesh to Stone, Scroll of Tenser's Transformation ***HOF*** The same tactics work for Heart of Fury mode as for the normal difficulty-the Rakshasa are the most dire threats and each deserve direct attention from two of my party members. A high-level party, fully-equipped and fully-buffed are able to massacre these cats. The clean up against the Invisible Stalkers is a bit tougher, however. Simply rebuff Stoneskin and Heal as needed and you'll be fine. Castle Maluradek, Upstairs (AR9712) o======================================================================o 8) The false Hobart was eagerly looking for some key-'upstairs, possibly within the bedchambers of the late lord'. Now that we were pointlessly defiant, we might as well look for this key. If some stupid backwards- palmed cat-man thought it was worth looking for... well, why not? The stairs up are at (x=250, y=1400), so stroll on over there. Once upstairs you'll have to dispatch a few Spectral Guards-you should know what to expect when it comes to them by now. <----------------------------------------------------------------------> 9) From the stairs head north, then go into a room to the east, where you'll find two more Spectral Guards by a doorway along the eastern side of the room. In adjacent rooms to the north and south are two pools, each with two Water Kin Elementals dwelling within them. Given that, it might be a better idea to lure the Spectral Guards to you, then deal with the Water Kin Elementals separately. You know, just to keep things simple. <----------------------------------------------------------------------> 10) Once all your foes are crushed, continue to the east to enter a room with a pipe ogran, within which you'll encounter a Beholder. Anybody who has played Dungeons and Dragons should know what a Beholder is-a big orb of eyes that can each cast nasty spells. They're nothing short of floating orbs of magical mean-sauce, but the counter should be obvious, right? Antimagic Shell, of course! Sadly, their magical, spell-spewing eye-rays do not count as magical attacks for some reason, so no such simple counter is possible. Also, their fondness for Dispel Magic makes buffs vulnerable to dispersal... so, what to do? Well, buff up a bit (focus on offensive buffs, like Haste and Righteous Wrath of the Faithful) and just rush it. With any luck, our party should be able to simply chop the beast down before anybody is struck with a death spell. Yeah, it's inelegant, but it works... most of the time. In case you're curious, the spells... I mean, not-spells they can cast are Dispel Magic, Fear, Slow, Sleep, Cause Serious Wounds, Charm Person, Disintegrate, Finger of Death and Flesh to Stone. <----------------------------------------------------------------------> 11) Well, that was fun. While we still have buffs in place and Beholders on the brain, continue into a hallway to the east. The hallway will shortly turn south and encircle some rooms-which you should ignore for now and continue down the hallway to the south. As you explore the hallways you'll run into another Beholder. Worse still, he'll be joined by a buddyholder to the north. That's twice the evil spell-power, and in Icewind Dale, there's just no good counter to it. Focus on one at a time and try to keep a Haste in effect if at all possible. With any luck (and I do mean luck) you'll be able to take them down before they bypass your saves and cause any casualties. ***HOF*** I really don't see any difference in the difficulty in Heart of Fury mode. Sure, Beholders have more Hit Points, but they're not any more dangerous, comparatively. My characters are more potent in melee, and they have lower saves, which compensates for the greater potency of the Beholders. At the end of the day, the same tactics-as simple as they are-will just have to work. Seriously, there is no magical work-around to this-Antimagic Shell, Magic Resistance, or even Greater Shield of Lathander won't protect you since their eye rays don't count as magical attacks. You just need to rely on your saves-which is to say, luck, and the faster you take them down, the less attacks they'll get off. <----------------------------------------------------------------------> 12) Now search the rooms we bypassed in order to harass the Beholders. They're generally uninteresting-minor loot, with a few Spectral Guards that need some death. Once you're done search the rooms, exit the hallway formerly occupied by Beholders via its southern exit to reach a small, completely uninteresting room. From here, you have two ways to go-either continue south-west, or into a circular room to the south- east. Do yourself a favor and loot the room to the south-east, as you'll score some scrolls and a Tome of Leadership and Influence*1. ***ITEMS*** (x=1820, y=400) Scroll of Power Word: Stun (x=2300, y=1400) Scroll of Acid Storm, Scroll of Power Word: Kill, Scroll of Prismatic Spray (x=2400, y=1400) Tome of Leadership and Influence *1: Permanently increases the reader's Charisma by one-with no downsides whatsoever. Charisma is a pretty useless attribute, really only affecting the prices at stores, something that has long since been moot. Still... it is a free stat boost, and my power-gamey self can't help but be a little excited by it, even though I fully acknowledge its uselessness. <----------------------------------------------------------------------> 13) Enter the larger chamber to the south-west now, where you'll find Lord Maluradek to the north-west (x=1400, y=1050). He'll babble about you being a traitor, then boast about deeds he never performed before finally turning hostile. You should know how this is going to go by now- I'm going to read off some stats, then tell you to simply spell-buff and everything will go fine. It's a well-worn system, and it works, so, yeah, we'll keep at it. Why didn't I mention stats that often earlier in the guide? Because weak monsters are boring. Anyways, here we go- Lord Maluradek, despite being pegged as a weakling coward throughout the entire expansion, he's actually fairly strong. Does this make any sense whatsoever? Not a bit, but I digress... He's got 250 Hit Points, and his THAC0 and Armor Class... well, they're only mediocre, roughly comparable to the Spectral Guards we've been slaughtering. On the other hand, he's 25% resistant to physical damage, and has 75% magic resistance, is a 9th-level Fighter, 20th-level Mage, and 20th-level Cleric. Don't ask how, that's just what the file says. Despite his potential spell-power, he's a rather weak caster. He's got a fairly limited spell arsenal consisting of the following spells-Animate Dead, Detect Invisibility, Dispel Magic, Horror, Power Word: Blind, Power Word: Kill, Power Word: Stun, Symbol of Pain, Symbol of Hopelessness. He can also use the 'Teleport' not-spell that the Crypt Things used... but he'll only send you to adjacent rooms. He's got unlimited spells, and frankly, he prefers standing back casting spells... yeah, he thinks he's some kind of debilitator/controller caster. Only problem-his Teleport is an inconvenience, and with the Wailing of Virgins cloak, you're immune to fear effects and Symbol of Hopelessness. Also, since he won't use any damaging spells, his Power Words are useless. So... he might be able to annoy you by teleporting you, and he might inflict short-term blindness or pain, but he's really not capable of harming my party leader. So... I engage him with only Ilnathias and dispatch him shortly. When he falls, I loot him for his sword-the Dead God's Dreaming*1. ***HOF*** He's not really any stronger in Heart of Fury mode-his Animate Dead spell can summon some weak undead which-in Heart of Fury mode are at least capable of dealing damage, which in turn could potentially lead to a character taking enough damage for a Power Word to work. So... my tactics are the same, save now my whole party can safely gang up on Lord Maluradek, since they all have Waling of Virgins cloaks. If the coward summons some undead, I just turn on my Turn Undead ability and smite them. Lord Maluradek isn't a threat to even one of my characters, much less my entire party. *1: Fun name, but it's a crappy sword. This +4 Bastard Sword acts as a +6 weapon versus good foes. Sadly, most foes in this game are... well, not good, and a weapon that is merely +4 hasn't been impressive for a long while. On the plus side, it can cast Emotion: Fear 3/day, and Symbol of Pain 1/day. Still not nearly good enough to use... even if I could use it. On the plus side, it sold for 52000 gold, which should be more than enough to buy anything you could possible want from Hobart. <----------------------------------------------------------------------> 14) Well, Maluradek is dead. I'm sure somebody, somewhere, cares. Loot the cabinet near the bed (x=1300, y=1000) to score 'Maluradek's Journal'*1. Nothing you read within it will be surprising-greed, cowardice, politics, a cover-up, paranoia, violence, and finally madness. That old gem. Still, it's not a key, so let's keep looking, shall we? Head into a room to the east and go through a secret door at (x=1720, y=900), where you'll find some loot just... lying unceremoniously on the ground at (x=1870, y=800). We have our key, now to find our door... as for the rest of the level, west of where we encounter Maluradek as little of interest, just two empty rooms which you might have seen courtesy of Maluradek's Teleportation not-spell, and a circular room to the south, beyond a locked door at (x=1400, y=1700)... which houses nothing of interest. ***ITEMS*** (x=1870, y=800) High Quality Bastard Sword, Full Plate Mail +1, Dungeon Key*1, Great Shield +3*2 *1: We were looking for a key, weren't we? Yes, yes we were. Keep hold of this key if you want to proceed. --- *2: This shield was... mediocre back in the Severed Hand, it's downright bad by now. <----------------------------------------------------------------------> 15) As it turns out, the way forward lies behind us. Return to the western side of the level and head back downstairs (x=400, y=1800), then go through the locked door at (x=2050, y=1250), which we can now open with the Dungeon Key. Beyond the door are stairs down (x=2450, y=1550). It would be a good time to visit Hobart and sell off whatever loot you don't plan to keep, buy whatever you need to keep going, and so on. You know, just in case things get complicated. Castle Maluradek, 1st-Level Dungeons (AR9716) o======================================================================o 16) Go through a door at (x=1400, y=1200) to find... another door (x=1150, y=1050) flanked by two levers (x=1080, y=1120), (x=1290, y=1040). Despite what common sense might dictate, these two levers have absolutely nothing to do with the door in front of you. Instead, beyond the door lies a large chamber ringed by doors, beyond which a number of monsters lurk. The eastern lever opens all the doors on the eastern side of the room, and likewise with the west. If you pull both levers, both sides will open and-providing the monsters don't see your party-they will fight each other. If you try to simply run for the exit on the north-western side of the chamber (x=500, y=200) all the doors will open and you'll find yourself in a rather bad situation. Lastly... an enterprising Thief can simply pick the locks on the doors and you can tackle the rooms one at a time-which is probably the easiest way to get through this... aside from simply running through with an invisible party. I leave it to you to determine how you want to get through this area-there's really nothing to be gained by fighting save experience, however. Below are the doors that can be unlocked, along with the creatures that lurk behind them. Once you're done, go through the door at the north-western end of the large central chamber (x=500, y=200). (x=800, y=950) Minotaur x4 (x=620, y=700) Neo Orog Marauder x4 (x=400, y=450) Troll x4 (x=1250, y=800) Umber Hulk x4 (x=1050, y=550) Wyvern x4 (x=850, y=300) Red Myconid x4 Note: If you're looking at these creatures and thinking... "What's the point? Didn't we fight these things back in Lower Dorn's Deep?" You've got good reason to be indignant... mostly. Most of these creatures are, in fact, exact copies of the weaklings we dispatched near the end of the main game, and not really worthy of being fodder in a high-level dungeon of an expansion. The exception to this rule are the Minotaurs. The old Minotaurs and Blind Minotaurs we fought were both called... 'MINOTAUR'... in their CRE file-they had about 45 Hit Points, and really weren't terribly exceptional foes. The ones here, however, have a different CRE file, and hence, different stats. These ones are 'MINCAT', and have 94 Hit Points, superior THAC0, Armor Class, Saves and attacks per round, 18 Strength, 16 Dexterity, and 18 Constitution. Far, far superior specimens. Still inferior to the Spectral Guards we've killed, though, so chin up. Castle Maluradek, 2nd-Level Dungeons (AR9717) o======================================================================o 17) Before you go lurking around, cast Haste and Righteous Wrath of the Faithful. Once buffed, head north and go through a door at (x=2300, y=900), beyond which a Beholder lurks-a Beholder who would love to get a jump on you if you let it. There are more Beholders beyond the doors at (x=1900, y=1000), (x=2000, y=500) and (x=1590, y=700). They can all be killed in one buffing if you're quick. It sucks having to fight several of these things, considering that our tactics consist of nothing more than an offensive rush and crossed fingers... but at least you only have to fight them one at a time, eh? ***ITEMS*** (x=2230, y=950) Scroll of Monster Summoning VII (x=1750, y=500) Animals Are Your Friend <----------------------------------------------------------------------> 18) North-west of the central chamber surrounded by the four Beholder chambers is a magical door (x=1500, y=250), which will furnish you with yet another tiresome riddle: "Only those who have two heads with no eyes, a pair of mouths, but no voice may pass beyond this door." Oh yay, another riddle. This one, too, is a no-brainer. If you can't figure it out... it doesn't matter, just know that we've got to search this dungeon for the two 'heads' this stupid door wants. I suppose it beats having to go through another useless level like the last one. Back in the Beholder-bound room are two as of yet unexplored doors, one to the north-east (x=2250, y=650) and one to the south-west (x=1650, y=900). Who wants to bet that these objects we need for the magic door lie at the end of some monster-filled tunnels beyond these two doors? Of course they do. Let's start out with the northern door... just because we have to start somewhere. <----------------------------------------------------------------------> 19) Go through the door and you'll immediately be pestered by a pair of Spectral Guards. Nothing special, smite them and continue on. Another self-opening door at (x=2700, y=300) will unleash some Neo Orog Marauders on you. Continue past the door and turn south. More doors await, which will open as you approach and force you to dispatch more monsters, as follows: (x=3150, y=600) Minotaur x2 (x=3270, y=300) Umber Hulks x4 (x=3505, y=550) Wyvern x4 Go through another door to the south at (x=3450, y=750) and enter a chamber occupied by a quartet of Spectral Guards. Once they're dispatched, go through another door (x=3550, y=1100) to find a skeleton (x=3460, y=1260) which will graciously provide a skull... one head, two eyes, no voice. If only we had another one... ***ITEMS*** (x=3550, y=1100) Skull*1 *1: Yes, the answer to the riddle is a skull-the stupid door wants two of them. This is one. Keep it. <----------------------------------------------------------------------> 20) Backtrack and head through the south-western door. Again you'll meet two Spectral Guards, and beyond a door at (x=1200, y=1200) await four Umber Hulks. I don't know about you, but this is becoming pretty monotonous... More monster doors lie ahead: (x=600, y=1300) Wyvern x4 (x=750, y=950) Neo Orog Marauder x4 (x=370, y=1000) Minotaur x4 Another door awaits to the north at (x=450, y=800), beyond which are four more Spectral Guards. Exterminate them, then go through a locked door at (x=350, y=450), loot another skeleton (x=370, y=250) for another Skull. Return to the door and it'll anti-Gandalf at you before opening. Score some experience, head down to the next level. ***ITEMS*** (x=350, y=450) Skull*1 ***REWARD*** (For opening the magic door) EXP 420000 *1: Ditto above. Castle Maluradek, 3rd-Level Dungeons (AR9718) o======================================================================o 21) You'll find yourself in an empty room. To the north-west is a gate you can't open. Other than that, there's a lever at (x=1200, y=1100). Not... not really many opens, eh? Considering casting a Mass Invisibility spell on the party before you flip the lever as... it'll make the next Step easier. Flip the lever and watch a cutscene. Apparently this is where the Luremaster met his end, and he'll challange you with yet another riddle: "Your host was held unjustly while The Lord so full of wrath and guild Demanded that his bard should style A tale to make his people smile. Suffer not your host's cruel doom, Use your time to flee this room. Shadowed dogs lurk in the gloom, And weave escape upon their loom. If we chance to meet once more, Your host will have a gift in store. Defeat our shades in righteous war, And we shall haunt this place no more." <----------------------------------------------------------------------> 22) Another obvious 'riddle', he's challenging you to escape this place, and so avoid ending up like him. Once he's done babbling, a host of Olive Slimes will appear. They're not indestructable, but most parties will not be prepared to handle them. Each Olive Slime has 58 Hit Points and a paltry Armor Class, but they are immune to physical damage and electricity. Only fire, cold and acid will harm them. Their Hit Points are just high enough to make killing them with enchanted weapons a tedious proposition, but for a party like mine, we can always just handle them with massive spell power. For example, if we buffed ahead of time with Minor Globe of Invulnerability, we could simply blast them with Fireballs. But we didn't buff ahead of time, save Mass Invisibility, something every party should be able to cast. Why? Because there's just no point in fighting all these critters. But I wouldn't be a very good FAQ-writer if I didn't at least talk about the area you'll be bypassing. This place very much follows the rule of three- there are three barrels to loot, three traps on the stonework in the middle of the room, and three doors-although the two on the sides of the room (x=300, y=1050) and (x=1200, y=600) just lead to rooms with more enemies inside (including a Slime Zombie in each one, which isn't nearly as troublesome as the Olive Slimes). ***HoF*** Don't even think about putting up a fight here, with their Heart of Fury Hit Points, putting down these Olive Slimes with elemental damage is just a chore. I don't know about you, but I hate chores! ***ITEMS*** (x=330, y=630) Antidote (x=840, y=440) Scroll of Power Word: Stun (x=1270, y=800) tainted Antidote ***TRAPS*** (x=700, y=850) (x=720, y=700) (x=900, y=750) <----------------------------------------------------------------------> 23) Now that I've explained it, where you want to go is through the door at (x=550, y=440), which is locked (as are the other two doors). Inside the small room beyond is a secret door (x=550, y=300), beyond which is a tunnel that ends in a door leading to another area (x=1220, y=150). I'm sure this was meant to be an exhilirating chase, but if you applied a Mass Invisibility before confronting the Luremaster, this is more of a casual stroll. Just as well, I find this place annoying. Note: As an added benefit to taking the sneaky approach, the Olive Slimes will not follow you to the exit. This is a good thing, because you cannot immediately rest in the next area, leaving you with only two options: 1) fight your way through the next level until you find a place where you can rest, or 2) return to this area and rest here. Obviously option #2 isn't possible if you've got a horde of Olive Slimes near the exit. o======================================================================o | | | Catacombs | | | o======================================================================o Sequence of Events: {WLK030} 1) Traps and Jackals 2) Through the Spider-Guarded Door 3) Flawed Emerald 4) Lootin' Rootin' Tootin' 5) Flawed Skydrop Gem 6) Minotaur Massacre 7) Seasons Change All That We Know 8) Fetch, Doggie! 9) Slaying Summoners 10) Flawed Fire Agate Gem 11) Shocking Shamblers 12) Restful Rikasha 13) Local Superiority 14) Flawed Pearl 15) Eradicating the Jackal Horde 16) Sword Spider Smackdown 17) Flawed Moonbar Gem 18) Opening the Gate 19) An Epic Finale Catacombs (AR9800) o======================================================================o 1) New area, new enemies. You'll likely be bothered by them in short order, whether you go looking for trouble or not. These new foes are Jackal Warriors, Greater Jackals, and Jackal Shaman. The first two are strictly melee foes, and although I could read off stats to you, just know that they're not as strong as the Spectral Guards we were fighting earlier. They do, however, have a gaze attack, which can knock characters unconscious if they fail a Save... not very friendly, especially since Chaotic Commands doesn't block it, for some reason. Jackal Shaman are 15th-level Clerics with a mediocre selection of spells... and for some reason, Insect Plague, which they shouldn't have access to. All in all... they're just so much fodder. Kill any Jackals that show up while you head north, then follow the tunnel east. There are plenty of traps here to keep you occupied, even if the Jackals fail to do so. Note: You cannot rest in this area, so either return to the previous area if you need to rest, or pace yourself. Buffs like Haste and Righteous Wrath of the Faithful will fatigue you, so unless you're certain you can rest, don't use them. Of course... since we snuck past the Olive Slimes in the last area, we can just head back there and rest. You did sneak past them, right...? ***HoF*** If you get hit by a Jackal Shaman's Flame Strike spell, you'll regret it, so be sure to focus on them first. ***TRAPS*** (x=350, y=860) (x=350, y=790) (x=350, y=700) (x=350, y=570) (x=350, y=400) (x=500, y=250) (x=690, y=300) (x=950, y=400) <----------------------------------------------------------------------> 2) Disarm all the traps ever made (again) and continue east until you reach a fork. To the south-east are a trio of Phase Spiders gaurding a doorway at (x=1600, y=300), while the south is... well, we'll get to the south shortly. There's a puzzle we need to solve to advance out of these caverns, but it'll be easier to explain it after we uncover some of its components. So... head through the doorway the Phase Spiders were guarding. Altar of Earth Chamber (AR9801) o======================================================================o 3) As soon as you enter you'll be beset by a bastardly bunch of bad bugs-three Wraith Spiders, two Sword Spiders, and a pair of Bombardier Beetles. Exterminate them and head south to enjoy another swarm of buggy baddies-a Wraith Spider, two Sword Spiders, and two Bombardier Beetles. This configuration of foes might have been almost a challenge back in Dragon's Eye, but by now, it's cheese. In this second chamber you'll find a chest (x=2300, y=850) which contains a Flawed Emerald*1. What do we do with this little gem, you ask? Well, take a sneaking or invisible character and head east to find a small side-chamber, in which an altar is guarded by two Stone Nuisances. A more aptly-named foe there has never been, these critters love pelting you with Magic Missiles, and they will respawn every time you return to this area... which is unfortunate, considering how this puzzle works. See that altar (x=2660, y=1160)? In Infinity Explorer it's called the 'Altar of Earth', and if you click on the stone triangle (x=2700, y=1150) north of the altar you'll get the following text: "This inlaid stone has a rune carved upon it. The rune is often translated as the symbol for Earth." The altar is empty right now, so there's no real need to mess with it- or the Stone Nuisances guarding it. Suppose there's any connection between the gem we just got and the altar? You do? Well, aren't you a smart cookie! Just keep these altars in mind for a bit-we've got more pieces of this puzzle to uncover before I bother boring you with how this puzzle works in full. ***ITEMS*** (x=2300, y=850) Flawed Emerald*1 *1: Yes, this is a quest item-we'll need it to leave these caverns, so you should probably hold onto it. <----------------------------------------------------------------------> 4) Leave this area and head back to the Jackal-occupied caverns (AR9800) by going back out the way you came in (x=2200, y=400). Backtrack to the west a bit, and take the southern fork we ignored earlier. Here is where the various Jackals we encountered earlier were originally positioned-and here they'll be still if they didn't bother you earlier in Step #1. Kill whatever presents itself and loot a few chests while heading south. Eventually you'll stumble upon another doorway-which is our next destination (x=1300, y=1300). ***ITEMS*** (x=550, y=550) Spear +3: Backbiter*1, Scimitar +3: Frostbrand*2, Studded Leather +2: Missile Attraction*3 (x=1220, y=800) Hell's Bane*4 (x=1270, y=900) Potion of Heroism, Elixir of Health, 1800 gold *1: Ah... the chest at (x=550, y=550) will drop loot with some things in common. First, it all starts with 'S'. Second, it's got those fun enhancment bonus/colon names. Third, everything in it sucks, but to varying degrees. The Spear +3: Backbiter isn't just an underpowered weapon by now (Slayer is a guaranteed drop, and it's a +5 weapon), it also harms its user in combat. What a piece of shit. --- *2: Eh, Drizzt's Scimitar again. This is what, the third one of these we've found by now-all guaranteed drops? By now we've found at least two Scimitars better than it. At least it's not a cursed butt-biter, though. --- *3: Speaking of butt-biters, this humble, well-outdated suit of... +2 Studded Leather... comes with a price. No, worse than just downgrading to +2 Studded Leather. It makes your Armor Class count as 15 versus missile weapons... or in other words, it gives you a +10 Armor Class penalty. That's pretty awful, even if ranged attacks are uncommon in Icewind Dale. --- *4: It's a pretty mediocre weapon, but after the last few nut-butters, it seems grand, indeed. This is a... normal Long Sword with some Fire Resistance. Unless you pit it against Baatezu and Tanar'ri-demons and devils. Then it deals 2d8 damage and acts as a +4 weapon (+4 to hit and damage rolls.) Not terrible... but by now we've got weapons like... oh, I don't know... the Long Sword of Action +4? It's +4 all the time, gives and extra attack per round, and, well... you know. Altar of Heaven Chamber (AR9801) o======================================================================o 5) No welcoming party this time, just head north-west from where you spawn and score a chest (x=1800, y=1220) containing a Flawed Skydrop Gem*1. Two down, and unknown number to go (unknown to you, anyways, unless you read ahead, you clever critter.) Continue south-west to find a rather cowardly Minotaur, who'll beg you not to kill him before running off. 'Kay... ***ITEMS*** (x=1800, y=1220) Flawed Skydrop Gem*1 *1: Durh... quest item much? <----------------------------------------------------------------------> 6) I suggest you spell-buff now-how much is, of course, up to you, but the upcoming fight can be rather nasty. Focus on making yourself potent in a straight melee fight, then position your party in the tunnel just south-west of the chest with the Flawed Skydrop Gem... you know, that old bottle-neck trick again. Once done, sneak to the north with an invisible/sneaking character until you find yourself in a room full of nasty Minotaurs, Minotaur Elders, and a Minotaur Lord. They will-through the power of magic and bad coding-'detect' your hidden character and respond with inspired floating text remarks. Since they can't attack your hidden character, however, they'll instead beeline for your party, who should be ready for them. You can expect about a dozen foes, in all. The Minotaur Elders are each roughly comparable with the Spectral Guards we fought earlier, and superior to the 'MINCAT' Minotaurs ecountered earlier (103 Hit Points, 18/50 Strength, better Saves, slightly better THAC0.) The Minotaur Lord is the real threat, however. Although its stats are rightfully superior to even the Minotaur Elder's (142 Hit Points, 19 Strength, even better Saves and THAC0), what makes it really dangerous is its weapon, which has a 25% chance to stun. A stunned character in the middle of this furious melee is probably a dead once, so keep a Remove Paralysis handy, and hope your Stoneskin is potent enough to save stunned characters. What's that? You say you don't have an uber-triple class party full of characters who can apply Stoneskin? Sucks for you. Just to rub it in, throwing out a few debilitative spells (Chaos, Symbol of Hopelessness, Slow) will go a long way towards winning this fight. Once they're all dead, loot the Minotaur Lord for the Axe of the Minotaur Lord*1, a Ring of Free Action, and a Cloak of Displacement. A well-equipped beastie, indeed. ***HoF*** This fight can be hellish for an unprepeared or under-powered party, and I take it fairly seriously. Simply considering the potency and number of foes you'll have to fight, you should spell-buff to the max. I even take the rare step of casting Summon Monster VII in front of my party, summoning enough Umber Hulks/Boneguard Skeletons to hit the summon limit. Another special measure I take is to cast Free Action on all my Clerics-anybody who will be exposed to melee combat should take the step of rendering themselves immune to that Minotaur Lord's Axe. Once done, I simply run up with a character, provoke the Minotaurs, and run back. I blast them liberally with Symbol of Hopelessness, Slow, and Chaos, hopefully neutralizing almost all opposition before I bother to engage with my party-my summons distract the enemies until I'm tired of throwing spells at them. After such exhaustive preparations, my party begins cutting down anything with a red circle under its feet. The amount of time this chore takes-mostly unopposed- should give you an idea of how dangerous this fight could have been. In the end, I take absolutely no damage-but before we tout this rout, just keep in mind that Heart of Fury mode fights tend to go this way- utter victory, or utter defeat, dependant, of course, on preparation and execution. *1: If you were to just look at this axe's statistics, without reading the descriptive text above, you'd conclude (rightly) that this is a piece of junk. In reality it's a +4 one-handed axe that has a 25% chance of stunning foes for 1d4 rounds each hit... making it the best Axe in the game, as far as I'm concerned. What's the next best competition? Battle Axe +3: Fatigue? Battle Axe +2: Defender? Young Rage? This Axe has a good enhancement bonus and a useful effect, making it a win in my book. Compared to the Long Swords, Daggers, and Morning Stars we've found, it's still an inferior melee weapon, however. <----------------------------------------------------------------------> 7) Now that we've effectively cleared this area out, we've got two paths ahead of us-north or south. It might be more tempting to head north, to where the bulk of the Minotaurs came from, but we've more important business to the south. Head south, and cross a natural stone bridge to the north-west to come across a chest (x=750, y=1450), which has a triangle in front of it bearing the following description: "Seasons change all that we know." Cryptic, eh? Here's how this works-those stupid flawed gems you've been finding? We need them less flawed. So when you get ahold of them, bring them to this chest and chuck them in. Good enough? Not on your life... After we've deposited them in this chest, they'll vanish in a magical burst of radiance-reappearing in one of the altars strewn about this area. Since the Stone Nuisances return, we might as well just collect all the flawed stones, bring them to this chest (called the Chest of Seasons, in case anybody else cares), then go collect them from their altars. We'll get a chance to put this into effect immediately-head up the northern tunnel where we teased the Minotaurs into attacking to find the Altar of Heaven (x=730, y=430) guarded by a pair of Stone Nuisances. Once they're disposed of, search the altar for a Flawless Star Sapphire*1. Our old Flawed Skydrop Gem got an upgrade, it seems. ***HoF*** Stone Nuisances are somewhat more annoying in Heart of Fury mode-that Magic Missile of theirs has the potential to do some serious damage. By the time I bother tackling this place in Heart of Fury mode, however, all have 154 Hit Points and 45% Magic Resistance. I honestly found that I was healing almost as fast as they were damaging me. Before any serious damage could be done, they were dead. Not everything has to be a chore in Heart of Fury mode, you know. ***ITEMS*** (x=730, y=430) Flawless Star Sapphire*1 *1: Quest. Keep. <----------------------------------------------------------------------> 8) So... yeah, now you get what we're going to be doing for the next couple of Steps. Find Flawed gems, drop them all in the Chest of Seasons, retrieve Flawless gems from the Altars... the very definition of fetch-quest (and shamelessly padding your game.) Exit this area (x=2200, y=1500) and return to the Altar of Earth area (x=1600, y=300). Go to the Altar of Earth (x=2660, y=1160), destroy the Stone Nuisances, and collect the Flawless Diamond*1. ***ITEMS*** (x=2660, y=1160) Flawless Diamond*1 *1: An emerald turns into a diamond as part of an upgrade? I take offense to that! Emeralds are an infinity times better than diamonds- they're green! Oh. Right. Quest. Keep. Just... paint it green or something. <----------------------------------------------------------------------> 9) Return to (AR9800) and head south, past the doorway to the Altar of Heaven Chamber. South you'll find a large chamber occupied by a new foe-Summoners. They're at the southern end of a summoning henge, and are guarded by some Jackal Warriors, Jackal Shaman, and worst of all... Bats. Yes, Bats. The Summoners will regularly conjure Glabrezu- moderately powerful demons. They'll do this indefinitely until you kill them... whether this is useful, or annoying, is a matter of perspective. On one hand, they're each worth 12,000 experience, so you can grind here, if you wish. Then again, they each have 120 Hit Points, a very good Armor Class, get many attacks per round (with a low THAC0) and have 22 Strength. The Shaman drop suits of Studded Leather +2 and a Quarter Staff +1. The Summoners will each cough up a Ring of Protection +2 and a Robe of the Evil Archmagi. Fortunately, although the Summoners are troublesome by proxy (via their Glabrezu) they really don't have much else to attack you with. Be sure to loot, then spell-buff liberally before heading through a doorway at (x=300, y=2600). ***HoF*** Although this is a relatively minor engagement, the enemy configuration can still prove somewhat troublesome-any spell-casters hiding behind melee meat shields can do that. Yes, even the Bats are resilient enough to get in your way-and an isolated character surrounded by Bats and a Glabrezu is in trouble. I suggest some spell-buffing here, and a debilitator or two wouldn't hurt. The fact that the Summoners can-and will-summon up an infinite horde of foes really means you should endeavor to pay attention to them, and Glabrezu are wretchedly strong in Heart of Fury mode. I find with sufficient buffing and liberal use of disabling spells, I can force my way to the Summoners, kill them, then mop up. It won't be pretty... but then again, fighting off a half dozen Glabrezu would get even uglier. ***ITEMS*** (x=330, y=2130) Scroll*1 (x=470, y=2370) Oil of Fiery Burning, Potion of Absorption, Potion of Magic Shielding *1: A note that talks about some 'device' around here that will allow one to escape. It... pretty much spells out the puzzle in this area. Note the lovely little riddle: "Heaven above, Earth and Sea below Sun's flight, Day turns to Night Seasons change all that we know Stones numbered five being the gate alive To home the passage will flow" Altar of Day Chamber (AR9801) o======================================================================o 10) This area doesn't mess around-as soon as you enter you'll be hit by several 'gaze' attacks, which can hinder your offensive outright. With a little luck (and perhaps some tactical save/loading when luck fails) you'll get into the fight... more or less intact. Inside this chamber are three Greater Jackals, two Jackal Shaman, two Stone Nuisances, a Jackal Pack Leader and ten Jackals... as in, dogs. The reason that this encounter is so wretched... well, all the Jackals have a gaze effect, so entering pretty much subjects your party to a barrage of debilatative spells. We're supposed to be on the giving side of such effects-not the recieving. In addition, while the Jackals aren't terribly strong in melee... they're not terribly weak, either. They certainly have enough Hit Points to get in the way. The Jackal Pack Leader is more or less as strong as the Glabrezu we fought earlier (125 Hit Points, 20 Strength, comparable Armor Class, attacks per round and THAC0), and its experience reward shows it. Still, for a well-buffed party, this fight is only dangerous if you trip up at the gates. When all opposition has faltered, loot the chest at (x=800, y=2200) for a Flawed Fire Agate Gem*1. Also note the altar here (x=520, y=2420): "This inlaid stone has a rune carved upon it. The rune is often translated as the symbol for Day." ***HoF*** A fully-buffed party should have little trouble with this room-the foes here just aren't individually dangerous enough to take out one of my characters before they can retreat, heal, and rebuff... provided you don't get knocked unconscious at the beginning. I'm actually somewhat partial to just skipping this fight, courtesy of Mass Invisibility. Run in, grab the Flawed Fire Agate, run out. But, that's just because I'm lazy. ***ITEMS*** (x=800, y=2200) Flawed Fire Agate Gem*1 *1: Tseuq. Peek. <----------------------------------------------------------------------> 11) Now, we're ready to move on and collect the rest of these stones. If you want, go drop this Flawed Fire Agate Gem in the Chest of Seasons, return to the Altar of Day Chamber and collect the Flawless Sunstone Gem from the Altar of Day. We need not look back... except for when we drop off the next Flawed Gems, but you know what I mean. Anyways, return to the doorway leading to the Chamber of Earth (the one guarded by the Phase Spiders). From there, continue east-the terrain here is a little vague, but trust me, you can go east from this door-then south-east. Eventually you'll reach a more open chamber with a fork. To the east are some stairs, upon which a pair of Shamblers lurk (and four more buddies occupy the chamber beyond them). Remember these things? Yeah, they still suck. Kill the Shamblers-attempt to lure them out one at a time if possible-you don't want to fight a half-dozen Shamblers all at once. Despite this fight, there's really nothing over here worth your attention. Ah well... ***HoF*** Again, the trick to taking down Shamblers is electrical damage-Shocking Grasp, in my case. I buff one character with Stoneskin, then have them lure the Shamblers-one a time-back to the party, where they are summarily electrocuted. ***ITEMS*** (x=520, y=2420) Flawless Sunstone Gem <----------------------------------------------------------------------> 12) Now head west to find a friendly... or at least, non-hostile Jackalwere named Rikasha. He'll tell you about his people's life on the surface, their improbable fall, and even more absurd survival. Essentially, they built a magical teleporter to get back to the surface... I suppose in a fantasy world it's easier to build a mass teleportation device than it is to tunnel out-even through fused rock. One would think anybody sophisticated enough to create a magical teleporter could, you know, cast a few disintegrate spells to clear the way, or conjure some mining tools. But, I digress (it's what happens when a story has holes in it.) He'll also tell you about speaking to Shaman 'back the way we came', and will mention Hobart-explaining the Luremaster's game if you somehow hadn't been paying attention. Best of all, Rikasha will heal you (as a Cleric-for a price) and will let you rest for free. Score. <----------------------------------------------------------------------> 13) From Rikasha, head south-west and follow a narrow tunnel until you reach a more open chamber. Ahead of you will be one Greater Jackal... but you can guess he's got buddies lurking nearby. Don't bother with the bottleneck-this time numbers favor you. Rush the Jackal and make sure your party gets into the open. In total I smote seven Jackal Warriors or Greater Jackals in this area-but they all didn't show up at once. Clear out the chamber to the south, loot, spellbuff (add 'Remove Fear' to your usual buffing) then go through a doorway at (x=1600, y=2600). ***ITEMS*** (x=2140, y=2340) Scroll of Icelance, Scroll of Ice Storm, Scroll of Stoneskin, Scroll of Emotion: Hopelessness (x=2500, y=2520) Potion of Hill Giant Strength, Violet Potion, Potion of Invulnerability, Potion of Agility (x=2600, y=2540) Oil of Speed, Potion of Absorption, tainted Antidote, Potion of Genius Altar of Sea Chamber (AR9801) o======================================================================o 14) Why the buffing? Why the Remove Fear? This chamber is occupied by Harpies-normal, Fiendish, and Infernal. The first two we've already met, but Infernal Harpies? They've got fewer Hit Points than their Fiendish counterparts (113 instead of 120), but their Armor Class and THAC0 are both exceptionally low, and they boast 19 Strength. They can also cast spells (Magic Missile, Agannazar's Scorcher, Flame Arrow, and Dire Charm) and are completely immune to fire. Even with spell-buffing, you need to be on your toes, as you start out flanked. The initial foes will be to the north, but a larger horde will come from the west. I prefer to try and quickly smite the Infernal Harpies to the north, then turn to face the western ones... but you can just as easily hold at the doorway. Once they're all dead, grab the Flawed Pearl*1 from the chest at (x=3300, y=2450). The Altar of Sea is at (x=1600, y=1820), along with its guardian Stone Nuisances. By now, you should know what to do-dump the Flawed Pearl in the Chest of Seasons, return and grab the Flawless Waterstar Gem... I shouldn't need to guide you around for you to accomplish this task. ***HoF*** This fight is nothing a fully-buffed party can't handle. If you want to secure extra safety against the Inferal Harpy's spells, add Globe of Invulnerability to your buffs. ***ITEMS*** (x=3300, y=2450) Flawed Pearl*1 (x=1600, y=1820) Flawless Waterstar Gem *1: ... <----------------------------------------------------------------------> 15) Return to (AR9800) and head north into the tunnels, leaving the Jackal-occupied chamber with the stream running through it behind. If you go north-west, you'll get back to Rikasha (should you need resting), if you go north-east... well, new stuff awaits. North-east, then? Yes. Spell-buffing might be in order, as a small horde of Jackals await you- Greater Jackals, Jackal Shaman, another Summoner, and the Glabrezu he summons. I'm generous with my Symbols of Hopelessness, and they're generous about dying. Once again, when all is said and done, loot the Shaman and Summoner if you care to. There's a container to loot along a ledge to the south-west, and to the west is a encircled pentagram-the universal symbol of a magical gate, of course. We're not ready to mess with it yet, so just ignore it. ***ITEMS*** (x=3200, y=2450) Scroll of Summon Shadow, Scroll of Demishadow Monsters, Scroll of Tenser's Transformation, Scroll of Monster Summoning VII <----------------------------------------------------------------------> 16) Instead of doing any half-measures with the gate, head north of it, and follow a path as it twists around back west. You'll find a chest and a door to loot, and south of here are more tunnels. Explore them, smite some Sword Spiders (for them, in all), and head through a doorway at (x=2300, y=1400). You... ah... might want to buff before entering-focus on making yourself proof against melee. ***ITEMS*** (x=2900, y=1000) Longbow of Marksmanship, Arrows of Fire x17 (x=2800, y=1080) Ring of Animal Friendship*1, Tranquil Bolt x6 *1: Quest. Keep. Err... sorry, habit. Not a quest item, it's a piece of garbage ring imported from Baldur's Gate. You will never need to use this. Altar of Night Chamber (AR9801) o======================================================================o 17) A new area, another new foe-Dire Bears. These things really aren't screwing around. They have 120 Hit Points, some the of lowest Armor Class in the game, the lowest base THAC0 possible (1), five attacks per round, 50% fire resistance, 50% acid resistance, 75% cold resistance, and 25% resistance to all physical damage. Oh, and 19 Strength, and they do a base of 1d20 damage a hit. Taking them seriously yet? You should. If you spell-buffed, they'll be cheese, it not... it can be a rough fight, indeed. Once they've been tamed, loot the chest at (x=2900, y=1770) for your final Flawed Gem-a Flawed Moonbar Gem. You know what to do-dunk it in the Chest of Seasons, return and loot the Altar of Night (x=2860, y=460) for a Flawless Moonstone Gem. Huzzah! Now, let's go check out that gate we ignored earlier... ***ITEMS*** (x=2900, y=1770) Flawed Moonbar Gem (x=2860, y=460) Flawless Moonstone Gem <----------------------------------------------------------------------> 18) This puzzle is mostly done, only a little memory-testing left... which is a non-issue for you, since you have me to do your remembering for you. And for free! Man, I'm such a sucker... Anyways, before we go dropping our gems in these slutty holes, I should mention what happens if you place your jewels in the wrong... slot... Heh... Defile these holes and this gate will summon five Cornugons to attack you... remember these things? Like the buddies Belhifet brings with him in Heart of Fury mode? No? Just me? Well, anyways, they each have 105 Hit Points, have an exceptionally low Armor Class, are immune to fire, 50% resistant to cold, 50% resistant to magic, get three attacks per round, and have a Strength score of 19. Yeah, they can be pretty bastardly, but there's no need to ever bother with them... so... just make sure you don't put your gems in the wrong slot and you'll never have to deal with these demons. The correct combinations are as follows: o=======o=======================o=======================o |Symbol | Coordinates | Gem | o=======o=======================o=======================o |Heaven | (x=3250, y=1970) |Flawless Star Sapphire | |-------|-----------------------|-----------------------| | Day | (x=3360, y=1970) | Flawless Sunstone Gem | |-------|-----------------------|-----------------------| | Earth | (x=3400, y=2050) | Flawless Diamond | |-------|-----------------------|-----------------------| | Sea | (x=3320, y=2090) |Flawless Waterstar Gem | |-------|-----------------------|-----------------------| | Night | (x=3320, y=2050) |Flawless Moonstone Gem | o=======o=======================o=======================o Once the gems are all in place, the portal will activate, and you'll get an experience reward. Go visit Rikasha one last time, rest, and get ready for this all to be over with. If you plan to do another playthrough, take all your gear you want to keep out of Bags of Holding, and above all-spellbuff like you've only spellbuffed a few dozen times before. That's right, it's a big fight a-comin'. When you're ready, step onto the portal (x=3300, y=2020). ***REWARD*** EXP 30000 Castle Maluradek (AR9711) o======================================================================o 19) The Luremaster will talk to you as soon as you arrive, and make the same request Kaylessa did so long ago-he wants you to put the spirits of this castle to rest... naturally by killing them. Because what's more restful than a violent death? He wants a glorious, epic, bardly battle to end this tale, and we've no choice but to give him one. It's not as easy as just pummling one stupid Bard, however-the Luremaster (known as a 'Spectral Figure' for this fight) will summon up a host of Spectral Heroes. Their stats aren't important-just know that they're strong enough to be a bother-and some of the initial heroes are figures we've met before-Hobart, Harald, Criek, Adrian, and Shelhai all return, for example. The big problem is, of course, Criek, and for the same reason he was an asshole the first time we fought him. His sole ambition is to get off a Dispel Magic. If he succeeds... well, this fight isn't too rough. Keep your essential buffs (Haste and Stoneskin) active and attack the Luremaster-only the Luremaster. After chasing him around for a bit, he should fall, upon which time his Spectral Heroes will vanish. For all that hassle, the throne will open up (x=860, y=360), and we'll be free to claim our prize: a Tarnished Ring. Grab it, and the door out will open. Equip the ring, use it as an inventory item (see that little backpack on your GUI?) and you'll be transported back to Lonelywood. We've completed the Trials of the Luremaster. ***HoF*** This fight plays out pretty much the same way it did in normal mode, save one important difference-you absolutely MUSt prevent the Spectral Hero (Criek) (x=1300, y=470) from casting Dispel Magic. As soon as the fight begins, take your party over to him and smite him. With any luck you can take him down before he gets his wretched spell off. If you do, you should be good-focus exclusively on the Luremaster and keep an eye on your buffs. If they run out, reapply them. Having several Stoneskins for everybody helps immensely. If you get hurt, Heal. You've got until Haste/Righteous Wrath of the Faithful ends to chase down and dispatch the Luremaster-if you end up fatigued, you're done. PARTY STATS: TRIALS OF THE LUREMASTER o======================================================================o Ilnathias 'Icefang' Fighter 13/Mage 14/Cleric 14 Experience: 1415061/1415061/1415061 Hit points: 114 Armor Class: -13 Weapon: Morning Star +4: Defender (THAC0: 0) Cloak: Wailing of Virgins Helm: Blessed Helm of Lathender Amulet: Black Wolf Charm Armor: Elven Chainmail of the Hand +3 Shield: The Argent shield Gloves: Gauntlets of Weapon Expertise Belt: Shimmering Sash Ring: Ring of Holiness Boots: Boots of Speed o----------------------------------------------------------------------o Amirule Alteslay Fighter 13/Mage 14/Cleric 14 Experience: 1415047/1415047/1415047 Hit points: 104 Armor Class: -17 Weapon: Morning Star +4: Defender (THAC0: 0) Cloak: Cloak of Scintillating Colors Helm: Dead Man's Face Armor: Bathed-In-Blood Shield: The Red Knight's Shield Gloves: Gauntlets of Elven Might Belt: Girdle of Stromnos Ring: Ring of Holiness Boots: Boots of the Fox o----------------------------------------------------------------------o Kaelinalia Fighter 13/Mage 14/Cleric 14 Experience: 1414692/1414692/1414692 Hit points: 104 Armor Class: -9 Weapon: Morning Star +4: Defender (THAC0: -1) Sling +1 (THAC0: 2) Helm: Helmet Armor: Full Plate Mail +1 Shield: Sundered Shield of Tiernon Gloves: Gauntlets Weapon Expertise Belt: Golden Girdle Ring: Ring of the Warrior Ring of Missile Deflection Boots: Boots of the North o----------------------------------------------------------------------o Nauzhir the Red Fighter 13/Mage 14/Cleric 14 Experience: 1414656/1414656/1414656 Hit points: 104 Armor Class: -7 Weapon: Three White Doves (THAC0: 1) Edley's Sling (THAC0: 2) Cloak: Cloak of Displacement Helm: Helmet Amulet: Amulet of Metaspell Influence Armor: Robe of the Watcher Shield: Mystery of the Dead Gloves: Gauntlets of Ogre Power Belt: Golden Girdle Ring: Ring of Protection +2 Boots: Boots of the North o----------------------------------------------------------------------o Eraithul Fighter 13/Mage 14/Cleric 14 Experience: 1414439/1414439/1414439 Hit points: 104 Armor Class: -7 Weapon: Shocking Flail +4 (THAC0: 0) Quinn's Fancy Sling (THAC0: 0) Cloak: Mithran's Cloak Helm: Chautog's Thinker Amulet: Amulet of Metaspell Influence Armor: Shadowed Robe Shield: Waukeen's Defender Gloves: Gauntlets of Ogre Power Boots: Boots of the North o----------------------------------------------------------------------o Syrenil 'Softstep' Fighter 13/Mage 14/Thief 16 Experience: 1414355/1414355/1414355 Hit points: 106 Armor Class: -3 Weapon: Long Bow +4: Hammer (THAC0: -4) Cloak: Cloak of Displacement Helm: Helmet Amulet: Symbol of Solonor Thelandira Armor: Kaylessa's Chainmail Armor Gloves: Bracers of Archery Ring: Kontik's Ring of Wizardry Ring of Fire Resistance Boots: Boots of Stealth o----------------------------------------------------------------------o o======================================================================o | | | Items {ITM001} | | | 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 (Long Sword +2: 'Varscona') , but magical items of the same quality may not be recorded (Long Sword +2). Perhaps I just like to think that the developers had a reason for naming the item? I have only included items that I have actually found in-game, so there may be some random drops that I simply have not seen yet. I did this because Black Isle and Bioware shared a lot of resources with each other on these Infinity Engine games, so weapons from Baldur's Gate are often in the data files-even though they are never used. Also, some items were cut before being added into the game. Instead of relying on guesses or hearsay, I've decided to simply play it safe. Everything below I have found personally at some point or another. Finding Recorded Items in the Walkthrough {ITM002} <----------------------------------------------------------------------> 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. Keep in mind, however, that many of the items in this game are random drops, which is denoted with an '~' next to the area number. For example, Mithral Field Plate Armor +2 is a guaranteed drops in Dorn's Deep (AR6002), but the Elven Chainmail of the Hand +3 in the Severed Hand ~(AR5202) is not. 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. 'Hand +3' in Elven Chainmail of the Hand +3). Of course, even this isn't fool proof, as some key items are mentioned frequently throughout the guide (Blessed Helm of Lathander, for instance). Then you have cases such as with the Ring of Free Action, where the key words 'Free Action' appears as a spell that may be mentioned without any connection to the item.. or more likely, as part of an early game strategy involving said ring. 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? Items 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. Randomly occuring items will be noted with an '~' next to their area number (AR####). For example, the Reinforced Large Shield +1 at ~(AR3502) is random, the one at (AR9201) is not. Items that only occur in Heart of Fury mode (technically Insane difficulty) will be denoted with an ***HoF***. This only occurs due to the addition of new foes to certain encounters. Note that in Icewind Dale, you can easily tell approximately when in the game you can obtain most of these items by paying attention to the area numbers. The lower the number, the earlier you can get the item, as noted on the list below. The only exception to this rule are items from Orrick-as he replenishes his stock throughout the game, yet remains in Kuldahar. Story progression is required to have access to some of his items. o=======o===============================o=========o |AR#### | Location | Chapter | o=======o===============================o=========o | 1000s | Easthaven |Prologue/| | | |Chapter 6| |-------|-------------------------------|---------| | 2000s | Kuldahar, Kuldahar Pass |Prologue/| | | |Chapter 1| |-------|-------------------------------|---------| | 3000s | Vale of Shadows, |Chapter 1| | | Temple of the Forgotten God | | |-------|-------------------------------|---------| | 4000s | Dragon's Eye |Chapter 2| |-------|-------------------------------|---------| | 5000s | The Severed Hand |Chapter 3| |-------|-------------------------------|---------| | 6000s | Upper Dorn's Deep |Chapter 4| |-------|-------------------------------|---------| | 7000s | Wyrm's Tooth Glacier |Chapter 5| |-------|-------------------------------|---------| | 8000s | Lower Dorn's Deep |Chapter 6| |-------|-------------------------------|---------| | 9000s | Heart of Winter, | N/A | | | Trials of the Luremaster | | o=======o===============================o=========o Item List (Alphabetical) Item Type Found {ITM003} o======================================================================o o===o |(A)| o===o Almion Long Sword (AR8011) Amaunator's Legacy Bastard Sword (AR9103) Amulet of Dark Flesh Amulet (AR8010) Amulet of Metaspell Influence Amulet (AR2102) Amulet of Metaspell Influence Amulet (AR9100) Applebane Dagger (AR0516) Axe of Caged Souls Axe (AR6002) Axe of Caged Souls Axe (AR6006) Axe of the Minotaur Lord Axe (AR9801) o===o |(B)| o===o Badge of the Brave Amulet ~(AR3601) Bag of Holding Miscellaneous (AR9708) Bag of Holding Miscellaneous (AR9715) Baleful Mail Armor (AR4005) Bardic Horn of Valhalla Miscellaneous (AR2113) Barrier Amulet Amulet (AR9100) Bastard Sword +1, +3 vs. Shapeshifters Bastard Sword (AR9602) Bastard Sword +2: Conflaguration Bastard Sword ~(AR6005) Bastard Sword +2: Conflaguration Bastard Sword ~(AR6006) Bastard Sword +2: Life Giver Bastard Sword ~(AR4005) Bastard Sword +3: Defender Bastard Sword ~(AR8011) Bastard Sword of Action +1 Bastard Sword ~(AR4005) Bastard Sword of Greater Phasing Bastard Sword ~(AR7004) Bathed-In-Blood Armor (AR8006) Battle Axe +2: Defender Axe (AR4002) Battle Axe +2: Defender Axe (AR9501) Battle Axe +3: Fatigue Axe ~(AR6003) Battle Axe +3: Fatigue Axe (AR9400) Battle Axe +3: Fatigue Axe (AR9100) Black Dragon Scale Armor (AR8007) Black Knight Miscellaneous ~(AR3601) Black Swan Armor Armor (AR8011) Black Wolf Talisman Amulet (AR3502) Blessed Helm of Lathander Helmet (AR6006) Blood Iron Club (AR9400) Blood of the Gloomfrost War Hammer (AR9501) Blur Deck Miscellaneous (AR4004) Blur Deck Miscellaneous (AR7004) Bone Kris of Black Ichor Dagger ~(AR5003) Bone Marrow Belt Belt ~(AR5003) Bone Talisman Amulet ~(AR5003) Boots of Avoidance Boots (AR9714) Boots of Grounding Boots (AR9704) Boots of Grounding Boots (AR9708) Boots of Moander Boots ~(AR3601) Boots of Speed Boots (AR5401) Boots of Stealth Boots (AR9100) Boots of the Fox Boots ~(AR4001) Boots of the Many Paths Boots ~(AR3601) Boots of the North Boots (AR9105) Boots of the North Boots (AR9501) Bracers of Archery Gloves (AR9104) Bracers of Blasting Gloves (AR9301) Bracers of Defnese A.C. 6 Gloves (AR4004) Bracers of Defnese A.C. 6 Gloves (AR8007) Bracers of Defense A.C. 6 Gloves (AR9100) Bracers of Defense A.C. 8 Gloves (AR3502) Bracers of Defense A.C. 8 Gloves (AR3503) Bracers of Defense A.C. 8 ***HoF*** Gloves (AR4003) Bracers of Icelandic Pearl Gloves (AR9715) Breath of Auril Dagger (AR7004) Bren Muller's Crossbow Crossbow ~(AR4003) o===o |(C)| o===o Cairn Blade 2-H Sword (AR6003) Cancerous Bastard Sword +4 Bastard Sword ~(AR8011) Chaos Dagger +3 Dagger ~(AR6005) Charged Battle Axe +2 Axe ~(AR3602) Charged Battle Axe +2 Axe ~(AR6003) Charged Battle Axe +2 Axe (AR9708) Chautog's Thinker Helmet (AR9706) Clasp of Bron's Cloak Amulet (AR2102) Cloak of Displacement Cloak (AR9400) Cloak of Displacement Cloak (AR9604) Cloak of Invisibility Cloak ~(AR9201) Cloak of Invisibility Cloak (AR9601) Cloak of Non-Detection Cloak (AR9100) Cloak of Non-Detection Cloak (AR9177) Cloak of Non-Detection Cloak (AR9177) Cloak of Non-Detection Cloak (AR9177) Cloak of Protection +2 Cloak (AR7004) Cloak of Protection +2 Cloak (AR9501) Cloak of Protection +2 Cloak (AR9602) Cloak of Protection +2 Cloak (AR9715) Cloak of Scintillating Colors Cloak (AR9708) Composite Long Bow of the Hand Long Bow ~(AR5301) Conlan's Hammer War Hammer (AR2103) Coral Plate Armor Armor (AR9603) Corrosive Hammer +2 War Hammer ~(AR4004) Cyclocone Helmet (AR9301) Cynicism Long Sword (AR9301) o===o |(D)| o===o Dagger +2: Longtooth Dagger (AR7004) Dagger of Safe Harbor Dagger (AR9101) Dagger of Venom Dagger (AR7004) Daisy Crossbow (AR2103) Dazer Club ~(AR3502) Dead God's Dreaming Bastard Sword (AR9712) Dead Man's Face Helmet (AR4005) Debian's Rod of Smiting Club (AR9603) Diseased Halberd +1 Halberd ~(AR3501) Doom Hammer +3 Halberd ~(AR8011) o===o |(E)| o===o Edion's Ring of Wizardry Ring (AR9301) Edley's Sling Sling (AR5201) Elven Chainmail of the Hand +3 Armor ~(AR5203) Erevain's Broad Sword Long Sword (AR4001) Evil Spider Crusher of Doom Club (AR2103) o===o |(F)| o===o Faith Killer Axe (AR2103) Fang of the Gloomfrost Dagger (AR9501) Fast Flail +2 Flail ~(AR4004) Fast Flail +2 Flail (AR9100) Fayr's Halberd Halberd (AR2103) Fine Long Sword +1 Long Sword ~(AR3503) Fire Dagger Dagger ~(AR1201) Fire Dagger +2 Dagger ~(AR4004) Fire Flail +3 Flail ~(AR7004) Fire Kiss +3 Dagger (AR8010) Fist of the Gloomfrost Mace (AR9501) Flail of Mae Flail (AR9103) Flaming Bastard Sword +1 Bastard Sword ~(AR3602) Flaming Long Sword +2 Long Sword (AR4004) Flaming Short Sword +1 Short Sword ~(AR3503) o===o |(G)| o===o Gauntlets of Dexterity Gloves (AR9101) Gauntlets of Elven Might Gloves (AR8001) Gauntlets of Infernal Damnation Gloves (AR7004) Gauntlets of Ogre Power Gloves (AR9100) Gauntlets of Ogre Power Gloves (AR9602) Gauntlets of Ogre Power Gloves (AR9604) Gauntlets of Ogre Power Gloves (AR9708) Gauntlets of Ogre Power Gloves (AR9715) Gauntlets of Weapon Expertise Gloves (AR9100) Gauntlets of Weapon Expertise Gloves (AR9704) Gauntlets of Weapon Skill Gloves (AR3501) Giant Killer Sling (AR2103) Giant Killer Sling ~(AR4003) Giant's Sleep War Hammer ~(AR7004) Girdle of Beautification Belt ~(AR1201) Girdle of Bluntness Belt (AR1917) Girdle of Gond Belt (AR2102) Girdle of Labelas Belt ~(AR2102) Girdle of Ogre Blood Belt (AR9301) Girdle of Stromnos Belt (AR8006) Glimglam's Cloak Cloak ~(AR2004) Golden Girdle Belt (AR9100) Golden Girdle Belt (AR9704) Golden Girdle Belt (AR9708) Golden Girdle Belt (AR9715) Great Shield +3 Shield ~(AR5003) Great Shield +3 Shiel (AR9712) Guktok's Chopper Axe ~(AR5003) o===o |(H)| o===o Halberd of Sparks +1 Halberd (AR3101) Halberd of Sparks +1 Halberd (AR9201) Hammer Flail +2 Flail (AR4003) Hand of the Gloomfrost 2-H Sword (AR9501) Heavy Crossbow of Accuracy Crossbow ~(AR5002) Heavy Crossbow of Accuracy Crossbow (AR6002) Heavy Crossbow of Accuracy Crossbow (AR6005) Heavy Crossbow of Accuracy Crossbow (AR9714) Heavy Crossbow of Defense Crossbow ~(AR4003) Heavy Crossbow of Speed Crossbow ~(AR4003) Hell's Bane Long Sword (AR9800) Hellpick War Hammer (AR2103) Helm of the Trusted Defender Helmet (AR2103) Hold Fast Long Sword ~(AR6005) Hold Fast Long Sword ~(AR6006) o===o |(I)| o===o Inconsequence War Hammer (AR9103) Intercession Long Sword ~(AR4005) o===o |(J)| o===o Jamison's Sling Sling (AR9101) Jasper's Ring of Shocking Grasp Ring (AR2102) Jester's Bag of Holding Miscellaneous (AR5002) Joril's Axe Axe (AR7004) o===o |(K)| o===o Kaylessa's Armor Armor ~(AR5401) Kaylessa's Bow Long Bow ~(AR5401) Kaylessa's Gloves Gloves ~(AR5401) Kaylessa's Ring Ring ~(AR5401) Kinetic Spear Spear (AR9103) Kiss of the Gloomfrost Long Sword (AR9501) Kontik's Ring of Wizardry Ring (AR7004) Kresselack's Sword 2-H Sword (AR3503) o===o |(L)| o===o Large Shield +1, +4 vs. Missiles Shield (AR6005) Large Shield +1, +4 vs. Missiles Shield (AR6005) Large Shield of Strength +1 Shield ~(AR6005) Life Dagger +2 Dagger ~(AR4004) Life Halberd +2 Halberd ~(AR6003) Life's Gift Long Sword ~(AR5303) Light Crossbow of Defense Crossbow ~(AR5002) Light Crossbow of Speed Crossbow ~(AR5002) Light Crossbow of Speed Crossbow (AR9101) Lonesome Road Axe (AR2103) Long Bow +1: Protector Long Bow ~(AR3601) Long Bow +2: Defender Long Bow ~(AR3601) Long Bow +2: Protector Long Bow ~(AR4003) Long Bow +4: Hammer Long Bow (AR9104) Long Bow of Action +2 Long Bow ~(AR5301) Long Bow of Marksmanship Long Bow ~(AR5301) Long Bow of Marksmanship Long Bow (AR7004) Long Bow of Marksmanship Long Bow (AR9800) Long Sword +1: 'Varscona' Long Sword (AR9501) Long Sword +3: Enforcer Long Sword ~(AR7004) Long Sword of Action +2 Long Sword ~(AR5303) Long Sword of Action +2 Long Sword (AR9101) Long Sword of Action +4 Long Sword (AR9100) Long Sword of Confusion +2 Long Sword (AR4002) Long Sword of the Hand Long Sword ~(AR5303) Lover Dagger (AR9603) Lyre of Progression Miscellaneous (AR2113) o===o |(M)| o===o Mage Dagger +2 Dagger (AR4004) Mage Dagger +2 Dagger ~(AR4004) Mage Dagger +3 Dagger ~(AR6005) Mage Dagger +4 Dagger ~(AR8007) Mage Dagger +4 Dagger (AR9101) Mage Robe of Cold Resistance Armor (AR3501) Mage Robe of Cold Resistance ***HoF*** Armor (AR8011) Mage Robe of Cold Resistance ***HoF*** Armor (AR8011) Mage Robe of Cold Resistance Armor (AR9501) Mage Robe of Fire Resistance ***HoF*** Armor (AR4003) Mage Robe of Fire Resistance Armor (AR9100) Mail of Life Armor (AR6006) Mantle of Hell's Furnace Cloak (AR2102) Mantle of the Coming Storm Cloak (AR2111) Messenger of Sseth Long Bow (AR4005) Misery's Herald Flail (AR5003) Mithral Field Plate Armor +2 Armor (AR6002) Mithral Field Plate Armor +2 Armor (AR7004) Mithral Field Plate Armor +2 Armor (AR9602) Mithral Field Plate Armor +2 Armor (AR9704) Mithran's Cloak Cloak ~(AR2102) Morning Star +4: Defender Mace ~(AR8006) Morning Star +4: Defender Mace (AR9100) Morning Star +4: Defender Mace (AR9704) Morning Star of Lesser Phasing Mace ~(AR5002) Morning Star of Lesser Phasing Mace (AR9714) Morning Star of the Gods Mace ~(AR8006) Mourner's Armor Armor ~(AR9602) Mystery of the Dead Shiel (AR8004) o===o |(N)| o===o Namji's Robe Armor (AR9600) Necklace of Missiles Amulet (AR2108) Necromancer's Robes Armor (AR4003) Nym's Dagger Dagger (AR8004) Nym's Rhino Beetle Shield Shiel (AR8004) o===o |(O)| o===o Ogi-Luc's Great Robe Armor (AR2102) Ogrien's Scale Armor ~(AR9201) Ol'Withery Dagger ~(AR4004) Owain's Lullabye Miscellaneous (AR6006) o===o |(P)| o===o Pale Justice Long Sword (AR8009) Peacekeeper Club ~(AR4004) Peasant's Reward Halberd ~(AR3602) Pemby's Wand of Many Missiles Miscellaneous (AR2102) Pestilent Dawn Mace (AR9603) Phase Dagger Dagger ~(AR3301) Phasing Bastard Sword +1 Bastard Sword ~(AR3503) Pig's Eye Short Sword (AR2103) Pikeman's End 2-H Sword (AR2103) Poisonous Battle Axe +2 Axe ~(AR6003) Potion of Action Transference Potion ~(AR3301) Potion of Holy Transference Potion ~(AR8010) Potion of Holy Transference Potion (AR9708) Potion of Magical Resistance Potion ~(AR4001) Potion of Strength Transference Potion ~(AR5203) Presio's Dagger Dagger (AR4003) o===o |(Q)| o===o Quiet Boots Boots ~(AR1201) Quinn's Fancy Sling Sling (AR9103) o===o |(R)| o===o Redemption War Hammer ~(AR7004) Reinforced Heavy Crossbow Crossbow ~(AR8011) Reinforced Large Shield +1 Shield ~(AR3502) Reinforced Large Shield +1 Shield (AR9201) Reinforced Large Shield +2 Shield ~(AR6005) Reinforced Large Shield +2 Shield (AR9714) Reinforced Leather +1 Armor ~(AR3602) Reliance Dagger (AR2103) Repeating Heavy Crossbow Crossbow ~(AR8011) Repeating Light Crossbow Crossbow ~(AR8011) Restored Blade of Aihonen Long Sword (AR1100) Rhino Beetle Shield Shield (AR8004) Ring of Animal Friendship Ring (AR9800) Ring of Aura Transfusion Ring ~(AR8010) Ring of Dwarven Bone Ring ~(AR5002) Ring of Fire Resistance Ring (AR9708) Ring of Free Action Ring (AR2102) Ring of Free Action Ring (AR2112) Ring of Free Action ***HoF*** Ring (AR8010) Ring of Free Action Ring (AR9100) Ring of Free Action Ring (AR9100) Ring of Free Action Ring (AR9100) Ring of Free Action Ring (AR9100) Ring of Free Action Ring (AR9110) Ring of Free Action Ring (AR9704) Ring of Free Action Ring (AR9708) Ring of Greater Resistance Ring (AR9101) Ring of Greater Resistance Ring (AR9706) Ring of Greater Resistance Ring (AR9708) Ring of Holiness Ring (AR7004) Ring of Holiness Ring (AR9714) Ring of Infravision Ring (AR9602) Ring of Intelligence Ring ~(AR4001) Ring of Lesser Resistance Ring ~(AR1201) Ring of Lesser Resistance Ring (AR9501) Ring of Missile Deflection Ring ~(AR3601) Ring of Pain Amplification Ring (AR4005) Ring of Protection +2 Ring (AR2108) Ring of Protection +2 Ring (AR7004) Ring of Protection +2 Ring (AR9100) Ring of Protection +2 Ring (AR9201) Ring of Protection +2 Ring (AR9602) Ring of Protection +2 Ring (AR9708) Ring of Protection +2 Ring (AR9800) Ring of Protection +2 Ring (AR9800) Ring of Reckless Action Ring ~(AR8010) Ring of Resistance Ring ~(AR4001) Ring of Sanctuary Ring (AR5204) Ring of Shadows Ring (AR3501) Ring of Strength Ring ~(AR5203) Ring of the Gorgon Ring (AR8007) Ring of the Protector +2 Ring ~(AR6005) Ring of the Warrior Ring ~(AR3301) Ring of the Will-o-Wisp Ring ~(AR9602) Robe of Enfusing Armor (AR2102) Robe of Enfusing Armor ~(AR4001) Robe of Enfusing Armor (AR8007) Robe of the Evil Archmagi Armor (AR7004) Robe of the Evil Archmagi Armor (AR8010) Robe of the Evil Archmagi ***HoF*** Armor (AR8010) Robe of the Evil Archmagi Armor (AR9708) Robe of the Evil Archmagi Armor (AR9800) Robe of the Evil Archmagi Armor (AR9800) Robe of the Hand Armor ~(AR5104) Robe of the Neutral Archmagi Armor (AR9100) Robe of the Neutral Archmagi Armor (AR9101) Robe of the Watcher Armor (AR8010) Rogue's Cowl Helmet (AR2102) o===o |(S)| o===o Sanctified Morning Star +3 Mace ~(AR5002) Sanctified Morning Star +3 ***HoF*** Mace (AR8011) Sanctified Morning Star +3 ***HoF*** Mace (AR8011) Sanctified War Hammer +2 War Hammer ~(AR5202) Sanctified War Hammer +3 War Hammer ~(AR8006) Scarab of Defense Miscellaneous ~(AR6005) Scarab of Goodwill Amulet (AR2102) Sceptre of Tyranny Club (AR9603) Scimitar +3: Frostbrand Scimitar (AR7004) Scimitar +3: Frostbrand Scimitar (AR9501) Scimitar +3: Frostbrand Scimitar (AR9800) Selune's Promise Mace ~(AR4004) Serrated Bone Blade 2-H Sword ~(AR5003) Shadowed Boots Boots ~(AR5002) Shadowed Cloak Cloak ~(AR5002) Shadowed Cloak Cloak (AR9104) Shadowed Plate Mail Armor Armor ~(AR5002) Shadowed Plate Mail Armor Armor (AR9100) Shadowed Robe Armor ~(AR5002) Shark Skin and Coral Armor Armor (AR9604) Shark Skin Armor Armor (AR9603) Shield of the Hand Shield ~(AR5003) Shield Ring Ring ~(AR4001) Shimmering Sash Belt (AR2102) Shocking Flail +4 Flail (AR9714) Short Bow of Ebullience Short Bow (AR9715) Short Sword +2: 'The Whistling Sword' Short Sword (AR9501) Short Sword +2: 'The Whistling Sword' Short Sword (AR9101) Short Sword of Action +2 Short Sword ~(AR5002) Short Sword of Backstabbing Short Sword (AR9100) Short Sword of Health +4 Short Sword ~(AR8007) Short Sword of Lesser Phasing Short Sword ~(AR3602) Short Sword of Shadows +3 Short Sword ~(AR6005) Short Sword of Shadows +3 Short Sword ~(AR6006) Singing Blade of Aihonen Long Sword (AR9501) Skullflail Flail (AR9715) Slayer Spear (AR8008) Some Lesser God's Promise Short Sword ~(AR5002) Spear +3: Backbiter Spear (AR9800) Spear of Kerish Spear (AR7001) Spell Diver Short Sword ~(AR4005) Spinesheath Dagger (AR4001) Staff of the Hanged Men's Glee Quarter Staff (AR9708) Staff of Moradin's Breath Quarter Staff (AR8004) Staff of Nature's Wrath Quarter Staff (AR2013) Staff of the Hand Quarter Staff ~(AR5104) Star-Forged Halberd +3 Halberd ~(AR8011) Star-Forged War Hammer +4 War Hammer ~(AR8006) Static Dagger +1 Dagger ~(AR3502) Static Dagger +1 Dagger (AR8007) Static Short Sword +3 Short Sword ~(AR7004) Static Star +3 Mace ~(AR8006) Storm Bow Short Bow (AR9104) Stoutward Shield ~(AR2004) Studded Leather +1: Shadowed Armor ~(AR3602) Studded Leather +2: Missile Attraction Armor (AR9800) Studded Leather +2: Shadowed Armor ~(AR4004) Studded Leather +4: Shadowed Armor (AR9100) Studded Leather Armor of Resistance +3 Armor ~(AR8007) Studded Leather Armor of Resistance +3 Armor (AR9714) Sundered Shield of Tiernon Shield (AR9501) Sune's Laurel of Favor Helmet (AR5201) Svian's Club Club (AR9400) Symbol of Corellon Latheran Amulet ~(AR5203) Symbol of Labelas Enoreth Amulet ~(AR5203) Symbol of Sehanine Moonbow Amulet (AR5204) Symbol of Shevarash Amulet ~(AR5203) Symbol of Solonor Thelandira Amulet ~(AR5203) o===o |(T)| o===o Talon of the Gloomfrost Scimitar (AR9501) The Argent Shield Shield (AR8011) The Bitch Queen's Envoy Shield ~(AR4005) The Black Bow Long Bow (AR2103) The Blade of Bael Long Sword (AR2103) The Celebrant's Blade Axe (AR6013) The Cittern of War Miscellaneous (AR7004) The Elfbone Ring of Khan-Hai Ring ~(AR2102) The Giving Star Mace (AR2103) The Icon of Power Halberd (AR9603) The Love of Black Bess Mace (AR2103) The Lucky Scimitar Scimitar (AR2103) The Mace of Weal and Woe Mace ~(AR4004) The Merry Shorthorn Miscillaneous ~(AR2004) The Red Knight's Shield Shield ~(AR4005) The Salamander's Tongue Dagger (AR8001) The Shield of the Revenant Shield (AR9301) The Snow Maiden's Reaver 2-H Sword ~(AR3602) The Spear of White Ash Spear (AR2103) The Staff of Eron Quarter Staff (AR2103) The Sword of Days Short Sword ~(AR4005) The Sword of Myrloch Vale Long Sword (AR2103) The Unstrung Harp Miscellaneous (AR9603) Three White Doves Mace (AR9103) Tiernon's Sundered Shield Shiel (AR9500) Throwing Axe +2 Axe (AR4005) Throwing Axe +2 Axe (AR9501) Tombsweeper Flail (AR2103) Tongue of the Gloomfrost Halberd (AR9501) Traveler's Robe Armor (AR9102) Traveler's Robe Armor (AR9501) Trollslayer Bastard Sword (AR2103) Two Handed Axe +2: Life Giver Axe (AR9714) Two Handed Axe of Greater Phasing Axe ~(AR8011) Two Handed Axe of Greater Phasing Axe (AR9501) Two Handed Sword +2: Defender 2-H Sword ~(AR5001) Two Handed Sword +2: Hammering 2-H Sword ~(AR5001) Two Handed Sword +3: Bane 2-H Sword ~(AR7004) Two Handed Sword +4: Backbiter 2-H Sword ~(AR8011) o===o |(U)| o===o Ulcaster Academy Ring Ring (AR9301) o===o |(V)| o===o Valiant Scimitar (AR8007) Vexed Armor (Possessed) Armor (AR9400) Vexed Armor (Named) Armor (AR9400) Vexed Armor (Pact) Armor (AR9400) Viol of the Hollow Men Miscellaneous (AR8004) o===o |(W)| o===o Wailing of Virgins Cloak (AR9201) Wand of Armory Miscellaneous (AR3502) Wand of Fear Miscellaneous (AR9708) Wand of Fire Miscellaneous (AR9708) Wand of Freezing Death Miscellaneous (AR2102) Wand of Lightning Miscellaneous (AR1103) Wand of Lightning Miscellaneous (AR9602) Wand of Magic Missiles Miscellaneous ~(AR3502) Wand of Paralyzation Miscellaneous (AR9100) Wand of Sleep Miscellaneous ~(AR3502) Wand of the Heavens Miscellaneous (AR7004) Wand of Trap Detection Miscellaneous ~(AR2004) Wand of Trap Detection Miscellaneous (AR9714) War Hammer +3: Life Giver War Hammer ~(AR6005) War Hammer of Phasing +3 War Hammer (AR9501) War Hammer of Sparks +2 War Hammer ~(AR5202) Waukeen's Defender Shield (AR9103) White Bishop Miscellaneous ~(AR6005) Wind of Heaven Scimitar (AR9708) Winter King's Plate Armor (AR9501) o===o |(Y)| o===o Young Rage Axe (AR9400) Item Descriptions {ITM005} o======================================================================o Below I have added the descriptions of every item mentioned above, their stats taken directly from the descriptive text of the game. (Whether the stats listed by the game matches what the item actually does is another story!) o===o |(A)| o===o Almion <----------------------------------------------------------------------> Damage: 1D8 +3, +5 vs. Salamanders THAC0: +3, +5 vs. Salamanders Damage Type: Slashing Resistance Bonus: +10% Fire Resistance Resistance Penalty: -5% Resist Cold Weight: 5 Speed Factor: 2 Proficiency Type: Large Swords Type: 1-handed Not Usable By: Druid Cleric Mage Amaunator's Legacy <----------------------------------------------------------------------> Damage: 2D4+3 THAC0: +3 Special: Additional 2d4+3 Fire Damage against Undead, 5% Chance of Beltyn's Burning Blood on hit, Casts Sunray 1/Day Damage Type: Slashing Weight: 3 Speed Factor: 1 Proficiency Type: Great Sword Type: 1-handed Not Usable By: Chaotic Creatures Druid Cleric Mage Thief Amulet of Dark Flesh <----------------------------------------------------------------------> Upon donning this amulet, the wearer is paralyzed and diseased. Not Usable By: Amulet of Metsapell Influence <----------------------------------------------------------------------> Special: Memorize one extra second level spell Usable by: Mage (Multi, Single, Dual) Bard Applebane <----------------------------------------------------------------------> Damage: 1D4 +1 THAC0: +1 Damage Type: Piercing Weight: 1 Speed Factor: 2 Proficiency Type: Daggers Type: 1-handed Not Usable By: Cleric Axe of Caged Souls <----------------------------------------------------------------------> Damage: 1D8 +3, +5 vs. Cadaverous Undead THAC0: +3, +5 vs. Cadaverous Undead Damage Type: Slashing Weight: 5 Speed Factor: 4 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief Axe of the Minotaur Lord <----------------------------------------------------------------------> Damage: 1d12 +4 Damage Type: Slashing Weight: 10 Speed Factor: 8 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief o===o |(B)| o===o Badge of the Brave <----------------------------------------------------------------------> Allows user to cast Emotion Control: Courage once per day. Not Usable By: Bag of Holding <----------------------------------------------------------------------> Weight: 5 Not Usable By: Baleful Mail <----------------------------------------------------------------------> Armor Class: 3 Special: Immune to Dire Charm, Charm Person, Confusion, Command, Rigid Thinking, -2 Charisma while worn Weight: 45 Not Usable By: Good Characters Druid Mage Thief Bardic Horn of Valhalla <----------------------------------------------------------------------> Once a day, this horn will summon 2-4 berserkers who will attack the enemies of the user. It is only usable by bards. Barrier Amulet <----------------------------------------------------------------------> Simultaneously casts Stoneskin and Minor Globe of Invulnerability on the user. Usable By: Mage (Single, Dual, and Multi) Bastard Sword +1, +3 vs. Shapeshifters <----------------------------------------------------------------------> Damage: 2D4 +1, +3 vs. Shape Shifters THAC0: +1 bonus Damage Type: Slashing Weight: 8 Speed Factor: 7 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief Bastard Sword +2: Conflaguration <----------------------------------------------------------------------> Damage: 2D4 +2 THAC0: +2 Damage Type: Slashing Special: 10% Chance a 5HD Fire Ball is released Weight: 10 Speed Factor: 8 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief Bastard Sword +2: Life Giver <----------------------------------------------------------------------> Damage: 2D4 +2 THAC0: +2 Damage Type: Slashing Special: 5% chance of healing 1D10 hit points to self Weight: 10 Speed Factor: 8 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief Bastard Sword +3: Defender <----------------------------------------------------------------------> Damage: 2D4 +3 THAC0: +3 Damage Type: Slashing Armor Class Bonus: 2 Resistance Bonuses: +10% Slashing Resistance +10% Piercing Resistance +10% Crushing Resistance +10% Missile Resistance +1 to all saving throws Weight: 10 Speed Factor: 8 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief Bastard Sword of Action +1 <----------------------------------------------------------------------> Damage: 2D4 +1 THAC0: +1 Damage Type: Slashing Special: 1 extra attack per round Weight: 10 Speed Factor: 8 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief Bastard Sword of Greater Phasing <----------------------------------------------------------------------> Damage: 2D4 +3 THAC0: +3 Damage Type: Slashing Special: 15% chance of target being Phased Weight: 10 Speed Factor: 8 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief Bathed-In-Blood <----------------------------------------------------------------------> Armor Class: -1 Weight: 55 Not Usable By: Druid Mage Thief Bard Battle Axe +2: Defender <----------------------------------------------------------------------> Damage: 1D8+2 THAC0: +2 Damage Type: Slashing Armor Class Bonus: 2 Resistance Bonus: +10% Missile Resistance Weight: 7 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief Battle Axe +3: Fatigue <----------------------------------------------------------------------> Damage: 1D8+3 THAC0: +3 Damage Type: Slashing Special: 20% chance target is Slowed Weight: 7 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief Black Dragon Scale <----------------------------------------------------------------------> Armor Class: 4 Resistance Bonus: +25% Acid Resistance +2 Save vs. Spells Weight: 10 Not Usable By: Mage Black Knight <----------------------------------------------------------------------> Summons a warrior-like ally to attack enemies. Summoner has no control over the Black Knight. The Black Knight will automatically attack the nearest enemy target. Not Usable By: Black Swan Armor <----------------------------------------------------------------------> Armor Class: 1 Weight: 20 Charisma: +1 bonus Resistance Bonuses: +10% Fire Resistance +10% Cold Resistance +10% Electrical Resistance +10% Acid Resistance Not Usable By: Bard Druid Mage Thief Black Wolf Talisman <----------------------------------------------------------------------> Armor Class Bonus: 1 Special: +10 to Max Hit Points Resistance Bonuses +10% Cold Resistance +1 Save vs. Breath Weight: 1 Not Usable By: Blessed Helm of Lathander <----------------------------------------------------------------------> Armor Class Bonus: 2 Special: User can cast Cure Moderate Wounds, Neutralize Poison, and Remove Paralysis once a day. Weight: 2 Not Usable By: Mage Bard Thief Only Useable By: Good Characters Blood Iron <----------------------------------------------------------------------> Damage: 1D6 +4 THACO: +4 Damage Type: Piercing Special: Every hit heals 3 hit points in the wielder Weight: 3 Speed Factor: 1 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Good characters Druid Cleric Mage Blood of the Gloomfrost <----------------------------------------------------------------------> Damage: 1D4 + 5 THAC0: +4 Damage Type: Crushing Special: +10% Fire Resistance, +10% Cold Resistance, Storm Shell 1/Day, 5% chance of healing 2-12 points of damage Weight: 3 Speed Factor: 1 Proficiency Type: Hammer Type: 1-handed Only Usable By: Dwarves Not Usable By: Druid Mage Thief Blur Deck <----------------------------------------------------------------------> Blur effect on the user for 1-12 rounds. Bone Kris of Black Ichor <----------------------------------------------------------------------> Damage: 1d4+2 THAC0: +2 Damage Type: Piercing Special: Upon the player scoring a hit with this weapon, there will be a 20% chance that the target will be poisoned. Save vs. paralyze, poison, or death magic to counter effects. Weight: 3 Speed Factor: 2 Proficiency Type: Dagger Not Usable By: Paladin Ranger Cleric Bone Marrow Belt <----------------------------------------------------------------------> Armor Class Bonus: 1 Charisma: -2 Penalty Resistance Bonus: +50% Slashing Resistance Resistance Penalty: -15% Crushing Damage Weight: 2 Not Usable by: Good Character Bone Talisman <----------------------------------------------------------------------> Casts the mage spell, Vampiric Touch (5 charges) Weight: 3 Not Usable by: Good Characters Boots of Avoidance <----------------------------------------------------------------------> Armor Class bonus: +5 vs. missile weapons Weight: 4 Not usable by: Boots of Grounding <----------------------------------------------------------------------> Electricity resistance: +50% Weight: 4 Not usable by: Boots of Moander <----------------------------------------------------------------------> Wearer is immune to Entangle. Not Usable By: Boots of Speed <----------------------------------------------------------------------> Special: Increased movement rate Weight: 2 Not usable by: Boots of Stealth <----------------------------------------------------------------------> Stealth bonus: +35% Weight: 4 Not usable by: Fighter Mage Bard Cleric Druid Boots of the Fox <----------------------------------------------------------------------> Increases the wearer's movement rate by 40%. +1 Bonus to Armor Class Not Usable By: Boots of the Many Paths <----------------------------------------------------------------------> User can cast Blur on themselves once per day. Not Usable By: Boots of the North <----------------------------------------------------------------------> Cold resistance: +50% Weight: 4 Not usable by: Bracers of Archery <----------------------------------------------------------------------> THAC0: +2 (missile weapons only) Weight: 2 Not usable by: Druid Mage Cleric Bracers of Blasting <----------------------------------------------------------------------> Allows user to cast Shout and Great Shout 1/Day. Every time Great Shout is used, there is a 10% chance that the bracers will explode, doing 4-40 points of damage to the wearer. Weight: 2 Minimum Strength of 14 Required Only Usable By: Mage (Single, Dual-, and Multi-Class) Bracers of Defense A.C. 6 <----------------------------------------------------------------------> Armor Class: 6 Weight: 2 Not Usable By: Bracers of Defense A.C. 8 <----------------------------------------------------------------------> Armor Class: 8 Weight: 2 Not Usable By: Bracers of Icelandic Pearl <----------------------------------------------------------------------> Armor Class: 6 Dexterity: -2 Weight: 3 Special: Can cast Conjure Water Elemental 1/day Can cast Cone of Cold 1/day Can cast Abi-Dalzim's Horrid Wilting 1/day Only Usable By: Mage (Single, Dual and Multi) Breath of Auril <----------------------------------------------------------------------> Damage: 1D4 +3 THAC0: +3 Intelligence: +1 bonus Charisma: -1 penalty Resistance: 100% Cold Resistance Resistance Penalty: -50% Fire Resistance Special: 2 charges of Cone of Cold per day Damage Type: Piercing Weight: 1 Speed Factor: 2 Proficiency Type: Daggers Type: 1-handed Not Usable By: Cleric Bren Muller's Crossbow <----------------------------------------------------------------------> Damage: +2 THAC0: +5 bonus Weight: 7 Speed Factor: 4 Proficiency Type: Crossbow Type: 2-handed Not Usable By: Druid Cleric Mage Thief o===o |(C)| o===o Cairn Blade <----------------------------------------------------------------------> Damage: 1D10 +4 THAC0: +4 Damage Type: Slashing Weight: 20 Speed Factor: 6 Proficiency Type: Great Sword Type: 2-handed Not Usable By: Druid Cleric Mage Thief Cancerous Bastard Sword +4 <----------------------------------------------------------------------> Damage: 2D4 +4 THAC0: +4 Damage Type: Slashing Special: 15% chance target is infected with Disease Weight: 10 Speed Factor: 8 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Good Alignment Druid Cleric Mage Thief Chaos Dagger +3 <----------------------------------------------------------------------> Damage: 1D4 +3 THAC0: +3 Damage Type: Piercing Special: 20% chance target is infected by Disease Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric Lawful Characters Charged Battle Axe +2 <----------------------------------------------------------------------> Damage: 1D8+2 THAC0: +2 Damage Type: Slashing Special: 50% chance +1D3 electrical 15% chance target is Stunned Weight: 7 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief Chautog's Thinker <----------------------------------------------------------------------> Armor Class Bonus: +1 Special: Protects against Critical Hits Intelligence: +2 Charisma: -2 Weight: 5 Minimum Strength of 17 required Not Usable By: Clasp of Bron's Cloak <----------------------------------------------------------------------> Gives the wearer 5% resistance to Piercing, Slashing, and Missile Attacks. Not Usable By: Cloak of Displacement <----------------------------------------------------------------------> Armor Class: +4 vs. missile weapons Saving Throws (death, breath, wand): +2 bonus Weight: 3 Not usable by: Cloak of Invisibility <----------------------------------------------------------------------> Can cast Invisibility on the wearer 3/Day. Not Usable By: Cloak of Non-Detection <----------------------------------------------------------------------> Can cast Invisibility on the wearer 3/Day. Not Usable By: Cloak of Protection +2 <----------------------------------------------------------------------> Armor Class: +2 bonus Saving Throw: +2 bonus Weight: 3 Not usable by: Composite Long Bow of the Hand <----------------------------------------------------------------------> Damage: +2 (missile) THAC0: +2 Weight: 3 Speed Factor: 7 Proficiency Type: Bow Type: 2-Handed Minimum Strength of 15 required Not Usable By: Thief Cleric Mage Druid Conlan's Hammer <----------------------------------------------------------------------> Damage: 1D4 +2, +5 vs Iron Golems THAC0 Bonus: +1, +4 vs Iron Golems Special: Able to hit all creatures that require magical weapons to hit Damage Type: Crushing Weight: 4 Speed Factor: 3 Proficiency Type: Hammers Type: 1-handed Not Usable By: Druid Mage Thief Coral Plate Armor <----------------------------------------------------------------------> Armor Class: 3 Special: +15% Fire Resistance +15% Acid Resistance -2 to Dexterity Weight: 50 Not Usable By: Mage Corrosive Hammer +2 <----------------------------------------------------------------------> Armor Class: 3 Special: +15% Fire Resistance +15% Acid Resistance -2 to Dexterity Weight: 50 Not Usable By: Mage Cyclocone <----------------------------------------------------------------------> Armor Class Bonus: +1 Special: Wearer can cast Whirlwind Weight: 1 Only Usable By: Mage (Single, Dual-, and Multi-Class) Cynicism <----------------------------------------------------------------------> Damage: 2D4 +4 THACO: +4 Damage Type: Slashing Special: Find Traps 1/Day, Knock 1/Day Weight: 4 Speed Factor: 5 Proficiency Type: Large Swords Type: 1-handed Not Usable By: Druid Cleric Mage o===o |(D)| o===o Dagger +2: Longtooth <----------------------------------------------------------------------> Damage: 1D6 +2 THAC0: +2 bonus Damage Type: Piercing Weight: 2 Speed Factor: 0 Proficiency Type: Daggers Type: 1-handed Not Usable By: Cleric Dagger of Safe Harbor <----------------------------------------------------------------------> Damage: 1D4+3 THAC0: +3 Special: Can cast Otiluke's Resilient Sphere on the caster 1/Day Damage Type: Piercing Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric Dagger of Venom <----------------------------------------------------------------------> Damage: 1D4 + 2 THAC0: +2 bonus Damage Type: Piercing Poison Damage: 6 points per round Up to a total of 15 damage Weight: 2 Speed Factor: 0 Proficiency Type: Daggers Type: 1-handed Not Usable By: Cleric Daisy <----------------------------------------------------------------------> Damage: +3 THAC0: +5 Weight: 7 Speed Factor: 4 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief Dazer <----------------------------------------------------------------------> Damage: 1D6 +1 THACO: +1 Special: 5% chance to Stun target on hit Damage Type: Crushing Weight: 3 Speed Factor: 4 Proficiency Type: Clubs Type: 1-handed Not Usable By: Mage Dead God's Dreaming <----------------------------------------------------------------------> Damage: 2d4 +4, +5 vs. Good THAC0: +4, +6 vs. Good Special: Can cast Emotion: Fear 3/day Symbol of Pain 1/day Weight: 4 Speed Factor: 2 Proficiency Type: Large Swords Type: 1-handed Note Usable By: Good Creatures Druid Cleric Mage Dead Man's Face <----------------------------------------------------------------------> Armor Class Bonus: 1 Special: Protects Against Critical Hits Immune to the spells, Horror and Cloak of Fear -2 Charisma while worn Weight: 3 Not Usable By: Mage Bard Thief Debian's Rod of Smiting <----------------------------------------------------------------------> Damage: 1D8 +3 THACO: +3 Special: Against Golems, it does an extra 4-11 points of damage, with a 5% chance to destroy them. Against Outer Planar creatures, there is a 5% chance that it will do an extra 8-24 points of damage on a successful hit. Damage Type: Crushing Weight: 2 Speed Factor: 2 Proficiency Type: Clubs Type: 1-handed Not Usable By: Mage Diseased Halberd +1 <----------------------------------------------------------------------> Damage: 1D10 +1 THAC0: +1 Damage Type: Piercing Special: 10% target is infected with Disease Weight: 14 Speed Factor: 8 Proficiency Type: Halberds Type: 2-handed Not Usable By: Good Characters Druid Cleric Mage Thief Doom Hammer +3 <----------------------------------------------------------------------> Damage: 1D10 +1 THAC0: +1 Damage Type: Piercing Special: 10% target is infected with Disease Weight: 14 Speed Factor: 8 Proficiency Type: Halberds Type: 2-handed Not Usable By: Good Characters Druid Cleric Mage Thief o===o |(E)| o===o Edion's Ring of Wizardry <----------------------------------------------------------------------> Doubles the character's available number of 5th level mage spells. Only Usable By: Mage (Single, Dual-, and Multi-) Edley's Sling <----------------------------------------------------------------------> Damage: +2 (Missile Damage) THAC0: +3 Weight: 0 Speed Factor: 4 Proficiency Type: Missile Weapons Type: 1-handed Not Usable By: Elven Chainmail of the Hand +3 <----------------------------------------------------------------------> Armor Class: 2 Resistance Bonus: +20% Cold Resistance Weight: 15 Not Usable By: Druid Mage Erevain's Broad Sword <----------------------------------------------------------------------> Damage: 2D4 +2 THAC0: +2 Damage Type: Slashing Resistance Bonus: +2 Save vs. Wands +10% Acid Resistance Weight: 4 Speed Factor: 5 Proficiency Type: Large Swords Type: 1-handed Not Usable By: Druid Cleric Mage Evil Spider Crusher of Doom <----------------------------------------------------------------------> Damage: 2D4 +2 THAC0: +2 Damage Type: Slashing Resistance Bonus: +2 Save vs. Wands +10% Acid Resistance Weight: 4 Speed Factor: 5 Proficiency Type: Large Swords Type: 1-handed Not Usable By: Druid Cleric Mage o===o |(F)| o===o Faith Killer <----------------------------------------------------------------------> Damage: 1D8 +2 THAC0: +2 Damage Type: Slashing Special: 5% chance to Dispel Magic on a successful hit Resistance Bonus: +5% Magic Resistance Weight: 5 Speed Factor: 5 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief Fang of the Gloomfrost <----------------------------------------------------------------------> Damage: 1D4 + 4 THAC0: +4 Damage Type: Slashing Special: +10% Fire Resistance, +10% Cold Resistance, Storm Shell 1/Day, Anti-Magic Shell 1/Day Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Not Usable By: Druid Cleric Fast Flail +2 <----------------------------------------------------------------------> Damage: 1D6 +3 THAC0: +2 Damage Type: Crushing Special: 1 bonus attack per round Weight: 15 Speed Factor: 7 Proficiency Type: Flails Type: 1-handed Not Usable By: Druid Mage Thief Fayr's Halberd <----------------------------------------------------------------------> Damage: 1D10 + 3 THAC0: +3 Damage Type: Slashing Weight: 12 Speed Factor: 6 Proficiency Type: Halberd Type: 2-handed Not Usable By: Druid Cleric Mage Thief Fine Long Sword +1 <----------------------------------------------------------------------> Damage: 1D8 +1 THAC0: +2 bonus Damage Type: Slashing Weight: 4 Speed Factor: 4 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage Fire Dagger <----------------------------------------------------------------------> Damage: 1D4 THAC0: +2 Damage Type: Piercing Special: 15% chance +1D4 fire damage Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric Fire Dagger +2 <----------------------------------------------------------------------> Damage: 1D4 +2 THAC0: +2 Damage Type: Piercing Special: 50% chance +1D4 fire damage Armor Class Bonus: 1 Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric Fire Flail +3 <----------------------------------------------------------------------> Damage: 1D6 +4 THAC0: +3 Damage Type: Crushing Special: 50% chance +2D6 fire damage Weight: 15 Speed Factor: 7 Proficiency Type: Flails Type: 1-handed Not Usable By: Druid Mage Thief Fire Kiss +3 <----------------------------------------------------------------------> Damage: 1D4+3 THAC0: +3 Special: 5% chance the target is hit with Shroud of Flame Damage Type: Piercing Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric Fist of the Gloomfrost <----------------------------------------------------------------------> Damage: 1D6 + 5 THAC0: +4 Damage Type: Crushing Special: +10% Fire Resistance, +10% Cold Resistance, Storm Shell 1/Day, 5% chance of 1-10 additional Bludgeoning damage Weight: 2 Speed Factor: 3 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief Flail of Mae <----------------------------------------------------------------------> Damage: 1D6 +4 THAC0: +3 Damage Type: Crushing Special: 5% chance of Flesh to Stone on the target Weight: 10 Speed Factor: 3 Proficiency Type: Flails Type: 1-handed Not Usable By: Druid Mage Thief Flaming Bastard Sword +1 <----------------------------------------------------------------------> Damage: 2D4 +1 THAC0: +1 Damage Type: Slashing Special: 25% chance +2D3 fire damage Weight: 10 Speed Factor: 8 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief Flaming Long Sword +2 <----------------------------------------------------------------------> Damage: 1D8 +2 (+1D3 fire) THAC0: +2 bonus Damage Type: Slashing Bonus Resistance: +10% Fire Resistance Weight: 4 Speed Factor: 4 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage Flaming Short Sword +1 <----------------------------------------------------------------------> Damage: 1D6 +1 THAC0: +1 bonus Damage Type: Piercing Special 50% chance +1D3 fire damage Speed Factor: 2 Weight: 3 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage o===o |(G)| o===o Gauntlets of Dexterity <----------------------------------------------------------------------> Dexterity: set to 18 Weight: 2 Not usable by: Gauntlets of Elven Might <----------------------------------------------------------------------> Armor Class Bonus: 1 Strength: 18/51 Saving Throws: +1 Only Usable By: Multi or Dual Classed Fighters Gauntlets of Infernal Damnation <----------------------------------------------------------------------> Cursed Shroud of Flame on the wearer Not Usable By: Gauntlets of Ogre Power <----------------------------------------------------------------------> Strength: set to 18/00 Weight: 2 Not usable by: Thief Mage Bard Gauntlets of Weapon Expertise <----------------------------------------------------------------------> THAC0: +1 bonus Damage: +2 bonus Weight: 1 Not usable by: Gauntlets of Weapon Skill <----------------------------------------------------------------------> THAC0: +1 bonus Weight: 2 Not usable by: Giant Killer <----------------------------------------------------------------------> Damage: +1, +4 vs. Giants THAC0: +1, +4 vs. Giants Weight: 0 Speed Factor: 5 Proficiency Type: Missile Weapons Type: 1-handed Not Usable By: Giant's Sleep <----------------------------------------------------------------------> Damage: 1D4 +3 THAC0: +4 Damage Type: Crushing Weight: 5 Speed Factor: 1 Proficiency Type: Hammer Type: 1-handed Not Usable By: Druid Mage Thief Girdle of Beautification <----------------------------------------------------------------------> Wearer is under the effects of a Bless spell while equipped Not Usable By: Girdle of Gond <----------------------------------------------------------------------> Special: +10 Open Locks +5 to Find/Remove Traps Only Usable By: Thief (Single, Dual-, and Multi-Class) Girdle of Labelas <----------------------------------------------------------------------> Free Action on the wearer Haste on self once per day Not Usable By: Girdle of Ogre Blood <----------------------------------------------------------------------> Wearer regenerates 1 hit point every five rounds. Wearer can summon five ogres 1/Day. Weight: 2 Not Usable By: Girdle of Stromnos <----------------------------------------------------------------------> Raises the user's Strength to 19 Only Usable By: Fighters (Single, Dual-, and Multi-Class) Rangers (Singe, Dual-, and Multi-Class) Paladins Glimglam's Cloak <----------------------------------------------------------------------> Armor Class Bonus: 1 Saving Throw: +1 bonus Weight: 4 Not Usable By: Golden Girdle <----------------------------------------------------------------------> Armor Class Bonus: +3 vs. slashing weapons Weight: 2 Not usable by: Great Shield +3 <----------------------------------------------------------------------> Armor Class Bonus: 4 THAC0: -2 penalty Special: +1 AC vs. Missile Weapons Resistance Bonuses: +15% Slashing Resistance +15% Crushing Resistance +15% Piercing Resistance Weight: 18 Minimum Strength of 18 required Not Usable By: Bard Druid Mage Thief Guktok's Chopper <----------------------------------------------------------------------> Damage: 1D8 +2, +4 vs. Dwarves THAC0: +2, +4 vs. Dwarves Damage Type: Slashing Weight: 10 Speed Factor: 8 Proficiency Type: Axe Type: Battle Axe Not Usable By: Good Characters Cleric Thief Mage Druid o===o |(H)| o===o Halberd of Sparks +1 <----------------------------------------------------------------------> Damage: 1D10 +1 THAC0: +1 Damage Type: Piercing Special: 15% chance +1D10 electric damage Weight: 14 Speed Factor: 8 Proficiency Type: Halberds Type: 2-handed Not Usable By: Druid Cleric Mage Thief Hammer Flail +2 <----------------------------------------------------------------------> Damage: 1D6 +3 THAC0: +2 Damage Type: Crushing Special: 15% chance target is Stunned Weight: 15 Speed Factor: 7 Proficiency Type: Flails Type: 1-handed Not Usable By: Druid Mage Thief Hand of the Gloomfrost <----------------------------------------------------------------------> Damage: 1D10 + 4 THAC0: +4 Damage Type: Slashing Special: +10% Fire Resistance, +10% Cold Resistance, Storm Shell 1/Day, 5% chance of Suffocate on the target Weight: 10 Speed Factor: 6 Proficiency Type: Great Sword Type: 2-handed Not Usable By: Druid Cleric Mage Thief Heavy Crossbow of Accuracy <----------------------------------------------------------------------> Damage: +2 (missile) THAC0: +7 bonus Weight: 10 Speed Factor: 7 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief Heavy Crossbow of Defense <----------------------------------------------------------------------> Damage: +4 (missile) THAC0: +4 bonus Armor Class Bonus: 1 Resistance Bonus: +10% Missile Resistance Weight: 12 Speed Factor: 9 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief Heavy Crossbow of Speed <----------------------------------------------------------------------> Damage: +4 (missile) THAC0: +4 bonus Special: 2 attacks per round Weight: 12 Speed Factor: 9 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief Hell's Bane <----------------------------------------------------------------------> Damage: 1D8 (2d8 +4 vs. Baatezu and Tanar'ri) THAC0: 0 (+4 vs. Baatezu and Tanar'ri) Damage Type: Slashing Resistance Bonus: +20% Fire Resistance Weight: 5 Speed Factor: 5 Proficiency Type: Large Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief Hellpick <----------------------------------------------------------------------> Damage: 1D4 +4 THAC0: +3 Damage Type: Crushing Weight: 6 Speed Factor: 1 Proficiency Type: Hammer Type: 1-handed Not Usable By: Druid Mage Thief Helm of the Trusted Defender <----------------------------------------------------------------------> Armor Class Bonus: 3 Special: User is immune to Sleep and never suffers from Fatigue Weight: 2 Not Usable By: Mage Bard Thief Only Usable By: Halflings Gnomes Hold Fast <----------------------------------------------------------------------> Damage: 1D8 +3 THAC0: +3 bonus Damage Type: Slashing Armor Class: +1 bonus Special: 15% chance of casting Hold Person Resistance Bonus: +15% Slashing Resistance Weight: 4 Speed Factor: 4 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage o===o |(I)| o===o Inconsequence <----------------------------------------------------------------------> Damage: 1D4 + 4, +5 vs. Good and Evil creatures THAC0: +3, +4 vs. Good and Evil creatures Damage Type: Crushing Weight: 4 Speed Factor: 1 Proficiency Type: Hammer Type: 1-handed Not Usable By: Druid Mage Thief Intercession <----------------------------------------------------------------------> Damage: 1D8 +1 THAC0: +1 Damage Type: Slashing Special: +2 to AC (except Missile) Weight: 4 Speed Factor: 4 Proficiency Type: Large Swords Type: 1-handed Not Usable By: Druid Cleric Mage o===o |(J)| o===o Jamison's Sling <----------------------------------------------------------------------> Damage: +4 (Missile Damage) THAC0: +4 Weight: 0 Speed Factor: 2 Proficiency Type: Missile Weapons Type: 1-handed Not Usable By: Jasper's Ring of Shocking Grasp <----------------------------------------------------------------------> This ring can cast Shocking Grasp 4/Day. Not Usable By: Jester's Bag of Holding <----------------------------------------------------------------------> When used a random object will appear in inventory. Bag may only be used once per day. Must have an empty inventory slot to be used. Not Usable By: Joril's Axe <----------------------------------------------------------------------> Damage: 1D12 +3 THAC0: +3 Constitution: +1 bonus Dexterity: -1 penalty Damage Type: Slashing Weight: 10 Speed Factor: 9 Proficiency Type: Axe Type: 2-handed Not Usable By: Druid Cleric Mage Thief o===o |(K)| o===o Kaylessa's Armor <----------------------------------------------------------------------> Armor Class: 2 Dexterity: +1 Bonus Resistance Bonus: +20% Cold Resistance Weight:15 Not usable by: Druid Mage Kaylessa's Bow <----------------------------------------------------------------------> Damage: +3 To Hit Bonus: +3 Dexterity: +1 Bonus Weight: 3 Speed Factor: 7 Proficiency Type: Bow Type: 2-handed Minimum Strength of 15 required Not Usable By: Thief Cleric Mage Druid Kaylessa's Gloves <----------------------------------------------------------------------> Armor Class Bonus: 1 Dexterity: +1 Bonus Weight: 3 Not usable by: Cleric Mage Kaylessa's Ring <----------------------------------------------------------------------> +15% to Hide in Shadows Skill Only Usable By: Rangers Kinetic Spear <----------------------------------------------------------------------> Damage: 1D8 +2 THAC0: +2 Damage Type: Piercing Special: 5% of all hits initiate a Lance of Disruption on the target Weight: 2 Speed Factor: 6 Proficiency Type: Spear Type: 2-handed Not Usable By: Cleric Mage Thief Kiss of the Gloomfrost <----------------------------------------------------------------------> Damage: 1D8 + 4 THAC0: +4 Damage Type: Slashing Special: +10% Fire Resistance, +10% Cold Resistance, Storm Shell 1/Day, 5% Chance of 2-12 Cold Damage Weight: 3 Speed Factor: 1 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage Kontik's Ring of Wizardry <----------------------------------------------------------------------> Doubles the amount of 1st level spells a mage can memorize Doubles the amount of 2nd level spells a mage can memorize All cold damage inflicted by the character is increased by 15%. Only usable by: Mage (Single, Dual-, and Multi-) Kresselack's Sword <----------------------------------------------------------------------> Damage: 1D10 +1 THAC0: +1 Bonus Damage Type: Slashing Resistance Bonus: +10% Cold Resistance Weight: 12 Speed Factor: 8 Proficiency Type: Great Swords Type: 2-handed Not Usable By: Druid Cleric Mage Thief o===o |(L)| o===o Large Shield +1, +4 vs. Missiles <----------------------------------------------------------------------> Armor Class: +2 bonus, +5 vs. Missile Weapons Weight: 12 Not Usable By: Bard Druid Mage Thief Large Shield of Strength <----------------------------------------------------------------------> Armor Class Bonus: 2 Strength: +1 bonus Special: +1 AC vs. Missile Weapons Resistance Bonus: +10% Slashing Resistance +10% Piercing Resistance Weight: 12 Not Usable By: Bard Druid Mage Thief Life Dagger +2 <----------------------------------------------------------------------> Damage: 1D4 +2 THAC0: +2 Damage Type: Piercing Special: 15% chance to Heal 1D6 hit points to self +5 hit points Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric Life Halberd +2 <----------------------------------------------------------------------> Damage: 1D10 +2 THAC0: +2 Damage Type: Piercing Special: 10% chance to heal 1D6 hit points to self Weight: 14 Speed Factor: 8 Proficiency Type: Halberds Type: 2-handed Not Usable By: Druid Cleric Mage Thief Life's Gift <----------------------------------------------------------------------> Damage: 1D8 +2 THAC0: +2 bonus Damage Type: Slashing Special: 15% chance to heal +1D3 hit points to self Weight: 4 Speed Factor: 4 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage Light Crossbow of Defense <----------------------------------------------------------------------> Damage: +2 (missile) THAC0: +4 bonus Armor Class Bonus: 1 Resistance Bonus: +10% Missile Resistance Weight: 7 Speed Factor: 5 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief Light Crossbow of Speed <----------------------------------------------------------------------> Damage: +1 (missile) THAC0: +3 bonus Special: 1 extra attack per round Weight: 5 Speed Factor: 3 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief Lonesome Road <----------------------------------------------------------------------> Damage: 1D10 +3 THAC0: +3 Special: +1 to Constitution while equipped Damage Type: Slashing Weight: 10 Speed Factor: 6 Proficiency Type: Axe Type: 2-handed Not Usable By: Druid Cleric Mage Thief Long Bow +1: Protector <----------------------------------------------------------------------> Damage: +1 (missile) THAC0: +2 Armor Class Bonus: 1 Weight: 3 Speed Factor: 6 Proficiency Type: Bow Type: 2-handed Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief Long Bow +2: Defender <----------------------------------------------------------------------> Damage: +2 (missile) THAC0: +3 Armor Class Bonus: 2 Resistance Bonus: +2 Save vs Spells Weight: 3 Speed Factor: 6 Proficiency Type: Bow Type: 2-handed Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief Long Bow +2: Protector <----------------------------------------------------------------------> Damage: +2 (missile) THAC0: +3 Resistance Bonuses: +15% Missile Resistance +5% Magic Resistance Weight: 3 Speed Factor: 6 Proficiency Type: Bow Type: 2-handed Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief Long Bow +4: Hammer <----------------------------------------------------------------------> Damage: +4 (missile) THAC0: +5 Armor Class Bonus: 1 Special: 4 attacks per round Speed Factor: 6 Proficiency Type: Bow Type: 2-handed Minimum Dexterity of 17 required Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief Long Bow of Action +2 <----------------------------------------------------------------------> Damage: +2 (missile) THAC0: +3 Dexterity: +1 bonus Speed Factor: 6 Proficiency Type: Bow Type: 2-handed Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief Long Bow of Marksmanship <----------------------------------------------------------------------> THAC0: +3 Damage: +2 Weight: 2 Speed Factor: 5 Proficiency Type: Bow Type: 2-handed Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief Long Sword +1: 'Varscona' <----------------------------------------------------------------------> Damage: 1D8 +2 Special: +1 Cold damage THAC0: +2 bonus Damage Type: Slashing Weight: 3 Speed Factor: 3 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage Long Sword +3: Enforcer <----------------------------------------------------------------------> Damage: 1D8 +3 THAC0: +3 bonus Damage Type: Slashing Resistance Bonus: +5% Magic Resistance Special: Memorize 1 additional 1st level Mage spell Memorize 1 additional 2nd level Mage spell Weight: 4 Speed Factor: 4 Proficiency Type: Large Sword Type: 1-handed Only Usable By: Fighter/Mage Long Sword of Action +2 <----------------------------------------------------------------------> Damage: 1D8 +2 THAC0: +2 bonus Damage Type: Slashing Dexterity: +1 bonus Weight: 4 Speed Factor: 4 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage Long Sword of Action +4 <----------------------------------------------------------------------> Damage: 1D8 +4 THAC0: +4 bonus Damage Type: Slashing Armor Class Bonus: 1 Resistance Bonus: +15% Slashing Resistance Special: +1 bonus attack per round Weight: 4 Speed Factor: 4 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage Long Sword of Confusion +2 <----------------------------------------------------------------------> Damage: 1D8 +2 THAC0: +2 bonus Damage Type: Slashing Special: 25% chance target becomes Confused Weight: 4 Speed Factor: 4 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Druid Cleric Mage Long Sword of the Hand <----------------------------------------------------------------------> Damage: 1D8+3 THAC0: +3 Damage Type: Slashing Weight: 4 Speed Factor: 5 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Cleric Mage Druid Lover <----------------------------------------------------------------------> Damage: 1D4+4 THAC0: +4 Special: Returns to the thrower Damage Type: Piercing Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric Lyre of Progression <----------------------------------------------------------------------> Held under the left arm, this instrument allows a bard to memorize two extra second level spells and an extra third level spells. Only Usable By: Bard o===o |(M)| o===o Mage Dagger +2 <----------------------------------------------------------------------> Damage: 1D4 +2 THAC0: +2 Damage Type: Piercing Armor Class Bonus: 1 Memorization Bonus: +1 1st Level Mage Spell +1 2nd Level Mage Spell Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Only usable by: Mage (single, dual, & multi-class) Mage Dagger +3 <----------------------------------------------------------------------> Damage: 1D4 +3 THAC0: +3 Damage Type: Piercing Memorization Bonuses: +1 1st Level Mage Spell +1 2nd Level Mage Spell +1 3rd Level Mage Spell Resistance Bonuses: +20% to Normal and Magical Fire Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Only usable by: Mage (single, dual, & multi-class) Mage Dagger +4 <----------------------------------------------------------------------> Damage: 1D4 +4 THAC0: +4 Damage Type: Piercing Memorization Bonuses: +1 1st Level Mage Spell +1 2nd Level Mage Spell +1 3rd Level Mage Spell Armor Class Bonus: 2 Resistance Bonuses: +3 Save vs. Spells +15% Magical Resistance Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Only usable by: Mage (single, dual, & multi-class) Mage Robe of Cold Resistance <----------------------------------------------------------------------> Cold Resistance: +20% bonus Weight: 3 Only usable by: Mage (single, dual, & multi-class) Mage Robe of Fire Resistance <----------------------------------------------------------------------> Fire Resistance: +20% bonus Weight: 3 Only usable by: Mage (single, dual, & multi-class) Mail of Life <----------------------------------------------------------------------> Armor Class: 2 Weight: 40 Special: +10 Hit Points Wearer Regenerates 1 hit point per turn Not Usable By: Druid Mage Thief Mantle of Hell's Furnace <----------------------------------------------------------------------> Special: Allows the user to cast Agannazar's Scorcher, Burning Hands, or Charm Elemental Kin. Not Usable By: Mantle of the Coming Storm <----------------------------------------------------------------------> Special: Casts 'Free Action' (3 Charges) Armor Class Bonus: 1 Resistance Bonuses: +1 Save vs. Paralyzation +30% Cold Resistance +30% Fire Resistance Weight: 1 Not usable by: Messenger of Sseth <----------------------------------------------------------------------> Damage: +1 THAC0: +2 Special: Extremely fast Weight: 3 Speed Factor: 3 Proficiency Type: Bow Type: 2-handed Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief Misery's Herald <----------------------------------------------------------------------> Damage: 1D6 +4, +5 vs. Elves THAC0: +3, +4 vs. Elves Damage Type: Crushing Special: Causes Horror on 10% of all hits, Cold Iron Weight: 13 Speed Factor: 5 Proficiency Type: Flails Type: 1-handed Not Usable By: Druid Mage Thief Mithral Field Plate Armor +2 <----------------------------------------------------------------------> Armor Class: 0 Weight: 70 Not Usable By: Bard Druid Mage Thief Mithran's Cloak <----------------------------------------------------------------------> Armor Class Bonus: 3 Saving Throw Bonus: +2 Not Usable By: Morning Star +4: Defender <----------------------------------------------------------------------> Damage: 2D4 +4 THAC0: +4 Damage Type: Crushing Armor Class Bonus: 2 Resistance Bonuses: +15% Magic Resistance +20% Slashing Resistance +20% Piercing Resistance Weight: 10 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief Morning Star of Lesser Phasing <----------------------------------------------------------------------> Damage: 2D4 +2 THAC0: +2 Damage Type: Crushing Special: 15% chance of target being Phased 25% chance of +1d3 cold damage Weight: 10 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief Morning Star of the Gods <----------------------------------------------------------------------> Damage: 2D4 +3 THAC0: +3 Damage Type: Crushing Armor Class Bonus: 1 Wisdom: +1 bonus Memorize 2 additional 1st level Priest spells Memorize 1 additional 2nd level Priest spell Weight: 10 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Only Usable By: Cleric (single, dual, & multi-class) Mourner's Armor <----------------------------------------------------------------------> Armor Class: 4 Special: Once donned, this armor cannot be removed without a Remove Curse spell. While it is equipped, the wearer is unaware of his or her current hit points. However, the wearer does receive a number of bonuses as well. He or she is at +25 hit points, has a 75% resistance to Missile weapons, and is immune to pain. This armor is wearable by thieves, but they get -25% to all of their thieving skills while it is equipped. Weight: 20 Not Usable By: Mage Mystery of the Dead <----------------------------------------------------------------------> Armor Class Bonus: 4 Special: +1 vs. Missile Weapons Special: Bearer is immune to Finger of Death and Power Word: Kill Weight: 20 Only Usable By: Humans Half-Elves Not Usable By: Druid Thief Mage Bard o===o |(N)| o===o Namji's Robe <----------------------------------------------------------------------> Armor Class: 5 Special: Wearer regenerates 1 hit point per round Weight: 5 Only Usable By: Mage (Single Class) Necklace of Missiles <----------------------------------------------------------------------> Range: 50 ft Area of effect: 30 ft radius Damage: 6D6 (save vs. spell for half) Not usable by: Necromancer's Robes <----------------------------------------------------------------------> Armor Class: 6 Magic Resistance: 3% Saving Throw: +3 bonus vs. paralyze/poison/death magic Weight: 6 Only usable by: Mage (single, dual, & multi-class) Nym's Dagger <----------------------------------------------------------------------> Damage: 1D4+2 THAC0: +2 Damage Type: Piercing Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric Nym's Rhino Beetle Shield <----------------------------------------------------------------------> Armor Class Bonus: 3 Special: +1 vs. Missile Weapons Resistance Bonus: +15% Fire Resistance Weight: 5 Not Usable By: Bard Mage Thief o===o |(O)| o===o Ogi-Luc's Great Robe <----------------------------------------------------------------------> Armor Class: 4 Special: Grants 18/99 Strength, +2 to Con Weight: 5 Only Usable By: Mage (Single Class) Ogrien's Scale <----------------------------------------------------------------------> Armor Class: 2 Special: Wearer can incite Animal Rage 3/Day Weight: 25 Not Usable By: Halflings Gnomes Druid Mage Thief Ol'Withery <----------------------------------------------------------------------> Damage: 1D4+2 THAC0: +2 Damage Type: Piercing Special: 2% chance of casting Finger of Death on target Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric Owain's Lullabye <----------------------------------------------------------------------> When played, this instrument casts Cone of Cold for 10d4+10 points of damage. Only Usable By: Bard o===o |(P)| o===o Pale Justice <----------------------------------------------------------------------> Damage: 1D8 +4, +7 vs. Evil Creatures THAC0: +4, +7 vs. Evil Creatures Damage Type: Slashing Special: Immune to Cloak of Fear, Horror, Dire Charm and Symbol of Hopelessness Weight: 5 Speed Factor: 1 Proficiency Type: Large Sword Type: 1-handed Only Usable By: Paladin Peacekeeper <----------------------------------------------------------------------> Damage: 1D6 +3 THAC0: +3 Damage Type: Crushing Weight: 1 Speed Factor: 2 Proficiency Type: Clubs Type: 1-handed Not Usable By: Mage Peasant's Reward <----------------------------------------------------------------------> Damage: 1D10 +2 THAC0: +2 Damage Type: Slashing Weight: 15 Speed Factor: 7 Proficiency Type: Halberd Type: 2-handed Not Usable By: Druid Cleric Mage Thief Pemby's Wand of Many Missile <----------------------------------------------------------------------> This wand casts Magic Missile at a target of the user's choice. Not Usable By: Pestilent Dawn <----------------------------------------------------------------------> Damage: 2D4 +4 THAC0: +4 Special: 25% of all hits inflict Cause Disease on the target. Wielder is immune to disease. Damage Type: Crushing Weight: 8 Speed Factor: 3 Proficiency Type: Mace Type: 1-handed Not Usable By: Good characters Druid Mage Thief Phase Dagger <----------------------------------------------------------------------> Damage: 1D4 Damage Type: Piercing Special: 15% chance of target being Phased Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric Phasing Bastard Sword +1 <----------------------------------------------------------------------> Damage: 2D4 +1 THAC0: +1 Damage Type: Slashing Special: 15% chance of target being Phased Weight: 10 Speed Factor: 8 Proficiency Type: Great Swords Type: 1-handed Not Usable By: Druid Cleric Mage Thief Pig's Eye <----------------------------------------------------------------------> Damage: 1D6 +2, +4 vs. Orcs THACO: +2, +4 vs. Orcs Damage Type: Piercing Special: 50% of all hits blind orcs Weight: 3 Speed Factor: 1 Proficiency Type: Short Sword Type: 1-handed Not Usable By: Druid Cleric Mage Pikeman's End <----------------------------------------------------------------------> Damage: 1D10 +3 THAC0: +3 Damage Type: Slashing Weight: 8 Speed Factor: 7 Proficiency Type: Great Sword Type: 2-handed Not Usable By: Druid Cleric Mage Thief Poisonous Battle Axe +2 <----------------------------------------------------------------------> Damage: 1D8+2 THAC0: +2 Damage Type: Slashing Special: 25% chance target is Poisoned Weight: 7 Speed Factor: 7 Proficiency Type: Axe Type: 1-handed Not Usable By: Good Alignment Druid Cleric Mage Thief Potion of Action Transference <----------------------------------------------------------------------> Permanent +1 Charisma Permanent -1 Dexterity Not Usable By: Potion of Holy Transference <----------------------------------------------------------------------> Permanent +2 Wisdom Permanent -1 Dexterity Not Usable By: Potion of Magic Resistance <----------------------------------------------------------------------> Permanent +5% Magic Resistance Not Usable By: Potion of Strength Transference <----------------------------------------------------------------------> Permanent +1 Dexterity Permanent -1 Strength Not Usable By: Presio's Dagger <----------------------------------------------------------------------> Damage: 1D4 +2 THAC0: +2 bonus Damage Type: Piercing Special: Target is poisoned when struck (Save vs. Death none) Weight: 1 Speed Factor: 0 Proficiency Type: Daggers Type: 1-handed Not Usable By: Cleric Paladin o===o |(Q)| o===o Quiet Boots <----------------------------------------------------------------------> +7% Bonus to Stealth Only Usable By: Ranger (Single, Dual-, Multi-Class) Thief (Single, Dual-, Multi-Class) Quinn's Fancy Sling <----------------------------------------------------------------------> Damage: +3 (Missile Damage) THAC0: +5 Weight: 0 Speed Factor: 1 Proficiency Type: Missile Weapons Type: 1-handed Not Usable By: o===o |(R)| o===o Redemption <----------------------------------------------------------------------> Damage: 1D4 +5 THAC0: +4 Damage Type: Crushing Special: Dispels Charm and Dire Charm effects on creatures hit Weight: 6 Speed Factor: 1 Proficiency Type: Hammer Type: 1-handed Not Usable By: Druid Mage Thief Reinforced Heavy Crossbow <----------------------------------------------------------------------> Damage: +7 (missile) THAC0: +4 bonus Special: 2 attacks per round Weight: 12 Speed Factor: 9 Proficiency Type: Crossbows Type: 2-handed Minimum Strength of 18 required Not Usable By: Druid Cleric Mage Thief Reinforced Large Shield +1 <----------------------------------------------------------------------> Armor Class Bonus: 2 Special: +1 AC vs. Missile Weapons Resistance Bonus: +10% Slashing Resistance Weight: 12 Not Usable By: Bard Druid Mage Thief Reinforced Large Shield +2 <----------------------------------------------------------------------> Armor Class Bonus: 3 Special: +1 AC vs. Missile Weapons Resistance Bonuses: +15% Fire Resistance +15% Crushing Resistance Weight: 12 Not Usable By: Bard Druid Mage Thief Reinforced Leather +1 <----------------------------------------------------------------------> Armor Class: 6 Resistance Bonus: +35% Crushing Resistance Weight: 15 Not Usable By: Mage Reliance <----------------------------------------------------------------------> Damage: 1D4+4 THAC0: +4 Damage Type: Piercing Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric Repeating Heavy Crossbow <----------------------------------------------------------------------> Damage: +5 (missile) THAC0: +5 bonus Special: 3 attacks per round Weight: 12 Speed Factor: 9 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief Repeating Light Crossbow <----------------------------------------------------------------------> Damage: +3 (missile) THAC0: +5 Special: 3 attacks per round Weight: 7 Speed Factor: 5 Proficiency Type: Crossbows Type: 2-handed Not Usable By: Druid Cleric Mage Thief Restored Blade of Aihonen <----------------------------------------------------------------------> Damage: 1D8 +1, +5 within a dragon's flight distance of Lac Dinneshere THACO: +1, +5 within a dragon's flight distance of Lac Dinneshere Damage Type: Slashing Special: +5 Maximum Hit Points within a dragon's flight distance of Lac Dinneshere Resistance Bonuses: +25% Cold Resistance +25% Fire Resistance, Weight: 3 Speed Factor: 2 Proficiency Type: Large Swords Type: 1-handed Not Usable By: Druid Cleric Mage Rhino Beetle Shield <----------------------------------------------------------------------> Armor Class Bonus: 1 Special: +1 vs. Missile Weapons Weight: 8 Not Usable By: Bard Mage Thief Ring of Animal Friendship <----------------------------------------------------------------------> Special: Charm animal unless save vs. wands Range: 40 ft. Area: 1 animal Duration: 10 turns Not Usable By: Ring of Aura Transfusion <----------------------------------------------------------------------> Special: Increased Regeneration Resistance Penalties: -5% Magic Resistance -2 Save vs Spells Only Usable By: Mage (single, dual, & multi-class) Ring of Dwarven Bone <----------------------------------------------------------------------> Strength: +1 Not Usable By: Good Characters Ring of Fire Resistance <----------------------------------------------------------------------> Fire Resistance: +40% Not usable by: Ring of Free Action <----------------------------------------------------------------------> Special: The wearer is immune to everything, magical and otherwise, that effects mobility in any way, although can still be hasted. Be aware, however, this will also protect the wearer from beneficial effects such as those received from the boots of speed. Ring of Greater Resistance <----------------------------------------------------------------------> Armor Class Bonus: 2 Resistance Bonuses: +25% Crushing Resistance +3 Save vs. Spells Not Usable By: Ring of Holiness <----------------------------------------------------------------------> Spells: Grants an extra spell of each level from 1st to 4th Only usable by: Cleric Druid Ring of Infravision <----------------------------------------------------------------------> Special: The wearer gains the ability of infravision up to 120 ft Not Usable By: Ring of Intelligence <----------------------------------------------------------------------> Intelligence: +1 bonus Constitution: -1 penalty Not Usable By: Ring of Lesser Resistance <----------------------------------------------------------------------> Resistance Bonus: +2 Save vs. Spells Not Usable By: Ring of Missile Deflection <----------------------------------------------------------------------> Resistance Bonus: +10% Missile Resistance Not Usable By: Ring of Pain Amplification <----------------------------------------------------------------------> Resistance Penalties: -20% Slashing Resistance -20% Piercing Resistance -20% Crushing Resistance Not Usable By: Ring of Protection +2 <----------------------------------------------------------------------> Armor Class: +2 bonus Saving Throws: +2 bonus Not usable by: Ring of Resistance <----------------------------------------------------------------------> Resistance Bonuses: +10% Missile Resistance +10% Fire Resistance Not Usable By: Ring of Sanctuary <----------------------------------------------------------------------> Special: Casts the Priest spell, Sanctuary x 5 Usable by: Cleric Druid Ring of Shadows <----------------------------------------------------------------------> Special: +15% Stealth Skill Wearer under the effect of the spell, Non-Detection Only usable by: Ranger Thief Ring of Strength <----------------------------------------------------------------------> Strength: +1 bonus Dexterity: -1 penalty Not Usable By: Ring of the Gorgon <----------------------------------------------------------------------> Wearer is turned to stone Ring of the Protector +2 <----------------------------------------------------------------------> Armor Class Bonus: 2 Resistance Bonus: Magic Resistance +10% Not Usable By: Ring of Reckless Action <----------------------------------------------------------------------> Armor Class Penalty: 2 Special: 1 additional attack per round Not Usable By: Ring of the Warrior <----------------------------------------------------------------------> THAC0: +1 Not Usable By: Ring of the Will-o-Wisp <----------------------------------------------------------------------> 1/Day, the user can shoot out a spray of electrical motes that do 4-16 points of damage to everything in their path Not Usable By: Robe of Enfusing <----------------------------------------------------------------------> Armor Class Bonus: 2 Resistance Bonus: +5% Magical Resistance Lore Bonus: +5 Special: Memorize +1 additional 1st Level Mage Spell Weight: 4 Only usable by: Mage (single, dual, & multi-class) Robe of the Evil Archmagi <----------------------------------------------------------------------> Armor Class: 5 Magic Resistance: 5% Saving Throw: +1 bonus Weight: 6 Only usable by: Mage (single, dual, & multi-class) Evil-aligned characters Robe of the Hand <----------------------------------------------------------------------> Armor Class: 9 Dexterity: -2 penalty Resistance Bonuses: +40% Cold Resistance +40% Fire Resistance +40% Electrical Resistance Weight: 10 Only usable by: Mage (single, dual, & multi-class) Robe of the Neutral Archmagi <----------------------------------------------------------------------> Armor Class: 5 Magic Resistance: 5% Saving Throw: +1 bonus Weight: 6 Only usable by: Mage (single, dual, & multi-class) Neutral-aligned characters Robe of the Watcher <----------------------------------------------------------------------> Armor Class: 3 Magic Resistance: +10% bonus Saving Throw: +2 vs. Spell Special: Non-Detection Immunity to Umber Hulk Gaze Weight: 5 Only usable by: Mage (single, dual, & multi-class) Rogue's Cowl <----------------------------------------------------------------------> Armor Class Bonus: +2 Special: +10% to Stealth. Wearer can cast Blindness and Color Spray 1/Day. Weight: 2 Only Usable By: Thief (Single, Dual-, and Multi-Class) Ranger (Single, Dual-, and Multi-Class) Bard o===o |(S)| o===o Sanctified Morning Star +3 <----------------------------------------------------------------------> Damage: 2D4 +3 THAC0: +3 Damage Type: Crushing Special: Memorize 2 additional 1st level Priest spells Weight: 10 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Only Usable By: Cleric (single, dual, & multi-class) Sanctified War Hammer +2 <----------------------------------------------------------------------> Damage: 1D4 +3 THAC0: +2 Damage Type: Crushing Special: Memorize 2 additional 1st level Priest spells Memorize 1 additional 2nd level Priest spell Weight: 6 Speed Factor: 3 Proficiency Type: Hammer Type: 1-handed Only usable by: Cleric (single, dual, & multi-class) Sanctified War Hammer +3 <----------------------------------------------------------------------> Damage: 1D4 +3 THAC0: +2 Damage Type: Crushing Special: Memorize 2 additional 1st level Priest spells Memorize 1 additional 2nd level Priest spell Weight: 6 Speed Factor: 3 Proficiency Type: Hammer Type: 1-handed Only usable by: Cleric (single, dual, & multi-class) Scarab of Defense <----------------------------------------------------------------------> Gives +2 save vs. Petrification and Polymorph Not Usable By: Scarab of Goodwill <----------------------------------------------------------------------> Can cast Friends on the wearer 1/Day. Only Usable By: Cleric (Single, Dual-, and Multi-Class) Sceptre of Tyranny <----------------------------------------------------------------------> Damage: 1D8 +4 THACO: +4 Special: Wielder is immune to fear effects +1 to Charisma while equipped. Can cast Domination 1/Day Can cast Cloak of Fear 1/Day. Damage Type: Crushing Weight: 2 Speed Factor: 2 Proficiency Type: Club Type: 1-handed Not Usable By: Mage Scimitar +3: Frostbrand <----------------------------------------------------------------------> Damage: 1D8 + 3 THAC0: +3 bonus Resistance: +50% Fire Resistance Damage Type: Slashing Weight: 4 Proficiency type: Large Swords Speed Factor: 2 Type: 1-handed Not Usable By: Mage Cleric Selune's Promise <----------------------------------------------------------------------> Damage: 1D6 +2, +4 vs. Spectral Undead THAC0: +1, +3 vs. Spectral Undead Damage Type: Crushing Special: 2% of all hits cause Morale Failure in the wielder. Weight: 7 Speed Factor: 6 Proficiency Type: Maces Type: 1-handed Not Usable By: Druid Mage Thief Serrated Bone Blade <----------------------------------------------------------------------> Damage: 1D10+3 THAC0: +3 Damage Type: Slashing Special: 20% chance +1D10 cold damage Weight: 25 Speed Factor: 10 Proficiency Type: Great Swords Type: 2-Handed Note Usable By: Cleric Mage Druid Thief Shadowed Boots <----------------------------------------------------------------------> Armor Class Bonus: 1 Special: +15% Stealth Skill Weight: 5 Only usable by: Thief (single, dual, & multi-class) Shadowed Cloak <----------------------------------------------------------------------> Special: +15% Hide in Shadows Weight: 5 Only usable by: Thief (single, dual, & multi-class) Shadowed Plate Mail Armor <----------------------------------------------------------------------> Armor Class: 0 Special: +3 AC vs. missiles Weight: 20 Not usable by: Bard Druid Mage Thief Shadowed Robe <----------------------------------------------------------------------> AC: 4 +15% Magic Resistance Weight: 5 Only usable by: Mage (single, dual, & multi-class) Shark Skin and Coral Armor <----------------------------------------------------------------------> Armor Class: 6 Special: +10% Fire Resistance +10% Acid Resistance -2 to Dexterity Weight: 25 Not Usable By: Mage Shark Skin Armor <----------------------------------------------------------------------> Armor Class: 8 Special: +10% Fire Resistance +10% Acid Resistance -1 to Dexterity Weight: 20 Not Usable By: Mage Shield of the Hand <----------------------------------------------------------------------> Armor Class Bonus: 3 Special: +1 vs. Missile Weapons Weight: 8 Not Usable By: Bard Druid Mage Thief Shield Ring <----------------------------------------------------------------------> Shield spell on wearer Only usable by: Mage Mage/Thief Cleric/Mage Shimmering Sash <----------------------------------------------------------------------> Wearer is under the effects of Blur Weight: 2 Only Usable By: Good Characters Shocking Flail +4 <----------------------------------------------------------------------> Damage: 1d6 +5 THAC0: +4 Damage Type: Crushing Armor Class Bonus: 1 Special: 50% chance +2d3 electrical damage 10% chance target is Stunned Weight: 15 Speed Factor: 7 Proficiency Type: Flails Type: 1-handed Note Usable By: Druid Mage Thief Short Bow of Ebullience <----------------------------------------------------------------------> Damage: +3 THAC0: +3 Special: 25% chance +2D3 fire damage +1 extra shot per combat round -2 to Constitution Resistance: +30% Cold Resistance Resistance Penalty: -50% Fire Resistance Weight: 3 Speed Factor: 7 Proficiency Type: Bow Not Usable By: Druid Cleric Mage Short Sword +2: 'The Whistling Sword' <----------------------------------------------------------------------> Damage: 1D6 +2 THAC0: +2 bonus Damage Type: Piercing Weight: 2 Speed Factor: 1 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage Short Sword of Action +2 <----------------------------------------------------------------------> Damage: 1D6 +2 THAC0: +2 bonus Damage Type: Piercing Dexterity: +1 bonus Speed Factor: 2 Weight: 3 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage Short Sword of Backstabbing <----------------------------------------------------------------------> Damage: 1D6 +3 THAC0: +3 bonus Damage Type: Piercing Weight: 3 Speed Factor: 0 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage Short Sword of Health +4 <----------------------------------------------------------------------> Damage: 1D6 +4 THAC0: +4 bonus Damage Type: Piercing Special: 15% chance to heal +1D6 hit points to self Speed Factor: 2 Weight: 3 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage Short Sword of Lesser Phasing <----------------------------------------------------------------------> Damage: 1D6 +1 (+1D2 cold) THAC0: +1 bonus Damage Type: Piercing Special: 10% chance of target being Phased Speed Factor: 2 Weight: 3 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage Short Sword of Shadows +3 <----------------------------------------------------------------------> Damage: 1D6 +3 THAC0: +3 bonus Damage Type: Piercing Armor Class Bonus: 2 Special: +15% to Stealth Skill Speed Factor: 2 Weight: 3 Proficiency Type: Small Sword Type: 1-handed Only usable by: Thief (single, dual, & multi-class) Singing Blade of Aihonen <----------------------------------------------------------------------> Damage: 1D8 +1, +5 within a dragon's flight of Lac Dinneshere THACO: +1, +5 within a dragon's flight of Lac Dinneshere Damage Type: Slashing Resistance Bonuses: +30% Resist Cold +30% Resist Fire Special: +10 Maximum Hit Points within a dragon's flight of Lac Dinneshere Cast Cure Critical Wounds 3/day Grants wielder +3 STR 1/day Weight: 3 Speed Factor: 2 Proficiency Type: Long Sword Type: 1-handed Not Usable By: Druid Cleric Mage Skullflail <----------------------------------------------------------------------> Damage: 1D6 +4, and +1D4 piercing from the biting skulls THAC0: +4 Damage Type: Crushing Special: 10% chance of an additional 1D6 piercing damage Weight: 4 Speed Factor: 5 Proficiency Type: Flail Type: 1-Handed Not Usable By: Druid Mage Thief Slayer <----------------------------------------------------------------------> Damage: 1D8 +5 THAC0: +5 Damage Type: Piercing Weight: 2 Speed Factor: 3 Proficiency Type: Spear Type: 2-handed Not Usable By: Cleric Mage Thief Some Lesser God's Promise <----------------------------------------------------------------------> Damage: 1D6 +2 THAC0: +2 bonus Damage Type: Piercing Special: 5% chance to heal +1D6 hit points to self Speed Factor: 2 Weight: 3 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage Spear +3: Backbiter <----------------------------------------------------------------------> Damage: 1D8 +3 THAC0: +3 Damage Type: Piercing Special: 3 (piercing) damage inflicted upon the weilder upon every successful hit Weight: 3 Speed Factor: 5 Proficiency Type: Spear Type: 2-handed Not Usable By: Cleric Mage Thief Spear of Kerish <----------------------------------------------------------------------> Damage: 1D8 +3 THAC0: +3 Damage Type: Piercing Resistance Bonus: +10% fire resistance Special: 5% chance +1D6 cold damage Weight: 2 Speed Factor: 5 Proficiency Type: Spear Type: 2-handed Not Usable By: Cleric Mage Thief Spell Diver <----------------------------------------------------------------------> Damage: 1D6+2 THAC0: +2 Damage Type: Piercing Special: 50% of all hits nullify the target's ability cast spells for 2 rounds Resistance Bonuses: +1 to Save vs. Spells +5% Magic Resistance Weight: 1 Speed Factor: 1 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage Spinesheath <----------------------------------------------------------------------> Damage: 1D4+1 THAC0: +5 Damage Type: Piercing Weight: 1 Speed Factor: 1 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric Staff of Moradin's Breath <----------------------------------------------------------------------> Damage: 1D6+2 THAC0: +2 Damage Type: Crushing Special: Can cast Resurrect Weight: 3 Speed Factor: 3 Proficiency Type: Quarter Staves Type: 2-handed Only Usable By: Cleric Staff of Nature's Wrath <----------------------------------------------------------------------> Damage: 1D6 +1 THAC0: +1 Damage Type: Crushing Special: Can cast Entangle or Flame Strike Weight: 3 Speed Factor: 3 Proficiency Type: Quarter Staves Type: 2-handed Only Usable By: Druid Staff of the Hand <----------------------------------------------------------------------> Damage: 1D6 +3 THAC0: +3 Damage Type: Crushing Weight: 4 Speed Factor: 4 Proficiency Type: Quarter Staves Type: 2-handed Not Usable By: Staff of the Hanged Men's Glee <----------------------------------------------------------------------> Damage: 1D6 +1 THAC0: +1 Damage Type: Crushing Special: Casts the spell Animate Dead 3/day Charisma: -2 Speed Factor: 4 Proficiency Type: Quarter Staves Type: 2-handed Only Usable By: Evil Mages (Multi, Single, Dual) Star-Forged Halberd +3 <----------------------------------------------------------------------> Damage: 1D10 +3 THAC0: +3 Damage Type: Piercing Dexterity: +1 bonus Special: 15% chance target is Stunned Resistance Bonuses +5% Slashing Resistance +5% Piercing Resistance Weight: 14 Speed Factor: 8 Proficiency Type: Halberds Type: 2-handed Not Usable By: Druid Cleric Mage Thief Star-Forged War Hammer +4 <----------------------------------------------------------------------> Damage: 1D4 +5 THAC0: +4 bonus Damage Type: Crushing Resistance Bonuses: +10% Magical Resistance +2 Save vs. Spells Weight: 6 Speed Factor: 4 Proficiency Type: Hammer Type: 1-handed Not Usable By: Druid Mage Thief Static Dagger +1 <----------------------------------------------------------------------> Damage: 1D4 +1 THAC0: +1 Damage Type: Piercing Special: 50% chance +1D3 electrical damage Weight: 1 Speed Factor: 2 Proficiency Type: Dagger Type: 1-handed Not Usable By: Cleric Static Short Sword +3 <----------------------------------------------------------------------> Damage: 1D6 +3 (+1D4 electric) THAC0: +3 bonus Damage Type: Piercing Armor Class: +1 bonus Speed Factor: 2 Weight: 3 Proficiency Type: Small Sword Type: 1-handed Not Usable By: Druid Cleric Mage Static Star +3 <----------------------------------------------------------------------> Damage: 2D4 +3 THAC0: +3 Damage Type: Crushing Special: 15% chance target is Slowed 25% chance +2d3 electrical damage Weight: 10 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Not Usable By: Druid Mage Thief Storm Bow <----------------------------------------------------------------------> Damage: +3 THACO: +2 Special: User can invoke a Storm Shell on himself or herself 1/Day Weight: 3 Speed Factor: 3 Proficiency Type: Bow Weapons Type: 2-handed Not Usable By: Druid Cleric Mage Thief Stoutward <----------------------------------------------------------------------> Armor Class Bonus: 2 Special: No Missile Weapon Protection Weight: 4 Not Usable By: Bard Druid Mage Thief Studded Leather +1: Shadowed <----------------------------------------------------------------------> Armor Class: 6 Special: +15% Stealth Skill Resistance Bonus: +5% Magic Resistance Weight: 15 Only usable by: Thief Ranger Studded Leather +2: Missile Attraction <----------------------------------------------------------------------> Armor Class: 5 (15 vs. missile weapons) Weight: 8 Not Usable By: Mage Studded Leather +2: Shadowed <----------------------------------------------------------------------> Armor Class: 5 Special: +20% Stealth Skill Resistance Bonuses: +15% Piercing Resistance +15% Slashing Resistance Weight: 15 Only usable by: Thief Ranger Studded Leather +4: Shadowed <----------------------------------------------------------------------> Armor Class: 3 Special: +30% Stealth Skill Resistance Bonus: +20% Piercing Resistance +20% Slashing Resistance +20% Fire Resistance +20% Electrical Resistance Weight: 15 Only usable by: Thief Ranger Studded Leather of Resistance +3 <----------------------------------------------------------------------> Armor Class: 4 Resistance Bonuses: +15% Piercing Resistance +15% Slashing Resistance +15% Fire Resistance +15% Electrical Resistance +2 Save vs. Spells Weight: 15 Not Usable By: Mage Sundered Shield of Tiernon <----------------------------------------------------------------------> Armor Class Bonus: 3 Special: +10% Resistance vs. All Physical Attacks Receive Armor Class Bonus: 2 and +15% Resistance to All Physical Attacks 1/day Cast Unfailing Endurance 1/day Weight: 2 Not Usable By: Druid Thief Mage Bard Sune's Laurel of Favor <----------------------------------------------------------------------> Armor Class Bonus: 1 Special: +1 Charisma while worn Weight: 1 Not Usable By: Svian's Club <----------------------------------------------------------------------> Damage: 1D6 +5 THACO: +5 Damage Type: Crushing Weight: 4 Speed Factor: 1 Proficiency Type: Clubs Type: 1-handed Not Usable By: Mage Symbol of Corellon Latheran <----------------------------------------------------------------------> THAC0: +2 Symbol of Labelas Enoreth <----------------------------------------------------------------------> Intelligence: +1 Bonus Only usable by: Mage (single, dual, & multi-class) Symbol of Sehanine Moonbow <----------------------------------------------------------------------> 5 charges of Find Traps 5 charges of Know Alignment Not Usable By: Symbol of Shevarash <----------------------------------------------------------------------> Special: Infravision Not Usable By: Symbol of Solonor Thelandira <----------------------------------------------------------------------> THAC0: +2 (Missile Weapons Only) Not Usable By: Cleric Mage o===o |(T)| o===o Talon of the Gloomfrost <----------------------------------------------------------------------> Damage: 1D8 + 4 THAC0: +4 Damage Type: Slashing Special: +10% Fire Resistance, +10% Cold Resistance, Storm Shell 1/Day, 15% chance of Entangle on the target Weight: 3 Speed Factor: 1 Proficiency Type: Large Sword Type: 1-handed Not Usable By: Cleric Mage The Argent Shield <----------------------------------------------------------------------> Armor Class Bonus: 3 Resistance Bonus: +25% Magic Resistance Weight: 5 Only Usable By: Elves Half-Elves Not Usable By: Druid Thief Mage Bard The Bitch Queen's Envoy <----------------------------------------------------------------------> Armor Class Bonus: 3 Special: Water Elementals ignore the bearer in combat Weight: 4 Not Usable By: Lawful Creatures Bard Druid Mage Thief The Black Bow <----------------------------------------------------------------------> Damage: +3 THACO: +4 Weight: 3 Speed Factor: 4 Proficiency Type: Bow Type: 2-handed Minimum Strength of 12 required Not Usable By: Druid Cleric Mage Thief The Blade of Bael <----------------------------------------------------------------------> Damage: 2D4 +3 THACO: +3 Damage Type: Slashing Weight: 4 Speed Factor: 3 Proficiency Type: Large Swords Type: 1-handed Not Usable By: Druid Cleric Mage The Celebrant's Blade <----------------------------------------------------------------------> Damage: 1D8 +4 THAC0: +4 Damage Type: Slashing Weight: 5 Speed Factor: 3 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief The Cittern of War <----------------------------------------------------------------------> This cittern casts Emotion: Courage, centered on the user. Only Usable By: Bard The Elfbone Ring of Khan-Hai <----------------------------------------------------------------------> +2 to Save vs. Paralyze, Poison, and Death Magic Immunity to Finger of Death and Death Spell Not usable by: Evil Characters The Giving Star <----------------------------------------------------------------------> Damage: 2D4 +3 THAC0: +3 Special: 10% of all hits cast Cure Light Wounds on the user and give a +1 bonus to Strength for 5 rounds. Damage Type: Crushing Weight: 9 Speed Factor: 4 Proficiency Type: Mace Type: 1-handed Not Usable By: Good characters Druid Mage Thief The Icon of Power <----------------------------------------------------------------------> Damage: 1D10 + 3 THAC0: +3 Damage Type: Slashing Special: Wielder can cast Symbol of Pain 3/Day. Weight: 15 Speed Factor: 5 Proficiency Type: Halberd Type: 2-handed Not Usable By: Druid Cleric Mage Thief The Love of Black Bess <----------------------------------------------------------------------> Damage: 1D6 +4 THAC0: +3 Damage Type: Crushing Special: 10% of all hits cause the target to lose 4 points of Luck Weight: 7 Speed Factor: 5 Proficiency Type: Maces Type: 1-handed Not Usable By: Druid Mage Thief The Lucky Scimitar <----------------------------------------------------------------------> Damage: 1D8 +2 THAC0: +2 Special: User always under the effects of Luck, can cast Luck 1/Day Damage Type: Slashing Weight: 4 Proficiency Type: Large Swords Speed Factor: 4 Type: 1-handed Not Usable By: Mage Cleric The Mace of Weal and Woe <----------------------------------------------------------------------> Damage: 1D6 + 2, +3 vs. Lawful Creatures THAC0: +1, +2 vs. Lawful Creatures Damage Type: Crushing Special: +1 to all Saving Throws, 13% of all hits cause Curse Weight: 7 Speed Factor: 6 Proficiency Type: Mace Type: 1-handed Not Usable By: Lawful Characters Paladin Druid Mage Thief The Merry Shorthorn <----------------------------------------------------------------------> When played, this instrument casts Bless, centered on the player. Can be used once per day. Only Usable By: Bard The Red Knight's Shield <----------------------------------------------------------------------> Armor Class Bonus: 4 Weight: 4 Not Usable By: Chaotic Creatures Druid Thief Mage Bard The Salamander's Tongue <----------------------------------------------------------------------> Damage: 1D4 +3 THAC0: +3 bonus Damage Type: Piercing Resistance Bonuses: +10% Fire Resistance +3 Save vs. Poison Special: 20% of all hits do +1D4 fire damage User under the effects of the spell, Non-Detection Weight: 1 Speed Factor: 0 Proficiency Type: Daggers Type: 1-handed Not Usable By: Cleric The Shield of the Revenant <----------------------------------------------------------------------> Armor Class Bonus: 3 Special: Cast Undead Ward 1/Day Weight: 3 Only Usable By: Paladin Cleric The Snow Maiden's Reaver <----------------------------------------------------------------------> Damage: 2D4 +2 THAC0: +2 Special: 2% chance of turning the target to solid ice Damage Type: Cold Weight: 10 Speed Factor: 6 Proficiency Type: Great Sword Type: 1-handed Not Usable By: Druid Cleric Mage Thief The Spear of White Ash <----------------------------------------------------------------------> Damage: 1D8 +3 THAC0: +3 Damage Type: Piercing Special: 5% of all hits cause an additional 1d6 points of damage from the barbs on the spearhead Weight: 2 Speed Factor: 5 Proficiency Type: Spear Type: 2-handed Not Usable By: Cleric Mage Thief The Staff of Eron <----------------------------------------------------------------------> Damage: 1D6+3 THAC0: +3 Damage Type: Crushing Weight: 3 Speed Factor: 1 Proficiency Type: Quarter Staves Type: 2-handed Not Usable By: The Sword of Days <----------------------------------------------------------------------> Damage: 1D6 +3 THAC0: +3 Damage Type: Piercing Special: Wielder immune to Haste and Slow 25% chance target is Slowed Weight: 3 Speed Factor: 1 Proficiency Type: Short Sword Type: 1-handed Not Usable By: Druid Cleric Mage The Sword of Myrloch Vale <----------------------------------------------------------------------> Damage: 1D8 +3 THACO: +3 Special: +20 to Lore skill while equipped Damage Type: Slashing Weight: 4 Speed Factor: 4 Proficiency Type: Large Swords Type: 1-handed Not Usable By: Evil Creatures Druid Cleric Mage The Unstrung Harp <----------------------------------------------------------------------> This harp can cast Heal 1/Day. It can only be played by a bard of exceptional virtue, wisdom, and talent. Weight: 3 Minimum Wisdom of 13 required Only Usable By: Good or Neutral Bards Three White Doves <----------------------------------------------------------------------> Damage: 1D6 + 4 THAC0: +3 Damage Type: Crushing Special: Double damage against undead and outer planar creatures. Undead: 1-4 Hit Dice: Automatically Destroyed 5 Hit Dice: 95% chance of being Destroyed 6 Hit Dice: 80% 7 Hit Dice: 65% 8-9 Hit Dice: 50% 10 Hit Dice: 35% 11+ Hit Dice: 20% Outer Planar Creatures: 5% chance of being Destroyed Weight: 5 Speed Factor: 4 Proficiency Type: Mace Type: 1-handed Not Usable By: Evil Characters Druid Mage Thief Throwing Axe +2 <----------------------------------------------------------------------> Damage: 1D6 +3 THAC0: +2 Damage Type (melee): Slashing Damage Type (thrown): Missile (piercing) Special: Returns to user's hand once thrown Weight: 3 Speed Factor: 2 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief Tiernon's Sundered Shield <----------------------------------------------------------------------> Armor Class Bonus: 2 vs. All Physical Attacks except Crushing Attacks Special: +3% Resistance vs. All Physical Attacks except Crushing Attacks Weight: 3 Not Usable By: Druid Thief Mage Bard Tombsweeper <----------------------------------------------------------------------> Damage: 1D6 +4 THAC0: +3 Damage Type: Crushing Weight: 5 Speed Factor: 3 Proficiency Type: Flails Type: 1-handed Not Usable By: Druid Mage Thief Tongue of the Gloomfrost <----------------------------------------------------------------------> Damage: 1D10 + 4 THAC0: +4 Damage Type: Slashing Special: +10% Fire Resistance, +10% Cold Resistance, Storm Shell 1/Day, 3% chance of Cone of Cold on the target Weight: 6 Speed Factor: 5 Proficiency Type: Halberd Type: 2-handed Not Usable By: Druid Cleric Mage Thief Traveler's Robe <----------------------------------------------------------------------> Armor Class: +1 bonus vs. missile weapons Saving Throw: +1 bonus vs. breath Weight: 4 Only usable by: Mage (single, dual, & multi-class) Trollslayer <----------------------------------------------------------------------> Damage: 2D4+1, +4 vs. Trolls THAC0: +1, +4 vs. Trolls Damage Type: Slashing (1D4) and Fire (1D4) Weight: 8 Speed Factor: 6 Proficiency Type: Great Sword Type: 1-handed Not Usable By: Druid Cleric Mage Thief Two Handed Axe of Greater Phasing <----------------------------------------------------------------------> Damage: 1D10 +2 THAC0: +2 bonus Damage Type: Slashing Special: 15% chance of target being Phased 25% chance +1D4 cold damage Weight: 10 Speed Factor: 9 Proficiency Type: Axe Type: 2-handed Not Usable By: Druid Cleric Mage Thief Two Handed Sword +2: Defender <----------------------------------------------------------------------> Damage: 1D10 +2 THAC0: +2 bonus Damage Type: Slashing Armor Class Bonus: 1 Resistance Bonus: +10% Slashing Resistance Weight: 12 Speed Factor: 9 Proficiency Type: Great Swords Type: 2-handed Not Usable By: Druid Cleric Mage Thief Two Handed Sword +2: Hammering <----------------------------------------------------------------------> Damage: 1D10 +2 THAC0: +2 bonus Damage Type: Slashing Special: 20% chance target is Stunned Weight: 12 Speed Factor: 9 Proficiency Type: Great Swords Type: 2-handed Minimum Strength of 18 required Not Usable By: Druid Cleric Mage Thief Two Handed Sword +3: Bane <----------------------------------------------------------------------> Damage: 1D10 +3 THAC0: +3 bonus Damage Type: Slashing Special: 25% chance target is infected with Disease Resistance Bonus: +10% Magic Resistance Weight: 12 Speed Factor: 9 Proficiency Type: Great Swords Type: 2-handed Not Usable By: Good Characters Druid Cleric Mage Thief Two Handed Sword +4: Backbiter <----------------------------------------------------------------------> Damage: 1D10 +4 (+1D6 piercing) THAC0: +4 bonus Damage Type: Slashing Special: 25% chance user takes +1D4 piercing damage Weight: 12 Speed Factor: 9 Proficiency Type: Great Swords Type: 2-handed Not Usable By: Druid Cleric Mage Thief o===o |(U)| o===o Ulcaster Academy Ring <----------------------------------------------------------------------> Special: Can cast Larloch's Minor Drain, Horror, and Vampiric Touch 3/Day +2 to Save vs. Spell Only Usable By: Mage (Single Class only) o===o |(V)| o===o Valiant <----------------------------------------------------------------------> Damage: 1D8 +2 THAC0: +2 Special: Extra Attack Per Round Damage Type: Slashing Weight: 4 Proficiency type: Large Swords Speed Factor: 0 Type: 1-handed Not usable by: Mage Cleric Vexed Armor (Possessed) <----------------------------------------------------------------------> Armor Class: 1 Weight: 45 Special: Resist Cold: Set to 100%, +2 Constitution Hazard: This armor is the essence of the glabrezu known as Vexing Thoughts. Additional properties may be discovered upon donning the armor. Not Usable By: Bard Druid Mage Thief Vexed Armor (Named) <----------------------------------------------------------------------> Armor Class: 1 Weight: 45 Special: Resist Cold: Set to 100%, +2 Constitution Hazard: This armor is the essence of the glabrezu known as Vexing Thoughts. Additional properties may be discovered upon donning the armor. Not Usable By: Bard Druid Mage Thief Vexed Armor (Pact) <----------------------------------------------------------------------> Armor Class: 1 Weight: 45 Special: Resist Cold: Set to 100% Constitution +2 Cast Fire Storm 1/day User may summon Chalimandren, the glabrezu who takes the form of the armor. Doing so destroys the armor, but does not cause any harm to come to the wearer. Not Usable By: Druid Mage Thief Bard Viol of the Hollow Men <----------------------------------------------------------------------> Summons 1D4 Shadows to attack a target, once per day. Only Usable By: Bard o===o |(W)| o===o Wailing of Virgins <----------------------------------------------------------------------> Armor Class Bonus: 4 vs. Crushing, Piercing and Missile Attacks Armor Class Bonus: 2 vs. Slashing Attacks Special: Wearer is Immune to all Fear-Based Effects, Emotion: Hopelessness, and Symbol of Hopelessness Wearer can summon Cloak of Fear 1/Day Weight: 1 Only Usable By: Elves Half-Elves Humans Wand of Armory <----------------------------------------------------------------------> This wand can be used to cast Shield or Ghost Armor on the user. Usable By: Mage (Multi, Single, Dual) Bard Wand of Fear <----------------------------------------------------------------------> Special: Cause enemies to run in fear unless they save vs. spells Range: 100 ft Area: 20 ft radius Duration: 15 rounds Not usable by: Fighter Thief Wand of Fire <----------------------------------------------------------------------> Ability 1: Effect: shoots out a Fireball Damage: 6D6 (save vs. wands for half) Range: 90 ft Area 30 ft radius Ability 2: Effect: Agannazar's scorcher Damage: 6D6 +6 (save vs. wands for half) Range: 90 ft Area: 1 creature Not usable by: Fighter Cleric Druid Thief Wand of Freezing Death <----------------------------------------------------------------------> The user of this wand has the choice of casting Snilloc's Snowball Swarm, Icelance, and Ice Storm. Not Usable By: Wand of Lightning <----------------------------------------------------------------------> Effect: Lightning bolt Damage: 6D6 (save vs. wands for half) Range: 100ft Area: Path of bolt Not usable by: Fighter Cleric Druid Thief Wand of Magic Missiles <----------------------------------------------------------------------> Special: 1 magic missile will strike target Damage: 1D4 +1 Range: 100 ft Area: 1 creature Not usable by: Wand of Paralyzation <----------------------------------------------------------------------> Effect: Stun target unless save vs. wands with -4 penalty Range: 100 ft Area: 1 creature Duration: 10 rounds Not usable by: Fighter Druid Cleric Thief Wand of Sleep <----------------------------------------------------------------------> Effect: Sleep unless victim saves vs. wands Range: 90 ft Area: 20 ft radius Duration: 2 turns Not usable by: Wand of the Heavens <----------------------------------------------------------------------> Effect: Flamestrike Damage: 6D8 (save vs. wands for half) Range: 120 ft Area: 1 creature Not usable by: Fighter Mage Bard Thief Wand of Trap Detection <----------------------------------------------------------------------> This wand can be used to cast Find Traps for the wielder. Not usable by: Fighter Druid Cleric Thief War Hammer +3: Life Giver <----------------------------------------------------------------------> Damage: 1D4 +4 THAC0: +3 Damage Type: Crushing Special: 20% chance to Heal 1D4 to self Weight: 6 Speed Factor: 3 Proficiency Type: Hammers Type: 1-handed Not Usable By: Druid Mage Thief War Hammer of Phasing +3 <----------------------------------------------------------------------> Damage: 1D4 +4 THAC0: +3 Damage Type: Crushing Special: 15% chance of target being Phased 25% chance +1D4 cold damage Weight: 6 Speed Factor: 3 Proficiency Type: Hammers Type: 1-handed Not Usable By: Druid Mage Thief War Hammer of Sparks +2 <----------------------------------------------------------------------> Damage: 1D4 +3 THAC0: +2 Damage Type: Crushing Special: 50% chance +1D3 electric damage 10% chance target is Stunned Weight: 6 Speed Factor: 3 Proficiency Type: Hammers Type: 1-handed Not Usable By: Druid Mage Thief Waukeen's Defender <----------------------------------------------------------------------> Armor Class Bonus: 3 Saving Throw Bonus: 2 Magic Resistance: 10% Weight: 4 Not Usable By: Druid Thief Mage Bard White Bishop <----------------------------------------------------------------------> Summons a priest-like ally to heal the party. Summoner has no control of the Bishop. The Bishop will automatically heal injured party members until they are at full health or when the Bishop no longer has any spells to cast. Not Usable By: Wind of Heaven <----------------------------------------------------------------------> Damage: 1D8 +4, +5 vs. Elementals THAC0: +4, +5 vs. Elementals Special: Wielder is immune to Cloudkill, Death Fog, Stinking Cloud, Cloud of Pestilence, and Malavon's Corrosive Fog Damage Type: Slashing Weight: 4 Proficiency Type: Large Swords Speed Factor: 1 Type: 1-handed Not Usable By: Mage Cleric Winter King's Plate <----------------------------------------------------------------------> Armor Class: 3 Special: +25% Resist Cold and Fire Weight: 25 Not Usable By: Bard Mage Thief o===o |(Y)| o===o Young Rage <----------------------------------------------------------------------> Damage: 1D8 +5 THACO: +5 Special: 5% chance per hit that the wielder goes berserk for 10 rounds Damage Type: Slashing Weight: 6 Speed Factor: 3 Proficiency Type: Axe Type: 1-handed Not Usable By: Druid Cleric Mage Thief Jester's Bag of Holding {ITM005} o======================================================================o The Jester's Bag of Holding is the ultimate inventory management item.. if you're looking to clutter you inventory with useless crap. You use it like any item-put it in a quick-item and activate it from the normal game screen. You'll get one of the following items, some of which are handy, most of which are junk. You can use the Jester's Bag of Holding once per rest cycle. Aquamarine Gem x1 Antidote x1 Arrows x20 Arrows +1 x20 Bolt +1 x20 Bullet +1 x20 Dagger Dart x10 Dead Cat Elixer of Health x1 Elven Healing Wine x1 Flaming Oil x1 Mummy's Tea x1 Oil of Speed x20 (Cursed) (Still sells for a good bit though!) Potion of Healing x1 Potion of Healing x1 (Cursed) Potion of Infravision x1 Potion of Invulnerability x1 Potion of Mirrored Eyes x1 Scroll of Cure Light Wounds x1 Scroll of Cure Critical Wounds x1 Scroll of Flame Arrow x1 Scroll of Grease x1 Silver Ring Skydrop Gem x1 Sunstone Gem x1 Throwing Dagger x10 Water Opal Gem x1 o======================================================================o | | | List of Mage Spells {SPL001} | | | o======================================================================o Below I have listed all the Mage spell scrolls in the game that I have found. They are organized by spell level, then alphabetically. Each instance of each spell has been recorded by area number (AR####). Some spells have more than one copy that can be found in each area (usually purchased from merchants). Multiple instances of the same spell in the same area will be noted with multiple copies of the same area number. Random drops are noted with an '~', as always. 1st-Level Mage Spells {SPL002} <----------------------------------------------------------------------> Armor (AR3501)|(AR9301)|(AR9301) Blindness (AR3501) Burning Hands (AR3501) Charm Person (AR2102)|(AR2102)|(AR2102) Chill Touch (AR3301) Chormatic Orb (AR1016)|(AR2102)|(AR2102)|(AR2102) (AR9101) Color Spray (AR2102)|(AR2102)|(AR2102)|(AR3301) (AR3503) Friends (AR2102)|(AR2102)|(AR2102) Identify (AR2102)|(AR2102) Infravision (AR3201) Larloch's Minor Drain (AR3501) Magic Missile (AR2102)|(AR2102)|(AR2102)|(AR3503) (AR9101)|(AR9101) Protection from Evil (AR3201) Shield (AR2102)|(AR2102)|(AR2102)|(AR3503) Shocking Grasp (AR3503) Sleep (AR1016)|(AR2102)|(AR2102)|(AR2102) 2nd-Level Mage Spells {SPL003} <----------------------------------------------------------------------> Agannazar's Scorcher (AR2102)|(AR2102)|(AR2102)|(AR3502) (AR9301) Blur (AR2004)|(AR4004)|(AR9101)|(AR9101) Cat's Grace (AR2102)|(AR2102)|(AR9301)|(AR9301) Decastave (AR2102) Detect Evil (AR2102)|(AR4001) Detect Invisibility (AR2102)|(AR2102) Ghoul Touch (AR3503) Grease (AR3101) Horror (AR1201) Invisibility (AR3301)|(AR9301)|(AR9301) Knock (AR3501) Luck (AR3401) Melf's Acid Arrow (AR2102)|(AR2102)|(AR2102)|(AR9101) (AR9101) Mirror Image (AR2102)|(AR2102)|(AR2102)|(AR4005) (AR9101)|(AR9301) Protection from Petrification (AR1201) Resist Fear (AR3501) Snilloc's Snowball Swarm (AR2102)|(AR2102) Strength (AR3101)|(AR9301) Stinking Cloud (AR3401)|(AR9101) Web (AR2102)|(AR2102)|(AR2102)|~(AR3601) (AR9101) 3rd-Level Mage Spells {SPL004} <----------------------------------------------------------------------> Dire Charm (AR2102)|(AR2102) Dispel Magic (AR2102)|(AR2102) Fireball (AR4001)|(AR9301) Flame Arrow ~(AR3601)|(AR4004)|(AR4004) Ghost Armor (AR3601)|(AR4005) Haste (AR3501)|(AR4003)|(AR9101) Hold Person (AR2102)|(AR2102)|~(AR3601) Icelance (AR5302)|(AR9301)|(AR9101)|(AR9800) Lance of Disruption (AR2102)|(AR9101) Lightning Bolt (AR2102)|(AR2102)|(AR4004)|(AR9101) Monster Summoning I (AR4001)|(AR4004)|(AR4004) Non-Detection (AR4005) Protection from Normal Missiles (AR4001)|(AR5104)|(AR9101) Skull Trap (AR3601)|(AR4003) Slow (AR2102)|(AR2102)|(AR9301) Vampiric Touch (AR4003) 4th-Level Mage Spells {SPL005} <----------------------------------------------------------------------> Beltyn's Burning Blood (AR5403) Confusion (AR4003)|(AR9101) Dimension Door (AR4005)|(AR9301) Emotion: Courage (AR5002)|(AR5204) Emotion: Fear (AR2102)|(AR2102) Emotion: Hope (AR5004) Emotion: Hopelessness (AR5001)|(AR9800) Greater Malison (AR5104) Ice Storm (AR2102)|(AR4004)|(AR9800) Improved Invisibility (AR5104) Lower Resistance (AR9101)|(AR9101) Minor Globe of Invulnerability (AR5203)|(AR9101) Monster Summoning II (AR2102)|(AR2102) Mordenkainen's Force Missiles (AR2102)|(AR9301) Otiluke's Resilient Sphere (AR5302) Shadow Monsters (AR2102) Shout (AR2102)|(AR9101) Spirit Armor (AR2102) Stoneskin (AR5302)|(AR9800) Summon Shadow (AR9800) Vitrolic Sphere (AR2102)|(AR9301) 5th-Level Mage Spells {SPL006} <----------------------------------------------------------------------> Animate Dead (AR5002) Chaos (AR6006) Cloudkill (AR5302)|(AR9101)|(AR9101) Cone of Cold (AR5004)|(AR9301)|(AR9301) Contact Other Plane (AR2102)|(AR9101) Demishadow Monsters (AR2102)|(AR9800) Domination (AR6006)|(AR9714) Hold Monster (AR2102) Monster Summoning III (AR6006) Remove Curse (AR5204) Shroud of Flame (AR2102) Sunfire (AR9301) 6th-Level Mage Spells {SPL007} <----------------------------------------------------------------------> Antimagic Shell (AR6006) Chain Lightning (AR7004) Darts of Bone (AR9301) Death Fog (AR8010) Death Spell (AR8010) Disintegrate (AR8010)|(AR9714) Flesh to Stone (AR8010)|(AR9711) Globe of Invulnerability (AR7004) Invisible Stalker (AR8004)|(AR8004)|(AR8004) Lich Touch (AR8004)|(AR8004) Monster Summoning IV (AR8004)|(AR9711) Otiluke's Freezing Sphere (AR7004) Power Word: Silence (AR8009) Shades (AR8010) Soul Eater (AR9301) Stone to Flesh (AR8004) Tenser's Transformation (AR8010)|(AR9711)|(AR9800) 7th-Level Mage Spells {SPL008} <----------------------------------------------------------------------> Acid Storm (AR8004)|(AR9712) Finger of Death (AR8010) Mass Invisibility (AR8010) Monster Summoning V (AR8009) Mordenkainen's Sword (AR8009) Power Word: Stun (AR8009)|(AR9712)|(AR9718) Prismatic Spray (AR8004)|(AR9712) Seven Eyes (AR9101)|(AR9101)|(AR9101) Suffocate (AR9301) 8th-Level Mage Spells {SPL009} <----------------------------------------------------------------------> Abi-Dalzim's Horrid Wilting (AR9101) Great Shout (AR9301) Incendiary Cloud (AR8010) Iron Body (AR9301) Mind Blank (AR8004)|(AR8004) Monster Summoning VI (AR8004)|(AR8004)|(AR9800) Power Word: Blind (AR9301) 9th-Level Mage Spells {SPL010} <----------------------------------------------------------------------> Monster Summoning VII (AR8010)|(AR9301)|(AR9301)|(AR9717) Power Word: Kill (AR8010)|(AR9301)|(AR9301)|(AR9712) o======================================================================o | | | Contact Other Plane {COP001} | | | o======================================================================o Contact Other Plane is an interesting 5th-level Mage spell that allows you to summon a 'Planar Spirit', which will answer one question before departing. Each time you cast the spell, you're entitled to ask another question. The questions vary by chapter, and typically you can ask about the dispositions/locations of NPCs, treasure, or quest objectives. The Planar Spirit is, of course, vague. The whole bullshit background of phony spiritualism in reality has forever-more tainted the fantasy genre. Because of charlatan mediums, psychics, and prophets-going all the way back to the babbled absurdity of the Delphic oracle, the bogus carnie creed of 'mysticism' has always been to keep it vague-then, no matter what happened, you could pretend that you actually predicted it- everybody else was just too stupid to figure it out! Of course, if it were real, why would it need to be vague? Because if you're specific, it's obvious when you're wrong, and there's no wiggle-room. Of course, in the fantasy genre, magic is supposed to be 'real' (real fantasy, now there's an oxymoron...) so why do people keep interposing the phony habits of reality-where magic, spiritualism, and religion are all false- with the fantasy genre? For the same reason that small green aliens are forever-more incapable of speaking a sentence in proper order... it's just become a staple of the genre. Anyways, this section will discuss what you can ask the Planar Spirit in each chapter, and its reponses. Remember, you can only ask a question about a subject if you know the subject. You cannot ask the Spirit about Vexing Thoughts if you've never encountered Vexing Thoughts, for example. Prologue {COP002} o======================================================================o "You have questions for the spirits, yes? Hasten your mouths with queries, for we thirst to return to our own." <----------------------------------------------------------------------> Question: "What can the spirits tell me of the heroes of Easthaven?" Answer: "We count many dead among those whom Hrothgar has slain. All are also counted among the wicked and unruly. He and his associate, Everard, are true to their convictions." "Accalia is a strong woman, devout and opinionated. Hildreth is a dwarf through and through. Erevain is quick to anger. They are all strong warriors. That is all the spirits can say." <----------------------------------------------------------------------> Question: "Tell me about the missing caravan." Answer: "The caravan is gone. Man-beasts plucked the wealth like a plum from a tree and carried it to a cave. They guard it with bow and axe. That is all the spirits know." <----------------------------------------------------------------------> Question: "What plagues Jhonen?" Answer: "Jhonen is lost in a sea of his ancestor's elven love. She is trying to give him a tool to fight evil. Its power may give rise to blacker waters. The spirits know no else." <----------------------------------------------------------------------> Question: "What can the spirits tell me of Pomab?" Answer: "Pomab's blood runs with the fire of his ancestors, a weak flame that devours all it crawls across. The querant would be wise to watch the snake in the snow. The spirits are deaf to all other knowledge." <----------------------------------------------------------------------> Question: "Which way lies our fortune?" Answer: "The querant's fortune lies in the Spine of the World with Hrothgar. The querant must crack those stone bones to get to the heart of the matter. All else is blood and ruin, so say the spirits." <----------------------------------------------------------------------> Question: "What do you see in the future for Easthaven?" Answer: "The spirits see red blood on white snow and blue ice. All else is clouded to our perception. We leave you to ponder these things." Chapter 1 {COP003} o======================================================================o "OUR MISERY CANNOT BE ABATED! CALL OUT YOUR DAMNED QUESTIONS AND BE DONE! THIS DAY, THE SPIRITS BURN FOR *YOU!*" <----------------------------------------------------------------------> Question: "Who caused the avalanche that killed Hrothgar?" Answer: "ALL IS BLACK! OUR SIGHT CANNOT PENETRATE ITS VEIL. SEEK MORE POWERFUL COUNSEL THAN OUR TORMENTED SOULS!" <----------------------------------------------------------------------> Question: "What's happening in the Vale of Shadows?" Answer: "ALL IS AS IT HAS BEEN, THOUGH ONE SEEKS TO END THE MASTER'S ETERNAL SLEEP! SHE IS PART OF SOME GREATER SCHEME! WE LEAVE YOU NOW!" <----------------------------------------------------------------------> Question: "What can the spirits tell me of Arundel?" Answer: "HE AND THE GREAT TREE ARE KIN. POWERFUL IS HE, THOUGH IN GREAT DANGER. TORMENT US NO LONGER!" <----------------------------------------------------------------------> Question: "What can the spirits tell me of Lysan?" Answer: "SHE IS MORE THAN SHE SEEMS. HER BLOOD RUNS WITH ICE, AND HER VOICE IS FILLED WITH WINTER'S WIND! THIS IS ALL WE CAN SAY!" <----------------------------------------------------------------------> Question: "What has become of Conlan's son?" Answer: "HIS HEART BEATS STILL. HE AWAITS HIS FATE IN A PLACE OF WARMTH AND STONE. ASK US NO MORE! THE PAIN IS TOO GREAT!" <----------------------------------------------------------------------> Question: "What is the source of the evil in the Vale of Shadows?" Answer: "MYRKUL IS THE SOURCE OF EVIL, THOUGH NOT THE EVIL YOU SEEK. THAT EVIL STRIVES TO DESTROY THE EVIL OF THE VALE. ASK NO MORE!" <----------------------------------------------------------------------> Question: "Where are the missing priests of Ilmater." Answer: "IN A PLACE OF GREAT WARMTH AND DECAY, SHE HONORS HER GOD. THE REST IS BLACKNESS." Chapter 2 {COP004} o======================================================================o "The dead see. Begin." <----------------------------------------------------------------------> Question: "What attacked the Temple of the Forgotten God?" Answer: "The dead see many trolls, many serpentine creatures, evil priests, wizards, and a host of undead. They are lead by a singular power." <----------------------------------------------------------------------> Question: "What has become of Conlan's son?" Answer: "He lies in the belly of the rock of dying flame. He is guarded by eight-legged fiends and scaled men. Kill their king and slay the boy's guardians. Then he will be free." <----------------------------------------------------------------------> Question: "Where are the missing priests of Ilmater?" Answer: "The martyr let herself be captured by the oppressors. She is surrounded by poisonous clerics. There are no other missing priests." <----------------------------------------------------------------------> Question: "Which way lies our fate?" Answer: "Down, into a bed of steam and rock. Kill the queen of the serpents. She is fiercely guarded. She holds the key." <----------------------------------------------------------------------> Question: "I seek powerful magic. Where may I find it?" Answer: "There is magic guarded by the king of the lizards. Two corpses also hold weapons of great power. Seize them, and the trolls will fall easily to your attacks." <----------------------------------------------------------------------> Question: "Who created the undead lieutenants?" Answer: "Presio, a priestess of contagion. She and the frost maid conspired to create them. The dead behind the lieutenants hold the powers of both Talona and Auril." <----------------------------------------------------------------------> Question: "Tell me of Albion and the Eldathyn." Answer: "Scales shift beneath their skin, and their blood runs cold. Seek out clues to expose them. Beware the mage and the High Summoner. Free the captured heroes keep death from your hearts." <----------------------------------------------------------------------> Question: "Who is the odd little girl?" Answer: "She is a matron of war, with a form more terrifying than the one you have seen. She is heavily guarded by traps, priests, and powerful warriors. Use your most powerful weapons against her. Abstain from flame, as she was born from such matter. The water that burns, it is your salvation." Chapter 3 {COP005} o======================================================================o "Priority of subject identification is rescinded. Priority of answering subject's queries established. The subject is free to ask a question." <----------------------------------------------------------------------> Question: "Who is the skeletal mage?" Answer: "Our records indicate that he had the appellation "Larrel." He was an elf male, aged three hundred fifty two years, five months, six days, and eighteen minutes at time of death. Question answered. Priority of work re-established. Terminating communication." <----------------------------------------------------------------------> Question: "How can I cure Larrel's madness?" Answer: "Our understanding of mental illness is limited. We believe that the astrolabe in Larrel's tower has a magical and mechanical relationship with his state of mind. Question answered. Priority of work re-established. Terminating communication." <----------------------------------------------------------------------> Question: "How can I cure Larrel's curse?" Answer: "We understand that the engineering of Larrel's curse is such that only he can dissolve it. The planar power responsible for the curse will only lift it when Larrel achieves a specific state of mind. Question answered. Priority of work re-established. Terminating communication." <----------------------------------------------------------------------> Question: "What happened in the Severed Hand?" Answer: "Our catalogues contain many instances of activities and occurrences in the Severed Hand. Priority of work overriding priority to catalogue all recorded events. Terminating communication." <----------------------------------------------------------------------> Question: "Where are the pieces of the astrolabe?" Answer: "Our charts indicate that there are four pieces of the astrolabe located in the Severed Hand complex. One piece is located in the northeastern quadrant of the first level of the Severed Hand." "A second piece is located on the third level of Solonor Tower. A third piece is on a table on the second level of Corellon Tower. The fourth is in the possession of an elven spirit, appellation "Kaylessa."" "She is located on the first level of Sheverash Tower. Question answered. Priority of work re-established. Terminating communication." <----------------------------------------------------------------------> Question: "Where can I find powerful magic?" Answer: "We have catalogued many treasures in the Severed Hand. You may find some in the following locations: five containers in the western half of the first level," "three containers on the second level, various items on a spirit and in a wall in the northwestern quadrant of the third level, a container on a dividing wall in the west of the third level," "down the third level stairs to the second level in a southeastern container, down the second level stairs to the first level in two containers to the east and north," "in possession of spirit, appellation "Lehland," fourth level, five containers on level four, two containers on level two of Solonor Tower, east and west of platform, three containers on level three of Solonor Tower," "in possession of spirit, appellation "Kaylessa," first level of Sheverash Tower, one container in the northern half of the third level of Sheverash tower, one container in the eastern half of the fourth level of Sheverash tower," "two containers on level two of Labelas Tower in outlying rooms. No information on Corellon Tower. Question answered. Priority of work re-established. Terminating communication." <----------------------------------------------------------------------> Question: "Where can I find a book on Mythal Theory?" Answer: "We have catalogued such a book in the possession of an elven spirit, appellation "Custhantos," on the third level of Labelas Tower in the Severed Hand. Question answered. Priority of work re-established. Terminating communication." <----------------------------------------------------------------------> Question: "Where can I find a safe place to rest in the Severed Hand?" Answer: "We calculate a ninety-nine point nine seven percent chance of tranquil rest in the courtyard of the Severed Hand and in the northeastern quadrant of the fourth level. Question answered. Priority of work re-established. Terminating communication." <----------------------------------------------------------------------> Question: "Where can I find the items for the arboretum?" Answer: "We have catalogued the location of item, "pure water," in the frost giant caverns of Wyrm's Tooth Glacier. We have catalogued the location of item, "seeds," in the bedroom of dark elf, appellation "Malavon," located in the agricultural domes of Lower Dorn's Deep." <----------------------------------------------------------------------> Question: "Is there any way to free Lethias?" Answer: "We know of no way to free subject possessing appellation "Lethias" from his cursed state, other than to end the curse on the Severed Hand. Question answered. Priority of work re-established. Terminating communication." Chapter 4 {COP006} o======================================================================o "May question you ask a." <----------------------------------------------------------------------> Question: "Why are the orogs here?" Answer: "A cloth red of the wizard. Creation. Farewell. Magical. Power serve higher." <----------------------------------------------------------------------> Question: "Why are the drow here?" Answer: "Gold and gold and gold. Mercenaries are they." <----------------------------------------------------------------------> Question: "Where are the other badges?" Answer: "Others five. White giant, black wizard, red thief, green lady, pale priest. In caves ice the, first the. Four Dorn's in Deep others Lower." <----------------------------------------------------------------------> Question: "What do I need to do in the puzzle room?" Answer: "Are there symbols the on floor. Symbols match the to symbols table on the above. Pull the lever. Descend and return and descend." <----------------------------------------------------------------------> Question: "Where is Jamoth's tomb?" Answer: "At the end of the hall not. The sides try." Chapter 5 {COP007} o======================================================================o "We are prepared to hear your petition. Proceed." <----------------------------------------------------------------------> Question: "Where is the next badge?" Answer: "The king of frost sits upon his throne in halls of ice. He holds the badge you seek. We leave you now." <----------------------------------------------------------------------> Question: "Where can I find the creature that the slaves are being sacrificed to?" Answer: "Between the king of frost and the entrance to his domain lies the temple of blood. Frostbite holds sway there. We leave you now." <----------------------------------------------------------------------> Question: "What dangers lie in the northern cave that I've been asked to explore?" Answer: "The queen of winter has bid her servant, Kontik, to lie in wait there. She has rallied creatures of ice and snow to do her master's bidding. We leave you now." <----------------------------------------------------------------------> Question: "Where can I find the leader of the slave revolt?" Answer: "She hides, surrounded by the frozen dead near a place of warmth and refuge. We leave you now." <----------------------------------------------------------------------> Question: "Where can I find the key to the door to the surface?" Answer: "The king of the salamanders holds the key. We leave you now." <----------------------------------------------------------------------> Question: "Is there a way to cross the old bridge on the Glacier?" Answer: "The bridge is a construct. It can be repaired with one with knowledge of engineering. Such knowledge may be found in books and from those who walk amongst books. We leave you now." Chapter 6 {COP008} o======================================================================o "You haul us from the nightly pleasures of inflicting pain to do your bidding. We will entertain your questions for now." <----------------------------------------------------------------------> Question: "Where can I find more badges?" Answer: "In Lower Dorn's Deep, you may find four badges in total. One is guarded by a dark elf named Malavon. The abusive lover of his sister, Marketh, holds another." "A crazed priest, Perdiem, clutches the third. A powerful elf maiden named Ilmadia proudly holds the fourth. That is all." <----------------------------------------------------------------------> Question: "Where can I find food for Tarnelm?" Answer: "Seek out the cook above the garden of Dorn's Palace. The cupboards contain that which you seek." <----------------------------------------------------------------------> Question: "How can I free Ginafae?" Answer: "Search north of her prison to find her brother. Slay him, and take the nullifying oil from his bedroom. Spare her tormentor, then offer the oil to her." <----------------------------------------------------------------------> Question: "What friends await me in Lower Dorn's Deep?" Answer: "All manner of fell creatures will seek your life. Beware the fire salamanders, the umber hulks, and the mummies. More than them, fear their masters." "Marketh, Malavon, Ilmadia, and Perdiem's idol. Each must you defeat ere you will face their general." <----------------------------------------------------------------------> Question: "What do I do with the badges?" Answer: "Once you have collected all six -- Krilag's, Joril's, Marketh's, Malavon's, Ilmadia's, and Perdiem's - you must go to the place at the crown of the idol. Insert the tokens into the floor and ascend to the general's cave." <----------------------------------------------------------------------> Question: "Where can I find the villagers?" Answer: "South and east of the center of town, the villagers cower in a ring of spears. They await death or salvation." <----------------------------------------------------------------------> Question: "How can I enter the crystal tower?" Answer: "The priest, Everard, he knows how to enter the tower. Follow his directions to the east wall of the destroyed temple. Search the ice until you find a gap." <----------------------------------------------------------------------> Question: "What danger lies ahead?" Answer: "The schemer, Pomab, hides in the crystal tower, guarded by powerful allies. Ignore his golems and false images. Destroy the master and the slaves will turn to dust." <----------------------------------------------------------------------> Question: "What lies beyond the magic mirror?" Answer: "Death or glory. This is the end of a particular road. Fate or circumstance will guide your hand." Heart of Winter {COP009} o======================================================================o "Yes?! Ask! Ask!" <----------------------------------------------------------------------> Question: "Where can I find powerful magic?" Answer: "Two hidden wizards! One on the isle, one in the gallows! Seek them out! Yes! Yes! Two short men, one in the chapel, one in the ice. Seek them out! Yes! Yes!" <----------------------------------------------------------------------> Question: "Who is behind the murders in Lonelywood?" Answer: "Cursed nature! Cursed nature! It undermines his nature! Yes! Yes!" <----------------------------------------------------------------------> Question: "Who is leading the barbarian horde?" Answer: "Barbarian of unlife! She leads! She leads! Wears an unfamiliar skin to mask herself! Yes! Yes!" <----------------------------------------------------------------------> Question: "What foes lurk on the Burial Isle?" Answer: "The walking dead, yes! They await with talon, blade, and bone! Worst of all are the cries! They sound your death knell! No! No! <----------------------------------------------------------------------> Question: "What foes lurk in the Gloomfrost?" Answer: "Outside, all manner of icy beasts! Yes! Inside, fear the polar worms and lifeless men of ice! Yes! No! No!" <----------------------------------------------------------------------> Question: "What foes await me in the Sea of Moving Ice?" Answer: "Many beasts both high and low! Fear the fish men! Yes! Fear the spirit of the north! Fear her breath and claw! No! Nooooo!" <----------------------------------------------------------------------> Question: "What is the true name of the demon that calls himself Vexing Thoughts?" Answer: "His name! His name... it is! It is Chalimandren! Fear his deception and ire! Yes!" o======================================================================o | | | Experience List {EXP001} | | | o======================================================================o Experiences values assume you are playing on normal difficulty. Changing the difficulty will give you more or less experience. Enemies that are only encountered in Heart of Fury mode (technically Insane difficulty) will be marked with the ***HoF*** tag. Acolyte 420 Adaran Runeshadow 6000 Albion 3000 Alpheus 4000 Animated Plate 5000 Armored Skeleton 56, 900 Bandoth 8000 Barrow Wight 3750 Bat 15 Beholder 14000 Berg Yeti 3000 Bergclaw 3000 Black Bear Spirit 4500 Black Ice Knight 7000 Bladed Skeleton 1300 Blind Minotaur 3000 Blue Myconid 750 Bombardier Beetle 420 Bone Scavenger 3000 Boneguard Skeleton 4000 Boring Beetle 175 Bronze Sentry 5000 Burning Skeleton 1500 Chalimandren 25000 Chosen Zombie 975 Cold Bones 3000 Cold Wight 1400 Cornugun 50000 ***HoF*** Creeping Doom 420 Criek of Bane 7000 Crypt Thing 975 Dire Bear 5000 Djinni 11000 Drow Sorcerer 3000 Drow Spellsword 3000 Drow Vanguard 3000 Drowned Dead 4000 Earth Elemental 6000 Eidon Caradoc 41000 Eldathyn 1500 Ettin 3000 Fiendish Harpy 2000 Fire Elemental 6000 Fire Giant 8000 Fleezum 3000 Flozum 3000 Frostbite 7000 Frost Giant 7000 Frost Giant Guard 8000 Frost Salamander 2000, 3000, 4000 Frozen bones 4000 Goblin 15 Goblin Archer Marshal 35 Goblin Elite 45 Geelo the Librarian 2000 Ghast 650 Ghost 7000 Ghost Shaman 4500 Ghoul 175 Glabrezu 12000 Glacier Yeti 1000 Greater Ice Troll 1000, 3000 Greater Jackal 4000 Greater Mummy 8000, 14000 Greater Snow Troll 3000 Harald 6000 Harpy 1000 Harpy Queen 7000 High Archer 2500 High Baptist 1400 Histachii 120 Icasaracht 50000 Icasaracht's Soul Stone 50000 Ice Golem Sentry 14000 Ice Troll 175 Iced Bones 3000 Ilair 38000 ***HoF*** Imbued Wight 1400 Infernal Harpy 3000 Invisible Stalker 3000 Iron Golem 13000 Jackal 1000 Jackal Pack Leader 12000 Jackal Shaman 3000 Jackal Warrior 3000 Joril 9000 Joril's Bodyguard 9000 Kaylessa 1300 Kelly 8000 Kerish 5000 Kontik 8000 Krilag 3000 Kraken Society Mage 11000 Lich 10000 Lesser Shadow 350 Lizard Man 65 Lizard Man King 1300 Lizard Man Shaman 850 Lord Maluradek 6000 Lysan 700 Maiden Ilmadia 7000 Malavon (Fake) 11000 Malavon (Real) 50000 Marketh 8000 Mebdinga 3750 Mercenary Thief 4000 Mercenary Warrior 3000 Minotaur 2000 Minotaur Elder 3000 Minotaur Lord 6000 Mummy 3000 Mustard Jelly 4000 Myrkul's Sending 600 Mytos 1000 Neo Orog 270, 750 Neo Orog Avenger 270, 750 Neo Orog General 2000 Neo Orog Marauder 420, 1500 Ochre Jelly 270 Ogre 270 Olive Slime 420 Orc 15, 35 Orc Elite 35 Orc Shaman 35 Phase Spider 1400 Poison Zombie 1100 Polar Bear 1400 Polar Bear Spirit 15000 Presio 4000 Priest-Mage of Vhaeraun 42000 ***HoF*** Priestess of Shar 3000 Rakshasa 7000 Red Myconid 1750 Remorhaz 10000 Revenant 3000 Rhinoceros Beetle 4000 Sahuagin 500 Sahuagin King 3000 Sahuagin Prince 2000 Sahuagin Royal Guard 3000 Sahuagin Underpriestess 2000 Salamander 2000 Scrag 3000 Serrated Skeleton 10000 Seth 7000 Severed Soul 7600 Shadowed Elven Acolyte 1100 Shadowed Elven Archer 1350 Shadowed Elven Cleric 1400 Shadowed Elven Officer 1500 Shadowed Elven Priest 1700 Shadowed Elven Swordsman 1300 Shadowed Elven Wizard 1750 Shadowed Goblin Archer 750 Shadowed Goblin Grunt 800 Shadowed Goblin Marksman 850 Shadowed Goblin Trainer 950 Shadowed Goblin Warrior 900 Shadowed Orc Archer 750 Shadowed Orc Grunt 800 Shadowed Orc Shaman 1100 Shadowed Ogre 1050 Shadowed Worg 850 Shambler 12000 Shattered Soul 1200 Sharra the Healer 2000 Shelhai 7000 Shikata 5500 Shrieker 120 Skaldar 6000 Skeleton 65, 75 Skeleton Archer 125, 175, 200 Skeleton Warrior 4000 Skeletal Mage 500 Slime Zombie 420 Snow Troll 1400 Spectral Guard 500, 5000 Spectral Knight 100 Stone Nuisance 1000 Summoner 8000 Sword Spider 2000 Talonite Priest 1000 Tarnished Sentry 6000 Tattered Skeleton 65, 75, 150 Temple Guardian 65, 100, 125, 150 The High Ritualist 1400 The High Summoner 1400 The High Torturer 1400 The Idol 10000 Therik 500 Thief 2000 Tough Lizard Man 310 Tower Archer 5000 Troll 1400 Tundra Yeti 3600 ***HoF*** Uligar 35 Umber Hulk 4000 Undead Lieutenant 2000 Verbeeg 420 Wailing Virgin 3750 Water Elemental 6000 Water Kin Elemental 3500 White Wyrm 5000 Wight 1400 Winter Wolf 1000 Wolf 120 Wolf Spirit 4500 Wraith Spider 1400 Wyrm Tribe Warrior 4000 Wyvern 1400 Wyvern Matron 2000 Yeti 420 Yeti Chieftan 600, 2000 Yuan-Ti 1400 Yuan-Ti Champion 2000 Yuan-Ti Elite 1400 Yuan-Ti Mage 2500 Yuan-Ti Priest 1400 Yxunomei 46000 Vaarglan 8000 Vodyanoi 3000 Zombie 65 Zombie Lord 7000 o======================================================================o | | | Updates/Thanks {UPD001} | | | o======================================================================o Version 1.00: (190,837 bytes) o======================================================================o Version 1.01 Changes: (192,274 bytes) o=o Made numerous spelling/consistency correctons. o=o Reformated the guide to incorporate the 'Sequence of Events' and 'Steps' intially found in my Mass Effect guide. o=o Played through the game a fourth time-adding new gear as necessary. o======================================================================o Version 1.02 Changes: (347,138 bytes) o=o Added the Heart of Winter expansion to the guide. o=o Played through the game another two times, adding new gear as necessary. o=o Played through the game on Heart of Fury difficulty, and added numerous Heart of Fury notes, where necessary. o=o Changed the 'Syrenil "Softstep"' character from a Thief/Mage to a Fighter/Mage/Thief to cope with HoF mode. o=o Changed Amirule Alteslay from an evil Fighter/Cleric to a good Fighter/Cleric, also for HoF mode. o=o Changed Ceyalya Ceiriladon from a Ranger/Cleric to a Fighter/Cleric, as it's more potent. o======================================================================o Version 1.03 Changes: Started: 9/23/2012 (1,124,211 bytes) Completed: 3/25/2013 o=o Added the Trials of the Luremaster dungeon pack to the guide. o=o Did a massive revision of the walkthrough, making it more descriptive, better written, and added more Steps and Sequences. It's now a much better guide, as a result. To give an idea of the scale of the revision, v1.02 had nine walkthrough Sequences and 212 Steps, while v1.03 has thirty walkthrough Sequences and 456 Steps. o=o Changed various item notes to refer only to my new party-old party relics have been removed. o=o Made numerous spelling/consistency corrections. o=o Reformated the guide-again-to bring it on par with my Baldur's Gate guides. o=o Added descriptions of all the character classes. o=o Revamped my party one more time... mostly to appeal to my power- gamey nature and really min-max around the level 30 maximum. All the dual-classers are gone, now replaced by more potent triple-classers, who can reach level 30 in every class. o=o Adjusted the Abilities tables to reflect what the game's 2DA files indicate... and reformatted them to make them more prettiful. It's a word if I use it like one. o=o Added the 'Thief Abilities' section. o=o Added the 'Spell Tactics' section. o=o Added the 'Items' Section. o=o Added the 'List of Mage Spells' section. o=o Added the 'Contact Other Plane' section. o=o Checked various gameplay elements in Infinity Explorer, then corrected the guide to make it more fact-friendly. Special Thanks o======================================================================o o=o My girlfriend, for putting up with me for all these years and allowing me to waste so much time working on these games. Even better, since she's played through many of these games herself, she's often been able to proof-read my guides and offer advice based on her own gameplay experience. Could a guy ask for a better girlfriend? No. For all you guys out there who have settled for some snippy bitch who hates your gaming-dump her and find someone better. You can find a girl who loves you AND loves to game, if you bother to look. o=o Lee Kadel, for putting more work into these guides than any sane person would. What started with him bugging me about a... bug... in Baldur's Gate 2 has, over time, led to scores of E-mails. These E-mails have prompted several version updates, based upon his astute suggestions and resulted in these guides becoming truly gold-standard works. Every FAQ-writer should be so lucky to have a contributor like Lee. o=o Dmitry Jemerov, the creator of Infinity Explorer. This program reveals the game's inner workings, which in turn allows me to write a more detailed, more accurate guide. I mostly used this program to view dialogue files to understand what variables were being checked by the game during conversations... but its usefulness (and uses) are boundless. o=o Aaron O'Neil, the creator of Dale Keeper. His mods have been a blessing for the Infinity Engine games, including Gate Keeper (Baldur's gate) and Shadow Keeper (Baldur's Gate 2: Shadows of Amn). Dale Keeper was used mostly for cosmetic reasons.. and also to boost some characters to level 30 so I could see how some builds would work, and to test in-depth all the Druid and Clerical spells. ***END OF FILE*** Icewind Dale: FAQ/Walkthrough by Haeravon Version: 1.03 | Last Updated: 2013-03-26 | View/Download Original File Hosted by GameFAQs Return to Icewind Dale (PC) FAQs & Guides