BG EE part 7
Rasaad's Journey, Part II |
o======================================================================o
Sequence of Events: {WLK065}
1) Sharran Ambush
2) The Deepstone Clan's Woes
3) Thwarting Ovidiu's Ambush
4) Frontal Assault
5) Liberating the Lumber Camp
6) Cuddy's Kitchen Caper
7) Meems' Mighty Mixture
8) The Welcoming Party
9) Mercs and Monks
10) Jassar and Sephos
11) Alorgoth's Chambers
12) Kitchen Raid
13) Down to the Mines
14) Overseer Azmadi and Haldorr Deepstone
15) Alternate Access and Haralt Deepstone
16) Unleash the Dwarves of War!
17) Portal Run
18) Shadow Smiting
19) The Wheel of Obliteration
20) End of the Journey
Ambush Site (OH4290)
o======================================================================o
1) Rasaad's quest begins much like Dorn's with a good old fashioned
ambush as you traverse the World Map. The ambush party includes a
Sharran Sorcerer, a Sharran Assassin, a Sharran Monk, and a Sharran
Crusader. As usual, the Mage should be your first priority, but note
that the Crusader can cast Clerical spells, and the Assassin in this
case is really quite obnoxious with the whole Potions of Invisibility/
backstab thing. Annoying enough that you might want to use a True Sight
to keep him honest. Once they're dead, Rasaad will talk-the time to
deal with Alorgoth has come, since he's clearly not going to leave
Rasaad alone. If you've got Viconia in your party, she'll now take the
opportunity to depart forever, rather than fight her coreligionists,
so if you've got a mind to do Rasaad's quest, you'll need to leave
Viconia behind in the Pocket Plane before you get started. Heh. Hope
you have a back-up Cleric. For my evil Party, Jaheira had hit that
magic 6,000,000 experience mark by now, making her a... passable
substitute for Viconia. Just need to hope I don't need to cast Remove
Paralysis, Remove Fear, or Restoration. Anywho, loot your foes before
leaving-the Sharran Crusader will drop a suit of Full Plate Mail, a
Cloak of Protection +1, a Helmet, Pellan's Shield +2 and a Morning
Star +3. The Sharran Assassin will drop a variable number of Potions of
Superior Healing and Potions of Invisibility, a Torn Map and a Short
Sword +3. The Sharran Monk will drop a Potion of Extra Healing x3, a
Potion of Fire Giant Strength and a Potion of Magic Protection. Finally,
the Sharran Sorcerer will drop an Adventurer's Robe, a Potion of Extra
Healing, two Potions of Invisiblity, a Quarterstaff +1 and twenty Darts
of Stunning. Picking up the Torn Map will update our World Map,
providing us with our next destination... the Deepstone Clanhold.
Note: From my experience with Rasaad's questline, it's full of bugs.
Namely, Rasaad's banters sometimes just don't make sense. This might
have to do with the fact that I didn't include Rasaad as a full time
party member, but he just picked odd times to start talking about Yaga
Shura. Sometimes he'll say what he's supposed to say, sometimes he
won't... just follow the walkthrough and ignore Rasaad and you'll be
fine... and when all else fails, picking dialogue option #1 to keep
Rasaad in line and happy.
Deepstone Clanhold, Exterior (OH4200)
o======================================================================o
2) If you thought that, after Dorn and Hexxat's quests, no new areas
would be added to the already-cluttered Throne of Bhaal World Map...
well, you were wrong. As soon as you enter this area you'll be pestered
by a Dwarf named Lemp Coldhearth, who'll ask what your business here is.
Play nice and insist you're no friend of the Sharran and he'll take you
to the west to talk to Meems Dugdeep, leader of the Deepstone clan...
such as it is. Apparently these Dwarves dug into something that drew the
attention of the Sharrans-when will Dwarves learn that digging leads to
trouble? Anyways, most of the clan was killed or enslaved, the latter
group now works in the mines or in the forests. There are three ways to
get into the Deepstone Clanhold-first is a direct assault on the gates,
second is by helping the Dwarves blast into the mines. The third option
involves freeing the Dwarves in the lumber camp and riding some logs
down-river and past the Sharran bridge guards. If you provoked Lemp
Coldhearth when you entered, Meems and company will be hostile as well,
which eliminates the blasting option... but not the river option.
Options are great and all... unless you have to write about them. Then
you have two options-write several different walkthroughs to cover all
the possibilities or... well, be lazy. I'm going for lazy this time.
My favorite approach is the direct approach, but honestly, you can
penetrate the Deepstone Clanhold all three ways if you cared to. The
blasting and log-riding routes force you to fight fewer foes, but that
means less experience and goodies, unless you backtrack... and since
the front door is so much more straight-forward, that's how I'll
cover it... with a few notes to help out folks going different ways.
Don't worry, we need not make our decision just yet.
***ITEMS***
(x=900, y=2350) Battle Axe +1, Throwing Axe x40
(x=750, y=2510) 47 gold
(x=750, y=2530) Arrows x40, Arrow of Piercing x20
(x=710, y=2500) Potion of Extra Healing x2, Elixir of Health x2,
Potion of Clarity, Potion of Invulnerability,
Potion of Magic Shielding
<---------------------------------------------------------------------->
3) First, head east from Meems' camp to find a road running to the
north-east. Follow it a short distance until you find a stone circle
surrounded by four obelisks. Don't approach too close, however, as Dwarf
named Rolf Hammersparks (x=2980, y=2080) awaits you. If you approach
him, he'll either warn you about an ambush or-if you get too close-the
ambush will succeed. Instead, circle around the obelisks to the north
(you should find a path running south-west to the stonework) and leave
most of your party east of the tree at (x=3050, y=1620). Approach with
only one warrior, moving to the edge of the stonework to trigger Rolf's
warning. Annoyed that Rolf spilled the beans, the leader of the
ambuscade-one 'Sharran Guard Ovidiu' will show up and approach the
stonework and curse the Dwarf. Attack him with the warrior who
approached Rolf, while the rest of your party attacks the rest of the
ambushers, up north. The Sharran Guards are all armed with bows, which
they prefer to use-sadly, you're already within melee reach. Ovidiu is
even more of a bastard, however, being armed with a Composite Longbow +3
and ten Arrows of Detonation, which he would have lovingly pelted you
with, if he had the chance. Aside from that, Ovidiu will drop twenty
Arrows +2, Plate Mail +1, a Bastard Sword +2, two Potions of Superior
Healing, two Oils of Speed, a Helmet, and an Intricate Key, which will
open the way to the Deepstone Clanhold. All his guards came equipped
with Splint Mail, a Helmet, twenty Arrows +1, a Potion of Superior
Healing, two Potions of Extra Healing, an Oil of Speed, a Composite
Longbow +1 and a Bastard Sword +1. If Rolf survived the attack he'll
wander back to Meems' camp without so much as a 'thank you'. Jerk.
<---------------------------------------------------------------------->
4) From the stonework, follow a path to the north-west a short distance
to reach the bridge leading across the river. On it are a pair of wussy
Sharran Bridge Guards who make the mistake of challenging you. Dispatch
them, then loot them each for a suit of Chain Mail +3, a Helmet, two
Scimitars +1, and three Potions of Superior Healing before continuing
across the bridge. You might want to pop on a Haste a few personal buffs
before crossing, but if you're willing to use a Time Stop/Horrid Wilting
combo, you shouldn't need any buffs. Across the bridge and through some
war-worn barricades you'll find five Sharran Gate Guards, a warrior
named Tallus, a Sharran Overseer, and a Sharran Sorcerer. Upon spotting
the party, one of the guards will raise the alarm, while the Sorcerer
orders the gate to be sealed. Too bad we already have the key, eh?
Anywho, pick on the Sorcerer first, as Mages are almost always the
most dangerous enemies on the field. Tallus seems capable of causing
some green explosion which does moderate damage and can knock foes
unconsious, but aside from his possession of 'Meems's Special Grog'
there's nothing special about him to indicate he should have any such
powers... Anyways, when your foes are all dead, get to looting. Tallus
will drom the aforementioned grog-another ingredient for Meems' bomb-a
suit of Hide Armor, a pair of Battle Axes, two Potions of Superior
Healing and two Potions of Extra Healing. The Sorcerer leaves behind a
a Mage Robe of Fire Resistance, a Ring of the Princes +1, five Potions
of Superior Healing and a Quarter Staff. Finally, each of the Gate
Guards drop a suit of Plate Mail, a Helmet, a Large Shield, a Potion of
Superior Healing, a Potion of Extra Healing and a Long Sword +1. We
could open the gates and walk right on in to the Dwarven Clanhold, but
we've still got some Dwarves to save, so... head back across the
bridge.
<---------------------------------------------------------------------->
5) North of the bridge you'll find the 'Lumber Camp'. When you approach
the Sharran in charge-Sharran Overseer Razvan (x=2550, y=800)-will waste
some time talking before hostilities inevitably break out. She's joined
by a Sharran Priest, who'll cast some mid-level buffs before summoning
an Aerial Servant, then trying to cast Hold Person, some Sharran
Overseers, who are wussies, and some Sharran Mercenaries, who... are
actually quite brutal in melee combat. This fight-as are most fights in
Rasaad's questline-can be easily won with a Time Stop/Horrid Wilting
combo. It's a tactic I'll use often during this quest, because of the
number of foes involved in many fights, and because... well, it's just
really effective. This fight isn't too bad even without spells, however.
Just keep an eye on your warriors in case those Sharran Mercenaries
score some cheap hits. They can hit very lower Armor Classes with only
moderate attack rolls, and they deal some mean damage. The Sharran
Mercenaries each drop a suit of Full Plate Mail, a Helmet, a Large
Shield +2, a Battle Axe +3, three Potions of Superior Healing, and a
tainted Oil of Speed. Sharran Overseer Razvan will leave behind a Potion
of Superior Healing, a Potion of Extra Healing and a Potion of
Explosions-the latter is one of the ingredients for Meems' bomb. The
Sharran Overseers each carried a suit of Leather Armor, a Potion of
Extra Healing, and a Club, while the Sharran Priest forfeits a suit of
Splint Mail, a Medium Shield, a Potion of Extra Healing and a Mace +1.
<---------------------------------------------------------------------->
6) After the fight (before you even get around to looting, in fact)
you'll be bothered by the leader of the lumberjack Dwarves-Cuddy
Dugdeep. Exchange pleasantries and state you're in the process of
liberating the Dwarves (dialogue option #1) and he'll question your
means of infiltration. If you pick dialogue option #3, he'll take his
survivors back to camp, considering the frontal approach too dangerous.
Pick dialogue options #1 or #2 and he will-if you play along and
question him (dialogue option #1 repeatedly)-suggest riding some logs
downstream, bypassing the guards and slipping into a secret entrance...
one the rest of the Dwarves apparently don't know about, or they
wouldn't be trying to blast their way into the mines. If you go along
with this, you'll sneak into the Kitchen of the Clanhold (OH4210), where
you'll meet two more Dwarves-Fillis and Killis. Those names sounds awful
J.R.R Tolkein... whatever, talk them into manning up and fighting the
Sharrans and you'll be presented with two more options-just go bust some
heads, or ask for their advice and they'll suggest using the dumbwaiter
to get down into the mines, where many more Dwarves await liberation-and
vengeance. Doing this will take you down into the mines (OH4220), where
you'll be immediately confronted by a Sharran Overseer and three Dark
Moon Monks, who are all wussies... except for the Monk's Quivering
Palm ability, which can kill characters outright. From here you can
keep assaulting the mines, or use the dumbwaiter to return to the
surface. From the kitchen, find a secret door at (x=1070, y=1800) which
will lead you back outside (x=1200, y=1900), should you need egress.
Then again, if you decline Cuddy's offer to ride down the river, he'll
head over to Meems' camp, and you'll lose the opportunity to sneak in
this way. You can always leave and then come back in via an alternate
route, if you feel so inclined. In any event, Step #7 will assume you
turned down Cuddy, or you left after snaeking inside. As I said before,
I prefer the front door, even though riding the river is the only
route that gives an experience reward... paltry as it is.
***REWARD***
(For sneaking into the Dwarven Clanhold with Cuddy)
EXP 1000 (each character)
<---------------------------------------------------------------------->
7) Turn down Cuddy, or return to the camp after breaching the Clanhold
and loot the Sharrans. Search around camp and you'll find the third and
final ingredient Meems needs-some Rock Salt. Now that you have all
three ingredients, return to Meems (x=1120, y=2500). Pick dialogue
option #1 twice to get blasting. You-and a rather large contingent of
Dwarves-will find yourselves in the south-eastern corner of the mines
(OH4220), in a tunnel marked 'Tunnel Under River'. From here you can
start murdering Sharrans, or sneak back outside and use the front door,
if you wish. Step #8 and on will cover this unimaginative approach,
regardless of what you did beforehand.
***ITEMS***
(x=2470, y=630) Rock Salt
(x=2500, y=620) Arrows +1 x40
Deepstone Clanhold (OH4210)
o======================================================================o
8) Walk right up to the gates (x=1000, y=1000) and head on inside.
You'll be greeted by a welcoming party of two Dark Moon Monks, two
Sharran Guards, a Sharran Mercenary and a Sharran Priest. If you are
lucky, you won't be bothered while you put down these six, but there's
a good chance another Sharran Mercenary will open the doors to the
north-west (x=1950, y=1250) and join the fray. If that's not annoying
enough, your presence in the Clanhold will soon be detected by a group
of Sharran Assassins led by one Danys Ten-Teeth, who are fond of using
Potions of Invisibility and the 'Poison Weapon' ability. I found the
initial group weak enough to kill with a straight melee assault-no
buffing required. For the Assassins, I put Stoneskin on whatever
character could cast it, and used a Gem of Seeing to keep them honest.
If you manage to kill the first group without them opening the door...
well, open the door and kill the Mercenary outside, but stay in the
first chamber and let the Assassins come to you. Once they're all dead,
get to looting-you know what they drop by now, magical arms and armor,
and a variety of potions. The only interesting drop is the Suryris's
Blade +2... which is just an old Baldur's Gate 1 Halberd. Yeah, I'm
getting lazy with the drops here, but it's taking up more space than the
descriptive text, and it's just as accurate at this point in the game to
tell you that the miscellaneous magical gear is worth selling, and
nothing else, and the potions are... well, I don't need to bother
pointing out why potions are useful, do I? Don't worry, I'll still point
out the good stuff, but from here on out, you can sift through the
garbage on your own.
<---------------------------------------------------------------------->
9) Apply some personal buffs and Haste before going through the doors to
the north-west. In the hall beyond you'll find a pair of Sharran
Mercenaries led by Torchadahl. In the barracks to the north-east
(more specifically, through the door at (x=2030, y=850)) are another
pair of Sharran Mercenaries led by Theyeredahl, who might join the
fight. About a half-dozen Dark Moon Monks led by Braitenbach WILL join
from the north-west. Be wary for Quivering Palm and withdraw and heal
wounded characters as necessary... and perhaps consider blasting them
with a Horrid Wilting (or three) if they group up. Once they're dead,
get to looting-the only item worth noting is another Plate of the
Dark +1, which was worn by Torchadahl. Loot the barracks where
Theyeredahl are/were for some minore goodies before advancing.
***ITEMS***
(x=1920, y=600) Scroll of Protection From Poison, Battle Axe +1,
Scroll of Protection From Acid
(x=2180, y=640) Bastard Sword +1, Arrows +2 x20, Arrows of Piercing x20,
Bullet +1 x5
(x=2320, y=730) Plate Mail +1, Large Shield +1, Iol Gem,
Scroll of Color Spray, Potion of Extra Healing,
Potion of Frost Giant Strength, 217 gold
***TRAPS***
(x=1920, y=600)
<---------------------------------------------------------------------->
10) Continue north-west the reach the end of the hall, then turn
north-east to find Jassar (x=1770, y=500) and Sephos (x=1820, y=520)
guarding a door (x=1850, y=450). These two are a pair of buttholes in
a straight fight... or at least Sephos is. He's a high-level
Fighter/Mage who uses some of our own tricks-namely buffing up and
making a nuisance of himself in melee combat. You'll need to use True
Sight and Breach to get through his defenses. Other than that, he also
has a Wand of Paralyzation, which he'll use to cause more mischief.
There are a number of ways to make this fight less annoying-like
starting with a backstab, or just using a Time Stop/Horrid Wilting
combo. Just start the casting out of their sight and you'll be fine.
Aside from the Wand of Paralyzation (which only has three charges),
they drop nothing interesting.
<---------------------------------------------------------------------->
11) Unlock the door they were guarding-no special key is required,
just... pick the lock. In the room beyond you'll find Shani, who'll
chatter a bit before attacking. If you try to bluff your way through
the conversation, she'll call to non-existant guards before vanishing...
but what fun is that? If you pick a fight, she'll start out with a
Spell Trigger and a Chain Contingency, putting up a bunch of buffs
including Globe of Invulnerability, Protection From Energy, Spell
Turning, Stoneskin, True Sight, and Protection From Magical Weapons.
Then she'll cast Time Stop, during which time she'll used Improved
Alacrity, Dragon's Breath, Web, then a series of Magic Missiles. After
that, she'll summon a Mordenkainen's Sword, then she'll cast a pair of
Horrid Wiltings. Ouch. Of course, my fully-buffed protagonist can be
made immune to everything she can throw at me. A True Sight, a few
Breaches, and she's gone. Loot her for a Potion of Extra Healing, a
Scroll of Spell Strike, two Potions of Invisiblity, and a Dagger +1.
Hrm. Not much of a reward for killing three high-level foes, is it?
Never fear-loot the room for the real goodies. The two journals here
don't really provide any useful information, so onto the real stuff.
The Night Walkers increase the wearer's speed a bit, and also make
the wearer immune to Web, Entangle, and Grease... effects that we
will encounter... oh... once more in the entire game? They also allow
the wearer to cast Shadow Door three times per day, but considering
how often enemies will use True Sight, it's not much of a defense
anymore. The Headband of the Devout is actually pretty nifty-it
bestows a constant Bless effect on the wearer, giving them a +1 bonus
to attack and damage. It also make them immune to Confusion, and
allows them to use Righteous Magic once per day, which will give them
+10 Hit Points, +3 Strength, and maximize damage dealt for one turn,
which is a pretty lengthy bit of time for max damage. On the negative
side, it can only be used by a Monk... or a Thief with the 'Use Any
Item' high-level ability. Sadly, I think Vhailor's Helm is better, so
I really don't have a use for it. Last and certainly not least is the
Cloak of the Dark Moon, which gives a +2 bonus to Armor Class (and
stacks with other protection items), give a +2 bonus to Saving Throws...
but only at night, makes the wearer immune to Blindess-an annoyance
we'll have to deal with shortly, but not something that's common
throughout Throne of Bhaal. It also allows the user to cast the potent
defensive spell Protection From Magical Energy three times per day,
lasting four hours per casting. Yeah, this cloak is pretty awesome.
So who gets it? My top choices are Dorn/Keldorn, or Jaheira. In the
former case... do I really need the Nymph Cloak anymore? The days of
reaction checks and appeasing merchants is past, and both of them could
really use the Armor Class. On the other hand, Jaheira's saves are
worse, Dorn/Keldorn both have weapons with reach that can help keep
them out of the worst of melee combat, and... well, the Cleric rule.
Protect your Cleric so they can protect others. I give it to the
character with half a dozen Heal spells. Plus, if you did Neera's
quest, Keldorn/Dorn should already be wearing the cloak of the Lich.
***ITEMS***
(x=1820, y=130) Alorgoth's Journal, Scroll of Protection From Undead,
Scroll of Protection From Acid
(x=1635, y=130) Journal of Boldcam Deepstone
(x=1650, y=150) Night Walkers, Headband of the Devout,
Cloak of the Dark Moon, Sisters of Light and Darkness
<---------------------------------------------------------------------->
12) Leave Alorgoth's Quarters and return to the hall. Enter a hallway to
the south-west, which quickly forks. Turn north-west and open a door at
(x=1200, y=1150) to find a room occupied by Taddaus (x=800, y=980),
a Sharran Priestling, and a pair of anonymous Dwarves led by one named
Fiddich (x=880, y=910). Kill Taddaus and Fiddich will speak to you.
Pick dialogue option #1 to gain some new allies in the fight against
the Sharrans-mostly useless now that this level is all but cleared-or
pick dialogue option #2 to send them back to Meems' camp. The real
deal is dialogue options #3 followed by #1, which will get Fiddich to
run down the entire level for you... which again is kind of wasted by
this approach, but it does get you a nice experience reward. In the
dining room to the south-west you'll find Phyllidus, a weakling Monk
who serves only to try to call non-existant guards on you. Also, if
you're curious, this is where Danys Ten-Teeth and her Sharran Assassins
started out. Finall for the east, the Kitchen lies through the door at
(x=1050, y=1650). If you didn't sneak in with Cuddy, Killis and Fillis
will be quite a bit less helpful. Also, you won't be able to use the
dumbwaiter. You can, however, find and use the secret door
(x=1100, y=1800) to sneak back out, should you need to... but if you
didn't sneak in with Cuddy, you won't able able to use this route to
sneak back in. Makes no sense...
***ITEMS***
(x=450, y=1550) Potion of Extra Healing x2, Antidote x3,
Potion of Clarity
***REWARD***
(For getting directions from Fiddich)
EXP 3000 (each character)
<---------------------------------------------------------------------->
13) Return north-east to the hall again. Now it's time to head to the
north-western end of the hall and explore up there. Go through the
north-eastern-most door to find Inquisitor Murundhi (x=1180, y=400).
Murder him and loot the room, then head into the room to the south-west
for more lootage. Finally, head down the stairs to the north-west
(x=300, y=700) to reach the mines.
***ITEMS***
(x=1150, y=300) Scroll of Identify, Cursed Scroll of Clumsiness,
Scroll of Protection From Acid,
Scroll of Power Word: Stun
(x=1200, y=250) Throwing Axe x10, 7 gold
(x=800, y=450) Scroll of Charm Person, 9 gold
***TRAPS***
(x=1150, y=300)
Deepstone Mines (OH4220)
o======================================================================o
14) Immediately upon reaching this level you'll encounter Overseer
Azmadi (x=2070, y=430) who, along with two Dark moon Monks watches over
two nameless Deepstone Dwarves led by Haldorr Deepstone (x=2040, y=400).
Rasaad ruins all hopes of avoiding a fight... and why would you want to?
Butcher the Sharrans and Haldorr will speak to you. It doesn't matter
what you say-they'll end up wandering off. Loot Azmadi for a Helmet of
Charm Protection, amongst other magical junk and potions. If you want
to trigger some chatter from Rasaad, head over to the glowing purple
pit to the north-west.
***ITEMS***
(x=880, y=550) Shadow Gem
<---------------------------------------------------------------------->
15) Continue south and you'll be attacked by a trio of Dark Moon Monks
and a Sharran Overseer... provided you didnt sneak in Cuddy and use the
dumbwaiter to get down to the mines. Also, some Sharran Guards might
come join the fun from the south-west if you didn't blast your way in
with Meems. One of said guards will drop a 'Holding Pen Key', which
isn't actually necessary. Now, for some things to do. Over at
(x=2500, y=1250) which you can ride up to the Kitchen, if you wish...
but again, without sneaking in with Cuddy, you won't be able to ride
it back down. Lame. Continue to the south-west and you'll find a trio
of Deepstone Dwarves along with their leader, Haralt Deepstone
(x=1770, y=1200). Talk to him and you'll end up freeing him, whether
you have the 'Holding Pen Key' or not. South of their cage you'll find
the 'Tunnel Under River', which, if you helped Meems make her bomb you
can use to escape the mines. For obvious reasons you can't do so if
you didn't help out.
<---------------------------------------------------------------------->
16) Well, all that was fun. Continue south-west until you reach a bridge
crossing a chasm. Cross it to the north-west to find a large host of
Sharrans including nine Sharran Overseers, a Sharran Monk, a Sharran
Sorceress, and their leader, Overseer Akuda (x=530, y=1180). When you
approach she'll harass a group of Dwarves led by Bentaxe Foekiller
(x=620, y=1050). Don't let their numbers fool you-these guys are
weaklings, as their experience values will show after Akuda talks to you
and the fighting starts. Go after the Sorceress first-Mage and all-then
wipe out the rest. Akuda can cast some Clerical spells, but she's still
not much of a threat. After the fight, Bentaxe will talk to you. He
wants revenge on the Sharrans, and won't settle for being sidelined.
Pick dialogue option #3 repeatedly to do so and he'll turn violent.
After he's dead, his more reasonable kinsman, Halnur Farcutter will
talk to you and accept your decision to send the Dwarves away... Or you
could just let them tag along, but they do get in the way... not to
mention they prevent you from saving and resting. In the end, it's
more rewarding to let the Dwarves tag along, however.
<---------------------------------------------------------------------->
17) Dwarves or no, continue into another chamber to the north-east,
which has little of interest inside. The chamber to the west, however,
has a bit more going on. Alorgoth awaits us at (x=440, y=720), guarded
by a Sharran Sorcerer, a Sharran Crusader, six Shadow Guards, and
Yxtrazzal. Approach and Alorgoth will speak to you-feigning ignorance
of Rasaad in an attempt to provoke him. Naturally, a fight ensues, but
Alorgoth and Yxtrazzal don't stick around. This fight is one of a
series of fights we'll have to survive, so I try to avoid taking too
much damage-something the Shadow Guards can certainly inflict,
especially with a Sorcerer behind them. I have Edwin/Imoen hit them
with a Time Stop/Horrid Wilting Combo, which should kill a few of them,
and weaken the rest. After a short while, several Shadow Creatures
will come through the portal to the Shadow Plane that Alorgoth created
(x=400, y=600). Your goal is to make your way through this portal-the
enemies don't matter, as the Shadow Creatures will continue to spawn.
They're not too rough in a fight, but they can drain levels, cause
fear, and blind characters... the perfect nuisance monsters. Clear the
way as much as possible-a single Sunray will take out many Shadow
Creatures-and when you've got an opening, bolt for the portal.
***ITEMS***
(x=1220, y=700) Shadow Gem x2
Shadow Plane (OH4230)
o======================================================================o
18) As soon are you arrive in the Shadow Plane you'll be assaulted by
a mixed group of Shadow Creatures and Shadow Fiends, so move characters
vulnerable to level drain to the back of the party and have them use
ranged weapons for now. Once the Shadows are defeated, head to the east,
leaving the cavern marked as the 'Crystal Chamber' and continue into
the one marked as the 'Shadow Cavern'. Alorgoth will taunt you before
running to the south-dispatch some more Shadows, and when all is
clear... it's time to spell-buff. Heal up, wait for any Blindness to
wear off-but don't rest. That'll just spawn more Shadows. Apply your
Dragon-fight buffs, including Remove Fear, summons, Haste, and personal
buffs-all that good stuff. When you're ready to go, follow Alorgoth
to the south-west.
<---------------------------------------------------------------------->
19) You'll find Alorgoth (x=540, y=1280) and Yxtrazzal (x=480, y=1150)
waiting for you. Alorgoth and Rasaad will exchange words before Alorgoth
tells Yxtrazzal to reveal her true form-that of a Shadow Dragon. The
portal back to the prime will vanish, trapping us here. Since we can't
retreat, we might as well fight, right? Ignore Alorgoth for this fight,
since he can't be killed. He's not all that dangerous, anyways. Neither
is Yxtrazzal, for that matter. In fact, she might be the weakest Dragon
we've fought since... the last Shadow Dragon, back in Umar Hills. Being
fully buffed, all I had to do is pop up some Greater Whirlwind Attacks
and pummel her to death. When Yxtrazzal falls (don't blink) the Shadow
Plane-or at least the part of it you're in-will start to collapse.
Endure more chatter and convince Rasaad not to be a retard and throw
his life away, then loot Yxtrazzal for some Shadow Dragon Scales, a
Black Opal, a Scroll of Shadow Door, the Wheel of Obliteration and
3272 gold. Grab the Wheel of Obliteration and equip it in a quick item
slot. Alorgoth will throw a tantrum, letting you know that the Wheel is
important. Return to where the portal to the Prime used to be (south
of the crystal cluster in the Crystal Chamber) and use it to reopen the
portal. Don't go through, however-I know the damage, screen-shaking,
and Meteor Swarm effects tell you to get out of here quick-like, but
you need to witness Alorgoth's demise-and talk Rasaad out of another
bout of stupidity-before you'll be whisked back automatically.
<---------------------------------------------------------------------->
20) Back in the prime, dispatch whatever baddies you left behind, and
Bentaxe will talk to you again (if you let him fight with you). He'll
offer you a reward for all you've done, and won't take no for an
answer. His reward-7500 gold-is... well, generous, but unnecessary now.
Certainly the gear we pulled off the Sharrans will sell for several
times more. Ah well. Rasaad will also speak to you, putting some
resolution on his vendetta and triggering another quest reward. Loot
the dead around where the portal stood for junk you might wish to sell
or drink-the only bit of intersting loot is another Pellan's Shield +2
dropped by the Sharran Crusader. Aside from that, you can have Cespenar
turn the Shadow Dragon Scales you found into... Shadow Dragon Scale
armor. You know, the same armor that was obsolete at the end of Shadows
of Amn? Anyways, Rasaad's journey is finally over.
***REWARD***
(For allowing Bentaxe to seek vengeance against the Sharrans)
Gold 7500
***REWARD***
(For defeating Alorgoth)
EXP 20000
o======================================================================o
| Sendai |
o======================================================================o
Sequence of Events: {WLK066}
1) Woodcutter's Welcome
2) Ambushed Outside of the Enclave
3) Ambushed Again
4) Woodcutter's Ruse
5) Forcing Your Way Through
6) Sacking the Guard Room
7) North Tunnels
8) South Tunnels
9) Staging Our Own Ambushes
10) Odamaron's Lair
11) Diaytha's Challenge
12) Diaytha's Demise
13) Dueling Captain Egeissag
14) Murdering Mithykyl the Mind Flayer
15) Crafting With Cespenar, VIII
16) Showdown With Sendai
17) Talking to Ourselves
18) Doubting Doubt
Woodcutter's Cabin (AR6111)
o======================================================================o
1) When you arrive you'll see a Woodcutter (x=1800, y=1450) with two
enchanted axes and Elven Chain Mail. A quick 'Detect Evil' reveals that
there are an awful lot of evil and magic resistant animals about! If you
talk to the Woodcutter he'll tell you he saw some Dark Elves in the
south-western corner of the forest, and implore you to go see. First,
loot his house for various goodies, including the Rune of Clangeddin,
which upgrades the Runehammer. Woodcutting must be awfully lucrative
around these parts!
Note: Try to avoid pissing off the Woodcutter or... well, those evil
little animals and the humble woodcutter will reveal that all is not as
it seems. I know, surprise, surprise, but if you provoke him now, you
won't be able to trigger the encounter in Step #4.
***ITEMS***
(x=600, y=400) 3 gold
(x=500, y=330) Arrows +3 x20, Bolts +3 x20, Bullets +3 x20,
Long Sword +3, Medium Shield +2, Rune of Clangeddin
(x=550, y=250) Potions of Superior Healing x5
(x=500, y=200) 1 gold
(x=150, y=200) 102 gold
Sendai's Enclave, Exterior (AR6100)
o======================================================================o
2) Take his advice and go north from his cabin and note a pair of
hastily-erected gravestones in the north-eastern corner of the area
which were apparently designed to look old. From there you need to go
west, then south. I send Jaheira over there alone, with the Shield of
Balduran equipped and Chaotic Commands in place. My reasons become
abundantly clear once a pair of Umber Hulk Elders (with enough Hit Dice
to be immune to Death Spell) a pair of Drow, and a Hive Mother appear.
Jaheira quickly runs back to the party, and the Umber Hulk Elders and
Drow will follow her to their demise. Once they're cut down Jaheira
heads back south and kills the Hive Mother by herself. I loot the Drow
for their Elven Chain +1, their Katanas +2, and some Potions before I
head back to the Woodcutter.
Note: Since most of the Drow will drop Elven Chain +1, I will no longer
record individual instances of it in the Items Section of the guide. It
might have been rare enough to note in Shadows of Amn, but it has now
largely become mandatory armor for the rank-and-file of Throne of Bhaal.
<---------------------------------------------------------------------->
3) This time he tells us that he heard some voices over by the graves
to the north. Alright, so head back up there. Again I lead with Jaheira
bearing the Shield of Balduran by a short distance. A pair of Gauth will
show up along with five Drow. I attack the Drow in the front-middle
first, to prevent him from casting spells while the Gauth pointlessly
attack Jaheira. They should prove no trouble, and two of them will
drop the same gear as the other two did earlier, while two of them
will drop some Bolts +1, Bolts +3, Elven Chain +1, and Heavy Cross
Bows +3, along with Antidotes, which the game is trying to give you
plenty of (hint!).
<---------------------------------------------------------------------->
4) Before I talk to the Woodcutter again I do some light spell-buffing
(Stoneskin, and Haste). Once you survive another ambush he'll get tired
of the disguise and attack you, and the various animals nearby will turn
into Drow as well. My protagonist immediately starts casting Time Stop,
while the rest of the party charges the Drow Wizard to the east to
quickly kill him. The Drow Warriors need to be respected here, as they
can use a variety of abilities, some can backstab (if we can dual-and-
multi-class, why can't they?) and/or use attacks like Kai, Called Shot,
Smite, and worst of all, Greater Whirlwind Attack. Once the Drow Wizard
to the east meets his messy demise the rest of my part surges west to
meet the Drow Warriors advancing. My protagonist finishes his Time Stop
and begins a series of Greater Whirlwind attacks which outright kill
three Drow Warriors, leaving only mop-up to be done once the sequence
ends. I don't have the 9th level spell slots to do that often, but since
I can move on Sendai after this fight at my leisure, I decide to smite
these Drow with excessive force. Once they're all dead the entrance to
Sendai's Enclave will reveal itself. Go up there and dispose of the
three Drow Warriors outside. I just want you to note that the Drow
Warrior captain took almost 150 damage to kill, and with high magic
resistance and access to the same feats that we've been using all along,
we need to take these upcoming fights more seriously. Fire Giants were
bad news, sure, but Fire Giants didn't use Greater Whirlwind Attacks.
Note From Lee:
Make sure to take the party all the way around in front of the cabin, as
there are a couple of asshole Drow with ranged weapons that will appear
to the north. By moving to the front of the cabin, the party will be out
of their range, at least initially, and you can focus on the Drow Wizard
without suffering any damage from missiles.
I place Edwin in the cabin doorway, which acts as a natural shield for
all attacks from the north and west. Jaheira and Anomen take positions
near the "deer" at (x=2000, y=1600), and my protagonist, Keldorn, and
Sarevok surround the Woodcutter. Once the Woodcutter and his "animals"
turn hostile, Edwin, Jaheira and Anomen kill the Drow Wizard (nee deer),
while the others take out the Woodcutter. After that (1-2 rounds), I can
slay the rest easily, keeping Edwin back out of harms way. I didn't even
need to spell-buff for this fight, although I can see how using some
simple buffs couldn't hurt...
***REWARD***
(For killing the Drow Captain and opening the way to Sendai's Enclave)
EXP 10000 (each character)
Sendai's Enclave, Entry Tunnels (AR6101)
o======================================================================o
5) Enter Sendai's Enclave at (x=1500, y=100) after disarming the trap
in front. Inside, Haste your party and continue down the stairs to the
north-east. You'll have to cut your way through a throng of Myconids,
who will be joined in time by various Spiders and Umber Hulks, so keep
on your toes and be wary of the poison and confusion flying your way.
Continue killing Umber Hulks and Spiders as you head north-east, until
you reach a platform containing six Drow and two Umber Hulk Elders.
These Drow aren't as potent as the group we just faced, massacre them,
loot and look around. There are three platforms adjacent to this one,
the one to the north-west contains two doors we can't access, and the
one to the south-east is... well... facing south, so it can't really
have a door, given the 2D-Isometric perspective. Since our choice is
made for us, we need to continue onward, to the north-east
(x=2900, y=700). Make sure to spell-buff, first.
***TRAPS***
(x=1400, y=150)
Guard Room (AR6109)
o======================================================================o
6) In this area you'll be assaulted by about a dozen Drow, including
a Drow Priestess and a Drow named Thelynn'ss. Other Drow have
capabilities beyond the norm that go unmarked, as some of the Drow are
Mages, some will use Called Shot and other abilities. Imoen and my
protagonist both cast a Time Stop, while I summon a Deva and an
Elemental Prince in the middle of the room to distract the Drow and
draw them together. Imoen goes first, and although the Drow have
magic resistance two still perish under her onslaught of Horrid Wiltings
and Comet, and many more are injured. Shortly afterward, my protagonist
goes, uses Greater Whirlwinds, and kills no less than five Drow,
including Thelynn'ss, thus removing their greatest threat. After that,
it's all mop up. They'll drop the same loot we've come to expect from
these Drow-valuable, but not worth wearing. Thelynn'ss will drop an
Amulet of Cheetah Speed, which I can't find a home for, since every
character is already wearing better, and the Drow Guard's Key, which we
need to proceed. As you go to leave you'll be treated by a cutscene
showing that Sendai is rather busy at the moment, and not fully
appraised of just what doom approaches her. She sets loose some slaves
in the north tunnels and her pets in the south, which she thinks
sufficient to stop us. This far into the game and we're still being
underestimated? Ah well. Take your pick, slaves or pets. Then when
you're done killing what you chose, head into the other tunnels and
kill the other creatures, too. Unless you're too good to bother getting
all that experience and exploring.
***REWARD***
(For obtaining the Drow Guard's Key and forcing Sendai to respond)
EXP 5000 (each character)
North Tunnels (AR6102)
o======================================================================o
7) Enter the north tunnels at (x=2370, y=550) where you'll witness a
Slavemaster encouraging some slaves to attack. In this case, it's some
Derro Berserkers, and what you have here is essentially another
endurance trial. Kill the Derro Berserkers and keep advancing, as they
will respawn endlessly. Eventually the Derro Berserkers will be joined
by Derro who use Crossbows, and about halfway through, Orogs will show
up. Keep moving, killing, and chasing the Slavemaster. At the end of the
tunnels he'll be waiting for you with a trio of Umber Hulks. Once the
Slavemaster dies, everything else will stop re-spawning and you can
safely loot the massive amounts of dead lying around... if you for
some reason still need any money. The Slavemaster will drop a pair of
Battle Axes of Mauletar +2, Plate of the Dark +1, two Potions of Extra
Healing, an Oil of Speed, a Potion of Invulnerability, and a Potion of
Storm Giant Strength... lots of Baldur's Gate 1 items returning late in
Baldur's Gate 2. Each Orog will forfeit a suit of Plate Mail +1, a Two
Handed Sword +2, a Helmet, and two bits of random loot (some coins, a
gem, a scroll, a potion, or some jewelry). Derro Berserkers leave behind
a suit of Chain Mail, a Helmet, some loot, and a Drow Halberd +3.
Finally, the Derro leave us some Bolts, Bolts +1, Chain Mail, a Short
Sword +2, a Light Cross Bow +1 (or a Heavy Cross Bow +1), and some loot.
Now, to prove a point I went far out of my way, wasted a lot of time and
effort, and discovered that the loot I obtained just in this room was
worth about 200,000 gold. Heck, with a high Charisma and reputation,
each Orog's gear sold for 4,400 gold. What's the point, you ask? Money
isn't an issue anymore in this this game after this... and really, it
shouldn't have been since Throne of Bhaal started. Even late-arrivers to
the game shouldn't have any serious concerns about Cespenar's upgrade
costs, which is really the only thing left to spend money on anyways.
Note: On my last playthrough, I spell-buffed before entering the North
Tunnels, then as soon as I was in, sent my party to kill the initial
Derro we encountered... all save my protagonist, who ran down the tunnel
ignoring all the enemies and triggering the Slavemaster's appearance.
I kept going until at the end of the tunnel the Slavemaster showed up
and decided to stand his ground. Then I used a Greater Whirlwind attack,
ran up, and smote him. After he was dead, I ran back to my party, since
all the enemies were after my protagonist (and let's face it, he's
strong, but not that strong). Once I regrouped, I turned to face the
massive horde of enemies tailing my protagonist. A Time stop/triple
Horrid Wilting combo all but ended the fight.
South Tunnels (AR6103)
o======================================================================o
8) Now I backtrack to the previous area and enter the south tunnels
(x=2620, y=450). The monsters in this area are finite, so they won't
stress your endurance too much, but other threats abound. What else
would a Drow keep as pets but Spiders, and Spiders mean poison. I lead
with my protagonist, who is immune to poison via the Ring of Gaxx,
Keldorn/Korgan, who are sporting the Ring of Anti-Venom, and Jaheira,
who is innately immune to poison, being a high-level Druid and all. If
you still have the Periapt of Proof Against Poiston, you can always
throw that on antoher character, as well. In classic Baldur's Gate
style, where there's a spider lair, there are web traps. As long as you
stay on the path, however, you'll be safe. The one unique creature in
this place is the spider Lashar'ra, whose poison can kill instantly.
However unlikely this is, her poison still does something along the
lines of 16 damage per second on a successful save, so only engage with
characters who are immune to poison. Lashar'ra can also use a variety of
clerical abilities: I've seen it use Heal on itself several times in one
fight, and it can also cast Summon Spiders. Lastly, it has a Vortex Web
ability similar to what Vortex spiders have, which can slow characters.
All in all, this route is a little easier than the northern tunnels if
you have the right equipment. Exit to the next area at (x=2800, y=100).
***TRAPS***
(x=700, y=550)
(x=850, y=500)
(x=900, y=640)
(x=900, y=900)
(x=1100, y=500)
(x=1300, y=700)
(x=1480, y=600)
(x=1800, y=1300)
Sendai's Enclave, Hub (AR6104)
o======================================================================o
9) Head north-east until you reach a platform with four bridges
extending off of it, one continues to the north-east, another lead to
the north-west, yet another extends to the south-east (which just leads
back to the north tunnels)... and finally, of course, is the path back
to the south-west leading back the way we came. In this area we'll find
some monsters milling about, to the north-west are two groups of eight
Drow, and to the north-east are two Umber Hulks and two Umber Hulk
Elders. The best thing about this area is the fact that we can sneak up
on these enemies! It's been a while, I know, but I assume we still know
how to mark their location and hit them with area-of effect spells like
Horrid Wilting and Incendiary Cloud.
Odamaron's Lair (AR6110)
o======================================================================o
10) I head north-west first, into the building at (x=950, y=700). Once
inside, I refrain from taking the obvious approach and running to the
center of the room, as there are a pair of traps which block the stairs
up. Instead, I scan for traps, disarm them with an invisible character,
and bring the Lich Odamaron into view. He'll put up some spell-buffs
and begin to cast True Sight, wasting his first turn. As soon as the
traps are removed I quickly charge with my protagonist and a Cleric,
who both immediately set off a Sunray, which should outright kill the
Lich, or at least bring victory within easy grasp. I thank Odamaron for
playing and loot his body for the Eye of Tyr, a Drow Wardstone, and
the Heart of the Damned. Two upgrade components from one critter? Not
bad. Loot the pipe near the stairs where you entered to score the
Skull of the Lich. Make that three upgrade components. As you leave,
you'll get another cutscene involving Sendai, who is informed of just
who, exactly, is assaulting her. That makes her react a little more
respectfully, and she sends her priestess, Diaytha to stop you after
she... uh... relieves her Guard Captain of command.
Note From Lee:
I don't know if I just got lucky, or if this is a sound strategy, but
I simply waited at the entrance and let him cast his Time Stop and
other shit. Once he's done with that, he moves forward to engage and I
cut him down in 1-2 rounds. Anomen was stunned during the assault, but
other than that I suffered no damage or other impairment.
***ITEMS***
(x=800, y=100) Potions of Superior Healing x2, Skull of the Lich,
Potions of Extra Healing x3, Potion of Master Thievery
(x=250, y=200) Arrows +3 x20, Bolts +3 x40, Bullets +4 x40
(x=220, y=600) Sphene Gem, Tchazar Gem
***TRAPS***
(x=750, y=280)
(x=800, y=280)
(x=800, y=100)
***REWARD***
(For forcing Sendai to send Diaytha to halt your advance)
EXP 5000 (each character)
Sendai's Enclave, Antechamber (AR6105)
o======================================================================o
11) Now head to the north-east (x=2550, y=600), where you'll find
Diaytha. Despite what Sendai says, she seems utterly content to
underestimate you, since you're not Drow. And hey, why not, it's not
like we've killed scores of Drow and all but obliterated an entire Drow
city. Anyways, she challenges you to meet her in Ogremach's chamber, and
if you defeat him, she'll deign to confront you. We might as well,
since it's the only way we can go. Go through the door to the south-east
to find Ogremach, Prince of Earth. I prefer to lure him and his Greater
Earth Elementals out, since the room is trapped. Also, we can bottleneck
them at the door and impose a severe disadvantage upon them. Ogremach
is nothing special, he'll use Stoneskin and Earthquake, has a lot of
Hit Points, and is immune to crushing weapons, but he's just a melee
enemy that the party can gang up on and kill. I engage him with my
protagonist first, who is protected by Stoneskin and hence should come
out of the fight fairly unscathed. Just be sure to withdraw characters
as he injures them, as he can deal an awful lot of damage very quickly.
Still, it's nothing that can't be blocked by Stoneskin, and a few
Greater Whirlwind Attacks should suffice to put him down.
***ITEMS***
(x=1200, y=1000)
<---------------------------------------------------------------------->
12) With Ogremach dead, the door to the north-west opens. After
spell-buffing, I send my protagonist (and his simulacrum) up first to
meet Diaytha, who is joined by a Vampire, a Demon Knight, an Abishai,
and a Hive Mother. I lead with the simulacrum, and I don't bring
Diaytha into sight. She has some things to say, but won't address a
summon. The rest of her group, however, will respond, and my simulacrum
uses Greater Whirlwind(s) to quickly cut down the Vampire, Demonknight,
and Abishai. If he dies, so be it, it's just a simulacrum. Now my
protagonist withdraws, who was just there to spot for the simulacrum
anyways. Jaheira puts on the Shield of Balduran and leads the second
charge into the room. Diaytha speaks, and Jaheira heads straight for
the Hive Mother to occupy it, while the rest of the party falls upon
Diaytha, who would have taken great delight in hitting us with a
Creeping Doom if we gave her the chance. My party then cuts down the
Hive Mother. Another variant of this, which is more proactive, involves
my protagonist bringing Diaytha into sight while spotting for his
simulacrum. She talks, my protagonist retreats into the hallway before
the room and casts Time Stop, while my expendable simulacrum cuts down
the rabble. Diaytha should hit the simulacrum with her Insect Plague,
which is too far away to spread to the rest of the party. My protagonist
completes his Time Stop and proceeds to cut down both Diaytha and the
Hive Mother with Greater Whirlwinds. The Demonknight drops a Two Handed
Sword +1, and Diaytha leaves us a suit of useless Drow Full Plate +5,
and the Darksteel Shield +4, which goes on Jaheira since Anomen/Viconia
both have worse saves, and hence are using the Shield of the Order +4.
Big surprise, another tough-talking mortal who was no match for us.
Head through the door at (x=900, y=500).
Arena (AR6106)
o======================================================================o
13) In this area you'll be confronted by another foolish mortal,
Captain Egeissag, who hasn't learned from Diaytha's mistake. Nearby is
your friendly Spectator buddy that we met in the Sahuagin city. The
Spectator seems somewhat certain that we'll squash Egeissag into 'so
much mush', and will suggest to Egeissag that he challenge the
protagonist to a one-on-one fight so he can claim credit for defeating
the infamous Bhaalspawn all by himself. Egeissag-suffering from a lapse
of sanity-seems to think this is a good idea. If we refuse, we can just
smash Egeissag the old fashioned way, but we'll have to deal with his
archers, which are in unreachable locations. I'd rather not bother
getting into a shooting match with a bunch of Drow I can't reach, so
I accept. Whoever loses dies, along with all of their allies in the
room. The Spectator's True Sight will decidedly work against us, and
Captain Egeissag is a high enough level Fighter that he can use some
abilities. Still, with Stoneskin on he can't touch me, and with
Greater Whirlwind, I can certainly touch him. By the way, did you know
that Egeissag backwards is Gassiege? I don't get it, but what a crappy
name. He dies in one round, Hardiness didn't help him much. After he
dies, his Drow archers follow suit, and the Spectator complains about
Drow summoning him for their moronic tasks. He'll thank you again for
freeing him from the Sahuagin city and kindly ask that you wait for it
to leave before you collapse the roof to this place. Another Sendai-
cutscene ensues. She sends out her only standing ally left, Mithykyl
the Mind Flayer. Loot Captain Egeissag for some Drow crap that will just
turn to dust shortly, two Potions of Superior Healing, and the Bowstring
of Gond, with which we can upgrade a variety of weapons
Illithid Chambers (AR6107)
o======================================================================o
14) Head out the door at (x=1000, y=400) and smite an Ulitharid and an
Umber Hulk when you arrive. Time to switch to typical Mind Flayer
tactics. Chaotic Commands on the protagonist, ranged weapons for
everybody else... or hit-and-run backstab bonanza, whichever you prefer.
Through the door to the south-east (x=600, y=750) you'll find a Vampiric
Illithid waiting for you to come along and smite it. Through the doors
to the north-east (x=600, y=500) and (x=750, y=400) you'll find
Mithykyl, some Ulitharid buddies, and some Umber Hulk pets. They're not
strong or numerous enough to really give you much challenge. I retreat
into the first room and bottleneck them in the door way with my
protagonist while the rest of the party shoots away. Good tactics never
need to change. For my evil party, this place is a breeze. My
Fighter/Mage/Thief is sporting an Armor Class of -11 (-14 with Blur),
and she is, quite frankly, nearly untouchable by these critters.
***ITEMS***
(x=600, y=600) Garnet, Bloodstone Amulet, Potion of Insight,
Bolt +2 x40, Arrows of Ice x40, Bullets +3 x30,
Liquid Mercury
<---------------------------------------------------------------------->
15) The fight with Sendai is imminent, but before we go confront her,
there are some items we should make. We've obtained the Eye of Tyr,
the Skull of the Lich, the Heart of the Damned, the Bowstring of Gond,
and Liquid Mercury. With those items in hand I will upgrade three
items I've been using for a while now, and with the Liquid Mercury I'll
finally create a worthy off-hand weapon for my protagonist:
Angurvadal +5
-------------
(10000 gold)
(Angurvadal +4)
(Liquid Mercury)
Now this is more like it. It raises your Strength to 22 and protects
you from level drain when equipped. For Fighter/Thieves and other
two-weapon Fighters, this is the protection from level drain you've
been waiting for. Late, sure, but here, nonetheless. Angurvadal +5
functions as a weaker Crom Faeyr, its bonuses make it appealing as an
off-hand weapon more than anything else. My evil protagonist doesn't
need the Strength boost, having a natural 22 Strength, but I'll still
keep the weapon handy for when level-draining foes show up. Besides,
until I obtain and upgraded Hindo's Doom, there's really not anything
better to put in my off-hand.
Carsomyr +6
-----------
(5000 gold)
(Carsomyr +5)
(Eye of Tyr)
There's no real brain-work to be done here, this upgrade takes the best
Paladin weapon in the game and makes it just a little bit better. One
might say, it doesn't seem fair, Carsomyr was already godly before. And
they're right. It's not fair. But it's not fair in a way that benefits
us. Keldorn cries tears of righteous fury for all evil critters in his
path, I'm sure.
Darkfire Bow +5
---------------
(5000 gold)
(Bowstring of Gond)
(Darkfire Bow +4)
Supposedly the best Short Bow in the game... I prefer the Short Bow of
Gesen, myself. Less THAC0, more damage, and it doesn't use up the
Bowstring of Gond, which is the most competed-over component in the
game.
Firetooth +5
------------
(5000 gold)
(Bowstring of Gond)
(Firetooth +4)
Now this is better. The Bowstring of Gond doesn't make Firetooth much
better, but unlike its competitors-Darkfire and Taralash-Firetooth is
already a weapon that's good enough to be used. I don't think that
Darkfire or Taralash beat the competition even with the Bowstring of
Gond, so why bother using it on weapons that aren't up to snuff when
I can use it on a great weapon like Firetooth and make it greater?
Purifier +5
-----------
(5000 gold)
(Eye of Tyr)
(Purifier +4)
This weapon is really, really trying to be Carsomyr, and with the
upgrade... it actually comes close. If you're a Paladin married to a
shield, this is the best you can get, and really, it's not bad. 30%
magic resistance, Dispel Magic twice/day, Mass Cure once/day, and
+5 damage versus Chaotic Evil foes immitates Carsomyr... Only Carsomyr
Dispels Magic each hit, has 50% magic resistance, and gets up to a +6
enchantment. It makes a respectable attempt... Still, Carsomyr it is
not.
Runehammer +5
-------------
(5000 gold)
(Runehammer +4)
(Rune of Clangeddin)
The Runehammer +5 gains the ability to raise your Strength to 22 once
per day (I don't see why this couldn't have been a permanent effect),
protects you from fear, casts Mass Cure once per day, and deals two
more points of damage to undead. Best of all, it goes up to a +5
enchantment.
Spectral Brand +5
-----------------
(5000 gold)
(Skull of the Lich)
(Spectral Brand +4)
An instrument of unholy death it may well be, but I put it in the hands
of my Druid, nonetheless. Jaheira can't really ask for a better weapon,
which is good, because there's not one out there for her. It now gives
her Negative Plane Protection while equipped and can boost her THAC0
by ten for three rounds. The +5 enchantment and extra cold damage
helps, too.
Sword of Mask +5
----------------
(5000 gold)
(Heart of the Damned)
(Sword of Mask +4)
Well, this is the best Short Sword in the game, and big surprise, it's
not too impressive. Sure the the Entanglement for four rounds is nice,
but compared to other common debilitating weapons, it just doesn't stack
up. Also the 15% chance to level drain seems decent at first, but think
of the level most enemies are now. Think of how many hits that would
take to significantly weaken them, much less kill them? I mean, Axe of
the Unyielding and the Ravager have a 10% chance to KILL, and Flail of
the Ages has a 33% chance to Slow an enemy. Entangled enemies can still
fight back. Dead ones cannot, and slowed ones are at a severe
disadvantage. If you're not sold on this, there's another weapon we'll
find that can be upgraded with the Heart of the Damned.
Taralash +5
-----------
(5000 gold)
(Bowstring of Gond)
(Taralash +4)
Another bow upgrade which fails to impress me. I still prefer the
Mana Bow's magic resistance to Taralash's increased movement rate.
I prefer it so much, that like the Gesen Bow, I'm willing to accept a
+4 weapon over a +5 weapon. There's better uses for the Bowstring of
Gond.
Well, that's one heaping helping of new gear, including as many
essential and potent upgrades as we've received at once since the
beginning of the game. With this new arsenal, how could Sendai possibly
hope to stand against us? Okay, a few +1 bonuses to attack and damage
aren't going to change the game, but a little encouragement can go a
long way. Rest up and head back to Sendai's Enclave, now substantially
better equipped than we were when we left.
Sendai's Sanctum (AR6108)
o======================================================================o
16) Spell-buff as much as possible and head through the door at
(x=1100, y=100). Sendai is, of course, not happy to see you, but at
least she prepared a surprise for you. You don't get to just fight
Sendai herself, you get to fight a number of statue-Sendai of varying
classes before the real Sendai shows up. They come at you one at a
time (fortunately) and every time you kill one some Drow will show up
at the western exit. And not the weaker Drow, but Drow with spells,
Hardiness, Greater Whirlwind, and all that other bad news. The key is
preparation-have as many instances of Breach and Pierce Magic as you
can get. When Sendai's statues put up defenses, rip them down and kill
them. You'll also need plenty of True Sight spells. The biggest task
you have to accomplish to to stem the flow of Drow from the west, which
can be accomplished by summoning a Deva and an Elemental Prince and
using them to hold off the Drow. One won't last an entire fight,
however, so Jaheira prepares two. While the summons hold the west,
the party focuses their full and undivided attention on Sendai. In
this fight it's a good idea to keep some characters firing at a range,
since the pedestals upon which Sendai's statues stand can only be
assailed by a few characters at once. Don't just click to attack Sendai
and expect your mindless party members to make space for each other,
either. The first two Sendai statues are spell casters (watch out for
Insect Plague from the first, and a Time Stop combo including Meteor
Swarm and Gate from the second), while the third is a Thief. Next you
have to face a Berserker, then another spell caster who'll try to break
up the party with Symbol spells, a Fighter, then another Thief. Once
they're all dead Sendai herself will show up. She can summon Invisible
Stalkers to harass you, and if she's under pressure she'll 'twist her
onyx ring' to teleport away. This is when Edwin/Imoen use a Time Stop to
debuff her and hit the room with some offensive spells, and my
protagonist does his best to follow up with a Time Stop/Greater
Whirlwind sequence of his own. Stay on top of Sendai, and when she dies,
the fight ends.
***REWARD***
(For defeating Sendai)
EXP 40000 (each character)
<---------------------------------------------------------------------->
17) Once you stand victorious you'll be whisked away to deal with the
Solar again. Now you'll deal with your present, not your past. Gee,
I wonder what our next topic will be? The Solar will continue with its
vagueries, you'll counsel yourself, and when you're done learning
nothing you'll get some experience and another part of the Pocket Plane
will open up. Finally you'll be returned to Sendai's Enclave to do the
best part of any battle-the looting! You'll get more Katanas +2 and
Potions of Superior Healing than you can shake a stick at, along with
Drow crap, Onyx Rings, Gold Rings, and other various potions as they
suited Sendai's statues. Sendai herself drops a lot of Drow crap, but
of interest she'll leave behind a Wand of Cursing, Wong Feis' Ioun
Stone, and Studded Leather of Thorns +6. The Ioun Stone actually seems
like it might be worth using, as its Armor Class bonus, +15 Hit Points,
and regeneration are awfully enticing, even though it doesn't protect
against critical hits. Still... one untimely critical hit can affect a
negatively battle more than its bonuses witll benefit us. The Armor of
Thorns is quite obsolete compared to the White Dragon Scale, however.
Go through the portal at (x=650, y=600) to teleport to the forest
outside of Sendai's Enclave. The Bhaalspawn left to hunt are getting
thinner by the day. Before we pick on Abazigal, however, let's head back
to the Pocket Plane to finish the next challenge.
***REWARD***
(For enduring more revelations)
EXP 10000 (each character)
<---------------------------------------------------------------------->
18) Head south into the new challenge area, where you'll confront
yourself again. This time, the aspect of you that needs to be overcome
is doubt. Doubt kept you humble, innocent, and away from the taint. Of
course, it also kept you weak, naive, and vulnerable. To have doubt
now is to sacrifice everything we've gained, and jeopardize our future
ambitions, be they greedy or benevolent Once you deny doubt, one way
or the other, it'll turn into a Slayer and attack. Put it down and
this challenge is over.
***REWARD***
(For overcoming your doubt)
EXP 30000 (protagonist)
EXP 25000 (each character, save the protagonist)
o======================================================================o
| Abazigal |
o======================================================================o
Sequence of Events: {WLK067}
1) Draconis
2) Abazigal's Lair
3) Breath Potion
4) Olhydra, Prince of Water
5) Moribund Monk's Mission
6) Eyeball Extermination
7) Iycanth's Request
8) Retrieving the Eyestalk
9) Violence Always Solves Everything
10) Role Reversal
11) Earning Experience
12) Fll'Yissetat's Lair
13) Showdown With Abazigal
14) There Can Be Only One
15) Crafting With Cespenar IX
16) Fending Off the Favored
Abazigal's Lair, Exterior (AR6000)
o======================================================================o
1) Leave the forest outside of Sendai's Enclave by the means most
convenient to you and travel to Abazigal's Lair. I spell-buff fully,
including summons, Remove Fear, all that good stuff, then I move forward
to meet Draconis (x=780, y=880), Abazigal's son (also our nephew!) and
the first guardian we'll need to dispose of. I approach with only my
protagonist while the rest of my party waits off-screen, as Draconis'
first several acts will be to cast Stoneskin, Haste, Symbol: Fear,
Mislead, and let loose a Horrid Wilting which I really don't need to
catch my party in. After his first assault is over my protagonist uses
the Gem of Seeing, Imoen/Edwin uses Breach, and I attack Draconis in
earnest, summons and all. I ignore the Invisible Stalkers he summons,
and when he puts up his first Protection from Magical Weapon Imoen/Edwin
hits him with another Breach, after which the party should finish him
off.
After defeating his humanoid form, he'll taunt us and transform into a
Dragon. Edwin/Imoen immediately cast a Time Stop and hit Draconis with
two Pierce Magics and a Breach, which should remove his defenses
(necessary, because he's one of the few foes in the game who uses Spell
Immunity: Abjuration). Then my melee Fighters run up and try and hit him
with as many Greater Whirlwinds as possible. Draconis is an odd sort of
Dragon, as he uses Wing Buffet fairly often, along with Remove Magic.
He's also fond of going invisible, so he needs to be kept honest with
constant True Sight spells. Hit him when and where you can. When he
becomes 'Badly Injured' my protagonist ideally tries to get off his Time
Stop/Greater Whirlwind sequence to put Draconis down. The evil party has
a much harder time with this fight than the good party, thanks to
Keldorn's ability to quickly use True Sight whenever needed, whereas the
evil party has to spend a good bit of time casting (fortunately in the
Enhanced Edition, the Gems of Seeing really help)... Also, there's no
hope of a Time Stop/Greater Whirlwind sequence near the end to seal the
deal-you'll just have to stay on him, expend a whole lot of True Sights,
and hope for the best. When he falls, loot his body for Tzu-Zan's
Bracers, which can only be used by Monks. Of course, my
Fighter/Mage/Thief could also use them with the 'Use Any Item'
ability... but I prefer the Wondrous Gloves... Also grab Draconis' Head,
which we'll need to get into Abazigal's Lair. Pretty gruesome key, don't
you think? Thank Michael Bell for his voice work with Draconis and enter
Abazigal's Lair (x=500, y=700).
***ENHANCED EDITION***
Due to my troubles with Draconis in the original version of the game,
and the increased tenacity of Dragons in the Enhanced Edition in
general, I worried about the fight with Draconis the whole time I worked
on the guide. When I got to him, however, my evil party flattened him in
a laughably short amount of time. The differences that might explain
this, besides luck? I had Dorn instead of Haer'Dalis, which meant a
much greater melee presence. Also, my Gems of Seeing kept him from
being able to run away and cause mischief. I know it wasn't a vorpal
hit, however, as my protagonist landed the last hit. Later trials went
well, too, so I doubt it was a fluke-my evil party is just stronger in
the Enhanced Edition.
Abazigal's Lair (AR6001)
o======================================================================o
2) As soon as you enter the area, have your Thief detect traps, as you
are literally standing on one, and any movement forward with any
character save the unfortunate front-character (party position slot #4)
will result in it triggering. This problem is intensified by the fact
that you'll be attacked by a Greater Werewyvern and some Lesser Earth
Elementals, the former of which can cause trouble for a single,
unsupported Fighter. When the Greater Werewyvern dies, loot its body
for a Scroll of Stone to Flesh and an 'Empty Breath Potion Flask'.
Given the unusual drops, we should assume they're meant for something.
***TRAPS***
(x=1070, y=900)
(x=660, y=280)
Frost Salamander Cave (AR6008) and Breath Potion Room (AR6012)
o======================================================================o
3) There are four hot-springs in this room which can be explored, and
since Abazigal locked his doors, these underwater tunnels are indeed
our only work-around. Most of them can't be traversed yet, since we
just can't hold our breath long enough, so head into the spring at
(x=300, y=600) to surface in a room full of Frost Salamanders (AR6008).
Kill them and exit at the south-western end of the cavern (x=200, y=800)
to reach a rather well-furnished room occupied by a pair of Bone Fiends.
Smash them and loot the room before activating the pool at
(x=300, y=450) to obtain the Breath Potion.
Note From Lee:
The entrance to the chamber (where you first appear to fight the Frost
Salamandars) is a great place to grind for experience. Resting triggers
three of the buggers, and they aren't nearly as hard to kill as their
9000 XP each would seem to indicate.
***ITEMS***
(x=420, y=150) Arrows +3 x40, Bolts +3 x40, Bullets +3 x40
(x=500, y=250) Scroll of Stone to Flesh
(x=600, y=200) Arrows x120, Bolts x120, Bullets x120, Darts x120
***TRAPS***
(x=420, y=150)
Kuo-Toa Chambers (AR6002)
o======================================================================o
4) Return to the first chamber and investigate the hot springs. Two of
them still require us to obtain a rope so we can navigate them, so,
despite the illusion of choice, the only way we can proceed is to head
into the spring at (x=900, y=750). When you surface, you'll be
confronted by a mob of Kuo-Toa Archers and Warriors that foolishly
charge through a narrow tunnel. I equip many of my characters with
ranged weapons just so they can participate. Hitting the Kuo-Toa with
area-of-effect spells doesn't hurt, either, although they are resistant
to Horrid Wilting, so go with Comet, if you have the option. Why are
fish-men resistant to dehydration? You'd think that they'd be
particulary susceptible to Horrid Wilting... Ah well. In the room to the
west is a Kuo-Toa Priest and two Greater Water Elementals (which
resemble Water Weirds more than anything else). You can't attack the
Water Elementals in melee, so I just bring forth my protagonist
(protected by Stoneskin to serve as a target) and let my ranged
attackers safely take the elementals down. To the north you'll find a
Kuo-Toa Captain and two more Greater Water Elementals. From here, head
west to confront another Kuo-Toa Priest, two Greater Water Elementals,
and Olhydra, who can decimate characters at close-range (especially
with its aura), but unlike the Greater Water Elementals it doesn't seem
to have a ranged option. For it's lack of foresight, I shoot it to death
from a safe distance.
<---------------------------------------------------------------------->
5) Now head to the east and dispatch a Kuo-Toa Whip guarding a Monk.
Pick/Knock the locked door and approach to coax him to initiate
dialogue with you. He'll tell you that Abazigal's caverns are connected
by underground tunnels (I think we knew that already...) and that we
need a rope to explore the longer, darker, more convoluted tunnels.
Fortunately, the Monk just so happened to be able to hide a rope which
is long enough to allow you to navigate through the tunnels. How did
he hide a rope that must be scores of feet long? Don't think about it
too much. Not only that, but he'll tell you that he brought a 'Scroll
of Reversal' with him which serves a two-fold purpose. First, a she-
Dragon is geased to serve Abazigal and the scroll can free it. Second,
the scroll will dispel the wards keeping Abazigal's sanctuary sealed.
Without this most fortuitous encounter, we'd have had no way to
reach Abazigal's chamber, much less breach it. The Scroll, however,
was taken from him and (he can hide a huge bundle of rope, but not a
piece of paper?) and likely lies within the dungeon somewhere. After
telling you all that, the Monk dies and the game makes certain to note
that healing him was impossible and his death most permanent. As
opposed to all the other deaths in this game that we took for granted
as permanent? He'll leave behind Hindo's Hand when he dies, so be sure
to pick it up.
Cavern of Iycanth the Mad (AR6003)
o======================================================================o
6) Return to the main chamber and go into the northernmost of the two
unexplored springs (x=600, y=650). In this cavern you'll find a host
of eyeball enemies milling around. Seekers cast low-level spells like
Magic Missile, Aganazzar's Scorcher, Melf's Acid Arrow, and Flame
Arrow, and Eagle Eyes shoot missiles at you, which appear to be
normal missiles but are, in fact, magical. Neither one can overcome
the Cloak of Mirroring, however, and we know what that means-my
protagonist sweeps the area while the helpless enemies attack to no
avail. Sentinels summon low-level enemies, and Vigilants... I have no
idea, float around and make magical effects appear on you?
<---------------------------------------------------------------------->
7) Continue to the north until you run across Iycanth the Mad, who is
well deserving of the title. If you're nice and direct and ask him for
the Scroll of Reversal, he'll tell you that around here adventurers
work for their scrolls of reversal, and ask you to retrieve the
eyestalk of an invading Gauth he chased away a few days ago. You can
certainly choose the violent route, but in this instance it's far more
amusing and rewarding to go along with it. Say that this task is
beneath you (being an uber-powered Bhaalspawn and all) and he'll
suggest sub-contracting the job to the three petrified adventurers
nearby. First I'll discuss the violent, unimaginative route
(Steps #8-9), then I'll deal with the preferable route.
Gauth's Chamber (AR6011)
o======================================================================o
8) Go through the hot spring at (x=1100, y=700) to encounter the Gauth
and his Kobold companions-or were they Elder Orbs? Unfortunately, they
were Elder Orbs, and there's no real chance to force them to attack a
specific party member, like Jaheira. Instead, cast Death Ward on
everybody and Haste the party up and try and destroy the Elder Orbs as
fast as possible. Using a Time Stop/Greater Whirlwind sequence may help,
too (my protagonist regularly was able to kill two Elder Orbs in one
sequence, Stoneskins and all, and sometimes he was able to nail three,
if he scored a vorpal hit with the Axe of the Unyielding). At our level
we can come through this with no casualties, so long as we have just a
little luck and are rather aggressive. Once they're dead loot the Gauth
for its eyestalk.
<---------------------------------------------------------------------->
9) Return to the previous area and go through the hot spring at
(x=500, y=800) to reach Iycanth the Mad. If you chased him away with
hostility before, he'll immediately turn hostile and summon allies. If
you were nice, however, you can talk to him and commence hostilities,
which is in every way preferable since you can then choose who to
approach him with. Having him focus on my protagonist is far more
useful than having him pick on my 5th and 6th party slot characters.
He'll summon an Eagle Eye, a Sentinel, a Gorgon Eye, an Eye of the
Dead, and an Eye of the Beholder. The Eye of the Dead summons various
weak undead to bother you, while the Eye of the Beholder acts... just
like a Beholder. The Gorgon Eye shoots out ranged attacks that can
affect the whole party with Flesh to Stone, although it has to hit the
character it's attacking to force the rest of the party to save against
the effect (save vs. spells). If it focuses on the character wearing
the Cloak of Mirroring, however, its attacks will be utterly
ineffectual. My plan for this fight? I move my Mages from the back of
the party to the front, so they're nowhere near the enemies when the
fight starts and so my most well protected characters (my protagonist
with the Cloak of Mirroring and Jaheira with the Shield of Balduran
and a -11 Armor Class) are in the back of the party roster-and hence
near where the enemies will spawn. Edwin/Imoen then casts Time Stop and
proceeds to blast the enemies with as many Comets as possible, and
Horrid Wilting, which together should destroy all of the eyeball
monsters, and leave Iycanth alone and vulnerable, if not dead. Why
bother building up an elaborate strategy if you can just blast the
enemies into oblivion? Iycanth will leave behind the Scroll of Reversal
when he dies.
<---------------------------------------------------------------------->
10) On the other hand, for a more amusing and rewarding experience use a
Scroll of Stone to Flesh on one of the petrified adventurers to free
them all. Bondari, Tim Goldenhand, and Nanoc the Barbarian are now at
your service, and you find yourself taking the opposite role you've
been accustomed to occupying these two games-you're now the mysterious
quest-giver, and they, the eager, power-hungry adventurers looking to
make a name for themselves. I cheese this up as much as possible,
allowing my protagonist to make grand, sweeping narrative strokes as
he sends these out-matched adventurers on what is truly a minor little
fetch-quest. I offer them 100 gold for the task, at which they can
barely contain their excitement to get under way. Several days later,
they return, scheming as I'm sure we so often have schemed. They
suppose (correctly) that, being a powerful quest-giving character, we
must have good loot, and perhaps it would be more rewarding to just kill
us for our stuff than complete the quest. Of course, their innovative
tactics of Magic Missile, backstab, and attack are not nearly enough
to take on our super-Bhaalspawn protagonist, who turns into the Slayer
and kills them all. Bondari, realizing that this was not such a good
idea promptly reloads the game and decides to just give us the the
Gauth's Eyestalk we sent them after... as well as the Bronze
Pantalettes. After that, they depart, ending what is perhaps the most
amusing RPG segment outside of Summoner's (PS1) idle-title cutscene.
<---------------------------------------------------------------------->
11) Take the Gauth's Eyestalk to go through the hot spring at
(x=500, y=800) to reach Iycanth the Mad. Talk to him and give him his
Gauth's Eyestalk for a suitable reward (far more experience than if
you had just kill the Gauth and Elder Orbs yourself (which you can
still do, by the way). You can also fiddle around with some eggs
(x=440, y=400), which will spit out various eye minions (Eye of the
Beholder, Eye of the Dead, or a Gorgon Eye). You can summon up ten
enemies in this way, and since each one gives either 12,000 or 15,000
experience, it's a good 120,000+ experience. What's more, you can now
dispose of Iycanth, and you can do so on your own terms. I approach
with my protagonist, who is more or less invulnerable to whatever the
eyeballs can throw at him. Imoen/Edwin casts Time Stop and hits the
enemies with several Comets and/or Horrid Wilting spells to decimate
the hostiles (see Step #9 for more information). Between the eyeball
eggs, Iycanth and his minions, and the Elder Orbs, we can earn ourselves
a hefty 250,000~ experience, not including what we gained from giving
Iycanth the Gauth Eyestalk. Now that's some experience!
***ITEMS***
(x=500, y=300) Andar Gem, Potion of Superior Healing
(x=600, y=250) Scroll of Stone to Flesh, Juggernaut Golem Page
***REWARD***
(For giving Iycanth the Gauth's Eyestalk)
EXP 30000 (each character)
Item Scroll of Reversal
Fll'Yissetat's Lair (AR6004)
o======================================================================o
12) Exit the level at (x=1250, y=1800) and go into the hot spring at
(x=600, y=850) to reach Fll'Yissetat, the Green Dragon Abazigal has
geased into guarding his chambers. Use the Scroll of Reversal to free
the Dragon for some experience, or kill it. Better yet, do both by
freeing her, then telling her to show you some respect afterwards.
Standard Dragon fight rules apply-if you spell-buff before you get too
close. If you spell-buff nearby, she-like Saladrex-will attack. She
fights alot like Nizidramanii'yt did back in Shadows of Amn-keep an eye
out for Plant Growth (which acts like Entangle) and Creeping Doom. Also,
she uses a rather potent acid breath weapon with the area-of-effect of
Saladrex's fiery breath. Prepare some Protection from the Elements
spells to protect your weaker party members and prevent her from one-
shotting them with her breath weapon. Keep up the pressure and use a
few Greater Whirlwind attacks and she'll fall easily enough. She'll
leave behind Abazigal's Wardstone and The Specter's Ring (aka: Ring of
Improved Invisibility).
***REWARD***
(For using the Scroll of Reversal to free Fll'Yissetat)
EXP 10000 (each character)
Abazigal's Lair (AR6005)
o======================================================================o
13) Head over to Abazigal's Lair (x=100, y=1000). Before we even
consider attacking Abazigal, scout around the room and note where the
Frost Salamanders are. Our first order of business is to hunt them down
and kill them. My good protagonist attacks them in melee with ranged
support while my evil protagonist just does hit-and-run backstabs. Kill
all of Abazigal's minions without bringing him into view. Since he's
located in the middle of the level, this isn't very difficult to do.
Once all his minions are dead, I position myself along the southern edge
of the area and cast my longer-lasting spell-buffs (Blur, Stoneskin,
Iron Skin, Remove Fear, and the obligatory Haste). You should also
consider preparing up and casting as many instances of Protection from
Electricity (a 5th-level Mage spell) as you can-or if you find yourself
short of Breach spells, settle for Protection from the Elements instead
(7th-level Mage spell). The former is preferable due to its duration-at
one turn per level, there's no chance of it ending before you're done
with Abazigal... although the one round per level on Protection from the
Elements might suffice. After clearing out his minions and buffing, I
take my party north (leading with my protagonist) and engage Abazigal
(after the obligatory shit-talking). Protected by Stoneskin, my party
can gang up on Abazigal and take him down without my protagonist
suffering any damage. Like Draconis, after his biped form dies he'll
turn into a Dragon and attack. Now I summon allies and attack Abazigal
in earnest. The reason we attacked from the south instead of charging
from the east where we entered is simple-when he Wing Buffets, I don't
want him to knock my characters into the narrow entrance area. He can
block that entire area with his body, and fighting a Dragon without room
to maneuver is not a good idea. He starts out with Improved Haste,
Righteous Magic, Spell Turning, and Armor of Faith active. Imoen/Edwin
start out with a Time Stop sequence, followed by Pierce Magic, Breach,
and Lower Resistance to remove as many of his defenses as possible and
open him to further spell abuse. Still, it's most likely going to be
melee that wins the day, and with a full compliment of summons and all
my warriors using Greater Whirlwind Attack, it's only a matter of time
before he goes down. My protagonist withdraws once Abazigal hits
'Injured' status or lower and begins his own Time Stop sequence with the
goal of smashing Abazigal with Greater Whirlwind Attacks. When he falls,
he will, like Sendai, proclaim himself victorious in death and you'll be
whisked away to your Pocket Plane. Since we killed Abazigal second,
we'll be treated to a cutscene showing Balthazar turning on Melissan,
thus spelling out our next target.
***REWARD***
(For defeating Abazigal)
EXP 40000 (each character)
***REWARD***
(For... watching Balthazar imprison Melissan?)
EXP 4000 (each character)
<---------------------------------------------------------------------->
14) This time the Solar speaks to you about the remaining part of the
prophecy, but fortunately it summons Yaga-Shura to tell us about the
Five. The Five, Sarevok, and ourselves presumably controlled the most
of Bhaal's essence, and the more of our siblings that died and 'returned
to the source' as it were, the closer Bhaal's resurrection came. Now
there are just two of us left-ourselves and Balthazar, and a reckoning
is inevitable. We get more experience for just listening to the speech,
and when its done, we're returned to Abazigal's Lair, to loot as we
will. Abazigal will leave behind Gram the Sword of Grief +5, the
Flail Head (Electric), and Blue Dragon Scales. Once you've gathered
these items, head through the portal at (x=800, y=400) to exit
Abazigal's Lair. Elminster will show up and tell us-at length-that we
need to get inside Balthazar's monastery and bring the fight to him,
before he brings the fight to us, and that Saemon Havarian, our old
friend, might just be our key.
***REWARD***
(For enduring even more revelations)
EXP 10000 (each character)
<---------------------------------------------------------------------->
15) Of course, before we return to Amkethran, however, let's pay
Cespenar another visit:
Blue Dragon Plate
-----------------
(5000 gold)
(Blue Dragon Scale)
There's not much to say about this armor, it's essentially the same
thing as Red Dragon Scale, with the same Armor Class bonus, and the
same restrictions (no sneaking, no spells.) There's only two
differences, instead of 50% fire resistance you get 90% lightning
resistance. Fire is arguably more common than lightning, but even more
prevalent in Throne of Bhaal are death spells, Horrid Wilting, and
status-effecting spells, so the difference is rather moot. The other
difference? It's blue, not red. Let your aesthetics be your guide. By
the way, is it just me, or is making armor out of your brother's hide-
dragon or not-just a little creepy?
Flail of the Ages +5
--------------------
(5000 gold)
(Flail Head (Electrical))
(Flail of the Ages +4)
The awesome get awesomer... more awesome? Either way, this last head
exceeds all our expectations by not just adding another head and
boosting the Flail of the Ages to a +5 weapon, it also increases all
the elemental damage by a point as well. 1d6 +5, +4 elemental damage
(10-16 damage) becomes 1d6 +6, +10 elemental damage (17-22 damage).
Not only that, but the Flail of the Ages +5 now adds a cherished +5%
to Magic Resistance and gives the user Free Action, freeing up the
need for Edventar's Gift. Truly, it's hard to imagine a better weapon
for a Cleric... or a Fighter, or anybody, for that matter. This might
just be the best one-handed weapon in the game, but if you refuse to
choose between the Flail of the Ages and Axe of the Unyielding, just
use both.
Gram the Sword of Grief +5
--------------------------
(5000 gold)
(Gram the Sword of Grief +5)
(Heart of the Damned)
Now this is more like it. It gives a chance to drain a level every hit
(not the 15% chance like the Short Sword of Mask +5) with a save of
-5. In effect, that's about a 25% chance to drain a level, which is
blatantly superior to the Short Sword of Mask. Call me crazy, too, but
I prefer the 2d12 poison damage over the Entanglement any day. Lastly,
Magic Resistance is always nice, and something to keep an eye out for,
especially in big magic battles that characterize Throne of Bhaal.
Unfortunately, the Ravager +6 is by far the best two-handed weapon in
the game, and Gram, as much as it tries, just can't compete. Against
enemies immune to vorpal effects, (think bosses) it might be better to
try and weaken them with this weapon, then fish for the one-hit kill
that will never come. Still, it's a better weapon than the Short Sword
of Mask, and hence a better use for the Heart of the Damned.
Hindo's Doom +4
---------------
(5000 gold)
(Hindo's Doom)
(Hindo's Hand)
You really can't argue that Hindo's Doom is a fine weapon, although its
merits lie mostly with its defensive properties, as a +4 Katana with
no bonus damage doesn't impress anybody anymore. On the other hand, its
10% magic resistance and immunity to death magic is worth looking at.
Since it's a defensive weapon, this means one thing-it's worth looking
at in the off-hand, as our main-hand weapon (which receives most of our
attacks per round) is dominated by great offensive weapons like Axe of
the Unyielding and Flail of the Ages. I compare this weapon to
Angurvadal, the leading competitor for my off-hand... if your Strength
score is already 22, like my evil protagonist, it's hard to argue
against Hindo's Doom.
Juggernaut Golem Manual
-----------------------
(15000 gold)
(Juggernaut Golem Page)
(Stone Golem Manual*)
The final upgrade for the Golem Manual, and this time it actually is an
upgrade, although it's still a mixed blessing. First, since I ignored
the Stone Golem 'upgrade' earlier, I saved myself 10,000 gold, since
the manual can skip upgrades. The Juggernaut Golem itself is a fair bit
more potent than the Clay Golem, as a look at its stats will clearly
indicate. It also absorbs hits for the summoner, like Stoneskin does,
and this is the contentious point for this summon. For a Mage like
Edwin or Imoen, it works fine-they won't be getting hit much anyways.
But I had been using the manual with my Fighter/Mage, who was able to
use Vhailor's Helm to create a simulacrum which could in turn summon
another Golem. Cheap, but effective. But after absorbing five hits the
Golem will vanish, and its long been my strategy to absorb punishment
with my protagonist. This effectively reduces the Golem's lifespan,
since my protagonist is likely to sustain five hits rather quickly in
most fights. Of course, I can still do the double-summon and send my
Golems up first and let them go out the good old-fashioned way; by
taking damage or after 10 rounds. It's a change of strategy, sure, and
it's not an entirely helpful one, but the combat stats on the upgraded
Golem should more than make up for this potential defect. On the plus
side, Iron Golems take up a huge amount of space and can block enemy
advances, they're resistant to damage, deal a tremendous 8d8, +2d6
damage (10-60 damage) and can stun enemies, and with a THAC0 of -1,
they might even land a hit or two.
<---------------------------------------------------------------------->
16) Now, as is normal for our post-Cespenar session, it's time to
complete the test that was opened up for us. I send my party down into
the new south-eastern chamber, where Cyric will meet us. The current
Lord of Murder wants to check up on the potential competition, and at
length he decides that a 'test' isn't out of bounds for this place.
He'll tell you to prepare, and prepare I shall. I give my protagonist
the Gargoyle Boots for this fight and spell-buffs himself as much as he
can, while the rest of the party hides on the stairs to the north-west.
Three 'Favored of Cyric' will appear and attack, and they're high level
assassins who can go invisible constantly and cut down strong Fighters
with astonishing speed. They should, however, attack my protagonist.
He's compelled to attack when he can and keep up Stoneskin constantly.
The rest of the party attacks and should be able to slay them, now
that they're focused on my protagonist. When the last one dies, you'll
get the typical experience reward.
***REWARD***
(For overcoming your father's successor)
EXP 30000 (protagonist)
EXP 25000 (each character, save the protagonist)
o======================================================================o
| Balthazar |
o======================================================================o
Sequence of Events: {WLK068}
1) Big Metal Unit
2) Saemon's Snare
2) The Direct Route
3) Faheed and Majira
5) Showdown with Balthazar
6) Amelyssan the Usurper
7) Potential
Kerrick's Smithy (AR5502)
o======================================================================o
1) Return to Amkethran. First thing we should do is head to Kerrick's
Smithy (x=3050, y=850) and talk to Kerrick. If you have the Golden
Pantaloons, the Silver Pantaloons, and the Bronze Pantalettes he'll
put them through the Pantaloon Ergo-Magical Transmogrifier and make a
set of Power Pantaloon Battle Armor-or the Big Metal Unit. This 'armor'
bestows an Armor Class of -10, and by installing the Big Metal Rod
(acts as a Bow or Crossbow, for determining who can use it) allows the
wearer of the armor to use a variety of ammunition. Of course, it makes
you look and move like a big freaky Adamantite Golem. Anyways, use it
or not, the most important thing about this Step in the guide is the
fact that I can now combine the two files that comprise this FAQ. What,
you didn't think I had the Walk-though and the Indexes on the same file
while I wrote this, did you? Silly goose, I'm far too lazy to scroll up
and down every time I kill a new monster or find a new item that needs
to be recorded. Anyways, it's a solemn moment that indicates to me that
this FAQ is almost done, and I just thought I'd share it with my future
readers. You're welcome.
There are three ways to enter the Monastery, which I'll detail below.
The only way to do all three is to follow Saemon's route first,
then leave the Monastery grounds and kill all the Mercenaries and
Monks that spawn, then go get the key to the Graveyard from Jaheed and
Majira. Of course, there's no need to do this unless you're in
desperate need of experience, but still.
<---------------------------------------------------------------------->
2) Perhaps the least appealing way to reach Balthazar is via Saemon
Havarian. Enter the Smuggler's Cave at (x=2800, y=700) and talk to
Saemon. If you decide to work with him you'll find that his master
plan is to use some outfits he found to disguise yourselves. With the
disguises and Saemon's knowledge of what to say, you should be able to
convince the guards to let you in. His other route is to refer you to
Faheed and Majira (see Step #4, below.) Agree to follow Saemon's plan
and he will indeed get you inside the gate. Once inside the Monastery
grounds, however, it'll be revealed that Saemon was collaborating with
Balthazar. Like earlier in the game we were to be drugged by Saemon and
delivered to our enemies. Unfortunately for Balthazar, however, he
earned the ire of Saemon, who chose to not drug us this time. This time
Saemon's shifty nature works in our favor, and he leaves us-quite in
command of our senses and dangerous-to fight two Fighters, a Monk, and
two Mages. It sounds like it could be rough, but a single Time Stop
Sequence ends all effective resistance, as Imoen/Edwin blasts the Mages
to death with Comets and/or Horrid Wilting, and the survivors are mopped
up by our melee Fighters. Enter the Monastery at (x=1450, y=400) or
leave the Monastery grounds (x=400, y=900).
<---------------------------------------------------------------------->
3) If you walk right up to the gates (or leave the grounds after
Saemon sneaks you in) you'll have to fight hordes of Monks and
Mercenaries. They might seem endless, but they're not, and if you
survive their damage and Quivering Palms, it's a good way to net some
late game experience. Since I'm still only at 7,000,000 experience
points, I welcome every bit of experience I can get as I near the end of
the game. One of the many corpses can be looted for a Monastery Gate
Key, which can now be simply breached (x=800, y=1300).
Faheed and Majira's House (AR5508)
o======================================================================o
4) Go talk to Zakee Rafeha in his tavern and ask if he knows a way into
the Monastery, and he'll refer you to a pair of adventurers named Faheed
and Majira. They live at the house at (x=3400, y=250), and if you talk
to them they'll admit to having a key with which you can gain access
into the Monastery. Either tell them you're looking to kill Balthazar or
kill them and take the key. Their loot and experience is a perk, but
it's not so great that there's any real impetus to kill them. When they
leave the house (or this life), you can safely loot the house. Like it
matters anymore. Leave Faheed and Majira's House (Khalid and Jaheira?)
and enter the Graveyard at (x=1900, y=800). Go up the ladder and through
the casket at (x=800, y=200). Note that characters with a low Dexterity
might fail to climb the ladder and take some damage. Just keep trying
and they'll get up there eventually.
***ITEMS***
(x=200, y=200) 120 gold
(x=520, y=220) Rogue Stone, Emerald, Diamond x2, Pearl x3,
Plate Mail +1
Balthazar's Monastery (AR5505)
o======================================================================o
5) Once in Balthazar's Monastery, spell-buff up. You'll be fighting
lots of Monks just dying to hit you with Quivering Palm, so be
prepared and keep your characters with low saves safe. Throwing around
some Death Ward spells can't hurt. Balthazar will exchange words with
you, pointing out Melissan as the mastermind of the conspiracy that
formed the Five-and apparently destroyed it. Balthazar, however, is a
different sort of Bhaalspawn. His intent is to destroy the rest of the
Bhaalspawn, then kill himself, thus preventing the taint of Bhaal from
ever returning. Naturally, a fight ensues. Balthazar has a host of
abilities, but I use a Greater Whirlwind Attack with all my Fighters and
rush him, which is sufficient to kill him. It's an incredibly
uninspiring fight. The only things you need to watch out for is his
Lunar Stance, which can lower your saves and make it much more likely
that you'll get nailed by a Quivering Palm. Other than that, just focus
on Balthazar himself and ignore his cronies.
***REWARD***
(For defeating Balthazar)
EXP 40000 (each character)
<---------------------------------------------------------------------->
6) Again you'll be returned to the Pocket Plane for another session with
your Solar. This time it will summon up Melissan and expose the plans of
the puppet master herself. She'll reveal herself to be Amelyssan the
Blackhearted, High Matriarch and Deathstalker of Bhaal. During the Time
of Troubles Bhaal came to her, his greatest mortal servant, and
entrusted her with the rites that would resurrect Bhaal when the time
came. Of course, the downside of being an evil deity is that your
servants work for the cause itself, out of fear, and most of all-for
power. Melissan has decided to take that power for herself, the more
Bhaalspawn that died, the more power she had at her disposal. She led
the Bhaalspawn to Saradush, where they were destroyed by Yaga-Shura,
then she set us upon the Five, whom we killed one by one. All that
remains for us to do is dismiss our Pocket Plane and confront Melissan
at the Throne of Blood.
***REWARD***
(For enduring the Solar one final time)
EXP 10000 (each character)
<---------------------------------------------------------------------->
7) You'll find yourself back in Balthazar's Monastery. You can loot his
body for a Garnet, two King's Tears, an Emerald, three Diamonds, and
204 gold. Wee. Return to the Pocket Plane and head to the east, where
the last test begins. You'll encounter the Ravager, the representation
of your powers. It can summon Bone Blades, which can-in their numbers-
be more damaging than The Ravager itself. Use Hardiness, Stoneskins,
Iron Skin, Armor of Faith and anything else that'll protect you, as
this is a straight melee fight. Comet and Horrid Wilting might get rid
of some of the Bone Blades, but they'll just return. Use Greater
Whirlwind Attacks and keep on top of The Ravager and it'll fall,
eventually. Your last love-talk will occur, and all that's left is
to rest up and prepare for the final fight. There's no finesse involved,
it's going to be a pure endurance struggle against multiple rounds of
foes. Buffs should be your primary focus-prepare plenty of Stoneskins,
Iron Skins, and other defensive and debuffing spells. When you're
ready, exit the Pocket Plane at (x=2000, y=1000). If you want to go
level some more, by all means, go somewhere hostile and rest. Other
than reaching the experience cap, however, there's nothing left to do.
***REWARD***
(For realizing your potential)
EXP 30000 (protagonist)
EXP 25000 (each character, save the protagonist)
o======================================================================o
| Chapter 10 |
o======================================================================o
| Throne of Bhaal |
o======================================================================o
Sequence of Events: {WLK069}
1) Melissan I
2) Yan-C-Bin
3) Melissan II
4) Cyronax
5) Melissan III
6) Infernal Females
7) To the Victor go the Spoils
1) As soon as we arrive in the Throne of Bhaal, Melissan will be there
to welcome us. She'll throw up a Stoneskin and summon a pair of Bone
Fiends. I expend no special effort or resources on this fight, my
party rushes Melissan and beats her around until she flees. At which
point Melissan will retreat to absorb more of Bhaal's essence and a path
will appear to the south-west. Things will work like this for this
entire level-defeat Melissan, then a part of the level will open up,
guarded by some enemies. Kill them, cut off the pool that supplies her
with power, and fight Melissan again. After each Melissan fight and
each pool fight, heal up as necessary. She'll return stronger every
fight. She ignores elemental damage (at least from weapons), can't
be killed by vorpal hits (what a crappy end-boss that would be...),
and resists about half of the physical damage she sustains. She's also
got an impressive collection of spells, can do knockback attacks (like
a Dragon's Wing Buffet) and is pretty dangerous in melee, too. Still,
with overwhelming force she can be subdued, and by now many of my
Fighters have nearly a dozen Greater Whirlwind Attacks, and my
Clerics can cast several Heal spells each. It will come in handy.
<---------------------------------------------------------------------->
2) To the south-west you'll find Yan-C-Bin, Elemental Prince of Air,
who will summon some Vampiric Wraiths and Greater Air Elementals.
There's not too much in the way of tactics involved here: Use your
characters protected from level drains to focus on the Vampiric
Wraiths, then smite the rest of the elementals in melee. Once everything
is dead, activate the pool at (x=600, y=1400).
<---------------------------------------------------------------------->
3) Melissan will show up again, this time she'll summon a Shadow Slayer
to aid her, as well as some Bone Fiends. Since she's nastier this time
around, I use a Greater Whirlwind with my Fighters to put the hurt on
her, withdrawing wounded characters as necessary. With any luck, she'll
focus on my protagonist, who is healing at six Hit Points per round and
is therefore unlikely to need healing.
<---------------------------------------------------------------------->
4) Now the pool to the south-east opens up, which is guarded by another
Elemental Prince-Cyronax, Elemental Prince of Ice. He'll summon up some
Blizzard Trolls and Frost Salamanders. Again, it's a straight melee,
and I try to use my protagonist to soak up as much damage as he can
to avoid having to use healing magic. This is one of the few fights
where offensive spells will pay off, and hitting Cyronax and his
cronies with a Comet might be a good idea. Before the next round of
combat I expend my first spell-buffs, Protection from Evil 10' Radius,
Haste, and Stoneskin/Iron Skin.
<---------------------------------------------------------------------->
5) Activate the next pool (x=2000, y=1400) to bring Melissan back. I
have Imoen/Edwin use the Staff of the Magi to go invisible (thankfully
the Shadow Slayers cannot see invisible creatures) and immediately send
the rest of my party to the north. Melissan will summon several Shadow
Slayers, which I ignore. I focus on Melissan-who will teleport to the
north behind the beam of energy-and try to hit her as much as possible.
Her goal is to cast a Time Stop and wreak havoc on the party by
summoning demons, casting Storm of Vengeance, or just attacking (perhaps
mixed with a Power Word: Kill). In my experience, if she gets off this
Time Stop, you might as well reload. After I'm sure she's been
interrupted (I'm alive after a few moments) I use Greater Whirlwind
Attacks with all my Fighters and quickly pummel her until she flees.
<---------------------------------------------------------------------->
6) Now head to the north-east to encounter a powerful group of enemies,
including an Alu-Fiend, a Succubus, a pair of Mariliths, and a Fallen
Solar. I summon a Juggernaut Golem near them to draw their attention
while the rest of my party quickly crosses and attacks the Solar with
the sole intention of killing her before she gets off Creeping Doom.
Then I focus on the Alu-Fiend and Succubus, who will try and Charm our
party members ceaselessly. I ignore the Mariliths and endure their
abuse for now, as they're just the lesser of the evils. Once everything
else is dead they get my attention. I spell-buff to the max, summon
some monsters to the south near where Melissan will spawn and hit the
final pool (x=2000, y=450).
<---------------------------------------------------------------------->
7) Melissan shows up for the last time and grudgingly acknowledges that
you've exceeded even her expectations. This is the last round, and
I found this fight to be much easier than the last-perhaps because I
poured resources into it this time. As soon as she appears Imoen/Edwin
hits her with Breach, and all my Fighters (including my simulacrum)
use Greater Whirlwind Attack. Under such pressure there's little she
can do but die. After she falls the Solar will show up and tell her that
the gods have decreed this contest is over. Melissan will ultimately
fail to control the stolen Bhaalspawn essences within her and will
collapse. Imoen now must make a choice-and she willingly gives up her
Bhaalspawn taint, leaving us with the entire share of Bhaal's power. Now
we must choose our destiny-we can either give up the taint which will be
destroyed along with Melissan and live out our lives as a mortal being,
or we can keep the power, and ascend to godhood.
Watch the end movie we've earned and read the character bios for the
party members we finished the game with. The Baldur's Gate saga is over.
EVIL PARTY STATS: END OF CHAPTER 10
o======================================================================o
Dorn
Blackguard 33
Experience: 7658476
Hit Points: 152
Armor Class: -8
Paralyze/Poison/Death: 0 (-1)
Rod/Staff/Wand: 2 (-1)
Petrify/Polymorph: 1 (-1)
Breath Weapon: 1 (-1)
Spells: 3 (-1)
Weapon Proficiencies
Bastard Sword ++
Long Sword +
Two Handed Sword ++
Spear ++
Halberd ++
Cross Bow ++
Two-Handed Weapon Style ++
Sword and Shield Style ++
Armor: Shuruppak's Plate
Gloves: Gauntlets of Extraordinary Specialization
Helmet: Helm of the Noble +1
Amulet: Kaligun's Amulet of Magic Resistance
Weapon: Ravager +6 (THAC0: -11)
Gram the Sword of Grief +5 (THAC0: -10)
Firetooth +5 (THAC0: -11)
Shield: ...
Ring 1: Ring of Duplication
Ring 2: Ring of Earth Control
Cloak: Cloak of the Lich
Boots: The Paws of the Cheetah
Belt: Girdle of Fortitude
Misc 1: ...
Misc 2: ...
Misc 3: Horn of Blasting
<---------------------------------------------------------------------->
Korgan
Berserker 38
Experience: 7537756
Hit Points: 202
Armor Class: -11
Paralyze/Poison/Death: -2 (-2)
Rod/Staff/Wand: -2 (-2)
Petrify/Polymorph: 0 (-2)
Breath Weapon: 0 (-2)
Spells: -1 (-2)
Weapon Proficiencies
Axe +++++
War Hammer +++++
Mace +++
Two-Weapon Style +++
Armor: Silver Dragon Scale
Gloves: The Brawling Hands
Helmet: Eyes of the Beholder
Amulet: Periapt of Proof Against Poison
Weapon: Ilbratha +1 (THAC0: -6)
Axe of the Unyielding +5 (THAC0: -14)
Runehammer +5 (THAC0: -14)
Shield: Crom Faeyr +5 (THAC0: -12)
Ring 1: Ring of Regeneration
Ring 2: The Guard's Ring +2
Cloak: Cloak of the Sewers
Boots: The Paws of the Cheetah
Belt: Destroyer of the Hills
Misc 1: ...
Misc 2: Horn of Silence
Misc 3: ...
<---------------------------------------------------------------------->
Jaheira
Fighter 23/Druid 20
Experience: 3781012/3781012
Hit Points: 112
Armor Class: -13
Paralyze/Poison/Death: 1 (-1)
Rod/Staff/Wand: 4 (-1)
Petrify/Polymorph: 3 (-1)
Breath Weapon: 3 (-1)
Spells: 0 (-6)
Weapon Proficiencies
Scimitar ++
Dagger ++
Club ++
Quarter Staff ++
Sling +
Sword and Shield Style ++
Armor: Enkidu's Full Plate +3
Gloves: Legacy of the Masters
Helmet: Helm of Balduran
Amulet: Harper Pin
Weapon: Firetooth +3 (THAC0: -10)
Spectral Brand +5 (THAC0: -12)
Shield: Kazrah's Shield +4
Ring 1: Ring of Regeneration
Ring 2: Heartwood Ring
Cloak: Cloak of the Dark Moon
Boots: The Paws of the Cheetah
Belt: Girdle of Fire Giant Strength
Misc 1: ...
Misc 2: ...
Misc 3: ...
<---------------------------------------------------------------------->
Viconia
Cleric 39
Experience: 7504233
Hit Points: 115
Armor Class: -13
Paralyze/Poison/Death: -2 (-4)
Rod/Staff/Wand: 2 (-4)
Petrify/Polymorph: 1 (-4)
Breath Weapon: 4 (-4)
Spells: 3 (-4)
Weapon Proficiencies
War Hammer +
Club +
Flail +
Mace +
Quarterstaff +
Sling +
Two-Handed Weapon Style +
Sword and Shield Style +
Single Weapon Style +
Two Weapon Style +
Armor: Silver Dragon Scale
Gloves: Xarrnous' Second Sword Arm
Helmet: The Visage
Amulet: Amulet of Power
Weapon: Flail of Ages +5 (THAC0: -5)
Sling of Arvoreen +4 (THAC0: -10)
Shield: Shield of the Order +4
Ring 1: Ring of Fire Control
Ring 2: Holy Symbol of Talos
Cloak: The Spirit's Shield +2
Boots: Senses of the Cat
Belt: Girdle of Stone Giant Strength
Misc 1: Collar Bell
Misc 2: ...
Misc 3: Black Spider Figurine
<---------------------------------------------------------------------->
Protagonist
Fighter 18/Mage 16/Thief 21
Experience: 2577053/2577053/2577053
Hit Points: 149
Armor Class: -11
Paralyze/Poison/Death: -1 (-4)
Rod/Staff/Wand: 0 (-4)
Petrify/Polymorph: 0 (-4)
Breath Weapon: 0 (-4)
Spells: 1 (-4)
Weapon Proficiencies
Bastard Sword +
Long Sword ++
Katana ++
Dagger ++
Two Weapon Style +++
Armor: Aslyferund Elven Chain +5
Gloves: Wondrous Gloves
Helmet: Vhailor's Helm
Amulet: Amulet of the Master Harper
Weapon: Dagger of the Star +5 (THAC0: -8)
The Answerer +4 (THAC0: -8)
Shield: Hindo's Doom +4 (THAC0: -5)
Ring 1: Ring of Gaxx
Ring 2: Ring of Acuity
Cloak: Cloak of Mirroring
Boots: The Paws of the Cheetah
Belt: Elves' Bane
Misc 1: Juggernaut Golem Manual
Misc 2: Gem of Seeing
Misc 3: Wand of Spell Striking
<---------------------------------------------------------------------->
Edwin
Conjurer 30
Experience: 7606627
Hit Points: 82
Armor Class: -2
Paralyze/Poison/Death: 0 (-8)
Rod/Staff/Wand: -5 (-8)
Petrify/Polymorph: -1 (-6)
Breath Weapon: -6 (-13)
Spells: 2 (-6)
Weapon Proficiencies
Dagger +
Quarter Staff +
Dart +
Sling +
Armor: Robe of Vecna
Gloves: Bracers of Defense A.C. 3
Helmet: Circlet of Netheril
Amulet: Edwin's Amulet
Weapon: Staff of the Magi (THAC0: 12)
Crimson Dart +3 (THAC0: 10)
Shield: ...
Ring 1: Reaching Ring
Ring 2: The Warder's Signet +3
Cloak: Cloak of Displacement
Boots: The Paws of the Cheetah
Belt: Belt of Inertial Barrier
Misc 1: Book of Infinite Spells
Misc 2: Gem of Seeing
Misc 3: Efreeti Bottle
<---------------------------------------------------------------------->
Lots of changes... many of which were covered in the last explanation,
but some that weren't. My protagonist gained the 'Use Any Item' high
level ability, which allowed her to equip a few items she otherwise
couldn't have-namely the Wondrous Gloves and the Amulet of the Master
Harper. This allowed her to pass on the Amulet of Power to Viconia.
Viconia, for her part, benefited a good bit from the Silver Dragon
Scale, as it allowed her to also wear the Spirit's Shield +2, dropping
her Saving Throws and Armor Class to awfully good places. Korgan swapped
out his Red Dragon Scale for the second suit of Silver Dragon Scale and
reached an Armor Class of -10... a good bit lower than his Armor Class
was in my vanilla game. Dorn and Jaheira made do with the old suits of
armor-but both benefited from new Enhanced Edition Cloaks. My
protagonist ended up using Dagger of the Star +5, The Answerer +4 and
Hindo's Doom +4 as 'main' weapons, but I kept Daystar and Angurvadal +5
on hand in case I needed to damage undead or become immune to level
drain, respectively. With Runehammer +4 (Korgan) the Spectral Blade +5
(Jaheira), the Mace of Disruption +2 (Viconia) and Dorn's natural
immunity to level drain, everybody in my evil party save Edwin had
protection from negative energy. Also, with the addition of the two
Gems of Seeing, most fights were quite a bit easier in the Enhanced
Edition, since that many more characters could use True Sight at will.
All in all, the evil party got a good bit stronger in the Enhanced
Edition, what with new toys, and Dorn.
GOOD PARTY STATS: END OF CHAPTER 10
o======================================================================o
Keldorn
Inquisitor 31
Experience: 6952303
Armor Class: -8
Paralyze/Poison/Death: -1 (-2)
Rod/Staff/Wand: 1 (-2)
Petrify/Polymorph: 0 (-2)
Breath Weapon: 0 (-2)
Spells: 2 (-2)
Weapon Proficiencies
Bastard Sword ++
Long Sword ++
Two Handed Sword ++
War Hammer ++
Halberd ++
Cross Bow ++
Two Handed Weapon Style ++
Armor: Enkidu's Full Plate +3
Gloves: The Brawling Hands
Helmet: Helm of Glory
Amulet: Amulet of Seldarine
Weapon: Carsomyr +6 (THAC0: -11)
Ras +2 (THAC0: -7)
Firetooth +5 (THAC0: -12)
Shield: ...
Ring 1: Ring of Regeneration
Ring 2: Ring of Earth Control
Cloak: Nymph Cloak
Boots: Boots of Speed
Belt: Girdle of Fire Strength
Misc 1: ...
Misc 2: ...
Misc 3: ...
<---------------------------------------------------------------------->
Jaheira
Fighter 22/Druid 19
Experience: 3724742/3724742
Armor Class: -11
Paralyze/Poison/Death: -1 (-3)
Rod/Staff/Wand: 2 (-3)
Petrify/Polymorph: 3 (-1)
Breath Weapon: 1 (-3)
Spells: 0 (-6)
Weapon Proficiencies
Scimitar ++
Dagger ++
Club ++
Quarter Staff ++
Sling +
Sword and Shield Style ++
Armor: Shuruppak's Plate
Gloves: Gauntlets of Weapon Expertise
Helmet: Helmet of Defense
Amulet: Harper Pin
Weapon: Spectral Brand +5 (THAC0: -9)
Fire Tooth +3 (THAC0: -6)
Shield: Darksteel Sheild +4
Ring 1: Ring of Regeneration
Ring 2: Heartwood Ring
Cloak: Cloak of Displacement
Boots: Boots of Speed
Belt: Girdle of Hill Stone Strength
Misc 1: ...
Misc 2: ...
Misc 3: Black Spider Figurine
<---------------------------------------------------------------------->
Anomen
Cleric 38/Fighter 7 (Inactive)
Experience: 6910186/64000
Armor Class: -8
Paralyze/Poison/Death: 0 (-1)
Rod/Staff/Wand: 4 (-1)
Petrify/Polymorph: 3 (-1)
Breath Weapon: 6 (-1)
Spells: 5 (-1)
Weapon Proficiencies
War Hammer ++
Mace ++
Flail ++
Club ++
Quarter Staff +
Sling ++
Sword and Shield Style ++
Armor: Red Dragon Scale
Gloves: Gauntlets of Weapon Skill
Helmet: Helm of Balduran
Amulet: Sensate Amulet
Weapon: Crom Faeyr (THAC0: -9)
Runehammer +5 (THAC0: -5)
Shield: Sheild of the Order +4
Ring 1: Ring of Free Action
Ring 2: Holy Symbol of Lathander
Cloak: Cloak of Sewers
Boots: Gargoyle Boots
Belt: Girdle of Bluntness
Misc 1: ...
Misc 2: ...
Misc 3: Silver Horn of Valhalla
<---------------------------------------------------------------------->
Protagonist
Fighter 23/Mage 20
Experience: 3772991/3772991
Armor Class: -9
Weapon Proficiencies
Long Sword ++
Axe ++
Katana ++
Flail ++
Two Weapon Style +++
Paralyze/Poison/Death: -1 (-4)
Rod/Staff/Wand: 1 (-4)
Petrify/Polymorph: 0 (-4)
Breath Weapon: 0 (-4)
Spells: 2 (-4)
Armor: Aslyferund Elven Chain +5
Gloves: Gauntlets of Extraordinary Specialization
Helmet: Vhailor's Helm
Amulet: Amulet of Power
Weapon: Axe of the Unyielding +5 (THAC0: -10)
Daystar +4 (THAC0: -8)
Shield: Flail of Ages +5 (THAC0: -8)
Ring 1: Ring of Gaxx
Ring 2: Ring of Acuity
Cloak: Cloak of Mirroring
Boots: Boots of Speed
Belt: Golden Girdle
Misc 1: ...
Misc 2: Wand of Spell Striking
Misc 3: Juggernaut Golem Manual
<---------------------------------------------------------------------->
Minsc
Ranger 31
Experience: 6967195
Armor Class: -5
Weapon Proficiencies
Two Handed Sword ++
Spear ++
Halberd ++
Mace ++
Quarter Staff ++
Long Bow ++
Two Handed Weapon Style ++
Two Weapon Style ++
Paralyze/Poison/Death: 1 (-2)
Rod/Staff/Wand: 3 (-2)
Petrify/Polymorph: 2 (-2)
Breath Weapon: 2 (-2)
Spells: 4 (-2)
Armor: White Dragon Scale
Gloves: Bracers of Archery
Helmet: Helmet of Defense
Amulet: Kaligun's Amulet of Magic Resistance
Weapon: Ravager +6 (THAC0: -10)
Psion's Blade +5 (THAC0: -9)
Mana Bow +4 (THAC0: -10)
Shield: ...
Ring 1: Ring of Fire Resistance
Ring 2: Ring of Fire Control
Cloak: Montolio's Cloak
Boots: Boots of Speed
Belt: Girdle of Bluntness
Misc 1: Boo
Misc 2: Horn of Silence
Misc 3: Book of Infinite Spells
<---------------------------------------------------------------------->
Imoen
Mage 27/Thief 7 (Inactive)
Experience: 6559836/40000
Armor Class: -7
Paralyze/Poison/Death: 7 (-3)
Rod/Staff/Wand: 2 (-3)
Petrify/Polymorph: 4 (-3)
Breath Weapon: 1 (-8)
Spells: 3 (-3)
Weapon Proficiencies
Long Sword +
Dagger +
Quarter Staff +
Short Bow +
Dart +
Sling +
Two Handed Weapon Style +
Armor: Robe of Vecna
Gloves: Bracers of Defense A.C. 3
Helmet: Circlet of Netheril
Amulet: Amulet of the Master Harper
Weapon: Staff of the Magi (THAC0: 8)
Short Bow of Gesen (THAC0: 6)
Shield: ...
Ring 1: Ring of Protection +3
Ring 2: Ring of Wizardry
Cloak: Cloak of Reflection
Boots: Boots of Speed
Belt: Belt of Inertial Barrier
Misc 1: ...
Misc 2: Wand of Spell Striking
Misc 3: Efreeti Bottle
Items {ITM000} |
o======================================================================o
Below is a list of the various rare or unique items you can find in the
game. If the item has a name or is otherwise unusual you'll find it in
the section below, regardless of its quality. Therefore I'll record
named items of dubious quality (Halberd +2: 'Suryris' Blade') , but
magical items of the same quality may not be recorded (Halberd +2).
Perhaps I just like to think that the developers had a reason for
naming the item?
Finding Recorded Items in the Walkthrough {ITM001}
<---------------------------------------------------------------------->
You can simply do a search of the item's name to find the item's
location in the FAQ, or you can search the area number listed by the
item. It must be stressed that the latter method can be tedious, as
different events occur in areas at different times in the game. For
example, by looking at the location of the Cloak of Displacement you
might be tempted to make a quick journey over to Trademeet to obtain it.
Of course, you might not be aware that you need to complete several
quests in order to gain access to the merchant who sells it. Combine
this with the fact that I don't necessarily list the area number of
places I visit on subsequent visits, and it can be rather difficult to
find an item with just the area number. On the other hand, searching for
the name could prove fruitless as well if the full name is broken up by
a line change in the Walkthrough. This can be overcome by searching for
a key word in the name (i.e. 'Unyielding' in the Axe of the Unyielding.)
Of course, even this isn't fool proof, as some items that appear
multiple times or are otherwise unworthy of comment (especially
unexceptional items in stores) won't be mentioned in the Walkthrough, or
on the other hand might be mentioned several times, thus making it
difficult to find the actual part of the FAQ where the item is acquired,
as opposed to where it's just mentioned. Then you have cases such as the
aforementioned Cloak of Displacement, where the key word 'Displacement'
appears as a spell that may be mentioned without any connection to the
item. It's not a perfect system by any means, but having an index
dedicated to the items is better than nothing at all, even with all its
flaws. Of course if you actually read the Walkthrough you'll get
everything worth getting, so you really have no *real* reason to gripe,
do you?
In the 'Found' section, items marked with -------- indicate that these
items are not found, they are crafted, reforged, or upgraded. In this
case, their components are listed below them in parentheses (excluding
mundane components such as gems, scrolls, etc.) Finding all the
components of an item should be sufficient enough information for the
purposes of this FAQ. Items with (varies) in the 'Found' section
typically refer to items obtained from random encounters. Since these
encounters can occur in a variety of locations, I just leave them open-
ended, rather than putting the location where I personally found them.
This way, you'll at least know at a glance that they aren't in a
specific area. Other, traditional objects with genuine locations will
be listed in alphabetical order, and multiple items of the same sort
will be listed by lowest to highest area number, for organizational
purposes.
Item List (Alphabetical) Item Type Found {ITM002}
o======================================================================o
o===o
|(*)|
o===o
[Protagonist]'s Tankard Miscellaneous (OH6100)
o===o
|(A)|
o===o
Abyssal Blade* Two-Handed Sword(OH5120)
Abyssal Blade* Two-Handed Sword(OH5120)
Abyssal Blade* Two-Handed Sword(OH5200)
Adoy's Belt Belt (AR4500)
Adoy's Belt Belt (OH6000)
Adjatha The Drinker +2 Long Sword (AR0516)
Aeger's Hide +3 Armor (AR0702)
Ammo Belt Miscellaneous (AR3001)
Amulet of 5% Magic Resistance Amulet (AR0205)
Amulet of 5% Magic Resistance Amulet (OH6460)
Amulet of Cheetah Speed Amulet (AR6109)
Amulet of Power Amulet (AR0329)
Amulet of Seldarine Amulet (AR2803)
Amulet of Spell Warding Amulet (AR2101)
Amulet of the Master Harper Amulet (AR5204)
Angurvadal +4 Long Sword (AR3022)
Angurvadal +5 Long Sword --------
(Angurvadal +4) Long Sword (AR3022)
(Liquid Mercury) Component (AR6107)
Ankheg Plate Mail Armor --------
(Ankheg Shell) Component (AR1200)
Arbane's Sword +2 Short Sword (AR0045)
Ardulia's Fall +1 Mace (AR0904)
Arla's Dragonbane +3 Sling (AR1401)
Armor of Faith +3 Armor (AR0901)
Armor of the Deep Night +4 Armor (AR0702)
Armor of the Hart +3 Armor (AR2402)
Armor of the Viper +5 Armor (AR2207)
Ashen Scales +2 Armor (AR0803)
Ashideena +2 War Hammer (AR0204)
Aslyferund Elven Chain +5 Armor --------
(Bladesinger Chain +4) Armor (AR2807)
Axe of Hrothgar +3 Axe (AR0406)
Axe of the Unyielding +3 Axe (AR3017)
Axe of the Unyielding +5 Axe --------
(Axe of the Unyielding +3) Axe (AR3017)
(Baalor's Claw) Component (AR5204)
Azlaer's Harp Miscellaneous (AR0523)
Azuredge +3 Axe (AR0406)
*Depending on how you complete Dorn's quest in Resurrection Gorge,
the Abyssal Blade will take on additional powers. The one found in
(OH5200) is the original version.
o===o
|(B)|
o===o
Backbiter +3 Spear (AR2100)
Bag of Holding Miscellaneous (AR1512)
Bag of Holding Miscellaneous (AR5011)
Bag of Plenty +1 Ammunition (AR5204)
Bag of Plenty +2 Ammunition (AR5204)
(Bag of Plenty +1) Ammunition (AR5204)
Batalista's Passport Ring (AR1201)
Batalista's Passport Ring (AR5011)
Battle Axe of Mauletar +2 Axe (AR0420)
Battle Axe of Mauletar +2 Axe (AR6102)
Battle Axe of Mauletar +2 Axe (AR6102)
Belm +2 Scimitar (AR1905)
Belt of Inertial Barrier Belt (AR2000)
Belt of Minor Invulnerability Belt (OH4000)
Big Metal Unit Armor --------
(Bronze Pantalettes) Component (AR6003)
(Golden Pantaloons) Component (AR0602)
(Silver Pantaloons) Component (AR0400)
Black Spider Figurine Miscellaneous (AR0804)
Blackblood +3 Club (AR2000)
Blackmist +4 Halberd (AR2201)
Blackrazor Long Sword (AR2903)
Blade of Roses +3 Long Sword (AR0406)
Blade of Searing +3 Bastard Sword (AR2202)
Bladesinger Chain +4 Armor (AR2807)
Blessed Bracers Gloves --------
(Paladin's Bracers) Gloves (AR3001)
Blue Dragon Plate Armor --------
(Blue Dragon Scales) Component (AR6005)
Bone Club +2, +3 vs. Undead Club (AR1506)
Boneblade +4 Dagger (AR2206)
Book of Infinite Spells* Miscellaneous (AR1605)
Boomerang Dagger +2 Dagger (AR0514)
Boots of Elvenkind Boots (AR2808)
Boots of Etherealness Boots (AR2300)
Borok's Fist +2 War Hammer (AR0702)
Bow of Arvoreen +2 Short Bow (AR1401)
Bow of Arvoreen +2 Short Bow (AR4500)
Bracers of Binding Gloves (AR2200)
Bracers of Blinding Strike Gloves (AR2402)
Bracers of Defense A.C. 3 Gloves (AR0702)
Bracers of Defense A.C. 4 Gloves (AR0702)
Bracers of Defense A.C. 4 Gloves (AR2100)
Bronze Horn of Valhalla Miscellaneous --------
(Silver Horn of Valhalla) Miscellaneous (AR0528)
Bronze Ioun Stone Helmet (AR5006)
Brooch of the Vagrant Blades Amulet (OH4000)
*More information on this item can be found under its entry in the
below, [ITM004].
o===o
|(C)|
o===o
Carsomyr +5 Two Handed Sword(AR1203)
Carsomyr +6 Two Handed Sword--------
(Carsomyr +5) Two Handed Sword(AR1203)
(Eye of Tyr) Component (AR6110)
Case of Plenty +1 Ammunition (AR3001)
Case of Plenty +2 Ammunition --------
(Case of Plenty +1) Ammunition (AR3001)
Celestial Fury +3 Katana (AR0907)
Chaos Blade Short Sword (AR0705)
Chaos Blade Short Sword (AR4500)
Circlet of Netheril Helmet --------
(Bronze Ioun Stone) Helmet (AR5006)
(Circlet of Netheril) Component (AR3016)
Clay Golem Manual Miscellaneous --------
(Clay Golem Page) Component (AR3017)
(Golem Manual) Miscellaneous (AR3001)
Cleric's Staff +3 Quarter Staff (AR0904)
Cleric's Staff +3 Quarter Staff (AR1513)
Cleric's Staff +3 Quarter Staff (AR1604)
Cleric's Staff +3 Quarter Staff (AR1901)
Cleric's Staff +3 Quarter Staff (AR1902)
Cleric's Staff +3 Quarter Staff (AR3005)
Cleric's Staff +3 Quarter Staff (AR3015)
Cleric's Staff +3 (up to three) Quarter Staff (AR4500)
Cleric's Staff +3 (up to four) Quarter Staff (AR5003)
Cleric's Staff +3 Quarter Staff (AR5202)
Cleric's Staff +3 Quarter Staff (OH5400)
Cleric's Staff +3 Quarter Staff (OH5500)
Cloak of Atonoment Cloak (AR4500)
Cloak of Atonement Cloak (OH4101)
Cloak of Bravery Cloak (AR2901)
Cloak of Displacement Cloak (AR2000)
Cloak of Dragomir Cloak (AR4500)
Cloak of Dragomir Cloak (OH7000)
Cloak of Elvenkind Cloak (AR2802)
Cloak of Mirroring Cloak (AR2300)
Cloak of Reflection Cloak (AR1511)
Cloak of the Dark Moon Cloak (OH4210)
Cloak of the High Forest Cloak (AR2009)
Cloak of the High Forest Cloak (AR4500)
Cloak of the Lich Cloak (OH6460)
Cloak of the Sewers Cloak (AR0701)
Cloak of the Shield Cloak (AR0516)
Cloak of the Shield Cloak (AR1203)
Cloak of the Stars Cloak (AR1404)
Cloak of Unerring Strikes Cloak (OH4010)
Club of Detonation +3 Club (AR3019)
Club of Detonation +5 Club --------
(Club of Detonation +3) Club (AR3019)
Collar Bell Miscellaneous (OH6100)
Corthala Family Armor Armor (AR1101)
Corthala Family Armor Armor (AR4500)
Corthala Family Blade Katana (AR1101)
Corthala Family Blade Katana (AR4500)
Cowl of the Stars Cloak (OH4010)
Crimson Chain +5 Armor (AR0702)
Crimson Dart +3 Dart (AR3001)
Crossbow of Affliction +4 Crossbow (AR2210)
Cursed Berserking Sword +3 Two Handed Sword(AR0712)
Cutthroat +4 Short Sword (AR0809)
o===o
|(D)|
o===o
Dagger of the Star +4 Dagger (AR3027)
Dagger of the Star +5 Dagger --------
(Dagger of the Star +4) Dagger (AR3027)
Dagger of Venom +2 Dagger (OH6300)
Dak'kon's Zerth Blade +2 Katana (AR0702)
Dark Elven Chain +1 Armor (varies)
Darkfire Bow +4 Short Bow (AR5500)
Darkfire Bow +5 Short Bow --------
(Bowstring of Gond) Component (AR6106)
(Darkfire Bow +4) Short Bow (AR5500)
Darkmail +3 Armor (AR1404)
Darksteel Shield +4 Shield (AR6105)
Daystar Long Sword (AR0087)
Deck of Many Things* Miscellaneous (AR3015)
Defender of Easthaven +3 Flail (AR0406)
Delryn Family Shield Shield (AR0604)
Delryn Family Shield Shield (AR4500)
Delver's Plate +2 Armor (AR1202)
Destroyer of the Hills Belt (AR0603)
Destroyer of the Hills Belt (AR0904)
Destroyer of the Hills Belt (AR1604)
Destroyer of the Hills Belt (OH6460)
Discipliner Ring (AR2100)
Doomplate +3 Armor (AR1512)
Dragon Helm Helmet (AR1202)
Dragon Scale Shield +2 Shield (AR1202)
Dragon's Bane +3 Halberd (AR0205)
Dragon's Breath +4 Halberd (AR1200)
Drow Adamantine Chain +5 Armor (varies)
Drow Crossbow of Speed Crossbow (varies)
Drow Elven Chain +3 Armor (varies)
Drow Flail +3 Flail (varies)
Drow Full Plate +5 Armor (varies)
Drow Halberd +3 Halberd (varies)
Drow Lance +3 Spear (varies)
Drow Longsword +3 Long Sword (varies)
Drow Piwafwi Cloak Cloak (AR2205)
Drow Scimitar +3 Scimitar (varies)
Drow Shield +3 Shield (varies)
Druid's Ring Ring (AR0319)
Druid's Ring Ring (AR0702)
Druid's Ring Ring (AR1010)
Druid's Ring Ring (AR2008)
Druid's Ring Ring (AR5004)
Druid's Ring Ring (AR5202)
Druid's Ring Ring (AR5503)
Druid's Ring Ring (OH6460)
Duskblade +2 Halberd (AR1404)
Dusty Rose Ioun Stone Helmet (AR1512)
Dwarven Thrower +3 War Hammer (AR2000)
*More information on this item can be found under its entry in the
below, [ITM005].
o===o
|(E)|
o===o
Edventar's Gift Ring (AR1513)
Edventar's Gift Ring (OH7300)
Efreeti Bottle Miscellaneous (AR2000)
Elven Chain Mail Armor (AR2011)/
(AR2012)
Elven Chain Mail Armor (AR2808)
Elven Chain Mail Armor (AR4500)
Elven Chain Mail +1 Armor (AR0329)
Elven Chain Mail +1 (up to three) Armor (AR2500)
Elven Chain Mail +1 Armor (AR5500)
Elven Chain Mail +1 (numerous) Armor (AR61xx)
Elven Court Bow +3 Long Bow (AR1303)
Elves' Bane Belt (AR0607)
Elve's Bane Belt (OH6460)
Enkindu's Full Plate +3 Armor (AR5504)
Entropy +2 Short Sword (AR0705)
Entropy +2 Short Sword (AR4500)
Erinne Sling +4 Sling (AR3019)
Erinne Sling +5 Sling --------
(Erinne Sling +4) Sling (AR3019)
Everard's Morning Star +2 Morning Star (AR0406)
o===o
|(F)|
o===o
Firecam Full-Plate Armor Armor (AR0701)
Firecam Full-Plate Armor Armor (AR4500)
Fire Tooth +3 Dagger (AR2200)
Firetooth +4 Crossbow (AR3000)
Firetooth +5 Crossbow --------
(Bowstring of Gond) Component (AR6106)
(Firetooth +4) Crossbow (AR3000)
Flail of Ages Flail --------
(Flail Head (Acid)) Component (AR1303)
(Flail Head (Cold)) Component (AR1302)
(Flail Head (Fire)) Component (AR1303)
Flail of Ages +2 Flail --------
(Flail Head (Acid)) Component (AR1303)
(Flail Head (Cold)) Component (AR1302)
(Flail Head (Fire)) Component (AR1303)
Flail of Ages +3 Flail --------
(Flail Head (Acid)) Component (AR1303)
(Flail Head (Cold)) Component (AR1302)
(Flail Head (Fire)) Component (AR1303)
Flail of the Ages +4 Flail --------
(Flail Head (Poison)) Component (AR3016)
(Flail of the Ages +3) Flail --------
Flail of the Ages +5 Flail --------
(Flail Head (Electricity)) Component (AR6005)
(Flail of the Ages +4) Flail --------
Flame of the North +2 Two Handed Sword(AR1514)
Flasher Launcher Crossbow (AR1000)
Flasher Launcher Crossbow (AR4500)
Foebane +3 Bastard Sword (AR3001)
Foebane +5 Bastard Sword --------
(Foebane +3) Bastard Sword (AR3001)
(Fflar's Scabbard) Component (AR5007)
Fortress Shield +3 Shield (AR0702)
Frostreaver +3 Axe (AR1303)
o===o
|(G)|
o===o
Gargoyle Boots Boots (AR5504)
Gauntlets of Aln Zekk Gloves (AR4500)
Gauntlets of Aln Zekk Gloves (OH4101)
Gauntlets of Crushing Gloves (AR2300)
Gauntlets of Extraordinary Spec. Gloves (AR3019)
Gem of Seeing Miscellaneous (AR4500)
Gem of Seeing Miscellaneous (OH4101)
Gem Bag Miscellaneous (AR0302)
Gem Bag Miscellaneous (AR0312)
Gem Bag Miscellaneous (AR0500)
Gem Bag Miscellaneous (AR0702)
Gem Bag Miscellaneous (AR1100)
Gem Bag Miscellaneous (AR3000)
Gem Bag Miscellaneous (AR6400)
Giant Hair Crossbow +3 Crossbow (AR0702)
Gift of Peace Helmet (AR0412)
Gift of Peace Helmet (AR0907)
Gift of Peace Helmet (OH6460)
Girdle of Fortitude Belt (AR0202)
Girdle of Fire Giant Strength Belt (AR5201)
Girdle of Frost Giant Strength Belt (AR2402)
Girdle of Hill Giant Strength Belt (AR0702)
Girdle of Hill Giant Strength Belt (OH7300)
Girdle of Stone Giant Strength Belt (AR2801)
Glasses of Identification Miscellaneous (AR0312)
Glasses of Identification Miscellaneous (AR5504)
Glasses of Identification* Miscellaneous --------
Glimmering Bands Gloves (AR2000)
Glimmering Bands Gloves (AR4500)
Gloves of Healing Gloves (AR0903)
Gloves of Pickpocketing Gloves (AR0406)
Gnasher +2 Club (AR1900)
Golden Girdle of Urnst Belt (AR0411)
Golden Girdle of Urnst Belt (OH6460)
Golden Ioun Stone Helmet (AR5011)
Golden Lion Figurine Miscellaneous (AR2000)
Golem Manual Miscellaneous (AR3001)
Gorgon Plate +4 Armor (AR2201)
Gram the Sword of Grief +5 Two Handed Sword(AR6005)
Gram the Sword of Grief +5 Two Handed Sword--------
(Gram the Sword of Grief +5) Two Handed Sword(AR6005)
(Heart of the Damned) Component (AR6110)
Grandmaster's Armor +6 Armor (AR5002)
Greenstone Amulet Amulet (AR2101)
*You can obtain another pair of Glasses of Identification by casting
Limited Wish and asking for the ability to "see all as it really is."
The caster will need a Wisdom score of 11+ to be able to make this wish.
o===o
|(H)|
o===o
Hallowed Redeemer +2 Two Handed Sword(AR0701)
Hallowed Redeemer +2 Two Handed Sword(AR4500)
Halycon +1 Spear (AR0802)
Hammer of Thunderbolts +3 Warhammer (AR0711)
Handmaiden's Mace Mace (varies)
Hands of Takkok Gloves (AR0411)
Hangard's Axe +2 Axe (AR0701)
Harbinger +3 Two Handed Sword(AR2200)
Harmonium Halberd +3 Halberd (AR0702)
Harp of Discord Miscellaneous (AR0705)
Harp of Pandemonium Miscellaneous (AR0702)
Harper Pin Amulet (varies)
Hawksight +2 Scimitar (OH4010)
Headband of the Devout Helmet (OH4210)
Heart of the Golem +2 Dagger (AR0308)
Heart of the Golem +2 Dagger (OH6300)
Heartseeker +3 Long Bow (AR0702)
Heartseeker +3 Long Bow (AR1202)
Heartwood Ring Ring --------
(Nymph's Tear) Component (AR5202)
(Oaken Ring) Component (AR5500)
Heavy Crossbow of Searing +1 Crossbow (AR0702)
Helm of Balduran Helmet (AR0602)
Helm of Brilliance Helmet (AR0702)
Helm of Charm Protection Helmet (AR0024)
Helm of Charm Protection Helmet (AR0024)
Helm of Charm Protection Helmet (AR0308)
Helm of Charm Protection Helmet (AR0701)
Helm of Charm Protection Helmet (AR0902)
Helm of Charm Protection Helmet (AR0907)
Helm of Charm Protection Helmet (AR1303)
Helm of Charm Protection Helmet (OH4220)
Helm of Charm Protection Helmet (OH6460)
Helm of the Noble +1 Helmet (AR0024)
Helm of the Noble +1 Helmet (AR0901)
Helm of the Noble +1 Helmet (OH5300)
Helm of the Rock Helmet (AR3016)
Helm of the Rock Helmet --------
(Helm of the Rock) Helmet (AR3016)
(Horn) Component (AR3016)
(Horn) Component (AR3016)
Helmet of Infravision Helmet (AR0602)
Helmet of Infravision Helmet (OH5400)
Helmet of Infravision Helmet (OH5500)
Hindo's Doom +3 Katana (AR3024)
Hindo's Doom +4 Katana --------
(Hindo's Doom +3) Katana (AR3024)
(Hindo's Hand) Component (AR6002)
Hojar's Fame Axe (OH4000)
Holy Long Sword of Tyr +3 (numerous) Long Sword (OH5400)
Holy Long Sword of Tyr +3 (numerous) Long Sword (OH5500)
Holy Symbol of Helm Ring (varies)
Holy Symbol of Lathander Ring (varies)
Holy Symbol of Talos Ring (varies)
Honorary Ring of Sune Ring (AR0901)
Horn of Blasting Miscellaneous (AR1202)
Horn of Silence Miscellaneous (AR1515)
Human Flesh +5 Armor (AR1100)
(Blood of a Silver Dragon) Component (AR2102)
(Shirt Made of Human Flesh Component (AR0502)
o===o
|(I)|
o===o
Ice Star +4 Morning Star (AR5002)
Ilbratha +1 Short Sword (AR1103)
Impaler +3 Spear (AR2300)
Improved Cloak of Protection +2 Cloak --------
(Cloak of Protection +2) Cloak (AR2300)
Ir'revrykal +5 Two-Handed Sword(AR3022)
Iron Horn of Valhalla Miscellaneous --------
(Bronze Horn of Valhalla) Miscellaneous --------
Ixil's Nail +4 Spear (AR3025)
Ixil's Spike +2 Dagger (AR3016)
Ixil's Spike +6 (Spear) --------
(Ixil's Nail +4) Spear (AR3025)
(Ixil's Spike +2) Dagger (AR3016)
o===o
|(J)|
o===o
Jansen AdventureWear Armor (AR1000)
Jansen AdventureWear Armor (AR4500)
Jansen Specroscopes Helmet (AR1000)
Jansen Specroscopes Helmet (AR4500)
Jansen Techno-Gloves Gloves (AR1000)
Jansen Techno-Gloves Gloves (AR4500)
Jerrod's Mace +2 Mace (AR0406)
Jester's Chain +4 Armor (AR1514)
Jhor the Bleeder +2 Bastard Sword (AR2100)
Joril's Dagger +3 Two Handed Sword(AR0406)
Juggernaut Golem Manual Miscellaneous --------
(Juggernaut Golem Page) Component (AR6003)
(Stone Golem Manual) Miscellaneous --------
o===o
|(K)|
o===o
K'logarath +4 Axe (AR5504)
Kachiko's Wakizashi +3 Wakizashi (AR0406)
Kaligun's Amulet of Magic Resistance Amulet (AR2200)
Karajah's Life and Death +3 Armor (AR0702)
Kazrah's Shield +4 Shield (OH6460)
Kondar +1 Bastard Sword (AR0406)
Kundane +2 Short Sword (AR0516)
o===o
|(L)|
o===o
Lavender Ioun Stone Helmet (AR5002)
Legacy of the Masters Gloves (AR0808)
Lilarcor +3 Two Handed Sword(AR0404)
Lupine Sling +2 Sling (OH4000)
o===o
|(M)|
o===o
Mace of Disruption +1 Mace (AR0801)
Mace of Disruption +2 Mace --------
(Illithium Ore) Component (AR0529)
(Mace of Disruption +1) Mace (AR0801)
Mail of the Dead +2 Armor (AR0602)
Malakar +2 Katana (AR1514)
Malla's Soul Stone Helmet (AR5509)
Mana Bow +4 Long Bow (AR2602)
Martial Staff +3 Quarter Staff (AR0400)
Martial Staff +3 Quarter Staff (AR2000)
Martial Staff +3 Quarter Staff (OH5500)
Mauler's Arm +2 Mace (AR0406)
Melodic Chain +3 Armor (AR0516)
Mercykiller Ring Ring (AR0702)
Metaspell Influence Amulet Amulet (AR0602)
Methild's Harp Miscellaneous (AR2400)
Montolio's Cloak Cloak --------
(Montolio's Clasp) Component (AR3022)
(Montolio's Cloak) Component (AR5500)
Moon Dog Figurine Miscellaneous (AR1401)
Moonlight Walkers Boots (AR2000)
Moonlight Walkers Boots (AR4500)
o===o
|(N)|
o===o
Namarra +2 Long Sword (AR0806)
Neb's Nasty Cutter +2 Dagger (AR0529)
Necaradan's Crossbow +3 Crossbow (AR2102)
Necklace of Form Stability Amulet (AR0704)
Necklace of Missiles Amulet (AR2015)
Neera's Staff +1 Quarter Staff (AR4500)
Neera's Staff +1 Quarter Staff (OH6000)
Night Walkers Boots (OH4210)
Nymph Cloak Cloak (AR0302)
o===o
|(O)|
o===o
Obsidian Ioun Stone Helmet (AR6400)
Orc Leather +3 Armor (AR1301)
Ox-Tail Belt Belt (OH4000)
o===o
|(P)|
o===o
Paladin's Bracers Gloves (AR3001)
Pale Green Ioun Stone Helmet (AR0804)
Pearly White Ioun Stone Helmet (AR1401)
Pellan's Shield +2 Shield (AR3015)
Pellan's Shield +2 Shield (OH4220)
Pellan's Shield +2 Shield (OH4290)
Periapt of Life Protection Amulet (AR0902)
Periapt of Life Protection Amulet (OH7100)
Periapt of Proof Against Poison Amulet (AR1902)
Peridan +2 Long Sword (AR1202)
Pixie Prick +3 Dagger (AR0516)
Plate of Balduran Armor (AR0702)
Plate of the Dark +1 Armor (AR6102)
Plate of the Dark +1 Armor (OH4210)
Plate of the Dark +1 Armor (OH6300)
Potion Case Miscellaneous (AR3000)
Potion Case Miscellaneous (AR5011)
Potion Case Miscellaneous (AR5503)
Potion Case Miscellaneous (AR6400)
Pride of the Leigon +2 Armor (AR0903)
Protector of the Second +2 Armor (AR0420)
Psion's Blade +5 Two Handed Sword(AR5201)
Purifier +4 Bastard Sword (AR3008)
Purifier +5 Bastard Sword --------
(Eye of Tyr) Component (AR6110)
(Purifier +4) Bastard Sword (AR3008)
o===o
|(Q)|
o===o
Quiver of Plenty +1 Ammunition (AR3001)
Quiver of Plenty +2 Ammunition --------
(Quiver of Plenty +1) Ammunition (AR3001)
o===o
|(R)|
o===o
Rancor +1 Two-Handed Sword(AR0900)
Ras +2 Long Sword (AR2000)
Rashad's Talon +2 Scimitar (AR2014)
Rashad's Talon +2 Scimitar (OH7200)
Ravager +4 Halberd (AR5204)
Ravager +6 Halberd --------
(Ravager +4) Halberd (AR5204)
(Serpent Staff) Quarter Staff (AR3019)
Reaching Ring Ring (AR0308)
Reaching Ring Ring (AR0411)
Red Dragon Scale Armor --------
(Red Dragon Scales) Component (AR1203)
Reflection Shield +1 Shield (AR0702)
Rifthome Axe +3 Axe (AR0300)
Ring of Acuity Ring (AR0410)
Ring of Air Control Ring (AR0702)
Ring of Anti-Venom Ring (AR5509)
Ring of Danger Sense Ring (AR0413)
Ring of Djinni Summoning Ring (AR0329)
Ring of Duplication Ring (OH4000)
Ring of Earth Control Ring (AR1302)
Ring of Fire Control Ring (AR2400)
Ring of Gaxx Ring (AR0331)
Ring of Human Influence Ring (AR0607)
Ring of Lock Picks Ring (AR0329)
Ring of Regeneration Ring (AR0702)
Ring of Regeneration Ring (AR1512)
Ring of Regeneration Ring (OH6460)
Ring of Spell Turning Ring (AR2201)
Ring of the Ram Ring (AR0412)
Ripper +2 Long Bow (AR0411)
Robe of Goodman Hayes Armor (AR4500)
Robe of Goodman Hayes Armor (OH6200)
Robe of Invocation Armor (OH6300)
Robe of the Evil Archmagi Armor (AR2200)
Robe of the Evil Archmagi Armor (AR2902)
Robe of the Evil Archmagi Armor (AR5011)
Robe of the Evil Archmagi Armor (OH7300)
Robe of the Good Archmagi Armor (AR2001)
Robe of the Good Archmagi Armor (AR3015)
Robe of the Good Archmagi Armor (AR5011)
Robe of the Neutral Archmagi Armor (OH6300)
Robe of the Neutral Archmagi Armor (AR5011)
Robe of Vecna Armor (AR0702)
Rod of Absorption Miscellaneous (AR2100)
Rod of Lordly Might Miscellaneous (AR2300)
Rod of Lordly Might Miscellaneous (AR2300)
Rod of Resurrection Miscellaneous (AR0702)
Rod of Resurrection Miscellaneous (AR0705)
Rod of Resurrection Miscellaneous (AR6400)
Rod of Reversal Miscellaneous (AR5504)
Rod of Smiting Quarterstaff (AR2200)
Rod of Terror Quarterstaff (AR0087)
Roranach's Horn Helmet (AR5002)
Runehammer +4 War Hammer (AR5203)
Runehammer +5 War Hammer --------
(Runehammer +4) War Hammer (AR5203)
(Rune of Clangeddin) Component (AR6111)
o===o
|(S)|
o===o
Sandthief's Ring Ring (AR0087)
Sandthief's Ring Ring (AR0712)
Sandthief's Ring Ring (OH6460)
Saving Grace +3 Shield (AR0203)
Scarlet Ninja-To +3 Ninja-To (AR0406)
Scroll Case Miscellaneous (AR0300)
Scroll Case Miscellaneous (AR0406)
Scroll Case Miscellaneous (AR0700)
Scroll Case Miscellaneous (AR0702)
Scroll Case Miscellaneous (AR2000)
Scroll Case Miscellaneous (AR5011)
Scroll Case Miscellaneous (AR5503)
Scroll Case Miscellaneous (AR6400)
Sensate Amulet Amulet (AR0702)
Senses of the Cat Boots (AR0507)
Sentinel +4 Shield (AR2200)
Serpent Staff Quarter Staff (AR3019)
Shadow Armor Armor (AR0301)
Shadow Dragon Scale Armor --------
(Shadow Dragon Scales) Component (AR1402)
Shadow Dragon Scale Armor --------
(Shadow Dragon Scales) Component (OH4230)
Shatki Figurine Miscellaneous (AR5014)
Shield Amulet Amulet (AR1301)
Shield of Balduran Shield (AR0702)
Shield of Harmony +2 Shield (AR2000)/
(AR2007)
Shield of the Falling Stars +1 Shield (AR0412)
Shield of the Lost +2 Shield (AR1100)
Shield of the Order +4 Shield (AR5203)
Short Bow of Gesen Short Bow --------
(Gesen Bow Shaft) Component (AR0503)
(Gesen Bow String) Component (AR1514)
Short Sword of Mask +4 Short Sword (AR3000)
Short Sword of Mask +5 Short Sword --------
(Heart of the Damned) Component (AR6110)
(Short Sword of Mask +4) Short Sword (AR3000)
Shurrupak's Plate Armor (AR5203)
Silver Dragon Scale Armor --------
(Silver Dragon Scales) Component (OH5500)
Silver Dragon Scale Armor --------
(Silver Dragon Scales) Component (OH5500)
Silver Horn of Valhalla Miscellaneous (AR0528)
Silver Ioun Stone Helmet (AR5501)
Silver Sword Two Handed Sword--------
(Silver Blade) Component (AR1600)
(Silver Hilt) Component (AR0700)
Skin of the Ghoul +4 Armor (AR0206)
Skullcrusher +3 Mace (AR2100)
Skull of Death Helmet (AR2100)
Sling of Arvoreen +4 Sling (AR2101)
Sling of Everard +5 Sling (AR0406)
Sling of Seeking +1 Sling (AR0406)
Soulreaver +4 Two Handed Sword(AR2402)
Spear of Kuldahar +3 Spear (AR0406)
Spear of the Unicorn +2 Spear (AR1904)
Spear of Withering +4 Spear (AR2200)
Spectral Brand +4 Scimitar (AR3015)
Spectral Brand +5 Scimitar --------
(Skull of the Lich) Component (AR6110)
(Spectral Brand +4) Scimitar (AR3015)
Staff Mace +2 Quarter Staff (AR0702)
Staff Mace +2 Quarter Staff (AR0801)
Staff Mace +2 Quarter Staff (AR0904)
Staff Mace +2 Quarter Staff (AR1604)
Staff of Air +2 Quarter Staff (AR0516)
Staff of Arundel Quarter Staff (AR0406)
Staff of Command Quarter Staff (AR2400)
Staff of Curing Quarter Staff (AR0811)
Staff of Earth +2 Quarter Staff (AR2200)
Staff of Fire +2 Quarter Staff (AR0412)
Staff of Rynn +4 Quarter Staff (AR0702)
Staff of Striking +3 Quarter Staff (AR0902)
Staff of Striking +3 Quarter Staff (AR1303)
Staff of Striking +3 Quarter Staff (AR2000)
Staff of Striking +3 Quarter Staff (OH6300)
Staff of the High Forest +2 Quarter Staff (AR2009)
Staff of the High Forest +2 Quarter Staff (AR4500)
Staff of the Magi Quarter Staff (AR1008)
Staff of the Ram +4 Quarter Staff (AR3018)
Staff of the Ram +6 Quarter Staff --------
(Roranach's Horn) Helmet (AR5002)
(Staff of the Ram +4) Quarter Staff (AR3018)
Staff of the Woodlands +4 Quarter Staff (AR2805)
Staff of Thunder and Lightning +2 Quarter Staff (AR1515)
Staff of Thunder and Lightning +2 Quarter Staff (AR1901)
Staff Spear +2 Quarter Staff (AR0300)
Staff Spear +2 Quarter Staff (AR0500)
Staff Spear +2 Quarter Staff (AR0902)
Staff Spear +2 Quarter Staff (AR2015)
Stiletto of Demarchess +2 Dagger (AR0411)
Stone Golem Manual Miscellaneous --------
(Clay Golem Manual) Miscellaneous --------
(Stone Golem Page) Component (AR5204)
Stonefire +3 Axe (AR0406)
Storm Star +3 Mace (AR3017)
Storm Star +5 Mace --------
(Starfall Ore) Component (AR5014)
(Storm Star +3) Mace (AR3017)
Strong Arm +2 Long Bow (AR0702)
Studded Leather of Thorns +6 Armor (AR6108)
Suryris' Blade +2 Halberd (AR0702)
Suryris' Blade +2 Halberd (AR3001)
Suryris' Blade +2 Halberd (OH4120)
Suryris' Blade +2 Halberd (varies)
Sword of Arvoreen +2 Short Sword (AR1401)
Sword of Arvoreen +2 Short Sword (AR4500)
Sword of Balduran Long Sword (AR0702)
Sword of Chaos +2 Two Handed Sword(AR0601)
Sword of Flame +1 Long Sword (AR0604)
Sword of Flame +1 Long Sword (AR0702)
Sylvan Chain +2 Armor (AR4000)
o===o
|(T)|
o===o
T'rahcie's Plate +5 Armor (AR0702)
Talos' Gift Boots (AR0902)
Talos' Gift Boots (AR1303)
Talos' Gift Boots (AR1514)
Tansheron's Bow +3 Short Bow (AR2000)
Taralash +4 Long Bow (AR3019)
Taralash +5 Long Bow --------
(Bowstring of Gond) Component (AR6106)
(Taralash +4) Long Bow (AR3019)
Thayan Circlet Helmet (OH6500)
The Answerer +4 Long Sword (AR6300)
The Army Scythe +1 Crossbow (AR0406)
The Brawling Hands Gloves (AR0206)
The Brick +2 War Hammer (OH6200)
The Burning Earth +1 Long Sword (AR1900)
The Dale's Protector Gloves (AR1904)
The Equalizer Long Sword --------
(Blade of the Equalizer) Component (AR2101)
(Hilt of the Equalizer) Component (AR2400)
(Pommel Jewel of the Equalizer) Component (AR0602)
The Frost's Embrace Boots (AR1514)
The Grave Binder +2 Dagger (OH6300)
The Guard's Ring +2* Ring (AR0307) or
(AR0329)
The Guard's Ring +2 Ring (AR1901)
The Guard's Ring +2 Ring (AR2902)
The Guide +2 Crossbow (AR0202)
The Jade Fang Dagger (OH7100)
The Jester's Folly Ring (AR2210)
The Kneecapper +1 War Hammer (AR1303)
The Night's Gift +5 Armor (AR1104)
The Paws of the Cheetah Boots (AR0516)
The Paws of the Cheetah Boots (AR1514)
The Paws of the Cheetah Boots (AR4000)
The Paws of the Cheetah Boots (AR5003)
The Paws of the Cheetah Boots (AR5011)
The Root of the Problem Club (AR1901)
The Shadow's Blade +3 Short Sword (AR0306)
The Specter's Ring Ring (AR6004)
The Spirit's Shield +2 Cloak (AR2300)
The Sleeper +2 Morning Star (AR0406)
The Victor Ring (AR0702)
The Visage Helmet (OH5120)
The Warder's Signet +3 Ring (varies)
The Whistling Sword +2 Short Sword (AR0702)
The Whistling Sword +2 Short Sword (AR5003)
The Whistling Sword +2 Short Sword (AR5013)
The Whistling Sword +2 Short Sword (AR5013)
The Whistling Sword +2 Short Sword (AR6400)
Thieves' Hood Helmet --------
(Thieves' Hood) Helmet (AR3012)/
(AR3013)
(Ring of Invisibility) Ring (AR0087)
(Ring of Invisibility) Ring (AR0712)
Topsider's Crutch Ring (OH6460)
Topsider's Crutch Ring (OH7300)
Tuigan Bow +1 Short Bow (AR0406)
Tunic of Blindeye Armor (OH6300)
Tzu-Zan's Bracers Gloves (AR6000)
*Both of these rings can be obtained from Aran Linvail under very
different circumstances, depending on whether you side with BOdhi or
with Gaelan Bayle. In the former case you'll enter (AR0329), in the
latter, (AR0307). Both are the same area insomuch as they use the same
map-the former is just the 'hostile' version, while the latter is the
'peaceful' version. The Lower Tombs (Bodhi's lair) does the same thing
between Chapters 3 and 6, being (AR8001) in the former, and (AR8008) in
the latter.
o===o
|(U)|
o===o
Usuno's Blade +4 Scimitar (AR3001)
o===o
|(V)|
o===o
Vhailor's Helm Helmet (AR0702)
o===o
|(W)|
o===o
Wand of Cursing Miscellaneous (AR3016)
Wand of Cursing Miscellaneous (AR3021)
Wand of Cursing Miscellaneous (AR6108)
Wand of Spell Striking Miscellaneous (AR3005)
Wand of Spell Striking Miscellaneous (AR3014)
Wand of Spell Striking Miscellaneous (AR3016)
Wand of Spell Striking Miscellaneous (AR3017)
Wand of Spell Striking Miscellaneous (OH6300)
Wand of Wonder* Miscellaneous (AR0711)
Wand of Wonder* Miscellaneous (OH6460)
Warblade +4 Two Handed Sword(AR0702)
Water's Edge +3 Scimitar (AR2209)
Water's Edge +3 Scimitar (OH5120)
Wave +4 Halberd --------
(Wave Blade) Component (AR2300)
(Wave Shaft) Component (AR0516)
Whispers of Silence Cloak (AR0712)
White Dragon Scale Armor --------
(White Dragon Scales) Component (AR3014)
Wild Sling +1 Sling (OH6100)
Wondrous Gloves Gloves --------
(Bard's Gloves) Gloves (AR3011)
Wong Fei's Ioun Stone Helmet (AR6108)
Wooden Horse Necklace Amulet (OH6100)
Worn Whispers Boots (AR0303)
Worn Whispers Boots (OH7300)
Wyvern's Tail +2 Morning Star (AR0701)
*More information on this item can be found under its entry in the
below, [ITM006].
o===o
|(X)|
o===o
Xarrnous' Second Sword Arm Gloves (AR0516)
Xarrnous' Second Sword Arm Gloves (OH6460)
o===o
|(Y)|
o===o
Yoshimo's Katana +1 Katana (AR0603)
Yamato +4 Scimitar (AR5003)
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