Baldur's Gate II: Enhanced Edition

Baldur's Gate II: Enhanced Edition

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Baldur's Gate II: Comprehensive Reference
By James
A comprehensive reference of Baldur's Gate II: Shadows of Amn
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Welcome and Updates
Hello there! Welcome to the guide. As you may have noticed, this guide is lacking quite a lot of material at the moment; I just wanted to let you all know that I'm definitely interested in keeping on working, and that I'm in the process of making changes and adding new sections (as of August 2020).

Updates:

21st of September, Anno 2022

* Added content (Open Doors, Stealth) to section 'Concepts'
* Fixed some mistakes in section 'Gameplay: Battle Prep.'

12th of August, Anno 2020

* Added a new section: Incantations
Concepts
In this section I will outline some of the concepts commonly referred to in Combat; Gameplay; Character Generation and Levelling; and Item Management

Armour Class

Armour Class determines how difficult it is for enemies to hit you, but has nothing to do with negating damage. Moreover, the lower the number, the better the effect. AC begins at 10 for all characters, and can be lowered by wearing amour or receiving AC bonuses. A piece of Full Plate armour will set one's AC to 1. Having a Dexterity score of 18, will further decrease the AC attribute by 4 points, resulting in an AC of −3.

Backstab

Backstab is an ability specific to the Thief (and also usable by the Stalker variant of the Ranger, but with reduced effectiveness).

Backstab allows damage to be applied to a target with the use of a damage multiplier. Backstab may be attempted automatically during an attack if the perpetrator of the attack has had a Stealth effect activated. While a character doesn't need to be behind his victim to Backstab, he does need to have a Stealth effect applied beforehand. (A Stealth effect may be activated by using the Hide-in-shadows ability, or by quaffing an Invisibility Potion.)

Note: There is a window of opportunity of 1 Round (6 seconds) in which the Backstab may be performed (it opens once the first Hit attempt by a Stealthed character is made), after which Stealth is deactivated. Once a Backstab is performed, the previously Stealthed character is brought out of Stealth mode.

Dual Class

When Dual-classing; instead of having two active Classes, one has a secondary Class which is Levelled up to the desired Level, and then put on hold; and a primary Class which is henceforth Levelled up continually. The first Class the Human begins Levelling up (the secondary Class) is temporarily disabled when the Human switches over to his new (primary) Class. He keeps the same Hitpoints, however. When both Classes are at equal level, the secondary Class is reactivated, but ceases to Level up any more.

A few things to consider:

* Because your other Class is temporarily disabled when Dual-classing, you can spend a significant amount of time without the Ablities and/or Skills assosiated with the Class (though you still keep the Hitpoints from the other class if they would be higher). You need to decide a reasonable Level to achieve in your first Class before Dual-classing. Some people Dual immediately at the start of the game; and others wait until Level 9, 13, or even 15, in some cases.

* Your Thac0 value is picked from the Class with the most favourable Thac0 value, but only after you have finished Dual-classing. To finish Dual-Classing, one must achieve 1 Level more in the second class

Identification

Some items (most notably unique items and magic items) require identification before you can learn anything about their properties. Note: while you may not be able to determine anything about a magic item, you can still equip/wield said item. (Because some items can be cursed, it is generally advisable to identify an item before equipping it.)

Item Status: Cursed

There are a few cursed items that can be found in Baldur's Gate 2. While a cursed item will generally provide some negative effect, only in a few rare cases will there be any benefit. Because magic items usually need identifying before you can learn anything about them, there is no outward indication of an item's cursed status; it is advisable to cast Identify on an item before using it, or to use a character's Lore attribute to identify the item.

Lore

The Lore attribute can be used by any character to identify items. One's Lore attribute must meet a particular threshold before an item can be identified; if an item requires 50 Lore to identify, and you only have 45, you will not be able to identify the item. Bards gain a significant Lore advantage over other classes. Note: Lore can be increased with both Intelligence and Wisdom.

Multi Class

Open Doors

This oddly named skill permits the character – with points in it – to bash open containers and doors. (This only works on containers and doors that are not protected with magic wards.)

Note: Having a high Strength attribute is necessary to have any reasonable chance of success when activating this contextual skill.

Reaction Adjustment

Regeneration

Resistance

Saving Throw

Spell Memorization

Stealth

The Hide-in-shadows skill permits a character to make his or herself unseen for an indefinite period. Note: Upon successfully activating this skill, the character will be effectively invisible to other characters that do not have some means of detecting invisibility/stealth. Moreover, the skill must be automatically reactivated once per turn, resulting in a small chance of failure every 6 seconds.

(It is generally advisable to focus your Thief's skill points on Detect Traps and Open Locks, rather than Hide-in-shadows due to how unreliable this skill can be at low levels, or in general.)

Thac0

When attacking an enemy, a Thac0 roll is performed to determine if the attack is successful

Thac0 stands for 'To Hit Armour Class Zero' and represents a threshold for a successful roll of a twenty sided die (Icosahedron from Dungeons and Dragons); To make a successful Thac0 roll, one must roll the same number as the Thac0 value, or higher. For example: if you had a Thac0 score of 11, you would need to roll 11 or higher to hit the target

All of this assumes the enemy target has an Armour Class of zero. The target's Armour Class is subtracted from the Thac0 value when rolling. As such, if the Armour Class of the enemy target is non zero and positive, rolling will be easier; and if the Armour Class of the enemy target is negative, rolling will be harder

Turn Undead

Weapon Proficiency
Inverse Attributes
Baldur's Gate uses three inverse numerical attributes. In general, as a numerical attribute increases, the attribute becomes qualitatively better. But for the following three attributes, the opposite is true: these three become better as the value decreases

Armour Class
Starts at 10; 0 or lower is desirable
Saving Throws
Starts at 20; A lower value is better
To Hit Armour Class Zero (Thac0)
Starts at 20; A lower value is better
Primary Attributes: Information
It's important to choose appropriate attributes when creating your main character. Once you've created your character, there aren't many options to improve attributes later on. The one exception to this rule applies when you are role playing a character that specifically has poor attributes.

Strength:

Strength affects extra Damage, adjusts Thac0, increases or decreases the character's carry weight, and alters the 'Open Doors' ability. It's important for Warriors. The main bonuses begin at 16 points (therefore setting lower than 16 is a waste of points usually).

Dexterity:

Dexterity adjusts Thac0 with ranged weapons, provides a bonus to your Armor Class, and alters your Reaction Adjustment. The AC bonus begins at 15 points (therefore setting lower than 15 is a waste of points usually).

Constitution:

Constitution affects bonus Hitpoints, but the bonus only begins at 15 points (therefore setting lower than 15 is a waste of points usually). The Regeneration bonus starts at 20 points. Warrior classes can benefit from 18 points of Constitution, but all others can benefit from 16 points only.

Intelligence:

Intelligence effects the amount of scrolls that can be scribed into the spell book, determines the maximum spell level one can scribe*, and the chance one has to scribe a scroll. Due to changes from the original game it is recommended that a Mage character have 18 Intelligence (Intelligence is not relevant to Sorcerors). For non-Mage characters a minimum of 11 Intelligence (to protect against Mind Flayer Intelligence drain) is recommended.

A minimum of 8 Intelligence is needed to use wands.

Wisdom:

Wisdom doesn't affect much in Baldur's Gate. Wisdom's main use is to provide bonus spells for Druids and Priests. It can also affect the use of the Mage spell 'Wish'. Lastly, it can provide a bonus to one's Lore attribute.

Primary Attributes: Recommended Values
Recommended & Minimum Attributes:

STR
DEX
CON
INT
*WIS
CHA
Main Character
10
Warrior
18/51
18
18
11
3
3
Priest
18
18
16
11
(9)
3
Monk
18
18
16
11
3
3
Bard
18
18
16
(13)
3
(15)
Thief
18
18
16
11
3
3
Wizard
10
18
16
18
3
3
Sorcerer
10
18
16
11
3
**(9)
Any (Dwarf)
19
Any (Elf)
19
Any ('Shorty')
18

* Wisdom has *no* effect on Saving Throws

** Attributes in parentheses are the minimum required value. Whilst Charisma has no effect on spell casting ability, the Sorcerer is required to have 9 points
Attributes: Tables
Charisma:

Charisma
Reaction
Shop Prices
3
−8
100%
4
−7
100%
5
−6
100%
6
−5
100%
7
−4
100%
8
−2
100%
9
−1
100%
10
0
100%
11
0
100%
12
0
100%
13
+1
100%
14
+2
100%
15
+3
100%
16
+4
95%
17
+4
90%
18
+5
85%
19
+8
80%
20
+9
75%
21
+10
75%
22
+11
75%
23
+12
75%
24
+13
75%
25
+14
75%
Character: Race

Attributes
Benefits
Infravision
Class Option
Best Classes
Elf
+1 DEX
−1 CON
90% Resistance to Charm
90% Resistance to Sleep
−1 Thac0 with Bows
−1 Thac0 with 1h Swords
Yes
Multiclass
Archer
Fighter-mage
Sorcerer
Thief-mage
Dwarf
+1 CON
−1 DEX
−2 CHA
−2 Save vs Death
−2 Save vs Spell
−2 Save vs Wand
Yes
Multiclass
Fighter
Fighter-cleric
Gnome
+1 INT
−1 WIS
−2 Save vs Spell
−2 Save vs Wand
Yes
Multiclass
Fighter
Mage
Half-elf
30% Resistance to Charm
30% Resistance to Sleep
Yes
Multiclass
Any
Halfling
+1 DEX
−1 STR
−1 WIS
−2 Save vs Death
−2 Save vs Spell
−2 Save vs Wand
−1 Thac0 with Slings
Multiclass
Thief
Half-orc
+1 STR
+1 CON
−2 INT
Multiclass
Barbarian
Fighter
Human
~Dual-class~
Any
Character: Class
Class Grouping:

Class
Group
Dual or Multiclass
*Hitpoints per level
Max CON bonus
Barbarian
Warrior
No
12
No limit
Fighter
Warrior
Yes
10
No limit
Monk
Warrior
No
8
+2 (16 CON)
Paladin
Warrior
No
10
No limit
Ranger
Warrior
Yes
10
No limit
Cleric
Priest
Yes
8
+2 (16 CON)
Druid
Priest
Yes
8
+2 (16 CON)
Bard
Rogue
No
6
+2 (16 CON)
Thief
Rogue
Yes
6
+2 (16 CON)
Mage
Wizard
Yes
4
+2 (16 CON)
Sorcerer
Wizard
No
4
+2 (16 CON)
Wild Mage
Wizard
No
4
+2 (16 CON)

* For the first 9 levels only

Class Group Hitpoint Outline (with 16 Constitution):

Class group
Hitpoints at level 9
Hitpoints at level 18
Hitpoints at level 27
Barbarian
108 + 18
135 + 36
162 + 54
Warrior
90 + 18
117 + 36
144 + 54
Priest
72 + 18
98 + 36
116 + 54
Rogue
54 + 18
70 + 36
93 + 54
Wizard
36 + 18
48 + 36
57 + 54

Benefits and Penalties:

Class
Backstab
Cleric Spells
Druid Spells
Mage Spells
Turn Undead
Weapon Prof.
Barbarian
*++
Fighter
+++++
Monk
+
Paladin
Level 3
−2 Levels
++
Ranger
Level 3
++
(Stalker)
Times 4 (Level 17)
Level 3
++
Cleric
All
Full
+
Druid
All
+
Bard
Level 6
+
Thief
Times 5 (Level 17)
+
Mage
All
+
Sorcerer
All **
+
Wild Mage
All
+

Class
Shield
Helmet
Armour
Barbarian
Yes
Splint Mail
Fighter
Any
Yes
Full Plate
Monk
No
Paladin
Any
Yes
Full Plate
Ranger
Any
Yes
Full Plate
Cleric
Any
Yes
Full Plate
Druid
Buckler
No
Studded Leather
Bard
Buckler
No
Chain Mail
Thief
Buckler
No
Studded Leather
Mage
No
Sorcerer
No
Wild Mage
No

Detect Ilusion
Find Traps
Disarm Traps
Hide in Shadows
Move Silently
Open Locks
Pickpocket
Set Traps
Bard
Yes
Ranger
Yes
Yes
Monk
Yes
Yes
Yes
Yes
Thief
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes

* ++ for all usable weapons types (+++ for Two-weapon Fighting Style)

** The Sorcerer doesn't memorize spells before use like the Mage. Instead, the Sorcerer may choose to use any spell from his repertoire; there is a limit to the number of times he may cast a spell per day, but the limit differs for each spell level. When levelling up, the Sorcerer is given the opportunity to pick a few new spells to add to his repertoire. Whilst the Sorcerer may cast spells more often, per day, than the Mage, he has access to a smaller repertoire of spells.
Character: Race & Class
Allowable Race and Class combinations:

Fighter
Barb.
Paladin
Ranger
Cleric
Druid
Monk
Bard
Thief
Mage
Sorcerer
Elf
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Dwarf
Yes
Yes
Yes
Yes
Gnome
Yes
Yes
Yes
Yes
Yes
Half-elf
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Halfling
Yes
Yes
Yes
Yes
Half-orc
Yes
Yes
Yes
Yes
Human
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes

Allowable Race and Multi-class combinations:

Elf
Dwarf
Gnome
Half-elf
Halfling
Half-orc
Human
Ranger/Cleric
Yes
Fighter/Druid
Yes
Fighter/Cleric
Yes
Yes
Yes
Yes
Fighter/Mage
Yes
Yes
Fighter/(Illusionist)
Yes
Fighter/Thief
Yes
Yes
Yes
Yes
Yes
Yes
Cleric/Mage
Yes
Cleric/(Illusionist)
Yes
Cleric/Thief
Yes
Yes
Mage/Thief
Yes
Yes
(Illusionist)/Thief
Yes
Fighter/Mage/Cleric
Yes
Fighter/Mage/Thief
Yes
Yes
Dual-class & Multi-class
It's important to understand the difference between these class modes, because they have significant consequences in game play.

A multi-class character can be any non human, and uses two classes simultaneously which the character spends equal effort upon. Any experience that said character receives is divided between both classes. Single and multi-class characters begin on a similar footing, with the multi-class character only falling behind by one level. As your party levels up, the gap increases significantly. In a fighter's case, at level forty, his multi-class fighter brethren will only have twenty-four of those levels. Twenty-four levels of fighter costs four million experience, and each party member can only collect around eight million.
Benefits of Multi-class Party Members
An important fact to keep in mind is that all classes gain most their abilities in the first twenty levels. More than half the hit-points for any class are gained by level twenty. Any class party member will have reached his final thac0 score by level twenty (give or take a level or two for some classes). The only other attribute that increases after level twenty is weapon proficiency. With this in mind it seems safe to assume that multi-class party members would be more useful than single-class members. One caveat is that multi-class members level up more slowly, and receive fewer high-level special abilities (the abilities added with the Throne of Bhaal expansion pack).

Let's compare a pure fighter with a fighter-druid. The max-level pure fighter's attributes would be as follows:

Attribute
Score
Reached at level
Level
40
Thac0
0
21
Saves
3/5/4/4/6
17
Hit-points
183
40
Base number of attacks
2
13
Proficiencies
17
39
High-level abilities
20
40

The max-level fighter-druid's attributes would be as follows:

Attribute
Score
Reached at level
Level
24, 21
Thac0
0
21
Saves
3/5/4/4/6
17
Hit-points
115
24
Base number of attacks
2
13
Proficiencies
12
24
High-level abilities
10
24
Dual and Multi-class Maximum Levels
Dual-class (assuming an immediate dual at the start of the game):

Beginning Class
Dual-class
Single-class
Fighter level 7
Mage level 31
Mage level 31
Fighter level 7
Thief level 39
Thief level 40
Fighter level 7
Druid level 31
Druid level 31
Fighter level 7
Cleric level 39
Cleric level 40
Thief level 8
Mage level 31
Mage level 31
Thief level 8
Fighter level 39
Fighter level 40
Thief level 8
Cleric level 39
Cleric level 40
Mage level 7
Thief level 39
Thief level 40
Mage level 7
Fighter level 39
Fighter level 40
Mage level 7
Cleric level 39
Cleric level 40
Cleric level 7
Fighter level 39
Fighter level 40
Cleric level 7
Mage level 31
Mage level 31
Cleric level 7
Thief level 39
Thief level 40
Cleric level 7
Ranger level 34
Ranger level 34
Ranger level 7
Cleric level 39
Cleric level 40
Druid level 8
Fighter level 39
Fighter level 40

Multi-class:

Race Restrictions
Max Levels
Fighter-cleric
Dwarf, Half-elf, Gnome
Level 24, Level 25
Fighter-druid
Half-elf
Level 24, Level 21
Fighter-thief
Any non Human
Level 24, Level 28
Fighter-mage
Elf, Half-elf
Level 24, Level 20
Fighter-illusionist
Gnome
Level 24, Level 20
Cleric-ranger
Half-elf
Level 25, Level 21
Cleric-thief
Gnome
Level 25, Level 28
Cleric-mage
Half-elf
Level 25, Level 20
Cleric-illusionist
Gnome
Level 25, Level 20
Thief-mage
Elf, Half-elf
Level 28, Level 20
Thief-illusionist
Gnome
Level 28, Level 20
Fighter-mage-cleric
Half-elf
Level 18, Level 17, Level 19
Fighter-mage-druid
Half-elf
Fighter-mage-thief
Half-elf
Level 18, Level 17, Level 22
Multiplayer: Creating a Multi-player Party
It's possible to create up to six characters at the start of the game, instead of one. To do this you need to start a multilayer game, create the characters, save the game, and then copy that save game over to the single player folder. It should be noted that you will lose out on a lot of fun aspects of the game if you do this.
Gameplay: Combat
Unarmed Penalty

When engaging in combat with no weapon equipped, enemy targets will receive a bonus to their Thac0 and Damage

Penalty: enemy target's Thac0 is modified by –4


Weapon Proficiency

Penalties applied when using a weapon in which you are not proficient:

(Note: Penalties to Thac0 are applied in positive amounts. See section on Thac0 for more information)

Thac0 penalty
Damage penalty
Warriors
+2
–2
Priests and Rogues
+3
–3
Wizards
+5
–5


Fighting Style

When no points have been spent in Two-weapon Fighting Style, and when you are using two weapons simultaneously in combat, a penalty is applied to your Thac0 score; minus 4 for the main hand, and minus 8 for the off hand.

(SaSS = Sword and Shield Style)
(SWS = Single Weapon Style)
(ThWS = Two-handed Weapon Style)
(TwS = Two-weapon Style)

Damage
Speed
Critical Roll
+AC
Thac0 (Main)
Thac0 (Off-hand)
SaSS +
–2 (vs. Missile)*
SaSS ++
–4 (vs. Missile)*
SWS +
19 or 20
–1*
SWS ++
19 or 20
–2*
ThWS +
+1
–2*
19 or 20
ThWS ++
+1
–4*
19 or 20
TwS +
+2
+6
TwS ++
+4
TwS +++
+2

* Lower is better
Gameplay: Timing
The game can be played in real time or in turn based mode. Even in real time, the game uses turn based timing concepts which are outlined here:

Round
6 seconds
Turn
10 rounds, 60 seconds
Gameplay: Battle Preparation
Here's a list of spells commonly cast before major battles (to help in casting the spells in an efficient order):

Spell
Duration in Game Terms
Duration (Level 10)
Bless
6 rounds
36 seconds
Righteous Magic
1 round / level
60 seconds
True Sight
1 turn
60 seconds
Draw Upon Holy Might
1 turn
60 seconds
Fireshield
3 rounds + 1 round / level
78 seconds
Haste
3 rounds + 1 round / level
78 seconds
Mirror Image
3 rounds + 1 round / level
78 seconds
Protection from Evil
1 turn / level
600 seconds
Shield
1 hour
? seconds
Remove Fear
1 hour
? seconds
Armor
9 hours
? seconds
NPCs
Name
Class
Str
Dex
Con
Int
Wis
Cha
MR
Grade
Align
Quest
Quest ~ToB~
Spells
Imoen
Thief (8) / Mage
9
18
16
17
11
16
A
Good
++++
Minsc
Ranger
18/93
16
16
8
6
9
A
Good
Nalia
Thief (4) / Mage
14
18
16
17
9
13
A
Good
Yes
++++
Valygar
Stalker
17
18
16
10
14
10
A
Good
Yes
Mazzy
Fighter
15
18
16
10
13
14
A
Good
Jaheira
Fighter/Druid
15
17
17
10
14
15
A
Neutral
Yes
Yoshimo
Bounty Hunter
17
18
16
13
10
14
A
Neutral
Korgan
Berserker
18/77
15
19
12
9
7
A
Evil
Yes
Keldorn
Inquisitor
17
9
17
12
16
18
B
Good
Yes
Anomen
Fighter (7) / Cleric
18/52
10
16
10
12
13
B
Neutral
Yes
Edwin
Conjurer
10
10
16
18
10
10
B
Evil
Yes
+++++
Rasaad
Sun Soul Monk
16
16
14
11
14
14
C
Good
Yes
Yes
Neera
Wild Mage
11
17
14
17
10
11
C
Good
Yes
Yes
++++
Aerie
Cleric/Mage
10
17
9
16
16
14
C
Good
++++
Jan
Thief/Illusionist
9
17
15
16
14
10
C
Neutral
++++
Haer'dalis
Blade
17
17
9
15
13
16
C
Neutral
Yes
++
Viconia
Cleric
10
19
8
16
18
14
65%
C
Evil
Hexxat
Thief
20
20
14
14
12
18
C
Evil
Yes
Yes
Cernd
Shapeshifter
13
9
13
12
18
15
D
Neutral
Yes
Skulduggery: Pickpocketing
Pickpocketing is a worthwhile activity to engage in. Occasionally civilians and guards will have valuable Items on their person, such as spell scrolls (up to and including level 9 scrolls) and jewels.

Suggestion: Don't forget to save your game before pilfering people's possessions

Location
Items
Terminsel
Various (requires Jaheira)
Ring of Protection +2
Ribald
Adventurer's Shop, Promenade
Ring of Regeneration
Chicken
Umar Hills
Beljuril Gem
Djinni Guard
Trademeet
Efreeti Summoning Bottle
Lavok
Planar Sphere
Ring of Acuity
Vithal
Underdark
Various (and Skull of Death)
Aesgareth
Watcher's Keep
Deck of Many Things
Selling Goods and Stolen Goods
Selling Goods

Most shop keepers will buy a wide range of Items from you. Ribald, the owner of the Adventurer's Mart in the Promenade (starting area) will buy almost any item. On the other hand, Ribald's shop can't be burgled.

Suggestion: Avoid selling unwanted Items to Ribald, as you won't be able to steal these Items back later.

Burgling Shops and Selling Stolen Goods

Most shops can be burgled (with the exception of Ribald's shop and a few others). If you have stolen Items you want to sell, you'll need to locate a fence.

Name
Location
Time
Arledrian
Slums (in house)
Day & Night
Roger the Fence
Sewers
Day & Night
Shadow Guild Fence
Docks
Day & Night
Maevar Guild Fence
Docks
Day & Night
?Unknown Name?
Trademeet (northern entrance)
Day & Night
Items: Main Stat Boosts
Name
Location
AC
+AC
+Saves
+Thac0
Benefit
Circlet of Netheril
ToB
+10 Hit-points, Memorize (7, 8)
Helm of Balduran
SoA
–1
–1
+5 Hit-points
Helm of Glory
SoA
–1
+1 Charisma
Malla's Soul Stone
ToB
+1 Constitution, +1 Dexterity, Neutralize Poison once a day
Silver Ioun Stone
ToB
+1 Wisdom
Obsidian Ioun Stone
ToB
+1 Constitution
Pale Green Ioun Stone
SoA
–1
+10% Hit-points
Wong Fei's Ioun Stone
ToB
–1
+15 Hit-points, +1 Hit-point regen (every round)
Girdle of Hill Giant Strength
SoA
19 Strength
Girdle of Stone Giant Strength
SoA
20 Strength
Girdle of Frost Giant Strength
SoA
21 Strength
Girdle of Fire Giant Strength
ToB
22 Strength
Girdle of Fortitude
SoA
18 Constitution for 8 hours, once a day
Gauntlets of Ogre Power
SoA
18/00 Strength
Gauntlets of Dexterity
SoA
18 dexterity
Nymph Cloak
SoA
+2 charisma
Paladin's Bracers
ToB
+10 Hit-points (Paladins only)
Tzu Zan's Bracers
ToB
–1
+15 Hit-points
Shuruppak's Plate
ToB
–2
+1 Dexterity, +20% Fire Resistance
Items: AC, Attacks, Damage, Saves, Thac0
Name
Location
AC
+AC
+Saves
+Thac0
Benefit
Amulet of Protection +1
SoA
–1
–1
Amulet of Spell Warding
SoA
–2 (Spells)
Necklace of Form Stability
SoA
–5 (Polymorph)
Periapt of Life Protection
SoA
–3 (Death)
Skin of the Ghoul +4
SoA
4
–3 (Paralyzation, Poison)
Human Flesh +5
SoA
3
–4
+20% Magic Resistance
Armor of the Viper +5
SoA
2
+2 (Paralyzation, Poison)
Armor of Faith +3
SoA
1
–1
Boots of Avoidance
SoA
–5 (Missiles)
Bracers of Archery
SoA
–2 (Missiles)
Cloak of Displacement
SoA
–1
–3 (Death, Breath, Wand)
Cloak of Protection +1
SoA
–1
–1
Cloak of Protection +2
SoA
–2
–2
Montolio's Cloak
~ToB~
–1
–1 (Off-hand)
Gauntlets of Crushing
SoA
–4 (Fists)
Usable by Monk
Gauntlets of Extraordinary Specialization
~ToB~
–1
+2 damage, +1 half attack
Gauntlets of Weapons Skill
SoA
–1
Wonderous Gloves
~ToB~
–1
–1
Usable by Bard, Memorize (2, 3, 4)
Belt of Inertial Barrier
SoA
–5 (Breath)
+25% Res. (Missile Damage), 50% Res. (Magic Damage)
Girdle of Bluntness
SoA
–4 (Blunt)
Girdle of Piercing
SoA
–3 (Piercing)
Golden Girdle
SoA
–3 (Slashing)
Helm of Balduran
SoA
–1
–1
+5 Hit-points
Helmet of Defense
SoA
–1
+20% Electrical, Fire, Ice Resistance
Lavender Ioun Stone
~ToB~
–1
–4 (Death)
Pale Green Ioun Stone
SoA
–1
+10% Hit-points
Ring of Gaxx
SoA
–2
–2
+10% Magic Resistance, Immunity to Diease and Poison
Ring of Protection +1
SoA
–1
–1
Ring of Protection +2
SoA
–2
–2
Items: (Resistance Boosts)
MR = Magic Resistance

Name
Location
Benefit
Amulet of Power
SoA
+5% MR
Amulet of Magic Resistance
SoA
+5% MR
Kaligun's Amulet of Magic Resistance
SoA
+10% MR
Human Flesh +5
SoA
AC 3, +20% MR (evil characters only)
Orc Leather +3
SoA
AC 4, +10% Res. (Missile)
Shadow Dragon Scale
SoA
AC 1, +50% Res. (Acid)
Darkmail +3
SoA
AC 2, +20% Res. (Fire)
Drow Elven Chain +3
SoA
AC 2, +5% MR
Gorgon Plate +4
SoA
AC –1, +15% Res. (Acid, Fire)
Red Dragon Scale
SoA
AC –1, +50% Res. (Fire)
Blue Dragon Plate
ToB
AC –1, +90% Res. (Electricity)
Shuruppak's Plate
ToB
AC –2, +20% Res. (Fire)
White Dragon Scale
ToB
AC –2, +50% Res. (Cold)
Boots of Grounding
SoA
+50% Res. (Electricity)
Boots of the North
SoA
+50% Res. (Cold)
Belt of Inertial Barrier
SoA
+25% Res. (Missile Damage), 50% Res. (Magic Damage)
Dragon Helm
SoA
+25% Res. (Cold, Electricity, Fire)
Helmet of Defense
SoA
+20% Res. (Cold, Electricity, Fire)
Helm of the Rock
ToB
+25% Res. (Acid, Cold, Electricity, Fire, Poison)
Items: Most Powerful Weapons by Damage
SoA
~ToB~
Axe
Frostreaver +3 (4-11)
Axe of the Unyielding +5 (6-13)
Long Sword
Namarra +2 (5-12)
Angurvadal +5 (6-13)
Bastard Sword
Jhor the Bleeder +2 (4-10)
Foebane +5 (7-13)
Club
Blackblood +3 (4-9)
Club of Detonation +3 (4-9)
Dagger
Boneblade +4 (5-8)
Dagger of the Star +5 (6-9)
Flail
Flail of Ages +3 (5-10)
Flail of Ages +5 (7-12)
Halberd
Wave +4 (5-14)
Ravager +4 (5-14)
Blade
Celestial Fury (Katana) (4-13)
Spectral Brand +5 (Scimitar) (6-13)
Mace*
Skullcrusher +3 (5-10)
Storm Star +5 (7-12)
Quarterstaff
Staff Spear +2 (4-11)
Staff of the Ram +6 (13-18)
Short Sword
Cutthroat +4 (5-10)
Short Sword of the Mask +5 (6-11)
Spear
Spear of Withering +4 (5-10)
Ixil's Spike +6 (7-12)
Two Handed Sword
Carsomyr +5 (6-17)
Carsomyr +6 (7-18)
Warhammer
Aegis Fang (5-11)
Runehammer +5 (7-13)

* +2 damage against humanoids

Against Dragons:

Long Sword
Peridan +2 (6-20)
Halberd
Dragon's Bane +3 (10-19)

Against Evil Creatures:

Long Sword
Daystar +2 (7-14)

Against Golems:

Quarterstaff
Rod of Smiting (14-19)

Against Undead:

Long Sword
Daystar +2 (14-28)
Mace
Mace of Disruption +2 (10-27)
Items: Most Powerful Weapons by Ability
In Shadows of Amn segment of game:

In Throne of Bhaal segment of game:

Weapon
+AC
Abilities
Axe
Axe of the Unyielding +5
–1
+3 Regen*, +1 Constitution
10% chance of instantly killing target
Long Sword
The Answerer +4
target loses 15% Magic Resistance and 2 AC every hit
Bastard Sword
Foebane +5
+6 damage vs. Undead
+6 damage vs. Shapeshifters
+6 damage vs. Extra-planar Beings
Club
Club of Detonation +3
+3 fire damage, 20% chance +10 fire damage
7% chance Fireball
Dagger
Dagger of the Star +5
15% chance user will become invisible after a hit
5% chance +1-8 fire and +1-8 electrical damage
Flail
Flail of Ages +5
+2 acid damage
+2 fire damage
+2 cold damage
+2 poison damage
+2 electrical damage
33% chance target is slowed, Free Action
+5% Magic Resistance
Halberd
Ravager +4
Cast Cloak of Fear twice a day
Blade
Hindo's Doom +4
Greater Restoration once per day
immune to death spells, 10% Magic Resistance
Mace
Storm Star +5
+1-6 electrical damage
+20% Electrical Resistance
5% chance to cast Chain Lightning
Quarterstaff
Staff of the Ram +6
15% chance target is knocked back and stunned
+1-4 piercing damage
Short Sword
Short Sword of the Mask +5
15% chance to drain 1 level from target
15% chance target is entangled for 24 seconds
Spear
Ixil's Spike +6
Free Action
target must save or be pinned for 3 rounds,
taking 6-11 damage per round
Two Handed Sword
Carsomyr +6
+6 damage vs chaotic evil
+50% magic protection
dispel magic 3 times per day
dispel magic on target
Warhammer
Runehammer +5
4-16 +10 damage to undead
undead must save or be destroyed
Negative Plane Protection
Immune to Fear
Fire Giant Strength once/day
Mass Cure once/day

* per Round (6 seconds)
Items: Overpowered Items
Items: Spellcaster Armors
Armour
AC
Game Segment
Location
Owner
Elven Chain Mail
AC 5
SoA
*Trademeet
Lord Skarmaen Alibakkar
Elven Chain +1
AC 4
SoA
Sylvan Chain +2
AC 3
ToB
Start of ~ToB~
Illasera
Melodic Chain +3
AC 2
SoA
Planar Prison
Bladesinger Chain +4
AC 1
SoA
Suldanessellar
**Aslyferund Elven Chain +5
AC 0
ToB

* Optional Quest

** Crafted by Cespenar, from the Bladesinger Chain +4 and a Protection from Normal Weapons Scroll

Items: Summoning Items
Once per day summon
Location and crafting details
Silver Horn of Valhalla
Summons a level 5 fighter
In an unnamed house in the Bridge District
Bronze Horn of Valhalla
Summons a level 7 fighter
Crafted from the Silver Horn of Valhalla and a Diamond
Iron Horn of Valhalla
Summons a level 9 fighter
Crafted from the Bronze Horn of Valhalla and a Beljuril Gem
Spider Figurine
Summons a phase spider
Lower Tombs (Graveyard)
Efreeti Bottle
Summons an efreeti
Trademeet
Vhailor's Helm
Summons a copy of the user at 60% of abilities (Simulacrum)
Adventurer's Shop (Promenade)
Staff of Earth +2
Summon lesser earth elemental
Ust Natha (Underdark)
Staff of Air +2
Summon lesser air elemental
Astral Prison
Staff of Fire +2
Summon lesser fire elemental
Planar Sphere
Staff of the Woodlands +4
Summons a shambling mound
Suldanessellar
Spectral Brand +4
Summon a spectral blade
On Aesgareth's person (Watcher's Keep)
Ras +2
Can attack on its own for four rounds
Trademeet

Note that the Horn of Valhalla can be crafted by a craftsman in the Promenade
Items: Those destroyed when exposed to Sun Light
Drow Elven Chain +3
AC 2, +5 MR, –1 casting time, allows spellcasting
Drow Adamantine Chain +5
AC 0, allows spellcasting
Drow Full Plate +5
AC –4
Drow Piwafwi Cloak
+75% hide in shadows, +75% move silent, –6 save vs breath
Drow Crossbow of Speed
–3 THACO, +1 attack per round
Drow Flail +3
–3 THACO
Drow Halberd +3
–3 THACO
Drow Long Sword +3
–3 THACO
Drow Lance +3
–3 THACO

You can enjoy these items for a significant time spent in the Underdark; however, you can't remove them from the Underdark without cheating.
Items: Those with a limited Supply
Item
City Buy
Underdark Buy
Water City Buy
Game Loot
*Protection from Undead Scroll
~10
?
**Protection from Magic Scroll
2
~1
Brine Potion (temporary vs. psionics)
~10
Potion of Master Thievery
~20
?
Potion of Invisibility
~15
?
Healing Potion
~25
10
~30
Strength Potions
~50
?
Lesser Restoration Scroll
~15
?

* Causes undead to ignore you
** This grants full magic resistance (100%)
Items: Important Equipment
Here's a list of items to stock up on when you have the gold:

Name
Note
Rogue Stone
Used to access inaccessible areas (only 1 needed)
Healing Potion
Most spell healing is done outside of battle; stock up on these
Lesser Scroll of Restoration
Used for bringing back level drained levels
Identify Scroll
Save yourself the trouble of memorizing this one
Gem Bag
Useful for freeing up inventory slots
Scroll Case
Useful for freeing up inventory slots
Potion Bag
Useful for freeing up inventory slots
Wooden Stake
Keep every one you find
Items: Important Items
Shopping: Obtaining optimal Prices
The party leader's charisma has more of an effect on shop prices than reputation, in general. There are a few extreme cases where a very low reputation score will drastically alter prices, but the score would have to be very low (i.e., 1 or 2 points).

Nevertheless, you should aim for a minimum of 10 reputation, even for an evil party.

The shop price reduction bonus is capped at 20 Charisma. Whichever party member has the highest charisma should be given the +2 Cloak of Charisma, and should be temporarily made leader whenever you are shopping. This can be done by dragging the character's icon into the leader position.
Crafting: Cromwell's Recipes
Progression: Gaining Experience without engaging in major Battles
If you have created some dual-class characters, you may be looking for a way to level them up quickly without starting any seriously hard fights. You might consider keeping any redundant spell scrolls you find, and using them to boost your experience. You're allowed to unscribe spells from your spell book and rescribe them as you see fit. You may also cast Flesh to Stone and then Stone to Flesh on a creature repeatedly since this gives you experience every time they're turned to stone.

Here's a list of quests that don't require much, if any, combat:

Quest Description
Location
Find out who buried Tirdir
Graveyard District, Bridge District
Investigate the back rooms of the Copper Coronet
Copper Coronet (Slums)
Put the ghost of Wellyn to rest
Graveyard District, Copper Coronet (Slums)
Find a home for Kamir
Graveyard District
Defeat the Crypt King (easy battle)
Graveyard District
Infiltrate Mae'var's Guild on the order of Renal Bloodscalp
Docks District
Bring Renfeld to Rylock in the Docks
Docks District, Random Encounter
Investigate the Harper's compound for Xzar
Docks District
Gain the services of Sir Sarles for Helm
Temple District
Rescue Viconia
Government District
Progression: Optional Locations
It's possible to inadvertently prevent yourself from being able to reach an area due to choosing a certain option in dialogue.

Name/Location
Requirements
Astral Plane (reached from Athkatla's play house)
Must not give Haer'dalis the gem before dismissing him

Must go to the play house and give the gem to the respective recipient (not Haer'dalis)
Underwater Sahuagin City
Must set sail with Havarian after Spellhold
Progression: Quests
This list contains all the quest lines available before you leave for Spellhold.

Quest Line
Starting Location
Difficulty
Mage Level
Investigate Copper Coronet
Slums
Easy
7
Investigate Slaver Compound
Slums
Easy
7
Destroy the Spider Nest
Lower Tombs (Graveyard)
Easy
7
Discover who buried Tirdir
Graveyard
Easy
7
Investigate Circus Tent
Promenade
Easy
7
Apprehend Valygar
Council Building (Government)
Easy
7
Kill the Sea Troll for Roger
Sewers
Easy
7
Investigate Harper Compound
Docks
Easy
7
Infiltrate Mae'var's Guild
Shadow Thieves HQ (Docks)
Easy
7
Work for Mae'var
Mae'var's Guildhall (Docks)
Moderate
9
Find the Nether Scroll for Edwin
Lower Tombs (Graveyard)
Moderate
9
Find the Book of Kaza for Korgan
Lower Tombs (Graveyard)
Moderate
9
Battle Party in the Unmarked House
Bridge District
Moderate
9
Solve the Murders
Bridge District
Moderate
9
Retake De'Arnise Castle
Copper Coronet (Slums)
Moderate
9
Destroy the Brigands
Sewers
Moderate
9
Cure Jaheira's Curse
Sea Bounty Tavern (Docks)
Moderate
9
Gain the Service of Sir Sarles
Temple of Helm (Temple District)
Moderate
9
Deal with the Fallen Paladins
Radiant Heart (Temple District)
Moderate
9
Battle the Party in The Seven Vales
Seven Vales (Promenade)
Moderate
9
Trouble in Trademeet
Trademeet
Moderate
9
Investigate Umar Hills
Umar Hills
Moderate
9
Enter the Planar Sphere
Slums
Hard
12
Destroy the Rakshasa
Sewers
Hard
12
Do Tasks for Aran Linvail
Shadow Thieves HQ (Docks)
Hard
12
Enter the Unmarked Building
Temple District
Hard
12
Investigate Windspear Hills
Windspear Hills
Hard
12
Rescue Haer'dalis
Five Flagons Inn (Bridge District)
Hard
12
Enter the Planar Prison
Five Flagons Inn (Bridge District)
Hard
12
Investigate the Cult of the Eyeless
Temple District
Epic
14
Enter the Mind Flayer Hide-out
Sewers
Epic
16
Gain Entry to the The Twisted Rune
Bridge District
Legendary
18
Enter Watcher's Keep
Watcher's Keep
Legendary
22
Unmarked Quests
Location
Difficulty
Mage
Battle (Crypt King)
Upper Tombs
Easy
7
Battle (Various Undead)
Upper Tombs
Easy
7
Battle (Unmarked House)
Bridge
Easy
7
Battle (Rakshasa)
Sewers
Easy
7
*Battle (Spider Nest)
Lower Tombs
Easy
7
Battle (Brigands)
Sewers
Moderate
9
Battle (Seven Vales)
Merchant
Moderate
9
Battle (Unmarked House)
Temple
Hard
12
Battle (Mind Flayer Base)
Sewers
Epic
16
**Battle (Kangaxx)
Bridge
Legendary
18
Battle (Twisted Rune)
Bridge
Legendary
18

* It would be advisable to bring some poison antidote potions with you for this activity

** This target has an Imprison ability that can bypass Magic Resistance. Due to the lack of Freedom scrolls early game, it's recommended to leave this battle until you return to the city late game
Incantations
In Baldur's Gate and Shadows of Amn the spell-casting vocalisations are derived from real world Latin words. This is quite unusual, in that many games simply use gibberish for both names of people, places, etc, and gibberish for incantations or made-up languages. The Latin incantations add a distinct quaintness to the game world.

School
Incantation
English
Abjuration
Manus, Potentis, Paro
A hand, powerful, I prepare
Conjuration/Summoning
Facio, Voco, Ferre
This I do, I call, to bring you forth
Divining
Scio, Didici, Pecto
I know, for I have studied, with my mind
Enchantment/Charm
Cupio, Virtus, Licet
I want, excellence, allowed to me
Illusion
Veritas, Credo, Oculos
The truth, I believe, with my eyes
Invocation/Evocation
Incertus, Pulcher, Imperio
Uncertain, beautiful things, I command
Necromancy
Vita, Mortis, Careo
Life, and death, I am without
Alteration
Praeses, Alia, Fero
Protecting, another, I bring this forth
Spells: Important Spell Locations

Name
Location
Invisibility 10 foot radius
Watcher's Keep (you don't need to enter the keep)
Breach
Promenade
Lower Resistance
Promenade
Greater Malison
Promenade
Knock
Promenade
Melf's Minute Meteor
Promenade
Secret Word
Promenade
Wizard Eye
Promenade
Tenser's Transformation
Slums
Spell Immunity
Lower Tombs (Graveyard District), Trademeet
Invisible Stalker
Prebek's House (Docks District)
True Sight
Trademeet
Limited Wish
Promenade
Abi Dalzim's Horrid Wilting
On Vithal's person (Underdark)
Simulacrum
Spellhold
Spellstrike
Promenade (late-game)
Freedom
Underdark
Spells: Death dealing Spells
Spell
Details
Saving Throw
Wail of the Banshee
Kills anything in range
Spells
Power Word, Kill
Kills anything with less than 60 hit-points remaining
Symbol, Death
Kills anything with less than 60 hit-points remaining
Spells
Finger of Death
Kills target
Spells
Disintegrate
Destroys target and some or all of its equipment
Spells
Death Spell
Unsummons creatures; kills anyone lower than level 9
Spells: Divination Spells
The following table describes several divination spells and the spells they counter.

Spell
Detect Invisibility
Detect Illusion
Oracle
True Sight
Invisibility
Yes
Yes
Yes
Yes
Blindness
Yes
Yes
Yes
Mirror Image
Yes
Yes
Yes
Imp. Invisibility
Yes
Yes
Shadow Door
Yes
Yes
Mislead
Yes
Project Image
Yes
Simulacrum
Spells: Counter Spells
Spell
Counter Spell
Absolute Immunity
Breach
Protection from Energy
Breach
Improved Mantle
Breach
Protection from the Elements
Breach
Mantle
Breach
Stoneskin
Breach
Fireshield
Breach
Protection from Normal Missiles
Breach
Mirror Image
Detect Illusion
Reflected Image
Detect Illusion
Invisibility
Detect Invisibility / Oracle / True Sight
Spell Shield
Dispel Magic / Remove Magic
Imprisonment
Freedom
Shadow Door
Oracle
Improved Invisibility
Oracle
Globe of Invulnerability
Pierce Magic
Spell Trap
Ruby Ray of Reversal
Spell Turning
Secret Word
Spell Deflection
Secret Word
Spell Immunity
Secret Word

Simulacrum
True Sight
Project Image
True Sight
Mislead
True Sight
Death Spell
Wish
Spells: Summoning Spells
Spells: Spells that scale with Wizard Level
Spell
Effects
*Chromatic Orb (1)
Blind, pain, stun, weakness, petrify or slay (depending on level)
Magic Missile (1)
Bypasses stoneskin, more missiles at higher levels
Melf's Acid Arrow (2)
More rounds of damage per level
Mirror Image (2)
More images per level
Vampiric Touch (3)
More damaging at higher levels
Flame Arrow (3)
More bolts at higher levels
Skull Trap (3)
More damaging at higher levels
Confusion (4)
Area of effect confusion (longer duration at higher levels)
Spider Spawn (4)
Spiders are more powerful at higher levels
Animate Dead (5)
At level 15 summons a skeleton warrior
Hold Monster (5)
Holds monsters (longer duration at higher levels)

* This spell can potentially destroy valuable loot
Spells: Spell Opposition Schools
Monsters
Incapacitation
Danger
Special
Weapon Needed
Adamantite Golem
+3
Beholder
Charm, Fear, Hold, Slow
Death Ray, Petrify
0
Bone Golem
+1
Carrion Crawler
Hold
0
Clay Golem
+1 (Immunity: all but Crush.)
Crimson Death
+1
Demi-lich
Imprison
+4
Demon Knight
Fear
Fireball, Level Drain, Symbol Death
+1
Djinni
Stoneskin, Shadow Door, Protection from Magic Weapons
0
Doppleganger (Greater)
Haste Self, Mirror Image
0
Dragon
Fear
Wing Buffet, Deadly Breath Attack
+2
Ettercap
Paralyze
0
Fission Slime
Splits from non-Fire damage
+1
Gauth
Hold, Slow
0
Ghast
Hold
Diease
0
Ghoul (Greater)
Hold
Diease
+1
Iron Golem
Gas Cloud (Poison)
+3
Lich
Fear, Stun
Death Spell
+2
Mind Flayer
Charm
0
Mist Horror
Confuse
+1
Mummy
Disease
+1
Mummy (Greater)
Disease
+2
Mustard Jelly
Slow
+1
Otyugh
Slow
Disease
0
Poison Mist
Poison
+1
Shadow
Stat Drain
+1
Shadow Fiend
Hold
+1
Stone Golem
Mass Slow
+2
Troll
Needs Acid/Fire to kill
0
Vampire
Charm
Level Drain
+1
Vampiric Mist
Level Drain
Invisibility
+1
Werewolf
+1
Werewolf (Greater)
Fast Regen
0
Wolfwere
+1
Wraith
Level Drain
+1
Wyvern
Poison
0
Special: Deck of Many Things
(More Information coming soon...)
Special: Familiars
Familiars can be summoned by a Wizard or a Beastmaster (but only when such a character is the main character in a party).

Familiars are useful, but can be a problem as well. On the one hand they offer a much needed hitpoint boost to your main character; on the other hand, they are quite squishy and not really suitable for battle. Nevertheless, it's possible to store your familiar in the inventory so it never has to engage in any battles.

The available familiars in Shadows of Amn:

Name
Alignment Required
Details
Pseudo Dragon
Lawful Good, Neutral Good
24hp, –2 AC, 50% MR, Blur
Fairy Dragon
Chaotic Good
24hp, 4 AC, 32% MR, *Inv. 10' Rad, Mirror Image
Ferret
Lawful Neutral
24hp, 0 AC, 50% MR, 75% Pickpocket, Stealth
Rabbit
True Neutral
16hp, -4AC, 75% Element Res., 50% Detect Traps
Cat
Chaotic Neutral
24hp, 0 AC, 50% MR, 99% Stealth
Imp
Lawful Evil
18hp, 2 AC, 25% MR, Polymorph
Dust Mephit
Neutral Evil
24hp, 6 AC, 10% MR, Glitterdust
Quasit
Chaotic Evil
24hp, 2 AC, 25% MR, Horror

* Mass Invisibility for your party. Very useful for avoiding monsters or encounters
Special: Machine of Lum the Mad
The Machine of Lum the Mad provides +1 to all Primary Attributes: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.

(More Information coming soon...)
Special: Tears of Bhaal Choices
Tears of Bhaal (Shadows of Amn finale) choices:

Good
Evil
FEAR TEAR
Immunity to +1 Weapons or lower
+2 Constitution
SELFISHNESS TEAR
+10 Magic Resistance, –1 Dexterity
–2 AC (Better)
GREED TEAR
+2 to all Saving Throws
+15 Hitpoints
PRIDE TEAR
+20% Resistance to Fire, Cold, Electricity
+200,000 Experience
WRATH TEAR
+1 Wisdom, +1 Charisma
+2 Strength
Special: Wish and Limited Wish
40 Comments
AllegoricRanger 11 Mar, 2023 @ 4:24am 
I just found the part about the Latin phrases used for the invocations of spells and that is the best thing I've never known about the game.
Birddog 20 Nov, 2022 @ 12:48pm 
Thanks James, great guide. Had this game ages ago and would always get lost with all the quest going on. The first one, BGEE, was easier to stay on track. I would use the old sites too for walk through s , but i try to figure things out for myself. In this one, its easy to get distracted and end up doing something you are noway ready to do. Thinking about getting BG3, but wanted to play the old ones again first.
James  [author] 3 Nov, 2022 @ 10:01pm 
It's definitely true that I used other references as a guide, but much of this is my own work. Try not to be so negative. I've never used Reddit - for your information. I've looked at much older websites and ones not related to social media. I use the following guides as a reference: Mike's RPG Centre; Sorcerer's NET; Baldur's Gate Fandom; and others.
[S.A.S]sephchan 2 Nov, 2022 @ 2:49pm 
This is dumb, you just copy/pasted a load of stuff from the BG reddit that someone else did.
Thumb down :steamthumbsdown:
Dolraeth 22 Mar, 2020 @ 4:45am 
Eh... I appreciate the effort, but this is rather incomplete.

Just looking at the companion guide... where is Dorn? I also disagree with many of the ratings for the companions, but I really think you can exploit just any character that comes your way (yes, Cernd too, once I played him as the main tank, and oh boy, he's not bad).

The notion of compiling all of BG2 content is overwhelming in itself, you're well on your way, but this could use some improvements.
Dino Thunderlung 18 Sep, 2019 @ 5:21pm 
Shame there's not a section for Cespenar's Recipes.
geosmina 21 Jun, 2018 @ 9:24am 
thanks bananamaster
Plumbee 10 Feb, 2018 @ 11:11am 
Very usefull! Thanks!
白昼之星 24 Mar, 2017 @ 4:37am 
Clay golem can only be affected by crushing damage, and will cast Haste when see enemy, also NORMAL lich can NOT cast imprison? I think demi-lich is easier than normal lich, the latter has many contingency spells like Protection from Magic Weapons and Mislead, and will cast time stop and symbol:stun/fear/death on sight.
xvii-Dietrich 31 May, 2016 @ 3:53pm 
Excellent guide... very comprehsive! Great work!