Passages for Baldur's Gate 2: Shadows of Amn, platform PC

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Passages for Baldur's Gate 2: Shadows of Amn, platform PC

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                     ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
                     Baldur's Gate II: Shadows of Amn (PC)
                     & Throne of Bhaal (BG2 Expansion, PC)
                                FAQ/Walkthrough
                     _____________________________________
                     ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ


                               February 19, 2003
                                  Version 8.3

                        Written by:  Dan Simpson
                             Email:  manymoose@hotmail.com

                  Use this subject:  Baldur's Gate II v8.3

               (emails with improper subjects MAY BE DELETED!)


                                 Email Policy: (read before emailing me!)
                                 ッッッッッッッッッッッッッ
          Got a question?  Check the Frequently Asked Questions section
          first (it's after the walkthrough) to see if your question is
          already answered.

          If you see any mistakes, or have anything that you want to add
          please email me!  I will, of course, give you full credit for
          your addition, and be eternally grateful to you.  Email addresses
          are not posted in the FAQ, unless you specifically state that
          you want it to be.

          Finally if you are on AOL and want a response from me, make sure
          that your email is accepting from Hotmail (webmail).  I have gotten
          way too many emails returned from AOL with a message that the
          person wasn't accepting from Hotmail.


______________________________________Notes____________________________________
You will find the most up to date version of this FAQ at:

  http://www.gamefaqs.com/
  http://www.gamewinners.com/
  http://www.cheatcc.com/

I also have an Item List FAQ & a Class FAQ both of which you can also find at
GameFAQs.

If you're having any sort of technical problem with the game, there are some
patches you should consider getting:

  BG2:  http://www.bioware.com/bgate2/bg2patch.shtml
  ToB:  http://www.bioware.com/bg2tob/bg2tobpatch.shtml

If you have serious BUG issues with BG2, this page will be your Bible:

  http://www.baldurdash.org/

Throne of Bhaal, the Official Expansion to Baldur's Gate II is out.

All the significant Unofficial Add-On's (many of which are top-notch) can be
found here:

  http://www.teambg.net/forum/?board=58;action=display;threadid=4571

If you need a walkthrough for the Unofficial Add-On, the Darkest Day, you can
get Suburban Jub's fine walkthrough here:

  http://www.sorcerers.net/Games/BG2/index.htm

The new "romantic" NPC Kelsey can be gotten here:

  http://www.forgottenwars.net/kelsey/

Dungeon-Be-Gone allows players (specifically, veteran players!) to skip
the start dungeon. They get all of the items and a representative amount
of XP and gold for the trouble.

  http://www.forgottenwars.net/dbg/

Flirt Packs add expanded romance content to the Bioware NPCs (currently
just Aerie and Jaheira but Viconia and Anomen are in development)

  http://www.forgottenwars.net/npcflirt

Special Thanks To: (see Final Words for a lengthier list)

  Steotia, Craig Gibbens, Rabbit, Aleph, Death Crow, Jeremy Treanor, Grack,
  Geoff Ulreich, Boogie, Souma, Blackhawk, Greymane, Vash, Max Chen, Taganath,
  Chris Emery, ShirouKyoji, Tim Lou, Kevin Logan, Ken Baker, CJayC, Wai Chu Yu,
  P.K., Willis Su, David Weldon, Ken Adams, Cyrille Artho, Hector E. Meza,
  SpookyScarecrow, Mishael, Matri, Henning Roes, Travis Archer, Jonathan
  Zimmerman, Redd Barren, Rick Harder, Rakhiir, David Lyons, Edward Adams,
  Gabriel, Pedro R. Quaresma, ShirouKyoji, ANDY, Adar, Rolander, JP, Dominic,
  Dranyth, Juky & 649 of 711, Kevin Chung, Ryan Brady, David Haire, Robert Pay,
  Nick McIsaac, jayhc, Cornelius Chesterfield, Mike O, Snark, RCL,
  James Prieels, Sarina, Per Jorner, Moby, Brad Beacham, Phobia, Pieter
  Spronck, ROB, Harry Smith, Chris Norman, Jafar Sadeq, Jason Cha, Alexander
  Ferguson, Brian Brus, alexcool, Marc Oliver, Tetrazome, Alex Malano, Khadgar,
  Alan Cherry, Andrea Nicoli, Paul Dickinson, SloppyDogg, Gunslinger, John
  Knudson, Brian Camley, John Winkleman, GOOD_ASH (Brian Phillips), Accord, Ard
  /Eathlon, Brawny Lam, Daniel Pang, Clayton, James Victor, Vladislav Brkic,
  Sergio Le Roux, Tim Marshal, Miguel, Doug Scheurich, Dave Loveland, CY Lee,
  Braden, Konstantin, Jeremy Hanson, Corvus Albus, Gareth Embrey, the Maxx,
  Lani Weaver, Michael Schneider, Carl Pettersson, Xander77, Alessio Ronchi,
  Xar, Andrew Scarvell, K.C., John Howard

  Anyone who emails me with nice things to say, you are appreciated!
  And last, but not least, thanks to Bioware for making such a great game!

This FAQ looks best in a fixed-width font, such as Courier New.

This Document is Copyright 2000-2003 by Dan Simpson
Baldur's Gate II is Copyright 2000 by Bioware/Black Isle/Interplay
BG2: Throne of Bhaal is Copyright 2001 by Bioware/Black Isle/Interplay

I am not affiliated with Bioware, Black Isle, Interplay or anyone who had
anything to do with the creation of this game.  This FAQ may be posted on any
site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are
posting it.  You may not charge for, or in any way profit from this FAQ.
_______________________________________________________________________________

__________________
What's New in 8.3:
ッッッッッッッッッッッッッッッッッッ
    Added the ForgottenWars unofficial add-ons to the Notes section.  Added
    two notes from John Howard, one on an easy way to get the "bonus" merchants
    (in the Introduction) the other on the Underdark Soul Gem.  Added a topic
    in general strategies on magic weapons.

  For a complete Version History, check out the Final Words Section at the end
  of the FAQ.


-------------------------------------------------------------------------------
                              Table of Contents:
-------------------------------------------------------------------------------

  I.       Introduction
  I2.      Throne of Bhaal Information
  II.      What's New in Baldur's Gate II
  III.     Creating a Main Character (or a Party)
  IV.      Companions
  V.       Gameplay Strategies and Tricks
  VI.      General Monster Fighting Strategies
    VI.1   Golems
    VI.2   Demons
    VI.3   Undead
    VI.4   Dragons
    VI.5   Enemy Spellcasters
    VI.6   Beholders
    VI.7   Mind Flayers
    VI.8   Werewolves

Walkthrough

  1.       Chapter 1: Irenicus' Dungeon
    1.1               Irenicus' Dungeon Level 2
  2.       Chapter 2: Waukeen's Promenade
    2.1               The Slums
    2.2               Between Areas
    2.3               De'Arnise Hold
    2.4               Windspear Hills
    2.5               The Planar Sphere
    2.6               The Graveyard
    2.7               City Gate
    2.8               The Bridge
    2.9               Government District
    2.10              Umar Hills
    2.11              Temple Ruins
    2.12              Temple District
    2.13              The Sewers
    2.14              The Docks
    2.15              Trademeet
  3.       Chapter 3: The Guild War
    3.1               Working for the Shadow Thieves
    3.2               Working for Bodhi
  4.       Chapter 4: Brynnlaw
    4.1               Spellhold
    4.2               Maze beneath Spellhold
    4.3               Escape from Spellhold
    4.4               Sahuagin City
  5.       Chapter 5: The Underdark
    5.1               Ust Natha (Drow City)
    5.2               Beholder City
    5.3               The Illithid Lair
    5.4               Exit from the Underdark
  6.       Chapter 6: Back to Athkatla
    6.1               Three New Areas
  7.       Chapter 7: Suldanessellar
    7.1               The Nine Hells

 X1.       STRONGHOLD Walkthroughs
 X2.       The Limited Wish Adventure

Throne of Bhaal Walkthrough

  1.       Watcher's Keep
  2.       Grove of the Ancients
  3.       Saradush
  4.       Gromnir
  5.       Yaga Shura
  6.       Amkethran
    6.1    Sendai
    6.2    Abazigal
  7.       Balthazar
  8.       Throne of Bhaal

Frequently Asked Questions

Appendices

  A.       Complete Kit Descriptions
  B.       Charts & Analysis
      >    Thieving Money Charts
      >    Dual Wielding Analysis
  C.       Cheats
  D.       Trainers and Editors
  E.       Manual Corrections & Addendums
  F.       Bugs
  G.       Strange Things

Final Words....


-------------------------------------------------------------------------------
I. > > > >  Introduction
-------------------------------------------------------------------------------

  In Baldur's Gate, your character faced the harsh light of reality.  Pushed
  violently out of your home after the death of your foster father, you had to
  discover the truth of his killing, and your own past.  What you discovered
  was that you were the offspring of the deceased Lord of Murder, the dark god
  Bhaal.  He had foreseen his own imminent demise and so had spread his seed
  across the land.  You were one of those children.  So too was the evil
  Sarevok, the murderer of Gorion.  He sought to become the new Lord of Murder,
  and sought to start a war between Baldur's Gate and Amn.  It would not matter
  who won this war... so long as people died by the thousands.  Fortunately for
  the world you were there to stop Sarevok and end his schemes.

  But the world doesn't stop for one heroic deed.  Soon after your adventures
  around Baldur's Gate a mysterious force captures your adventuring party.
  Could this be another spawn of Bhaal?  Or perhaps something worse...


  Baldur's Gate II: The Shadows of Amn takes place just a few months after the
  events of Baldur's Gate.  You have been captured and placed in a cage.  All
  your equipment and money is gone.  Your companions have been scattered.  Who
  is behind this?  And more importantly... why?

  There are two "bonus" CD's out there, one people got with the Collector's
  Edition and another for Preordering (either from EBworld or from the
  Interplay Store).  These add new shops and items.  You can also download
  these files from http://www.sorcerers.net/index.shtml (you can also check out
  the Frequently Asked Questions for more information)

    Collector's Disc:  Aurora's Emporium in the Adventurer's Mart

      Sells all manner of Torment related items, such as Dak'kon's Zerth Blade
      and Vhailor's Helm.  Talk to Deidre in the back of the Adventurer's Mart.

    Preorder Disc:  Joluv in the Copper Coronet

      Sells all manner of Icewind Dale related items, such as Hrothgar's Axe
      and the Defender of Easthaven.

  You can just use the cheats to create the merchants (see the Cheats section
  if you don't know how to do it):

    CLUAConsole:CreateCreature("wmart1")
    CLUAConsole:CreateCreature("wmart2")

  to make the two merchants appear in the current area. (from John Howard)


-------------------------------------------------------------------------------
I2. > > > >  Throne of Bhaal Information
-------------------------------------------------------------------------------

  Throne of Bhaal is the official Expansion Pack to Baldur's Gate II: Shadows
  of Amn.  It has one area (Watcher's Keep) that can be reached in either game,
  and many other areas that take place after the events in BG2.  ToB can be
  purchased in any store that sold BG2.

  Once you enter the Expansion areas (with the exception of Watcher's Keep)
  you cannot return to the original game areas.

What's New in Throne of Bhaal:
------------------------------

  - TAB key will now highlight doors, containers and items for you. (use it
    often!)

  - Wild Mage kit.  Just like a mage, but with one key difference, Wild Surges.
    These are near unpredictable alterations of the magic.  It might just make
    you itchy (or your enemies itchy) or it could even change your gender.  You
    just never know.

  - New areas.

  - Completes the Baldur's Gate saga.

  - Experience Cap set much higher at 8,000,000.  This allows most characters
    to get to level 40.

  - Many new items, and more items that can be built from other items.

  - More spells.

  - You can now remove spells from your spellbook.  This is intended to get rid
    of unwanted spells when you can't learn any more.

      Tip:  If you have duplicate Spell Scrolls, learn the spell once, then
            Erase it, then learn it again.  This way you get the experience
            twice!

  - New super abilities for level 20+ characters.  These abilities are
    extremely strong and useful, such as Deathblow, Whirlwind attack and
    Summon Planetar.

  - Evil clerics can Turn Paladins along with Undead. (which adds an
    interesting conflict when you have Viconia and Keldorn in the same party)

  - Cloak of Mirroring no longer reflects spells back to their caster, merely
    blocks the spells.


    David Gaider (one of the senior designers of ToB) has released a few minor
    additions to Throne of Bhaal, which you can find at Baldurdash:

      http://www.baldurdash.org/ToB/TOBtweaksandcheats.html

    They include new Bhaalspawn abilities, and tougher Demogorgon and Balthazar
    battles.

      Baldurdash:  http://www.baldurdash.org/


The Wish Spell
--------------

  The WISH Spell is much like its lesser brother, the Limited Wish, but a
  whole lot more powerful.  As such it is very tricky to use.  The Djinn you
  summon is pretty much out to get you, so having a good WISDOM is essential.
  18 or more will get you the best responses, 9 or worse will get you some
  pretty awful responses.  However, which wishes you get is also partly random.
  He then picks from a list of wishes that you can get (not all will be what
  you want), and if you have really bad wisdom, you'll be picking from a list
  of nothing but bad choices!  Here is a list of all the wishes, sorted from
  the really bad to the sorta awful to the surprisingly good:

    'Improved Haste' on all enemies in the area.
    Level Drain two levels from each party member.
    Bring a 'Meteor Swarm' down upon the caster.
    Temporarily remove half of the caster's HP.
    Caster loses all memorized spells.
    Party loses 10,000 gp.
    Temporarily reduce the Strength of all party members to 3.
    Temporarily reduce the Dexterity of all party members to 3.
    Temporarily reduce the Constitution of all party members to 3.
    Temporarily reduce the Wisdom of all party members to 3.
    Temporarily reduce the Intelligence of all party members to 3.
    Temporarily reduce the Charisma of all party members to 3.
    Heal all enemies in the area.
    Temporarily remove 15% of all party members' HPs.
    Summon an extra hostile monster into the area.
    Everyone in the area, both party members and enemies, become intoxicated.
    'Breach' on everyone in the area, including the party.
    Blow all people, including party members, away from the caster.
    Heal everyone, party members and enemies included.
    Temporarily set Strength to 18 for everyone in the area, including enemies.
    'Miscast Magic' on everyone in the area, including party members.
    'Magic Resistance' on everyone in the area, including enemies.
    'Abi-Dalzim's Horrid Wilting' on everyone in the area, including the party.
    Incur bad luck on everyone in the area, including party members.
    'Silence' on everyone in the area, including party members.
    'Haste' everyone in the area, including enemies.
    'Improved Haste' on all party members.
    'Breach' on all enemies in the area.
    'Restoration' on all party members.
    Raise all party members' characteristics to 25 for 4 rounds.
    'Resurrection' on all dead party members.
    All party members gain the temporary ability 'Greater Deathblow'.
    All party members gain the temporary ability 'Hardiness'.
    Create a random wand in caster's inventory.
    Create a random potion in the caster's inventory.
    Make it as if the entire party has just rested a full night and
       re-memorized all their spells.
    Cast a double-length 'Time Stop' and 'Improved Alacrity' on the caster.

Upgraded Familiars:
-------------------

  Familiars are upgraded when you complete the regular game by beating
  Irenicus.

  You can now "feed" the familiars to heal them.  You can also ask them for
  advice.

  If you want to see the old BG2 familiar list, it is in the Gameplay
  Strategies section below.

  Alignment        Familiar       AC   HP    Abilities
  ---------------  -------------  --   --    ----------------------------------
  Lawful Good      Pseudo Dragon   0   48    35% magic resistance, renders
                                             victims unconscious, casts Blur,
                                             Ghost Armor, Detect Illusion, 2
                                             attacks per round

  Neutral Good     Pseudo Dragon   0   48    (same as above)

  Chaotic Good     Fairy Dragon    0   24    45% magic res., casts Invisibility
                                             10' Radius, Imp. Invisibility &
                                             Mirror Image 1/day

  Lawful Neutral   Ferret         -4   48    65% magic res., 95% Pickpocket,
                                             60% Stealth, 60% Detect Traps

  True Neutral     Rabbit          1   48    85% Detect Traps, 60% Stealth,
                                             65 magic res., 50% detect illusion
                                             always haste

  Chaotic Neutral  Cat            -4   48    Pickpocket, 99% Stealth,
                                             65% magic res, 60% Find Traps.

  Lawful Evil      Imp            -2   48    Polymorphs, 35% magic res., poison
                                             attack, regenerates 1 HP/second

  Neutral Evil     Dust Mephit     3   48    Casts Glitterdust 2/day, 25% magic
                                             res., Prismatic Spray, Stoneskin,
                                             60% damage resistant, immune to
                                             fire

  Chaotic Evil     Quasit         -2   48    Casts Horror, 35% magic resist.,
                                             immune to fire, cold and elec.,
                                             regenerates 1 Hp/second, 3 attacks
                                             per round, attack reduces target
                                             DEX


Romances in Throne of Bhaal:
----------------------------

  Yep, they all are continued, even if you ended them (such as Aerie saying at
  the end that you should just be friends).

  SPOILERS

  Viconia > You can convince her to change her alignment (you simply have to
            say "good" things, like killing is wrong, etc.)
  Aerie   > You can have a child with her
  Anomen  > Asks to marry you
  Jaheira > n/a

  Viconia's alignment switch:  When she offers to sleep with you again, turn
                               her down because the "time isn't right", then
                               when she asks what you think of her, be very
                               very nice.  When she asks you what it's like
                               having the blood of Bhaal in your veins, tell
                               her that you don't like the killing.

                               Between meeting her wraith-brother and the
                               destruction of Saradush (I told you there were
                               Spoilers in here), you need to have at least
                               ONE romance talk occur.  If you skip this, you
                               can't get her to switch alignments.

                               When she sees the battle, tell her that you
                               don't like it.  Then when she asks if you want
                               her to change, say yes.


-------------------------------------------------------------------------------
II. > > > >  What's New in Baldur's Gate II
-------------------------------------------------------------------------------

  Here's a list of what's new in Baldur's Gate II (as compared to BG):

    - Familiars.  Mages can cast the first level spell "Find Familiar" to get
      themselves a little intelligent creature called a Familiar.  Not only
      do you get a permanent little scout/thief/monster, but you get a bonus
      to your Mage's HP as well.  If your Familiar has 24 HP, then you get +12
      HP.

    - Strongholds.  Each class gets their own specific stronghold to call their
      own.  A fighter gets a castle, a bard gets a playhouse and a thief gets
      a thieves' guild.

    - New Playable Race: Half-Orc.  Half-orcs get a bonus to their strength
      and constitution and a penalty to their intelligence and charisma.

    - New Playable Classes: Monk, Barbarian and Sorcerer.

      Monk.  The Monk is one of the more interesting new classes.  They are
      very skilled at fighting without weaponry, and as they go up in levels
      their fists grow in power.  At the 14th level they start gaining Magic
      Resistance.  They also have other special abilities, such as Lay on Hands
      faster movement and some thief skills.  The drawback?  They can't wear
      armor or use two-handed weaponry.

      Barbarian.  The Barbarian is a brute compared to the fighter.  More
      vicious but less refined.  He gets more HP, can berserk and moves faster.
      Drawbacks?  Can't wear Full Plate or Plate Mail, and cannot gain more
      than Specialized in Proficiencies.

      Sorcerer.  Normal mages have to first learn a spell, then memorize it,
      then spend time to cast the spell.  The Sorcerer does none of these.
      They simply get a set number of spells per level and can cast a number
      of spells.  This works more like "mana" systems of other games.

    - New sub-classes, called Kits.  These represent different philosophies
      within each discipline.  For example, the Wizard Slayer (Fighter) won't
      wear magic items, but gains a bonus magic resistance and can disrupt
      magic spells permanently.  For more information see the Kits section in
      the Appendix.

    - More thief skills, such as Set Trap, Detect Illusion and more.

    - More spells, including Delayed Blast Fireball and Time Stop.

    - Gem bags to hold gems and necklaces, Scroll cases to hold spells and
      parchments and Bags of Holding to hold everything else.

    - Bigger, fiercer monsters, including Dragons, Beholders and Liches.

    - Better resolution.  The game officially supports up to 800x600, but
      unofficially it can go up much, much higher.

    - Higher experience cap, set at 2.95 million experience points allowing
      your character to become as gods. (not quite, but that sure sounds good
      doesn't it?)


-------------------------------------------------------------------------------
III. > > > >  Creating a Main Character (or a Party)
-------------------------------------------------------------------------------

  The hardest decision in the game is also the first decision, and the one that
  has the farthest reaching effects as well.  What you decide here will change
  everything and affect how easy your game is.

    What Class Do You Play??

  Such a simple question, but no easy answers.  A lot of which class you want
  to play has to do with your individual style as a player.  If you like just
  rushing into the thick of battle without planning, maybe a Barbarian is the
  way to go.  Meticulous planner?  Think mage.  Finesse fighter?  Kensai or
  Monk.

    Trick:  When you are rolling the "Attributes" for your character, if you
            press CTRL-8 the game will set all your stats to 18 (and 18/00 for
            STR).  This ONLY works if you already have the Debug Mode enabled
            (see the Cheats section below).

  Favorite Kits:

    Fighter -- > Kensai (great fighters, and when dualled to a mage become
                 extremely powerful, I've also heard good things about
                 Kensai/Thief combinations)
    Mage    -- > Conjurer (you lose some spells, but you can summon with the
                 best of them! This is more subjective than the others)
    Druid   -- > Shapeshifter (If you've played Cernd then you know that he
                 is one of the weakest HUMANS, but when he becomes a werewolf
                 he is very powerful)
    Priest  -- > Priest of Lathander (This is subjective, I just like the
                 Boon of Lathander spell)
    Bard    -- > Skald (this has a LOT of good effects, and only one bad effect
                 a low pickpocket score)
    Thief   -- > Swashbuckler (this guy is awesome, practically a fighter!)
    Ranger  -- > Archer (gives this guy a bow, and 5 proficiency in it and you
                 have the best sniper in the game)
    Paladin -- > Inquisitor (used to be Cavalier, but I changed my mind.  This
                 guy's major plus is his Dispel Magic ability, which he casts
                 at twice his level, plus with immunities to Hold and Charm)

  Keep in mind that only the Protagonist (main character) can have a Familiar.
  So if you aren't a Mage, and can't Dual to a Mage later, no one in your game
  will have a Familiar.

   Trick:  When you dual your main character to the Mage Class, try this.  Kick
           everyone out of the party, then learn as many spells as you can.
           You gain experience for each spell you learn.  I was able to gain
           MANY levels this way!

   Dual Class Note:  Can't get your character to dual class?  You probably
                     don't have sufficient STATS for it.  Dualling requires
                     your character have 15 of his current class's prime STAT
                     (i.e. STR for a Fighter) and 17 of your desired class's
                     prime STAT (i.e. INT for a Mage).  See the Frequently
                     Asked Questions section for more details.

  Here's the character I played through when I wrote the walkthrough:

      Male  -->  To have the romance with Viconia
   Half-Orc -->  For the STR and CON bonuses
   Barbarian ->  A very powerful class, gets 2 extra HP per level (over what a
                 Fighter gets), can Rage, moves faster and at level 11 gains
                 various weapon resistances.
     Lawful -->  To get that high starting reputation.
      Good
   Dual Wield >  Then I had him dual wield Katanas (the Celestial Fury is just
                 awesome) and Long Swords.

  My second time through the game (when I wrote the walkthrough) I used this
  party: (slight SPOILER)

        Me -- Barbarian, as a Half-Orc to get me 19 STR and CON, then dual
              wielded long swords and katanas.  Very strong.
   Jaheira -- Fighter / Druid, The best Druid in the game since she is the only
              one who can Raise Dead (with Harper's Call).
   Viconia -- Cleric, she is an awesome cleric (much better than Anomen) plus
              she has natural magic resistance.
     Edwin -- Conjurer, the only true mage in the game, also gains a bonus to
              the number of spells he can cast.  Not only gains the +1 spell
              per level as a Conjurer, but gains another +2 spells per level
              from his Amulet (which can't be removed).
     Mazzy -- Fighter, Her bow ability is her best feature, but she also has
              a number of extra powers (such as Courage) that I found useful.
   Yoshimo -- Bounty Hunter, oh sure he isn't a long term solution, but that is
              exactly where Imoen returns.


Charisma is your friend:
------------------------

  So what does Charisma really get you?  Well if you have a low charisma you
  may not be able to get NPC's to join you, if you pass a quest, the treasure
  may not be as good as it normally would be, (or there may be no treasure at
  all!) and shops WILL charge you more.  So don't skimp out on the charisma.

  On the other hand, you only need ONE PERSON with good charisma, and it
  needn't be your main character.

  SPOILER: Plus, just outside of the first dungeon you find a ring that sets
           anyone's Charisma to 18.  You will find this ring by finish the
           circus tent quest in the Promenade area.

  After maxing my reputation, I had my leader (with a charisma of 18) wear some
  charisma-enhancing items (nymph cloak, sword of the roses, helm of glory) to
  boost his charisma up to 23 before he talks to shop owners, and got a
  significant further discount from the increased charisma above 18.  Useful
  for all those expensive items from the bonus CD's. (from RCL)


Creating all Six Characters:
----------------------------

  It is quite beneficial to play every game as a multiplayer (although it does
  create a bit of a hassle).  It gives you the benefit of being able to create
  all 6 players in your party rather than depending on NPC's, and you can also
  Export and Import characters in and out at any time.  Potentially, then,
  you could have a party of as many people as you want, just import and export
  as needed.

  To create a Multiplayer game just click the Multi Player button.  At the next
  menu click "Connect".  Now you have to set the type of Multi Player (the top
  button), using Serial is fairly easy (although it requires that you have some
  Networking installed...) Now click "Create Game" (whenever you are playing by
  yourself in the Multiplayer always use "Create Game", never use "Join
  Game"!).  Name the session to whatever you want, and enter in your own name.
  Finally click "New Game".  Now you can create as many characters as you want.
  Then once they are all created, click the little Check icon by each created
  characters, and then click the "Done" button.

  If I created six characters, this would be that party:

    Human  Monk   --  These guys are just awesome at the higher levels.
    Human  Kensai --  To be dualled to a Mage at level 9 or 12, can be very
                      powerful
    Human  Skald  --  Bards are fun, but this one is great.  Useful for the
                      great Bard Song.  At high levels gives everyone +4 to
                      hit, damage and AC!
    Elf    Archer --  The best ranged weapons expert in existence!  This guy is
                      ridiculously powerful.  Alternatively start with a Human
                      Archer and dual at level 9 to a Cleric.  That would mean
                      you would want to start out with 2 proficiency in Slings.
                      This way you get both Druid and Cleric spells at once.
    Human  Swashbuckler  --  A thief with great offensive abilities.
    Human  Sorcerer --  Great magical abilities, don't have to memorize or
                      learn spells.

  Or I might replace the Monk with a Half-Orc Barbarian (or Kensai) -- A
  hit point powerhouse.

  But naturally in Baldur's Gate II, I prefer to have most of my party consist
  of the pre-made NPC's that you find in the game.  They're just more
  interesting to me.

  Warning:  I don't recommend creating all SIX characters in the game.  You
            will miss out on character specific quests (and there are a lot of
            these early in the game) as well as the fun interactions these
            characters have with each other.  At most I would create 5
            characters, then bring in an NPC, do their quests, then go on to
            the next NPC.

  Trick:  To play with your own characters, but avoid the hassles of
          Multiplayer, simply copy the saved game out of the \MPSAVE\ directory
          and into the \SAVE\ directory.  You can then play with your own
          party in the normal single player mode. (Grack)


Thoughts on Kensai/Mages and other Combinations:  (from RCL)
------------------------------------------------

  While I can imagine how high level Kensais can be killing machines, I do not
  believe they are worth it if you dual them out at level 9.  At that time,
  compared to normal fighters they only have +3 to hit and +3 damage (plus 3
  uses of the Kai ability and -2 speed factors) - which is, in other words,
  about an additional 15%-20% bonus depending on your stats, skills and
  weapons.  However, this is at the expense of not being able to use missile
  weapons and more importantly, not being able to use bracers, gauntlets,
  helmets, shields and armors.

  Even if you, for example, use the shield amulet to make up for the horrible
  AC, you won't be able to utilize other abilities offered by the equipment
  (such as super fire protection by wearing the whole set of dragon
  helm/shield/armor; increased charisma with the Helm of Glory;
  missile/beholder ray protection from the reflection/fortress/Balduran's
  shields, etc.).  After you dual the Kensai to a mage, the inability to use
  bracers and missile weapons can make him a liability to the group for a long
  while until he regains his Kensai abilities.

  A Berserker warrior will be better mage-dualling material.  First of all, he
  is almost equivalent with a level-9 Kensai in melee abilities with his +2
  Thac0/ +2 damage during his rage.  In addition, during his rage he will gain
  15 hp and have very important immunities (which alone IMO makes up for the
  Kai ability); he can use ranged weapons if you want, and he has zero
  limitation to his equipment - even if you don't feel like enabling/disabling
  your magic casting abilities with heavy armors all the time, Bracers AC3 can
  help a lot.  Personally, I will take all these advantages and additional
  flexibility over the Kai ability and -2 speed factors any day.

  Currently I have my Berserker/mage dual wield the Celestial Fury and
  Dak'kon's Zerth Blade, wearing the Bracer AC3.  I used the editor just to
  change his appearance to a mage, and wear the traveler's robe just for the
  looks.  Looks great (especially when he attacks), and is probably the best
  member in my team.

  Editor:  http://www.mud-master.com/shadowkeeper/


Other People's Party Strategies:
--------------------------------

  If Geoff Ulreich created all 6 characters, this is how it would look:

    Paladin - Inquisitor (can't dual or would start as fighter for max weapon
              prof.)  Definitely the only worthwhile paladin kit, immunity to
              hold and charm are PRICELESS, as is true seeing, and paladins are
              typically worthless as spellcasters, healers and undead turners
              next to clerics anyway (hence his disadvantages aren't really).
              Spec. in two handed sword, style, and longbow or crossbow (or
              both).  He's a madman with the Avenger (a DMs worst nightmare).

    Fighter - to be dualled to a Priest at 9th level.  Grand Mastery in
              Warhammer for the Crom Faeyr, the rest in sling (Priests can use
              it).  Invaluable for healing, turning, summoning fodder, and
              dispelling.

    Monk    - (can't dual, wouldn't anyway) This class is even more unbalanced
              than in the first edition AD&D rules, truly heinous by 15th
              level, a dervish of destruction at 20th.

    Thief   - Bounty Hunter to be dualled to Mage (can't dual to specialist or
              I would do Conjurer - Divination (their opp. sphere) spells suck)
              at 11th, when his special traps have the Hold ability) - also
              allows him to hit max level in mage.  Give him longswords, two
              wpn style (or one if you're gonna use a bow a lot), short bow
              (and/or crossbow for the light crossbow of speed).  This will
              allow you to use most of the good long swords in the game. Get
              set snares, F/R traps, and open locks to 100, 100, & 95
              respectively, ignore the rest).

    Bard    - Skald (can't dual or would start as a fighter)  Basically for his
              kick-ass song, but makes a nice 3rd mage as well.  Give him
              longsword, 2 handed sword, 2 weapon style, 2 handed sword (for
              the vorpal).  Nice for Lore skill (saves hassle), cast Friends
              before shopping.

    Sorcerer - (can't dual or would start as a fighter) A VERY powerful mage.

    All the characters should have 18/00 (fighters) or 18 strengths, 18 dexs,
    16 cons (18 for the fighter and paladin).  Mages get 18 intelligence (incl
    bard and bounty), and one of them needs an 18 (or close) wis for limited
    wishes.  Priest needs 18 wis as well, and paladin and bard should be 18
    charisma (save that ring slot for something better).  Only took me 2 hrs to
    get 6 characters with the above stats.  I made them all Lawful or Neutral
    Good to allow 20 rep.  Have the Sorc. as your main character for the find
    familiar spell (use a scroll), this will net a psuedodragon (the best
    familiar).  This party is a bit slow until the fighter duals to cleric
    (lack of healing), but this doesn't take long at all, and soon after it is
    unstoppable.  Also, Archers are WAY overrated.

    By the by, my first character (single player) was a kensai as well, but
    used two longswords.  Foregoing a second sword for a measly AC bonus is
    silly, he was AC -6 by the end (using the shield amulet, which has more
    than enough charges to carry you through the end of the game.  Also, not
    much lived long enough to swing more than once at him; he splattered
    creatures faster than Keldorn and Jahiera combined.  That's 9 (NINE)
    attacks per round if improved hasted and using the dancing sword, 8 if you
    think the sword doesn't count :), 4 normally (still obscene).  The best
    defense is, well, you get the picture...I was going to dual him to mage,
    but was having far too much fun with him as it was, and already had 3 mages
    by that point.

    My sorcerer spell picks:

      I have seen many people on the BBSs asking what spells their sorcerers
      should learn, especially at the higher levels, and I have also seen some
      truly awful replies.  That said, here are my picks.

      1st: -magic missile*
      -identify (even with a bard, no other great picks)
      -shield
      2 others ( I did protection from petrification and charm person)

        Editor's Note:  I would take Chromatic Orb here.  It has some awesome
                        powers and grows in strength as your sorcerer levels
                        up.

      2nd: -melf's acid arrow
      -mirror image
      -knock(*)
      -resist fear* (actually an area effect, contrary to what it says in the
      manual)
      -horror/web/stinking cloud (pick one - I chose horror since it allows you
      to take enemies out of action without affecting your party)

      3rd: -fireball*   __
      -dispel magic  ]__*
      -remove magic__]
      -haste

      4th: -ice storm
      -minor sequencer*
      -stone skin*
      -minor globe of invulnerability

      5th: -breach**********
      -chaos*
      -cloudkill*
      -lower resistance

      The above are not set in stone, but really are the best picks for a well
      rounded sorcerer, to be used for heavy artillery, fighting enhancement,
      and dispelling (with some defense set aside, mainly for the contingency
      spells).  The offense is balanced for single target and area attack
      spells; the area attacks are balanced between damage-dealing and
      disabling (the latter of which won't hurt your party, good for in-close
      fighting.  For the last three levels, I will list a small group of
      possibilities, with the first 3 (6th), 3 (7th), and 2 (8th) spells listed
      being the ones I chose.  I found summoning spells to be fairly useless
      later in the game, especially against mages (death fog and death spell),
      with the possible exceptions of the nishruu and hakeashar.

      6th: -contingency*
      -improved haste
      -pierce magic*
      -(chain lightning)
      -(death fog)
      -(summon nishruu)

      7th: -delayed blast fireball
      -mass invisibility*
      -spell sequencer*
      -(limited wish (depending on your Wis))
      -(ruby ray of reversal)
      -(summon hakeashar)
      -(khelben's warding whip)(great spell, but...no room:))

      8th: -incendiary cloud
      -spell trigger (I actually chose pierce shield, now regretting it)
      -(pierce shield)
      -(simulacrum)

      Again, these are not set in stone; they are just the spells I found my
      mages using over and over again the first time I played).  The 2nd level
      knock is essential, by the way, if you use the party I suggested (monk or
      cleric detects traps, sorc knocks to unlock, paladin triggers traps until
      your dualled thief/mage hits 750,000 exp and gets his thief skills back).
      I marked with an * the spells I thought absolutely necessary.

  Brian Camley has a spell recommendation:

    I'd also like to add a suggestion for Sorcerer spell picks - I used
    "protection from magical energy" - with this spell, I gave 100% protection
    from magic energy to all my characters, making the first battle with
    Irenicus a breeze... yes, it isn't as good as the scrolls of protection
    from magic, but you can cast spells, while being protected from a lot of
    damage that's coming your way.

  Max Chen has some spell picks of his own:

    1.  Identify is a waste to learn cause you can use a scroll, pay a shop
        or get identify glasses to do it for you and if your lore is high
        enough than you won't need any of those.

        I just stick with magic missile and chromatic orb(At lvl 10 it has
        possibility turn victim into stone and at lvl 12 instantly kill victim)

    2.  Lvl 2 Blur and Vocalize (Must have cause once silence your mage is
        useless)

    3   Lvl 3 Lighting Bolt, bounce it off walls a couple time or reflect
        lighting protection and you will see dead body every where.  Good for
        close combat.  There is also another reason, coming up.

    4.  Greater Malison, no save throw and cause opponents under the influence
        of this spell make all saving throws at a penalty of -4.  Combine this
        with lvl 5 lower resistance.

        Otiluke's Resilient Sphere can be use both as offensive and defensive.
        Offensive is to take 1 enemy out and Defensive protect your weak or
        near death party member from getting kill.(Not that major but somewhat
        useful)

        Wizard eye is a very good spell for lvl 4.  Heck it's better than all
        other summon spell.  Wizard eye can tank like no other, as long you get
        the monster to attack it.  As far I can tell wizard eye is unkillable.
        Tried killing it myself and send it after lich and dragon, even with
        cheat instant kill.  Plus it is immune to most spell and unsummon
        spells, I think only dispel works.   Also it is good to explore with
        wizard eye.  HEH oh yeah demilich tried to imprison wizard eye many
        times but fail miserably.

          Editor's Note:  ToB eliminates most of the Wizard Eye strategies
                          listed above. Now they die quite easily.

    5.  Oracle.  60' instead of 20'(book misprint?)  Get rid of those invis
        monster.

    6.  Death fog instantly kill all summoned creature, regardless of hit dice
        or immunities(Haven't seen much computer summon monster) but hey they
        sure use it on my summon creatures.


  If P.K. created 6 characters, this is how he would do it:

    Cleric/Ranger  Half/Elf (I love those too)
    Fighter        Human (Dualled to Cleric at level 9)
    Fighter        Human (Dualled to Druid at level 9)
    Fighter        Human (Dualled to mage at level 10)
    Fighter        Human (Dualled to mage at level 9)
    Thief          Human (Dualled to mage at level 12)

    This team is really cool, plenty of hit points for everybody, weapon
    grandmastery for most of the characters and everyone of the team is a
    spellcaster! (This is especially useful in BG2, since there are A LOT of
    spells and one gains XP when learning them)

    The (minor) drawbacks of this team is its (relative) weakness in the
    transition period but if you look closer you will see that you will always
    have at least 3 strong melee fighters in the team, and you can always live
    without a trap disarming thief (especially in BG2) since you can do the
    quests that do not imply dungeon crawling meanwhile.

  If jayhc created all 6, he would do this:

    I see that you have other people's full-party strategies on your FAQ, so I
    thought - hey, I may as well send in my own.  It may not have as much
    damage-causing potential at the end of the game as, say, a bunch of
    fighters dualled to mages and clerics, but I would bet that it can hold its
    own just the same ・and would be more easily pulled off, to boot.

    1) Dwarfish Berserker with grand mastery in axes.  He should have a
       seventeen dexterity and a nineteen constitution; a high strength is
       preferable, too, but not necessary for the sheer tanking power.  Give
       him a fortress shield, dexterity gauntlets, some variant of full plate,
       a spell-bouncing cloak, a ring of regeneration ・he could well have ・1
       or ・2 ac by a fairly reasonable level, and have amazing saving throws
       and hit points to go along (at level nineteen, his median amount of hp ・
       with a nineteen constitution ・would near 125; and most people would
       take steps to be certain that it's at least somewhat more than that).
       Heh.  He'll just sit there and soak up blows.  For extra fun, let him
       don that shape-changing cloak found in the sewers ・and turn into a
       troll for a moment or two when he seems near the brink of death.

    2) Half-orc Kensai.  I would either give him grand mastery in two-handed
       sword, and specialization in two-handed weapon style; or grand mastery
       in long sword, and mastery in two-weapon style.  He would get an extra
       attack per round with the latter, but the former would give him extra
       damage and double the chance of scoring a critical hit ・and a half-orc
       with a nineteen strength and grand mastery in two-handed sword who
       scores a critical hit with, say, Lilarcor ・ouch.

    The Berserker could soak up damage and lead enemies away, while the Kensai
    demolished everything in sight.

    3) An elven Stalker with specialization in long bow and long sword, and
       mastery in two-weapon fighting.  If possible, give him a nineteen
       dexterity: this increases his ability to hide in the shadows by a
       considerable amount; and that is crucial to any strategy involving him.
       At level twelve he gains the ability to haste himself ・so he can haste
       up, hide in the shadows, and backstab any annoyingly difficult enemies
       who don't have too many friends around.  With a girdle of strength and a
       successful backstab at level nine or ten, he does at least forty-five or
       so damage - keep him perpetually hidden for extra backstabbing fun.  His
       main drawback ・for which he is constantly being knocked - is a lack of
       metallic armor, but plenty of magical leather-class protection is
       available during the course of the game.  His nineteen dexterity makes
       him quite an arrow slinger, too.

    4) A half-elven Ranger/Cleric, whose physical attributes I shall leave
       open to suggestion.  My choice of this no doubt explains itself: he has
       access to both ranger and cleric spells; he offers a decent fighting
       ability, in a pinch; he can hide in the shadows to avoid any unnecessary
       conflict until he wants to reveal himself (so as to heal team-members
       and not be killed himself beforehand).  Add to this holy power, iron
       skin, negative plane protection, draw upon holy might, and a disruptor
       mace ・you've got yourself an undead-killing machine.

    A human ranger could dual to cleric if you don't want to end the game at
    13/14.  A Ranger dualled at nine, could still reach twenty in Cleric.

    5) A gnome Illusionist/Thief.  There is never any need, in BG2, to have a
       straight thief: this alternative gives you hefty magical power in
       addition to more than enough ability to perform necessary thieving tasks
       (finding and disarming traps, and unlocking doors and chests).  A thief
       hidden in the shadows can't actively detect traps; but an invisible
       thief can, and this power makes him ever so much more valuable than a
       meandering normal thief.

    6) A human Sorcerer, who can launch chromatic orb and magic missile all day
       long.  Give him breach and greater malison - and enemies are yours to
       try practically any magical strategy you'd like.

    You could replace the stalker with an inquisitor, to make mage-killing even
    easier; or a cavalier, to have effective leadership and ridiculous
    immunities.  You could also try an archer, here ・I've not tested the kit
    myself; but I'm told it's ridiculously powerful, at any given level.

    A monk would be nice, but is a veritable liability until level fifteen or
    so.

Throne of Bhaal Notes: (from Duncan Clay)
----------------------

  The High-Level Class Abilities added in Throne of Bhaal gives many new
  possibilities to character creation.

  For example the Rogue High-Level Class Ability "Use Any Item" allows them
  to use any weapon and shield, wear any armor and helmet, use wands and
  cast spells from scrolls.  But it goes beyond that, a dual class
  Kensai/Thief can now wear Full Plate Armor, have a familiar and wield the
  Paladin sword "Carsomyr".

  Since THAC0 progression stops at level 22, there isn't much difference
  between a Level 22 Fighter with THAC0 0 and a Level 40 Fighter with THAC0
  0.  A Level 40 Thief would have a THAC0 of 10 the same as a Level 22
  Thief.  This suggests Dual and Multiclass characters are the way to go.

    Here are some outstanding high-level character abilities
    Level 39 Kensai - THAC0 & Damage Bonus = 13 (Melee Weapons)
    Level 33 Archer - THAC0 & Damage Bonus = 10 (Missile Weapons)
    Level 40 Wizard Slayer - Magic Resistance = 84
    Level 40 Monk - Base Armor Class = -6 (-19 vs. Missiles)
    Level 40 Monk - Lay Hands heals 80 hit points
    Level 40 Swashbuckler - Armor Class Bonus = 9
    Level 40 Swashbuckler - THAC0 & Damage Bonus = 8
    Level 21 Assassin - Backstab Multiplier = x7
    Level 25 Bard - base Lore ability = 250


-------------------------------------------------------------------------------
IV. > > > >  Companions
-------------------------------------------------------------------------------

  Some companions don't like each other.  For example, Minsc and Edwin will
  eventually come to blows.  Anomen (if he fails his test) will try to hurt
  Aerie.

  Proficiencies Note:  When I list the proficiencies the character has, that
                       is not a recommendation as to what I think they should
                       have, those are the profs the character starts with.
                       These are listed by the level you get the character at.

                       If you want to decide on your own proficiencies, it is
                       always better to get that character as soon as possible.

  Irenicus' Dungeon Characters:

              S    D   C   I   W   Ch      Race      Class         Alignment
  - Imoen     9    18  16  17  11  16      Human   Thief/Mage     Neutral Good

      Imoen is your old childhood friend from Candlekeep.  In the first game
      she was a Thief, and now she has dual classed to become a Mage.

      SPOILER:  Don't let Imoen memorize any spells as she won't be with your
                party for much longer.

      Profs:   [*] Dagger, Dart, Quarterstaff, Shortbow

      Grade:  B+  She is the third best thief you can get in the game and the
                  second best mage.  This averages out well, especially since
                  this game doesn't require that much out of a thief.  I list
                  her as "third best thief" because she can't level up in it
                  anymore.

  - Minsc   18/93  16  16  8   6   9       Human     Ranger       Chaotic Good

      Minsc is a little loopier than last you saw him.  This may be due to the
      death of Dynaheir -- whom he was sworn to protect -- but he seems to
      rely far too much on Boo, his pet hamster.  Minsc will adopt Aerie as
      his witch if they are in the party at the same time.  Then when she is
      injured or killed, Minsc has some... reactions.

      If kicked out:  You can find Minsc again in the Copper Coronet

      Profs:  Lvl 7 -  [**] Long Bow, Mace, Two Handed Sword, Two Handed Style
              Lvl 9 -  [*]  Axe
                       [**] Long Bow, Mace, Two Handed Sword, Two Handed Style
              Lvl 12 - [**] Axe, Long Bow, Mace, Two Handed Sword, 2 Hand Style

      Grade:  A-  Minsc is one of the best investments you can have in the
                  game.  He is the strongest of the NPC's and has decent
                  abilities as well.  Plus he soon begins learning Priest
                  spells which further his power.

  - Jaheira   15   17  17  10  14  15   Half-Elf  Fighter/Druid   True Neutral

      Jaheira has some problems with authority, which in this case would be
      you.  She believes that she should be leader.  She is also a member of
      the Harper's, a "do-gooder" organization that also claims Elminster as a
      member.

      If kicked out:  You can find Jaheira in the southwest of the Docks
                      district, near the Harper's secret base.

      Profs:  [*]  Quarterstaff, Scimitar, Sling, Sword & Shield Style
              [**] Club

      Grade:  B  A good solid performer, but nothing to write home about.
                 There are better Priests out there, and better Fighters out
                 there as well.  The best reason to keep her is her Druid
                 abilities as she is the best druid for some time.  At the
                 moment you really have no choice but to take her.

  - Yoshimo   17   18  16  13  10  14     Human   Bounty Hunter  True Neutral

      Yoshimo, feared by all, somehow managed to get himself captured and
      thrown into this dungeon with the rest of you.  Why Irenicus would be
      interested in him is beyond me.

      If kicked out:  You can find Yoshimo in the Copper Coronet.

      Profs:  Lvl 7 -  [*] Dagger, Katana, Shortbow, Single Weapon Style
              Lvl 12 - [*] Dagger, Dart, Katana, Shortbow, Single Weapon Style

      Grade:  B+  There are several reasons to like Yoshimo:  First he is the
                  best thief in the game (he is the ONLY pure thief class and
                  has a good Dex score as well) and second he can Dual Class
                  to a Fighter later.  If only he could dual to a mage as
                  well...

  Athkatla Characters:
                STR  DEX CON INT WIS CHA
  - Aerie       10   17  9   16  16  14      Elf    Cleric/Mage   Lawful Good

      Aerie is a winged elf.  Well former winged elf as her wings were removed
      some time ago.  She had been a slave before meeting up with Quayle and
      joining the circus.

      Found at:  Waukeen Promenade Circus

      Profs:  Lvl 6 - [*] Mace, Quarterstaff, Sling
              Lvl 7 - [*] Club, Mace, Quarterstaff, Sling

      Grade:  C+  A cleric/mage combines all magics into one (not Druid spells,
                  but nobody's perfect), which is an incredible bonus.  Except
                  that she has rather weak stats.  She doesn't excel anywhere,
                  no single one stat stands out.  As such she isn't worth
                  keeping around for very long.

  - Anomen    18/52  10  16  10  12  13   Human  Fighter/Cleric  Lawful Neutral

      Anomen may not be a Paladin but he is deeply involved with the Order of
      the Radiant Heart.  He believes in Law over all other concerns, making
      him neither good nor evil.

      Found at:  Copper Coronet (Slums)

      Profs:  Lvl 6 -  [*]  Warhammer, Sword & Shield Style
                       [**] Mace, Sling
              Lvl 10 - [*]  Quarterstaff, Warhammer, Sword & Shield Style
                       [**] Mace, Sling

      Grade:  C+  At the point in the game when you run across this guy is just
                  won't fit into your party.  As you can see by his wisdom
                  score he doesn't make for a good Cleric, and with his DEX
                  score, he doesn't make that great a Fighter either.

                  Anomen later gets a chance to "upgrade", when he can either
                  join the Knights or fail.  If he joins he gains a +4 to his
                  Wisdom score, which improves him as a Cleric.  If he fails,
                  he becomes emotionally unstable and may attack other party
                  members. (after a conversation, of course)

      Upgrade:  B-

  - Edwin       10   10  16  18  10  10    Human      Mage        Lawful Evil

      Edwin was with you on your last adventures, and he and Minsc don't like
      each other in the least.  Edwin had wanted to kill Minsc's witch,
      Dynaheir, and now that she is dead, Edwin won't leave Minsc alone about
      it.

      Edwin gets the most spells of any mage, +3 for every level (1 from his
      Conjurer bonus, and 2 from his non-removable amulet).

      Found at:  Shadow Thieves Guild (Docks, talk to Renal Bloodscalp)

      Profs:  Lvl 7 -  [*] Dagger, Quarterstaff
              Lvl 12 - [*] Dagger, Quarterstaff, Sling

      Grade:  B+  What his stats don't tell you is that Edwin gets bonus spells
                  making him the best mage in the game.  The downside is that
                  he is weak as a kitten and has so very little HP.

  - Haer'Dalis  17   17  9   15  13  16   Tiefling    Blade     Chaotic Neutral

      Haer'Dalis is not from around here.  In fact he isn't even from this
      plane of existence!  He is a Tiefling, born with part demon blood.  It
      gives him an odd appearance and an even stranger attitude about life.

      Found at:  Sewers (follow the Raelis Quest from the Five Flagons)
      If kicked out:  Haer'Dalis will go to the main floor of the Five Flagons.

      Profs:  Lvl 10 - [*]  Dagger, Dart
                       [**] Short Sword, Two Weapon Style
              Lvl 13 - [*]  Dagger, Dart, Longsword
                       [**] Short Sword, Two Weapon Style
              Lvl 15 - [*]  Dagger, Dart
                       [**] Longsword, Short Sword, Two Weapon Style

      Grade:  D+  The ONLY Bard in the game, and he happens to be lacking the
                  one thing that makes Bards extra special, their Lore ability.
                  That said, he makes a great warrior, for a Bard.  But if I
                  wanted a warrior, I'd take a warrior

  - Jan         9    17  15  16  14  10   Gnome    Thief/Mage   Chaotic Neutral

      Jan loves turnips.  Almost literally!  And like most gnomes he is very
      eccentric, and loves to ramble on with stories that never get to the
      points.  He wants to steal Boo from Minsc, and if he ever succeeded, one
      would imagine he wouldn't live long after that.

      Found at:  Government District (near the Government offices)

      Profs:  [*] Crossbow, Dagger, Quarterstaff, Shortsword

      Grade:  B+  My favorite Thief/Illusionist in the game!  The only Thief/
                  Illusionist in the game!  Unlike the other thief/mages he is
                  a multi-class rather than a dual class, which is both a good
                  and a bad thing.  He keeps improving his thief skills, but
                  gains levels slower.  Plus he can make his own ammunition for
                  his crossbow. These "flashers" work like Skull Traps and
                  will stun enemies, but not party members.

  - Keldorn     17   9   17  12  16  18    Human      Paladin     Lawful Good

      Keldorn is a dedicated man.  So dedicated that he goes months without
      seeing his family.  This will lead to conflict, and may cause Keldorn to
      leave your party forever.

      Found at:  Temple District Sewers (MUST start the Unseeing Eye quest
                 first)

      Profs:  Lvl 8 -  [**] Crossbow, Longsword, Two Handed Sword
              Lvl 9 -  [*] Bastard Sword
                       [**] Crossbow, Longsword, Two Handed Sword
              Lvl 12 - [**] Bastard Sword, Crossbow, Longsword, Two Handed
                            Sword


      Grade:  B+  The only Paladin in the game.  If you want a Paladin this is
                  the way to go.  He starts out with decent armor and an
                  interesting sword (if he is hit, it deals 5 damage to what
                  hit him).  As an Inquisitor gets immunity to Charm and Hold,
                  which is very useful, and his Dispel Magic is very powerful.

  - Korgan    18/77  15  19  12  9   7     Dwarf    Battlerager   Chaotic Evil

      Although his alignment is listed as Chaotic Evil, Korgan is more Neutral
      Evil than anything (mercenary type that he is).  Korgan is always on the
      lookout to make a buck, no matter the cost (of lives).

      Found at:  Copper Coronet (Slums)
      If kicked out:  Will be at the Copper Coronet, but requires a Bribe to
                      rejoin you.

      Profs:  Lvl 8 -  [*] Warhammer
                       [*****] Axe
              Lvl 9 -  [**] Warhammer
                       [*****] Axe
              Lvl 12 - [***] Warhammer
                       [*****] Axe

      Grade:  A-  The best fighter-type in the game.  Good Strength, good
                  Constitution and adequate Dexterity.  And unlike Minsc (the
                  other "strong" character), Korgan can be a Grand Master in
                  a weapon making him very lethal indeed.  Would be an "A"
                  except that he is Evil, which makes it hard to keep him in a
                  Good aligned party.

  - Nalia       14   18  16  17  9   13    Human    Thief/Mage    Chaotic Good

      Raised as a Noble, Nalia fancies herself as a "compassionate" noble, out
      there working for the good of the common man.  She is incredibly naive
      about the world to the point of almost being stupid. (not quite, though)

      Found at:  Copper Coronet (Slums)
      If she leaves:  If you accept her quest, but don't do it right away, she
                      will leave on her own.  You will then find her near the
                      De'Arnise Hold in a wooden palisade (SW of the Hold).

      Profs:  Lvl 8 -  [*] Dagger, Quarterstaff, Shortbow, Shortsword
              Lvl 13 - [*] Dagger, Dart, Quarterstaff, Shortbow, Shortsword

      Grade:  C+  Nalia has very puny thief skills (she dualled over to Mage at
                  level 4), making her primarily a Mage with SOME thief skills
                  thrown in for good measure.  However, as a Mage she doesn't
                  have 18 INT (which helps) and doesn't gain Edwin's spell
                  bonuses.

  - Viconia     10   19  8   16  18  14   Drow Elf    Cleric      Neutral Evil

      Viconia DeVir was forced out of the Underdark and has been living as an
      exile on the surface ever since.  She journeyed with you in your earlier
      adventures.

      Fount at:  Government District (near the prison)
      If kicked out:  Viconia goes to the Graveyard

      Profs:  [*] Mace, Sling, Warhammer

      Grade:  B+  Personally I think she is the best Cleric in the game.  Start
                  with a great Dexterity and Wisdom and you have a great
                  character.  Give her the Gauntlets of Ogre Strength (or a
                  similar Strength enhancing item) and she moves up to an A
                  grade.  Also, the Girdle of Fortitude can be used to improve
                  her lowly constitution for 8 hours a day. (The Gauntlets are
                  part of the Planar Sphere quest, and the Girdle can be found
                  in the Unseeing Eye quest)

  Elsewhere:

    Cernd       13   9   13  12  18  13    Human   Shapeshifter  True Neutral

      Cernd was investigating the strange occurrences around Trademeet when he
      was brought in by the locals.

      Found at:  Trademeet (talk to the Mayor)

      Profs:  Lvl 10 - [*] Dagger, Quarterstaff, Scimitar, Sling
              Lvl 13 - [*] Dagger, Quarterstaff, Scimitar, Sling, Single Weapon

      Grade:  C+  At first glance you might think Cernd is the worst character
                  in existence.  Though not entirely true, it does have some
                  merit.  He is a good Druid due to his high Wisdom.  The
                  rest of his stats are abysmal, HOWEVER when he turns into a
                  Werewolf, his stats LEAP upwards to the point of superhuman
                  strength, dexterity and constitution.

    Mazzy       15   18  16  10  13  14   Halfling    Fighter

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