BALDUR'S GATE: DARK ALLIANCE II FAQ/Walkthrough Copyright © 2004 Marc "Darth Maul" Binda E-mail: m_binda@hotmail.com http://www.geocities.com/dmaully -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- File Information -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Version : 1.07 Updated : March 7th, 2004 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-= IMPORTANT NOTE -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- This version will be the last update for a while. I've played the game a total of six times now and I'm moving on to some other games. I might do some further updates at a later date but for now, this last update will complete this guide. For those who want to ask me questions about the game, please make sure to check all of the guide out before sending me e-mail about it (especially the Frequently Asked Questions section) because I won't be answering any e-mails anymore. Thank you. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Version History -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Version 1.00 - February 2nd, 2004 --------------------------------- - Reached Halls of the Hammer III with Dorn on Easy. First published version. Version 1.01 - February 4th, 2004 --------------------------------- - Restarted a new character since I'd actually missed a few dungeons. - Added more details for the Firewind Manor sections. - Added the Waterfall Cave to the Skull Gorge section. - Added more details for the Lyran's Hold section. - Added some questions and answers in the FAQ section. Version 1.02 - February 5th, 2004 --------------------------------- - Completed Act II and Dorn Redbear's special quest in Act III. - Added some details about Lyran's Ossuary and the force fields. - Added the Bloodmire sheet music question in the FAQ section. Version 1.03 - February 6th, 2004 --------------------------------- - Completed Act III and reached Mordoc's Gate in Act IV. - Added some questions and answers in the FAQ section. Version 1.04 - February 8th, 2004 --------------------------------- - Finished the game on Easy with Dorn Redbear. - Starting new game on Easy with Vhaidra Uoswiir. - Added Playing History for Game #1. - Changed the format in the Spells and Feats section. - Added "Creating Items" in the "Items, Workshops and Item Creation" section. - Added "Dorn Redbear" in the "Combat Strategies" section. - Added some details to the "Secrets and Easter Eggs" section. - Added the "Main Differences between BGDA and BGDA2" section. - Added the "My Review" section. - Added Available/Special Feats/Spells to "Dorn Redbear" in "Heroes of Baldur's Gate" section. Version 1.05 - February 16th, 2004 ---------------------------------- - Finished the game on Easy with Vhaidra Uoswiir. - Finished the game on Easy with Ysuran Auondril. - Starting new game on Easy with Borador "Goldhand". - Changed my version numbers. - Added some details concerning Vhaidra's special quest and the Keep of Pale Night Dungeons (rescue of the Heroes of Yore). - Added some details concerning Ysuran's special quest and the Keep of Pale Night Dungeons (rescue of the Heroes of Yore). - Added Available/Special Feats/Spells for Vhaidra Uoswiir and Ysuran Auondril in the "Heroes of Baldur's Gate" section. - Added "Vhaidra Uoswiir" and "Ysuran Auondril" in "Combat Strategies". - Added some differences in "Main Differences between BGDA and BGDA2". - Added the Gem effects in "Items, Workshops and Item Creation". - Added some questions and answers in the FAQ section. Version 1.06 - February 28th, 2004 ---------------------------------- - Finished the game on Easy with Borador "Goldhand". - Finished the game on Easy with Allessia Faithhammer. - Starting new game on Extreme with Ysuran Auondril (from Game #3). - Added some notes throughout the guide about Borador's Disarm Trap ability. - Added some details concerning Borador's and Allessia's special quests and the Keep of Pale Night Dungeons (rescue of the Heroes of Yore). - Clarified some details about the rescue of the Heroes of Yore in the Keep of Pale Night Dungeons (Thanks to Amanda D. & Greg T.). - Added Available/Special Feats/Spells for Borador "Goldhand" and Allessia Faithhammer in the "Heroes of Baldur's Gate" section. - Added "Starting Stats" in "Heroes of Baldur's Gate". - Added "Borador 'Goldhand'" and "Allessia Faithhammer" in "Combat Strategies". - Added "Damage Type Colors" to "Weapon Types & Combat". - Added the gem combinations in "Items, Workshops and Item Creation". - Added "Character Statistics" to Drizzt in "Secrets and Easter Eggs". - Added a question in the FAQ section (concerning the Basilisk). Version 1.07 - -------------- - I'll not be playing the game for a while, so this will be the last update for a while. I've now played the game through 6 times and it gets sort of repetitive after a while and I've unlocked everything in the game. - Finished the game on Extreme with Ysuran Auondril. - Added some details about Extreme mode in "Secrets and Easter Eggs". - Added "Character Statistics" to Artemis Entreri in "Secrets and Easter Eggs". - Added a question in the FAQ section (about the level limit). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Game Information -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Title : Baldur's Gate: Dark Alliance II Platform : Playstation2 Player(s) : 1-2 player (2 player mode is cooperative) Year : 2004 Publisher : Interplay Entertainment Developer : Black Isle Studios -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Introduction -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Set in the very popular Forgotten Realms Dungeons and Dragons world, Baldur's Gate : Dark Alliance II is the sequel to the very popular Baldur's Gate: Dark Alliance game released in 2001. Highly anticipated by players who loved the first game, this sequel was often delayed because of some legal disputes between the gaming companies involved in its making. We no longer have to wait though, the game is finally here! The game's introduction starts off right where the first game left us hanging. The three heroes from the first game: Vahn the Arcane Archer, Kromlech the Dwarven Fighter and Adrianna the Elven Sorceress come out of the portal, after having defeated Eldrith the Betrayer in the Onyx Tower, surrounded by strange creatures. Leading these creatures is someoned named Mordoc SeLanmere. As Vahn, Kromlech and Adrianna are captured, the game begins as new adventurers make their way south, along the Trade Way, towards Baldur's Gate... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Playing History / Character Statistics -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ------------------------------------------------------------------------------- Game #1: Easy - Dorn Redbear, Human Barbarian [11 hours, 31 minutes] ------------------------------------------------------------------------------- Character Statistics -------------------- Level : 26 Experience : 359,216 Next Level : 361,000 Health : 522/522 Energy : 133/133 Armor : 96 Base Attack : 44 Damage : 95-97 (54-75) Strength : 27 [+8 hit/+8 dmg] Dexterity : 10 [+0 armor] Constitution : 14 [+2 hit points] Intelligence : 10 [+0 max energy] Wisdom : 11 [+0% experience] Charisma : 11 [+0% buy/sell] Weapon 1 : +4 Superior Dervish's Great Axe (48-50) Weapon 2 : +5 Grand Bastard Sword of Coldfire (39-69) Chest Armor : +4 Imperial Chain Mail of Rage (AC 35) Shield : None Helmet : +3 Grand Half Plate Helmet (AC 12) Gloves : Grand Full Plate Gloves (AC 11) Boots : Superior Half Plate Boots (AC 8) Ring 1 : +3 Flawless Ring of Fire Ring 2 : +2 Grand Ring of Fire Amulet : +1 Fine Keen Amulet Gold Pieces : 134,212 Skills : Animal Friendship (2 ranks) Armor Proficiency (3 ranks) Barbarian Rage (2 ranks) Barskin (2 ranks) Combat Reflexes (5 ranks) Death Blow (5 ranks) Dodge (5 ranks) Endurance (4 ranks) Great Fortitude (5 ranks) Great Weapon Focus (5 ranks) Heart of the Bear (5 ranks) Heart of the Wolf (4 ranks) Hero's Arm (1 rank) Hero's Mantle (5 ranks) Improved Critical (5 ranks) Power Attack (1 rank) Resist Elements (5 ranks) Sprint (1 rank) Toughness (5 ranks) Two-Weapon Fighting (5 ranks) 0 skill points left in reserve ------------------------------------------------------------------------------- Game #2: Easy - Vhaidra Uoswiir, Dark Elf Monk [9 hours, 36 minutes] ------------------------------------------------------------------------------- Character Statistics -------------------- Level : 26 Experience : 357,475 Next Level : 361,000 Health : 394/394 Energy : 247/247 Armor : 118 Base Attack : 36 Damage : 41-57 Strength : 20 [+5 hit/+5 dmg] Dexterity : 19 [+4 armor] Constitution : 10 [+0 hit points] Intelligence : 14 [+10 max energy] Wisdom : 10 [+0% experience] Charisma : 13 [+5% buy/sell] Weapon 1 : +4 Imperial Silvery Full Plate Gloves (Unarmed Combat) Weapon 2 : +4 Imperial Hissing Throwing Knife (18-28) Weapon 3 : +5 Flawless Fey Staff (24-44) Chest Armor : +2 Superior Full Plate Mail (AC 36) Shield : None Helmet : Superior Chain Helmet (AC 7) Gloves : +4 Imperial Silvery Full Plate Gloves (AC 16) Boots : Flawless Full Plate Boots (AC 13) Ring 1 : +2 Superior Ring of Coldfire Ring 2 : +2 Superior Ring of Coldfire Amulet : +3 Superior Amulet of Thunder Gold Pieces : 159,691 Skills : Accuracy (5 ranks) Armor Proficiency (3 ranks) Combat Reflexes (5 ranks) +4 with Gloves Crushing Blow (1 rank) Death Blow (5 ranks) Deflect Missiles (5 ranks) Dodge (5 ranks) Diamond Body (5 ranks) Endurance (5 ranks) Evasion (5 ranks) Great Fortitude (5 ranks) Hail of Knives (5 ranks) Improved Critical (5 ranks) Iron Will (5 ranks) Long Weapon Focus (3 ranks) Sprint (1 rank) Stealth (4 ranks) Sweep Attack (1 rank) Toughness (5 ranks) Unarmed Combat (5 ranks) Willpower (5 ranks) 3 skill points left in reserve ------------------------------------------------------------------------------- Game #3: Easy - Ysuran Auondril, Moon Elf Necromancer [9 hours, 32 minutes] ------------------------------------------------------------------------------- Character Statistics -------------------- Level : 28 Experience : 401,489 Next Level : 417,000 Health : 333/333 Energy : 436/436 Armor : 116 Base Attack : 20 Damage : 32-42 Strength : 20 [+5 hit/+5 dmg] Dexterity : 12 [+1 armor] Constitution : 10 [+0 hit points] Intelligence : 27 [+40 max energy] Wisdom : 21 [+25% experience] Charisma : 10 [+0% buy/sell] Weapon 1 : +5 Flawless Defending Staff (24-44) Weapon 2 : Superior Morning Star (20-30) Chest Armor : +5 Remarkable Guardian's Full Plate Mail (AC 39) Shield : Imperial Iron Shield (AC 10) Helmet : +3 Imperial Half Plate Helmet (AC 16) Gloves : +5 Flawless Unrelenting Half Plate Gloves (AC 19) Boots : +3 Grand Full Plate Boots of Speed (AC 17) Ring 1 : +5 Flawless Blazing Ring Ring 2 : +5 Flawless Blazing Ring Amulet : +4 Imperial Ice Witch's Amulet Gold Pieces : 139,924 Skills : Alchemical Lore (1 rank) Animate Dead (3 ranks) Armor Proficiency (3 ranks) Clarity (3 ranks) Claws of Darkness (3 ranks) Dark Possession (1 rank) Empower (3 ranks) Enchant Item (5 ranks) Endurance (5 ranks) Enervation (5 ranks) Flame Arrow (5 ranks) Great Fortitude (5 ranks) Iron Will (5 ranks) Life Drain (5 ranks) Melf's Acid Arrow (3 ranks) Shadow Conjure (5 ranks) Shadow Shield (5 ranks) Shadow Spray (5 ranks) Shield (1 rank) Vampiric Touch (5 ranks) Willpower (5 ranks) 30 skill points left in reserve ------------------------------------------------------------------------------- Game #4: Easy - Borador "Goldhand", Dwarven Rogue [9 hours, 51 minutes] ------------------------------------------------------------------------------- Character Statistics -------------------- Level : 27 Experience : 382,816 Next Level : 388,000 Health : 471/471 Energy : 206/206 Armor : 140 Base Attack : 49 Damage : 87/87 Strength : 18 [+4 hit/+4 dmg] Dexterity : 25 [+7 armor] Constitution : 16 [+3 hit points] Intelligence : 10 [+0 max energy] Wisdom : 14 [+10% experience] Charisma : 14 [+10% buy/sell] Weapon 1 : +5 Grand Ice Wyrm's Crossbow (51) Weapon 2 : +5 Flawless Flaming Great Axe (68-84) Weapon 3 : +3 Grand Angelic Morning Star (33-45) Chest Armor : +3 Fine Watcher's Half Plate Mail (AC 29) Shield : Flawless Iron Shield (AC 9) Helmet : +4 Grand Chain Helmet of Conflagration (AC 14) Gloves : +4 Grand Unrelenting Full Plate Gloves (AC 17) Boots : +3 Flawless Firestorm Half Plate Boots (AC 16) Ring 1 : +3 Flawless Ring of Fire Ring 2 : +3 Flawless Resonating Ring Amulet : +4 Flawless Amulet of the Wisp Gold Pieces : 23,828 Skills : Accuracy (5 ranks) Armor Proficiency (3 ranks) Combat Reflexes (5 ranks) Death Blow (5 ranks) Dodge (5 ranks) Dwarven Warsong (5 ranks) Endurance (3 ranks) Evasion (5 ranks) Forge Lore (5 ranks) Great Fortitude (5 ranks) Hail of Bolts (5 ranks) Hand Weapon Focus (3 ranks) Improved Critical (5 ranks) Iron Will (5 ranks) Precise Shot (1 rank) Ransack (5 ranks) Shield Bash (2 ranks) Shield Expertise (2 ranks) Smokepowder Bolt (3 ranks) Toughness (4 ranks) Willpower (5 ranks) 1 skill point left in reserve ------------------------------------------------------------------------------- Game #5: Easy - Allessia Faithhammer, Human Cleric of Helm [9 hrs, 31 mins] ------------------------------------------------------------------------------- Character Statistics -------------------- Level : 28 Experience : 388,636 Next Level : 417,000 Health : 394/394 Energy : 258/258 Armor : 105 (134 with Protective Ward) Base Attack : 59 (with Divine Strength and Bless) Damage : 160-160 Strength : 37 [+13 hit/+13 dmg] Dexterity : 12 [+1 armor] Constitution : 12 [+1 hit points] Intelligence : 14 [+10 max energy] Wisdom : 16 [+15% experience] Charisma : 12 [+5% buy/sell] Weapon 1 : +5 Imperial Templar's Bastard Sword (81) Weapon 2 : +5 Flawless Shortbow of Disruption (36-52) Chest Armor : +2 Superior Full Plate Mail (AC 37) Shield : None Helmet : Fine Full Plate Helmet (AC 9) Gloves : +2 Remarkable Unrelenting Full Plate Gloves (AC 12) Boots : Imperial Full Plate Boots (AC 13) Ring 1 : +2 Flawless Blazing Ring Ring 2 : +2 Flawless Blazing Ring Amulet : +2 Flawless Amulet of Holy Flame Gold Pieces : 60,412 Skills : Accuracy (5 ranks) Armor Proficiency (3 ranks) Bless (5 ranks) Clarity (3 ranks) Combat Reflexes (5 ranks) Cure Wounds (5 ranks) Death Blow (5 ranks) Divine Resilience (5 ranks) Divine Strength (5 ranks) Dodge (5 ranks) Empower (3 ranks) Endurance (2 ranks) Flame Strike (5 ranks) Great Fortitude (5 ranks) Great Weapon Focus (3 ranks) Hand Weapon Focus (3 ranks) Improved Critical (5 ranks) Iron Will (5 ranks) Protective Ward (5 ranks) Purity (3 ranks) Shield Expertise (1 rank) Smite Evil (5 ranks) Sprint (1 rank) Toughness (5 ranks) Turn Undead (3 ranks) Willpower (4 ranks) 1 skill point left in reserve ------------------------------------------------------------------------------- Game #6: Extreme - Ysuran Auondril, Moon Elf Necromancer [7 hours, 29 minutes] ------------------------------------------------------------------------------- (Started from character built during Game #3) Character Statistics -------------------- Level : 40 Experience : 914,422 Next Level : 99,999,992 Health : 545/545 Energy : 597/597 Armor : 141 Base Attack : 34 Damage : 88-88 Strength : 15 [+2 hit/+2 dmg] Dexterity : 16 [+3 armor] Constitution : 14 [+2 hit points] Intelligence : 28 [+45 max energy] Wisdom : 20 [+25% experience] Charisma : 10 [+0% buy/sell] Weapon 1 : +5 Flawless Salamander's Morning Star (68) Chest Armor : +5 Flawless Crimson Half Plate Mail (AC 46) Shield : +4 Flawless Resonating Iron Shield (AC 13) Helmet : +5 Imperial Full Plate Helmet of Retribution (AC 19) Gloves : +4 Flawless Guardian's Full Plate Gloves (AC 19) Boots : +4 Flawless Full Plate Boots of Woe (AC 19) Ring 1 : +4 Flawless Ozonic Ring Ring 2 : +4 Flawless Noble Ring Amulet : +4 Imperial Ice Witch's Amulet Gold Pieces : 405,188 Skills : Accuracy (5 ranks) Alchemical Lore (1 rank) Animate Dead (3 ranks) Armor Proficiency (3 ranks) Chill Touch (5 ranks) Clarity (3 ranks) Claws of Darkness (3 ranks) Contagion (5 ranks) Dark Possession (3 ranks) Empower (3 ranks) Enchant Item (5 ranks) Endurance (5 ranks) Enervation (5 ranks) Fear (5 ranks) Flame Arrow (5 ranks) Ghoul Touch (5 ranks) Great Fortitude (5 ranks) Hand Weapon Focus (3 ranks) Haste (5 ranks) Hold (5 ranks) Iron Will (5 ranks) Life Drain (5 ranks) Long Weapon Focus (5 ranks) Melf's Acid Arrow (5 ranks) Ray of Enfeeblement (5 ranks) Shadow Conjure (5 ranks) Shadow Shield (5 ranks) Shadow Spray (5 ranks) Shield (5 ranks) Shocking Grasp (5 ranks) Slow (5 ranks) Sprint (5 ranks) Vampiric Touch (5 ranks) Willpower (5 ranks) 78 skill points left in reserve (All skills maxed) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- TABLE OF CONTENTS -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- GAME BASICS -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- A. Background Story B. Controls C. Heroes of Baldur's Gate D. Character Statistics Screen E. Character Abilities F. Weapon Types & Combat G. Spells and Feats H. Items, Workshops and Item Creation I. Helpful Tips J. Combat Strategies K. Main Differences between BGDA and BGDA2 -*-*-*-*-*-*-*-*-*-*-*-*-*-* PROLOGUE - THE CARAVAN *-*-*-*-*-*-*-*-*-*-*-*-*-* 0-1. The Trade Way 0-2. Trollbark Forest 0-3. Red Fang Goblin Lair 0-4. Wayfork Village -*-*-*-*-*-*-*-*-*-*-*-*-*-* ACT I - THE RED FANGS *-*-*-*-*-*-*-*-*-*-*-*-*-*- 1-1. Purple Wyrm Inn & Tavern 1-2. Sewers [Optional] 1-3. Warehouse 1-4. Hands of Glory Guildhall 1-5. Argesh's Lair 1-6. Bloodmire Manor I 1-7. Bloodmire Manor II 1-8. Luvia's Laboratory I 1-9. Luvia's Laboratory II 1-10. Wood of Sharp Teeth I [Optional] 1-11. Cloak Wood 1-12. Red Fang Base 1-13. Firewind Manor -*-*-*-*-*-*-*-*-*-*-*-*- ACT II - THE ELEMENTAL KEYS -*-*-*-*-*-*-*-*-*-*-*-*- 2-1. Wood of Sharp Teeth II [Optional] 2-2. Skull Gorge [Optional] 2-3. Lyran's Hold 2-4. Brigand's Ruins [Optional] 2-5. Halls of the Hammer 2-6. Dragonspear Castle 2-7. Sea-Cave 2-8. Hill's Edge 2-9. Artifacts Recovered -*-*-*-*-*-*-*-*-*-*- ACT III - THE ELEMENTAL FOUNDATIONS -*-*-*-*-*-*-*-*-*-*- --- Optional Character Special Quests --- 3-1-1. Allana's Home (Dorn only) 3-1-2. Dark Monastery (Vhaidra only) 3-1-3. Zarad's Clock Tower (Ysuran only) 3-1-4. Gandam's Hold (Borador only) 3-1-5. Unholy Mausoleum (Allessia only) 3-2. Wood of Sharp Teeth III [Optional] 3-3. Skull Gorge II [Optional] 3-4. The Harpers 3-5. Air Elemental Plane 3-6. Earth Elemental Plane 3-7. Fire Elemental Plane 3-8. Water Elemental Plane 3-9. Foundations Activated -*-*-*-*-*-*-*-*-*-*-*- ACT IV - THE KEEP OF PALE NIGHT -*-*-*-*-*-*-*-*-*-*-*- 4-1. Battle of Bones 4-2. Keep of Pale Night 4-3. Mordoc's Gate 4-4. Onyx Tower 4-5. Plane of Shadow -*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*- L. Frequently Asked Questions M. My Review + Editorial N. Credits, acknowledgments and legal stuff -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- A. Background Story -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ------------------------------------------------------------------------------- NOTE: I'm including this section to help people who've never played the first game. It provides a lot of background information on the events that occured in the first game, the characters encountered, etc. ------------------------------------------------------------------------------- Eldrith, commander of the Company of the Bladed Crescent, was one of the greatest generals of the Sword Coast. But when Eldrith's pride led her to defy the dukes of Baldur's Gate -- the very city she was sworn to defend -- she was exiled. Enraged in her dishonor, Eldrith the Betrayer and the remnants of her broken army stormed the city walls. They were soundly defeated. Eldrith fled to the Marsh of Cherlimber, where she was hunted down and felled with arrows from afar. Clutching her wounds as she sank into the muddy waters, Eldrith cursed Baldur's Gate and vowed revenge upon all that dwelled within. Years later, rumors arose of a dark alliance gathering against Baldur's Gate, of the hateful spirit of Eldrith the Betrayer, of a black tower of onyx in which she seethes and plots. Eldrith meant to raze the city and its surrounding lands with one of the greatest hordes of monsters ever to gather under one banner: the Company of the Bladed Crescent had returned. But even the best-laid plans can succumb to a twisted fate, as three strangers entered the City of Baldur's Gate... Vahn, a human Archer, Kromlech, a dwarven fighter, and Adrianna, an elven Sorceress, each entered the city of Baldur's Gate seeking fame and fortune... though they found only thieves, cutthroats who robbed them of all gold and possessions and left them for dead. Determined to find the culprits -- and their stolen belongings, the adventurers began their search at the Elfsong Tavern. There they were befriended by Alyth, owner of the tavern, who offered them gold in exchange for exterminating an infestation of sewers rats in the cellar. While performing this task, our heroes stumbled upon a small army of kobolds and bugbears camped in the sewers. The monsters were vanquished, but where had they come from? Who had organized them? The adventurers were aided by Ethon and Jherek, two members of an organisation promoting good in the Realms, the Harpers. After being invited into the Harpers, they discovered that a clue was to be found in the crypts of a local cathedral, where something horrible was about to be buried... Investigating a disturbance in the city's crypts, our three heroes discovered a dreadful orb with power to raise the dead, its sole purpose to create an army that might wreak havoc upon Baldur's Gate. A massive battle ensued and the orb was destroyed. The adventurers traced the placement of the orb to the new thieves' guild; the same ruthless criminals that once robbed them. The thieves were led by Xantam, a beholder hiding deep beneath the city, who had secretly entered Baldur's Gate using a closely guarded, magical shadow portal. After defeating the beholder, it became clear to our heroes that the multi-eyed monster was simply a pawn in a much greater scheme. Determined to discover the source of the evil and also at the urging of Jherek, the adventurers stepped through the shadow portal... The shadow portal led to the Sunset Mountains, where our heroes found a dwarven mining camp under attack by wicked drow -- dark elves. Suspicious of the drows' motives, the adventurers helped drive off the dark elves and ignited a torch to signal for reinforcements. A second shadow portal was then discovered, exactly like the first -- only this gate led to the Marsh of Cherlimber... the site of Eldrith's death. There, the heroes met Sleyvas, a peaceful lizard man who spoke of a great Onyx Tower that had suddenly appeared one day as if out of nowhere. Convinced that the Onyx Tower must hide the source of Baldur's Gate latest troubles, the three heroes set off to find it... Our heroes battled their way to the top of the Onyx Tower, where they found Eldrith the Betrayer waiting for them. Consumed with vengeful hatred over her exile from Baldur's Gate, Eldrith proudly confessed her orchestration of the monstrous armies. A final showdown ensued, and Eldrith was inevitably defeated by the heroic trio. But with Eldrith dead, the powers that held the Onyx Tower together began to falter. Our heroes were forced to make a hasty exit through a final shadow portal. As the tower fell, a mysterious, lone figure watched from nearby. Had the threat to Baldur's Gate truly been vanquished, or was even Eldrith merely a pawn like so many of those she had employed? This lone figure was Sleyvas, the lizard man the adventurers had befriended who seems to have betrayed them... Our heroes emerged somewhere very far from Baldur's Gate, far from the Sunset Mountains, far from Marsh of Cherlimber, far from safety... but that... is for another tale... and this is where the second game begins... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- B. Controls -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- L1 button Shift R1 button Block/Parry (Melee) / Aim (Ranged) L2 button Drink Rejuvenation Potion R2 button Drink Healing Potion R3 button Reset Camera Angle X button Attack (+Shift:Set or Use Lower Feat/Spell) Circle button Use Feat/Cast Spell(+Shift:Set or Use Right Feat/Spell) Triangle button Jump (+Shift:Set or Use Upper Feat/Spell) Square button Action/Talk (+Shift: Set or Use Left Feat/Spell) SELECT button Inventory/Character Statistics/Level Up START button Pause/Menu Directional buttons : Up/Down Toggle Spells and Feats List Up/Down Left Toggle between Automap modes Right Toggle between 1-handed, 2-handed and ranged weapons Left analog stick Move Character Right analog stick Adjust Camera -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- C. Heroes of Baldur's Gate -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- You can now choose from 5 classes in Baldur's Gate : Dark Alliance II. [Parts taken from the game manual] Allessia Faithhammer, Human Cleric of Helm ------------------------------------------ Allessia is a cleric of Helm, the Watcher, the Vigilant One, deity of Guardians and Protectors. She adventures for the cause of Good, in support of the Church of Helm, and in defense of the Innocent, to whom she feels a divine duty to protect. She heard of the troubles in Baldur's Gate when a letter from Huros, her old mentor, arrived at her home in Secomber. Allessia is powerful in melee combat, can wear any armor, and can learn many defensive and bolstering spells. Starting Stats Health : 13/13 Energy : 22/22 Armor : 12 Base Attack : 2 Strength : 12 Dexterity : 11 Constitution : 12 Intelligence : 14 Wisdom : 12 Charisma : 12 Available Feats/Spells: Accuracy, Armor Proficiency, Bless, Clarity, Cure Wounds, Divine Resilience, Divine Strength, Dodge, Empower, Endurance, Flame Strike, Great Fortitude, Great Weapon Focus, Hand Weapon Focus, Iron Will, Long Weapon Focus, Protective Ward, Purity, Sanctuary, Spiritual Weapon, Sprint, Toughness, Two-Weapon Fighting, Turn Undead and Willpower. Special Feats/Spells (available in Act III): Cleave, Combat Reflexes, Death Blow, Improved Critical, Power Attack, Shield Bash, Shield Expertise and Smite Evil. Starting Equipment: - Shoddy Lt. Mace - Cloth Boots - Cloth Bracers - Wooden Shield Starting Spells and Feats: - Armor Proficiency (3 ranks) - Cure Wounds (1 rank) - Divine Strength (1 rank) - Turn Undead (1 rank) Borador "Goldhand", Dwarven Rogue --------------------------------- Borador is a treasure-hunter, a particularly tough breed of rogue who adventures for the singular purpose of looting otherwise unclaimed wealth from ruins, monster lairs, and other extremely dangerous places. Foul-mouthed, greedy, and taciturn, Borador refuses to speak of his past, and his clan-name is a closely-guarded secret. He has, however, been given the moniker "Goldhand" for his legendary avarice. Borador is a decent combatant who excels with a crossbow and has numerous "treasure-hunting" abilities that allow him to foil traps and collect extra loot from monsters and chests. Like many dwarves, he also has a penchant for explosives. He cannot wear a shield or medium or heavy armor without training. Starting Stats Health : 16/16 Energy : 10/10 Armor : 16 Base Attack : 3 Strength : 11 Dexterity : 15 Constitution : 16 Intelligence : 10 Wisdom : 10 Charisma : 10 ------------------------------------------------------------------------------- NOTE: Borador is also the only character in the game that can disarm any traps he encounters during his adventure. Pretty useful ability, if you ask me. ------------------------------------------------------------------------------- Available Feats/Spells: Accuracy, Armor Proficiency, Combat Reflexes, Dodge, Endurance, Evasion, Forge Lore, Great Fortitude, Hail of Bolts, Hand Weapon Focus, Improved Critical, Iron Will, Long Weapon Focus, Precise Shot, Ransack, Smokepowder Bolt, Smokepowder Bomb, Smokepowder Satchel, Sprint, Stealth, Toughness, Two-Weapon Fighting and Willpower. Special Feats/Spells (available in Act III): Cleave, Death Blow, Dwarven Warsong, Great Weapon Focus, Power Attack, Shield Bash and Shield Expertise. Starting Equipment: - Shoddy Short Sword - Shoddy Crossbow - Cloth Boots - Cloth Bracers Starting Spells and Feats: - Armor Proficiency (1 rank) - Ransack (1 rank) Dorn Redbear, Human Barbarian ----------------------------- Dorn is a massive, carousing, thrill-seeking barbarian from one of the many tribes that roams the plains of the Western Heartlands. He adventures for the glory and the sheer thrill of it, hoping to drink as much liquor and love as many women as he can in the process (my kind of guy, really!). Dorn is an exceptional melee combatant who earns many powerful special attacks. As a barbarian, he is fleet of foot and able to go berserk in battle, but cannot wear heavy armor without training. Starting Stats Health : 17/17 Energy : 8/8 Armor : 10 Base Attack : 4 Strength : 16 Dexterity : 10 Constitution : 14 Intelligence : 10 Wisdom : 10 Charisma : 11 Available Feats/Spells: Accuracy, Armor Proficiency, Barbarian Rage, Cleave, Combat Reflexes, Death Blow, Dodge, Endurance, Great Fortitude, Great Weapon Focus, Hand Weapon Focus, Hero's Arm, Hero's Mantle, Improved Critical, Iron Will, Long Weapon Focus, Power Attack, Sprint, Sunder, Toughness, Two-Weapon Fighting and Willpower. Special Feats/Spells (available in Act III): Animal Friendship, Bale Arm, Barksin, Heart of the Bear, Heart of the Wolf and Resist Elements. Starting Equipment: - Shoddy Handaxe (Primary weapon) - Shoddy Short Sword (Off-hand weapon) - Cloth Boots - Cloth Bracers Starting Spells and Feats: - Armor Proficiency (2 ranks) - Barbarian Rage (1 rank) - Sprint (1 rank) Vhaidra Uoswiir, Dark Elf Monk ------------------------------ Vhaidra fled Menzoberranzan when her family fell under attack by a coalition of other noble houses. Driven by a cruel mixture of rigid honor and seething hatred, Vhaidra now adventurers to hone her already deadly martial skills -- all in preparation for her triumphant and bloody return. Her half-sister Ulua awaits her arrival in Baldur's Gate; Vhaidra intends to use the troubles there for her own benefit. As a monk, Vhaidra is a quick, hard-hitting combattant who can learn a wide variety of special attacks and abilities. She cannot wear a shield or medium or heavy armor without training and cannot use great weapons. Starting Stats Health : 14/14 Energy : 12/12 Armor : 19 Base Attack : 3 Strength : 12 Dexterity : 17 Constitution : 10 Intelligence : 10 Wisdom : 10 Charisma : 10 Available Feats/Spells: Accuracy, Armor Proficiency, Combat Reflexes, Crushing Blow, Death Blow, Deflect Missiles, Dodge, Diamond Body, Endurance, Evasion, Great Fortitude, Hand Weapon Focus, Improved Critical, Iron Will, Piercing Strike, Long Weapon Focus, Spinning Strike, Sprint, Stunning Blow, Sweep Attack, Toughness, Two-Weapon Fighting, Unarmed Combat and Willpower. Special Feats/Spells (Available in Act III): Arterial Strike, Crippling Blow, Hail of Knives, Poison, Stealth and Sweep Attack. Starting Equipment: - Cloth Boots - Cloth Bracers Starting Spells and Feats: - Armor Proficiency (1 rank) - Sprint (1 rank) - Unarmed Combat (1 rank) Ysuran Auondril, Moon Elf Necromancer ------------------------------------- The brooding, mysterious Ysuran has few memories to speak of -- stumbling into the Greycloak Hills and being wordlessly turned away by his moon elf kin there -- carrying a black tome, presumably his, from which he learned his name and trade: necromancer, a wizard specializing in the dark art of death magic. Wandering in search of his identity, Ysuran finds himself strangely compelled to aid those he comes across. While traveling to Baldur's Gate to seek answers from the well-known sage Omduil, he hears of the troubles plaguing the great port city. Ysuran is a potent spellcaster who, despite his poor physical combat ability, can grow to become awesomely powerful. As a necromancer who has chosen evocation as his school of opposition, he is very skilled with spells that create, modify, or destroy life force, but cannot use spells such as fireball or lightning bolt. He cannot wear any armor without training or wield great weapons or bows. Starting Stats Health : 11/11 Energy : 35/35 Armor : 13 Base Attack : 1 Strength : 10 Dexterity : 12 Constitution : 10 Intelligence : 17 Wisdom : 10 Charisma : 10 Available Feats/Spells: Accuracy, Alchemical Lore, Animate Dead, Armor Proficiency, Chill Touch, Clarity, Contagion, Dark Possession, Empower, Enchant Item, Endurance, Enervation, Fear, Flame Arrow, Ghoul Touch, Great Fortitude, Hand Weapon Focus, Haste, Hold, Iron Will, Life Drain, Long Weapon Focus, Melf's Acid Arrow, Ray of Enfeeblement, Shield, Shocking Grasp, Slow, Sprint, Vampiric Touch and Willpower. Special Feats/Spells (Available in Act III): Claws of Darkness, Shadow Conjure, Shadow Shield and Shadow Spray. Starting Equipment: - Dagger - Cloth Boots - Cloth Bracers Starting Spells and Feats: - Life Drain (1 rank) - Shield (1 rank) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- D. Character Statistics Screen -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Some parts taken from the game manual] This screen can be accessed by pressing the SELECT button. There are different tabs for each of the types of information presented. Carrying Capacity: On the main screen, in the top left corner, there's a percentage of the character's total carrying capacity. The number on the left is the current weight of the equipment and loot you are carrying. The number on the right is your total weight capacity. You cannot carry more than your total carrying capacity. Your carrying capacity can be increased with the Endurance passive feat (See Section G. Spells and Feats). Gold Piece Total: To the left of the Carrying Capacity, there is the total number of gold pieces you are carrying. There is no limit to the number of gold pieces you can carry. Weapons Tab: You can view the weapons you carry on this screen. Weapons that are currently equipped have a green background. To equip/unequip a weapon, press the X button. To drop a weapon, press the Triangle button. Some characters can equip a weapon in each hand. The weapon in the character's off-hand will have a grey background. To equip/unequip an off-hand weapon, press the L1 button. Armor Tab: Here, you can view the armor you are carrying/wearing. You can wear shields, helmets, chest armor, gloves/bracers, leggings and boots. Equipping, unequipping and dropping armor is done the same way as with weapons. Potions/Magic Items Tab: This tab lists all of the potions and magic items your character is carrying. Potions include: - Healing Potions: These potions heal damage your character has taken. They come in many varieties, each which heals a varying amount of damage to your character (3 types of potions: Lesser, Normal and Extra Healing Potions). - Rejuvenation Potions: These potions can restore Magic Energy (which is used when casting spells or using active feats). They also come in many varieties, each which restores a varying amount of Magic Energy to your character (3 types of potions: Lesser, Normal and Extra Rejuvenation Potions). - Recall Potions: These potions can teleport your character to the nearest safe area (which may be many maps away from your current location). Recall potions are useful for when you need to return to a safe area to sell some equipment that's loading you down, or restock on potions or new weapons and armor. You can use Recall potions by pressing the START button and choosing the Recall option. Using the Recall option again will return you the the previous location, as long as you don't leave the area you have recalled to. This allows you to jump to Baldur's Gate with a Recall potion, then use the same potion again to return to the point in the dungeon you just left, provided you don't walk out of Baldur's Gate before you use the Recall potion again. Statistics Tab: This tab lists all of your character's abilities, which are explained in Section E. Characters Abilities. Quest Journal Tab: Your current quests/tasks are listed here. Spells and Feats Tab: List of your character's spells, feats, and their respective ranks. See Section G. Spells and Feats for details. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- E. Character Abilities -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Taken from the game manual] There are a number of abilities that define your character: Strength: This measures your character's physical power. Characters with a high Strength have a better chance to hit opponents in melee combat, do more damage when they hit, and can carry more weight than weaker characters. Intelligence: This determines how well your character learns and reasons. The higher your character's Intelligence, the faster your Magic Energy regenerates, and the more Magic Energy points you gain each time you advance a level. Wisdom: This describes your character's willpower, common sense, perception and intuition. The higher your character's Wisdom, the more experience points your character will gain when they kill monsters and accomplish quests. Dexterity: This measures your character's hand-eye coordination, agility, reflexes and balance. Characters with a high Dexterity have a better chance to hit opponents with ranged weapons and have a better Armor Class. Constitution: This represents your character's health and stamina. A high Constitution means your character will have more hit points and a faster hit point regeneration rate. Charisma: This measures a character's force of personality, persuasiveness, personal magnetism, and physical attractiveness. The higher your character's Charisma, the less trouble they will have buying and selling items at the local store or merchant. ------------------------------------------------------------------------------- NOTE: As you gain levels, you will gain points to spend on increasing these abilities. Every four levels, you will be able to increase one of your ability scores. You get one point at level 4, one at level 8, one at level 12, etc. ------------------------------------------------------------------------------- Experience: You get experience by either killing monsters and creatures or finishing the quests you receive. When playing in the 2-player game, both players receive 50% of the experience. However, the two players receive both 100% of quest experience point rewards. Next Level: The number of experience points needed to reach the next level of experience. Health: Total number of hit points. Number on the left is your current total. Number on the right is your total. When a character has 0 hit points, he or she dies. Hit points can be recovered by either using Healing Potions or with time. High Constitution makes hit point regeneration faster. Some feats improve your health and regeneration rate (See Section G. Spells and Feats). Magic Energy: Total number of Magic Energy points. Number on the left is your current total. Number on the right is your total. When a character has 0 Magic Energy points, he or she won't be able to use spells or active feats. Magic Energy can be recovered by using Rejuvenation Potions or with time. High Intelligence makes Magic Energy regeneration faster. Some feats improve your Magic Energy and its regeneration rate (See Section G. Spells and Feats). Armor: This represents your character's Armor Class. The higher this score, the better. You can increase your AC by wearing armor, with a high Dexterity score and with the Dodge feat (See Section G. Spells and Feats). Base Attack: This is the bonus your character has to hit an opponent in combat. The higher, the better your chances of hitting your enemies. You can increase your Base Attack by going up levels, with a high Strength, with a magical weapon and with various feats (See Section G. Spells and Feats). Damage: The amount of damage your character inflicts on a successful hit. The higher, the better. You can increase your Damage by going up levels, with a high Strength, with a magical weapon and with various feats (See Section G. Spells and Feats). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- F. Weapon Types & Combat -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Taken from the game manual] Your character's skill with a given weapon type or style of combat will determine how he or she attacks. Each rank in the relevant skill -- Hand Weapon Focus, Great Weapon Focus, Long Weapon Focus, Two-Weapon Fighting, Unarmed Combat, and Accuracy -- will increase the damage inflicted, to-hit chance and, for melee weapons, allow for automatic combination attacks (multiple sequential strikes where each attack inflicts more damage than the last) and special attack effects. ------------ HAND WEAPONS ------------ Hand weapons are those that can be wielded in only one hand. One of their chief benefits is that they allow the use of a shield, which is helpful in defending yourself in combat. One-Handed Blades ------------------ Swords and daggers are relatively agile weapons and have a higher chance of critically striking an opponent (inflicting double damage) than other weapons. A character can earn up to a 3-hit combination, with each additional attack in the sequence increasing the chance of a critical hit. One-Handed Axes --------------- Axes are brutal but effective weapons; while not as precise as swords and dagger, they can inflict more damage when they strike. A character can earn up to a 3-hit combination; the second and third attacks in the sequence inflict extra damage in addition to the extra damage already inflicted by sequential attacks, while the third attack also inflicts extra critical hit damage. One-Handed Bludgeons -------------------- Includes clubs, maces, morning stars. Bludgeons have a chance to stun enemies, briefly rendering them unable to attack or defend themselves. A character can earn up to a 3-hit combination, with each additional attack in the sequence having an increased chance to stun the target. ------------- GREAT WEAPONS ------------- Great weapons are so large and heavy that they must be wielded in two hands. Great weapons inflict much more damage than smaller hand weapons but a character cannot use a shield with one. Great Swords ------------ Like their smaller variants, two-handed great swords have a higher chance of critically striking an opponent than other weapons. A character can earn up to a 3-hit combination, with each attack in the sequence increasing the chance of a critical hit. In addition, the second and third attacks can strike additional enemies around the character's primary target, though they suffer reduced damage from the blow. Great Axes ---------- Like their smaller variants, two-handed great axes do not critically hit as often as swords but inflict more damage when they do. A character can earn up to a 3-hit combination, the second and third attacks in the sequence inflict extra damage in addition to the extra damage already inflicted by sequential attacks, while the third attack also inflicts extra critical hit damage. In addition, the final attack strikes all enemies in an arc before the character. Great Bludgeons --------------- Like their smaller variants, two-handed bludgeons (like warhammers) have a chance to stun opponents. A character can earn up to a 3-hit combination, with each attack in the sequence increasing the chance of stunning the target. In addition, the final attack strikes all enemies in an arc before the character. ------------ LONG WEAPONS ------------ Long weapons are primarily defensive in nature, having the ability to attack enemies from a distance and push them back. Like great weapons, long weapons require two hands to wield and prohibit the use of a shield. Staves ------ Along with polearms, staves have the best reach of any melee weapon; they can also stun enemies, like bludgeons. A character can earn up to a 3-hit combination, with each attack in the sequence increasing the chance of stunning the target. In addition, the second and third stikes cause increasing levels of knockback, pushing the enemy away from the character. Polearms -------- Along with staves, polearms (spears and halberds) have the best reach of any melee weapon; they also have a higher chance of inflicting critical hits; like one-handed blades. A character can earn up to a 3-hit combination; the second and third attacks in the sequence inflict extra damage in addition to the extra damage already inflicted by sequential attacks. In addition, the second and third strikes cause increasing levels of knockback, pushing the enemy away from the character. ------------------- Two-Weapon Fighting ------------------- Two-weapon fighting is what it sounds like: the character holds a weapon in each hand and attacks with them almost simultaneously. A character can earn up to a 3-attack combination, where each attack consists of two strikes; depending on whether the attack is armed or unarmed. Skilled unarmed combatants begin with a two-attack combination and can earn up to six in total. Sequential attacks inflict additional damage as well as having an increasing chance to stun targets; the final sixth attack knocks enemies back as well. -------- Accuracy -------- Accuracy affects all ranged weapons -- bows, crossbows, and hurled weapons like throwing axes and daggers -- by increasing both to-hit chance and damage inflicted. Ranged weapons don't have the same high damage potential as melee weapons, but allow you to attack targets from a distance. Bows ---- Bows have a high rate of fire and inflict fair damage. Bows require some training to use and not all characters can equip them. Crossbows --------- Crossbows don't fire as quickly as bows, but inflict more damage per shot. Any character can use a crossbow. Hurled Weapons -------------- Hurled weapons like throwing axes and daggers aren't as slow as crossbows but inflict less damage than other ranged weapons. However, strong characters inflict extra damage with hurled weapons as if they were making a melee attack. Again, combination attacks occur automatically once your character can perform them. You do not need to perform a sequence of actions to make them happen, simply equipping the appropriate weapon and attacking will cause these attack combinations to occur. For a more detailed description of the weapon skills and earning combination attacks, see Section G. Spells and Feats. There are other combat effects your character should be aware of: --------- Knockback --------- Every time you hit an opponent he gets knocked back slightly; if you are doing a sequence attack, your character will move forward slightly to compensate. -------- Blocking -------- You can only block permanently if you are two weapon-fighting, having a shield equipped or are an unarmed monk. While two-handed weapons may do more damage, sometimes it pays to have a decent one-handed weapon and shield at the ready. A character wielding a ranged weapon cannot block. ------------------ Damage Type Colors ------------------ If you turn on the Damage Text option, you'll be able to see how much damage you're dealing to the foes you are attacking. Usually, the damage color will be white. There are various other colors that can give you hints about what type of weapon to use against which type of enemy. Here are the various colors: Color Damage Type ------ ------------------------------------------------------------------ White Target has been hit normally Yellow Target has been critically hit Red Target is resistant to the particular attack, half damage Blue Target is vulnerable to the particular attack, extra damage Green Target has been healed instead of damaged -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- G. Spells and Feats -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Some parts taken from the game manual] Spells and Feats are special abilities your character gains, such as new attack types, additional health points and so on, that help you customize your hero as you go up in levels. Every time you gain a level of experience, you gain a number of points equal to your new level. You can spend these points to gain a new spell or feat or improve on one you already have. At 1st level, you'll get 1 point, at 2nd level, 2 points, etc. Some spells and feats cost more points than others to gain or improve, so you may want to save your points from level to level to get access to some of the more expensive spells and feats, later in the game. It's a trade off though, since your character won't be as strong in the starting levels. Spells and Feats work on a rank system, and many spells and feats have multiple ranks. The more points you place in a spell or feat, the more powerful the spell or feat becomes. Here is a list of all the spells and feats a character may choose during the game. Each character has access to different spells and feats, although some are common to all classes and can be chosen by anyone. However, no character in the game has access to all the spells and feats. ------------------------------------------------------------------------------- NOTE: Spells and Feats are described more in detail in the Spells and Feats tab accessible through your character screen. Always pay attention to what each spell and feat does to improve your character. ------------------------------------------------------------------------------- ------------- Passive Feats ------------- Passive feats are always on and do not need to be activated to function. Accuracy: Improves the accuracy and damage of ranged attacks. Armor Proficiency : Allows the character to wear heavier types of armor. Rank one allows light armor (leather and studded leather), rank two allows medium armor (scale and chain mail) and shields, while rank three allows heavy armor (half and full plate armor). Allessia starts with three ranks, Borador and Vhaidra with one and Dorn with two. Ysuran must choose this feat when he levels up to wear any armor in the game. Clarity: Reduces the casting cost -- the amount of Magic Energy required -- of all your spells. Combat Reflexes: Increases the speed of your attacks. Death Blow: Increases the damage inflicted by a critical hit. Deflect Missiles: Gives a chance to automatically block missile attacks. Diamond Body: Resist the effects of poison and acid. Dodge: You are harder to hit. Increases Armor Class. Empower: Increases the damage caused by your spells. Enchant Item: Decreases the amount of gold needed for creating and breaking down magic items. Endurance: Increases your carrying capacity. More useful than it looks. Evasion: Aids in damage reduction from certain magical attacks. Forge Lore: Decreases the cost of creating and breaking down magic weapons. Great Weapon Focus: Increases your ability to fight with two-handed great weapons. Great Fortitude: Increases your hit point regeneration rate. Hand Weapon Focus: Increases your ability to fight with one-handed weapons. Heart of the Wolf: Increases your running speed. Heart of the Bear: Increases your Hit Points. Hero's Arm: Allows you to wield great weapons in only one hand. Very awesome! Hero's Mantle: Resistance to physical damage. Improved Critical: Increases your chance to score a critical hit with melee attacks. Iron Will: Increases your Magic Energy regeneration rate. Long Weapon Focus: Increases your ability to fight with staves, spears and polearms. Shield Expertise: Gain an additional armor bonus and physical damage resistance from your shield. Toughness: Grants you extra Hit Points. Two-Weapon Fighting: Improves your ability to fight with two weapons at once. Unarmed Combat: Improves your ability to fight bare-handed. Note that magical effects on gloves and gauntlets come off as attack effects, e.g. +1 Leather Gloves of Frost add 1-6 cold damage to any character's unarmed attacks. Vhaidra begins with one rank in this feat. ----------------------- Spells and Active Feats ----------------------- Alchemical Lore: Allows you to switch nearby potions on the ground from Healing to Rejuvenation and vice-versa. Animal Friendship: Allows you to charm animals. Animate Dead: Animate the spirits of the dead to aid you. Arterial Strike: Wound enemies with a sneak attack, causing gradual Hit Point loss. Bale Arm: Allows you to hurl two throwing weapons at the same time. Barbarian Rage: Allows you to enter a state of barbaric rage. Dorn begins with one rank in this feat and cannot block while enraged. Barkskin: As the name implies, makes your skin as tough as bark. Bless: Increases the combat abilities of you and any allies. Chill Touch: Your touch instills a deathly chill. Claws of Darkness: Attack with claws of deadly shadow that freeze and weaken your enemies. Cleave: An attack that strikes all enemies in front of you. Contagion: Curse your enemies with the plague. Crippling Blow: Slow the enemy with a sneak attack. Crushing Blow: An unarmed attack that adds damage to unarmed attacks. Cure Wounds: Heals yourself and any allies. Allessia starts with 1 rank in this spell. Dark Possession: Control humanoids and lesser undead creatures. Divine Resilience: Temporarily boosts your Great Fortitude (i.e. Hit Point regeneration rate). Divine Strength: Temporarily boosts your Strength. Allessia starts with 1 rank in this spell. Dwarven Warsong: Bellow to increase attack speed and HP regeneration. Enervation: Death magic; attack with pure negative energy. Fear: Cause enemies to flee in sheer terror. Undead and constructs are unaffected. Flame Arrow: Hurl bolts of flame. Each rank adds one arrow. Flame Strike: Holy fire rains down on your enemies. Ghoul Touch: Your touch paralyzes and corrupts enemies. Hail of Bolts: Allows you to fire multiple bolts at once. Hail of Knives: Allows you to throw multiple knives at once. Haste: Increases attack speed for you and any allies. Hold: Magically paralyze enemies. Life Drain: Drain enemies' life to bolster your own. Ysuran starts with 1 rank in this spell. Magic Missile: Missiles of magical energy strike your enemy. Melf's Acid Arrow: Summons a magic acidic arrow. Otiluke's Icy Sphere: Summons a sphere of cold damaging and freezing your enemy. Piercing Strike: An unarmed-only attack that reduces your enemies' Armor Class. Poison: Inflicts additional poison damage. Power Attack: Inflicts additional damage. Precise Shot: You can make more accurate, damaging shots with a crossbow. Protective Ward: Creates a protective aura around you. Purity: Temporary poison and acid resistance. Additional ranks also grant immunity to various status effects. Rank 2: Immunity to Curse, Rank 3: Immunity to Sunder, Rank 4: Immunity to Enfeeblement, Rank 5: Immunity to Slow. Ransack: Knock additional loot out of enemies! Borador begins with 1 rank in this feat. Ray of Enfeeblement: Weaken and slow enemies. Resist Elements: Aids in elemental damage resistance. Repulsion: Repulses and damages nearby enemies. Sanctuary: Enemies will not attack you unless you attack them. Shadow Conjure: Summon a shadow to aid you. Shadow Spray: Ribbons of shadow damage and weaken your enemies. Shield: Create a magical shield for defense. Allessia starts with 1 rank in this spell. Shield Bash: A short dash forward that damages and stuns your enemy. Shadow Shield: Create a shield of shadow. Shocking Grasp: Your touch electrifies your enemies. Slow: Slow your enemies down. Smokepowder Bolt: Fire a burning crossbow bolt. Smokepowder Bomb: Hurl an explosive bomb. Smokepowder Satchel: Place and later detonate an explosive satchel charge. Spinning Strike: A devastating staff-only attack that strikes all enemies around you. Spiritual Weapon: Summons the avatar of Helm's sword, Ever Watchful. Sprint: A quick burst of running speed. Both Dorn and Vhaidra begin with 1 rank in this feat. Smite Evil: Inflicts additional damage and can disrupt undead creatures. Stealth: Allows you to avoid enemies and make sneak attacks. Stunning Blow: An unarmed-only attack that damages and stuns your enemy. Sunder: Reduces your enemies' Armor Class. Sweep Attack: An unarmed-only attack that strikes and knocks back all enemies before you. Turn Undead: Repels and damages nearby undead. Vampiric Touch: Your touch drains life and bolsters your own. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- H. Items, Workshops and Item Creation -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ----------------------- General Item Attributes ----------------------- Weapons, armor, amulets and rings can have a number of attributes that relate to their quality or magical properties. Quality ------- An item's quality refers to how well made it is. Higher quality armor protects better, higher quality weapons inflict more damage, and higher quality rings and amulets are worth more. Note that many damage bonuses (such as those from Strength and the Power Attack feat) also scale up with higher quality weapons. Quality Armor Weapon Amulet/Ring ------- ---------- ----------- --------------- Shoddy -15% to AC x0.5 damage Decreased Value Normal - - - Fine +15% to AC x1.5 damage Increased Value Remarkable +30% to AC x2.0 damage Increased Value Superior +45% to AC x2.5 damage Increased Value Grand +60% to AC x3.0 damage Increased Value Imperial +75% to AC x3.5 damage Increased Value Flawless +90% to AC x4.0 damage Increased Value Magical Effects --------------- An item's magical effects, such as "of Blood" (e.g. a Long Sword of Blood) are the result of between 1 and 3 components: Rune Stones and Gems, used in the creation of that item. The number of Rune Stones and Gems determine how powerful a particular effect is. Various Gems create different effects based on what sort of item they are placed in. For example, a Jacinth in a shield does something different than a Jacinth in a ring. You can also combine various gems to create interesting effects. Creating Items -------------- The first thing you'll need if you want to customize an item to your own choosing is to find a Fine or greater quality item and at least one Rune Stone. Rune Stones can sometimes be found in dungeons but they are also sold by Bartley. Once you're ready to customize your item, choose "Workshop" from Bartley's menu. Here are the basics on item customization: - There are 3 separate "slots" in which you can put Rune Stones and Gems. The first "slot" is for inserting Rune Stones and you can insert up to 16 Rune Stones in this slot for Body Armor, Helmets, Shields, Gloves and Weapons. You can insert up to 176 Rune Stones (!) in Rings, Amulets and Boots in Extreme mode only though. The amount of Rune Stones inserted determine the item's bonus or the item's level, if you prefer. Body Armor, Helmets, Shields, Gloves, Weapons, Rings, Amulets, Boots: 1 Rune Stone = +1 (Level 1) 2 Rune Stones = +2 (Level 2) 4 Rune Stones = +3 (Level 3) 8 Rune Stones = +4 (Level 4) 16 Rune Stones = +5 (Level 5) Rings, Amulets, Boots ONLY (Extreme Mode only): 32 Rune Stones = +6 (Level 6) 48 Rune Stones = +7 (Level 7) 64 Rune Stones = +8 (Level 8) 80 Rune Stones = +9 (Level 9) 96 Rune Stones = +10 (Level 10) 112 Rune Stones = +11 (Level 11) 128 Rune Stones = +12 (Level 12) 144 Rune Stones = +13 (Level 13) 160 Rune Stones = +14 (Level 14) 176 Rune Stones = +15 (Level 15) - If you insert only Rune Stones in your item, it will have the following effects, depending on the item's type: Body Armor, Helmets, Shields, Rings, Amulets and Boots grant the character a bonus in defense while Weapons and Gloves grant the character a bonus in damage (the amount of the bonus depends on how many Rune Stones are used). - The second and third slots in an item are used for Gems. There are 13 types of gems in the game (excluding Rune Stones): Amethyst, Aquamarine, Coral, Diamond, Emerald, Jacinth, Jade, Jet, Moonstone, Pearl, Ruby, Sapphire and Topaz. Each Gem has a different effect depending on the item's type and you can combine two types of Gems in the 2nd and 3rd slot of an item to produce enhanced effects. You cannot put more than one type of gem in any particular slot. See "Gem Effects" below for more details. - Try not to insert 3 Rune Stones in an item, since it's a waste of a Rune Stone, really. You are better to wait to get another Rune Stone or buy another one so that your bonus actually increases. Check the above chart to know how many Rune Stones you'll need to get to the next bonus "level". - You can "extract" Gems from items you find in your travels, if you deem the item to be too weak. It costs money to break down an item though and you CANNOT break down an item to extract Rune Stones. You can also break down an item if you want to try another Gem combination. - The most important thing to remember when customizing items is BALANCE. For example, there's no sense in putting 16 Rune Stones in an item's first slot and then putting only 1 Gem in the second slot. If you do that, the item will remain at the +1 bonus level since the 1 Gem you put cancels out the 16 Rune Stones you put in the first slot. Same goes if you put 16 Gems in slot #2 and only 1 Rune Stone in slot #1. So, for example, if you want a +5 Ring of Strength, put 16 Rune Stones in slot #1 and 16 Jacinths in slot #2. - Finally, the aspect that most people forget is that item creation costs a lot of gold, depending on the power of the item you are creating. Make sure you have enough gold to start making an item because if you need to purchase several Rune Stones and Gems to make an item and that you end up without enough money to actually MAKE the item, you'll have wasted your gold on "useless" Rune Stones and Gems. Always SAVE your game before attempting to create an item, just to be on the safe side. Gem Effects ----------- Each piece of equipment you find can be put in 3 main categories: Type Items in Category -------- ------------------------------------------------------------------ Armor Helms, Body Armor and Shields Weapons Weapons and Gloves Trinkets Rings, Amulets and Boots Here are the effects of each Gem type depending on the item type: --------------------------------- Rune Stones --------------------------------- Type Effect ------------------------------------------------------------------------------- Armor +1 to Armor Class per level Weapons +1 to hit and damage per level Trinkets No effect (increases the effects of other gems though) ----------------------------------- Amethyst ---------------------------------- Type Effect ------------------------------------------------------------------------------- Armor +3% damage resistance per level Weapons Inflicts 1-8 extra damage per level when you critically hit Trinkets +1 Charisma per level ---------------------------------- Aquamarine --------------------------------- Type Effect ------------------------------------------------------------------------------- Armor +5% cold resistance per level Weapons Inflicts 1-4 cold damage per level; may freeze enemies Trinkets +1 Intelligence per level ------------------------------------ Coral ------------------------------------ Type Effect ------------------------------------------------------------------------------- Armor +1 rank of Shield Expertise feat per level Weapons +20% to minimum damage Trinkets +10% chance per level of ignoring Knock Back ----------------------------------- Diamond ----------------------------------- Type Effect ------------------------------------------------------------------------------- Armor +3% Fire/Cold/Shock/Acid/Poison damage resistance per level Weapons +15% chance per level of disintegrating undead on critical hit Trinkets +1 rank of Bless per level ----------------------------------- Emerald ----------------------------------- Type Effect ------------------------------------------------------------------------------- Armor +5 to magic energy; -15% weight of item Weapons Absorbs 5% per level of damage received as magic energy Trinkets +1 rank of Iron Will per level ----------------------------------- Jacinth ----------------------------------- Type Effect ------------------------------------------------------------------------------- Armor +5% fire resistance per level Weapons Inflicts 1-6 fire damage per level; effective against trolls Trinkets +1 Strength per level ------------------------------------- Jade ------------------------------------ Type Effect ------------------------------------------------------------------------------- Armor +5% acid and poison resistance per level Weapons Inflicts 1-4 acid damage per level Trinkets +1 Constitution per level ------------------------------------- Jet ------------------------------------- Type Effect ------------------------------------------------------------------------------- Armor +5 hit points per level Weapons +1 Armor Class for each Armor Piece worn Trinkets +1 rank of Sanctuary per level ---------------------------------- Moonstone ---------------------------------- Type Effect ------------------------------------------------------------------------------- Armor Reduces duration of Slow/Stun by 20% per level Weapons +1 rank of Combat Reflexes per level Trinkets +1 rank of Sprint per level ------------------------------------ Pearl ------------------------------------ Type Effect ------------------------------------------------------------------------------- Armor +1% chance per level of getting additional treasure from monsters Weapons +1 rank of Improved Critical per level Trinkets +1 Wisdom per level ------------------------------------- Ruby ------------------------------------ Type Effect ------------------------------------------------------------------------------- Armor Reflects 5% melee damage when struck Weapons Enemy bleeds 1 damage per level per second for 1 second per level Trinkets +1 rank of Greater Fortitude per level ----------------------------------- Sapphire ---------------------------------- Type Effect ------------------------------------------------------------------------------- Armor +1 rank of Power Attack per level Weapons +1 rank of Cleave per level Trinkets +1 rank of Sunder per level ------------------------------------ Topaz ------------------------------------ Type Effect ------------------------------------------------------------------------------- Armor +5% shock resistance per level Weapons Inflicts 1-8 electrical damage per level Trinkets +1 Dexterity per level ------------------------------------------------------------------------------- NOTE: See the section below, Combined Gem Effects, to see the names attributed to the items once you've inserted gems into them. ------------------------------------------------------------------------------- -------------------- Combined Gem Effects -------------------- Since there are two slots in every item, you can put two different types of gems in every item. Again, I must stress the importance of balance. If you plan to put two types of gems inside of an item, try and put the same amount of gems in each slot, else the item will be unbalanced and thus, less potent. Here are the combination effects by item type. All the effects are for level 1 items only. The effects go up as the item's level goes up (by adding more gems into the item, see above for details). ---------------------- Armor Gem Combinations ---------------------- Amethyst Combinations of Thunder (+3% damage resistance) ------------------------------------------------------------------------------- Amethyst + Aquamarine = of Winter (+5% cold resistance) Amethyst + Coral = of Conquest (+1 Shield Expertise) Amethyst + Diamond = of the Herald (+3% resist all elements) Amethyst + Emerald = of the Warp (+5 energy, -15% weight) Amethyst + Jacinth = of Conflagration (+5% fire resistance) Amethyst + Jade = of Corrosion (+5% acid & poison resistance) Amethyst + Jet = of War (+5 hit points) Amethyst + Moonstone = of the Sky (Reduces stun/slow by 20%) Amethyst + Pearl = Resonating (+1% increased treasure drops) Amethyst + Ruby = Warlord's (reflects 5% melee damage when hit) Amethyst + Sapphire = of Power (+1 Power Attack) Amethyst + Topaz = of Lighting (+5% shock resistance) Aquamarine Combinations of Frost (+5% cold resistance) ------------------------------------------------------------------------------- Aquamarine + Amethyst = of Winter (+3% damage resistance) Aquamarine + Coral = Ice Wyrm's (+1 Shield Expertise) Aquamarine + Diamond = of Purity (+3% resist all elements) Aquamarine + Emerald = Ice Witch's (+5 energy, -15% weight) Aquamarine + Jacinth = of Coldfire (+5% fire resistance) Aquamarine + Jade = of Sorrow (+5% acid & poison resistance) Aquamarine + Jet = Glacial (+5 hit points) Aquamarine + Moonstone = Silvery (Reduces stun/slow by 20%) Aquamarine + Pearl = of Crystal (+1% increased treasure drops) Aquamarine + Ruby = of the Wolf (reflects 5% melee damage when hit) Aquamarine + Sapphire = of the North (+1 Power Attack) Aquamarine + Topaz = Ice Storm (+5% shock resistance) Coral Combinations of Battle (+1 Shield Expertise) ------------------------------------------------------------------------------- Coral + Amethyst = of Conquest (+3% damage resistance) Coral + Aquamarine = Ice Wyrm's (+5% cold resistance) Coral + Diamond = Templar's (+3% resist all elements) Coral + Emerald = War Wizard's (+5 energy, -15% weight) Coral + Jacinth = Salamander's (+1 Shield Expertise) Coral + Jade = Murderous (+5% acid & poison resistance) Coral + Jet = of Besieging (+5 hit points) Coral + Moonstone = Dervish's (Reduces stun/slow by 20%) Coral + Pearl = Noble (+1% increased treasure drops) Coral + Ruby = of Rage (+1 Barbarian Rage) Coral + Sapphire = Myrmidon's (+1 Power Attack) Coral + Topaz = Charged (+5% shock resistance) Diamond Combinations Sacred (+3% resist all elements) ------------------------------------------------------------------------------- Diamond + Amethyst = of the Herald (+3% damage resistance) Diamond + Aquamarine = of Purity (+5% cold resistance) Diamond + Coral = Templar's (+1 Shield Expertise) Diamond + Emerald = Wyrd (+5 energy, -15% weight) Diamond + Jacinth = of Holy Flame (+5% fire resistance) Diamond + Jade = Necromancer's (+5% acid & poison resistance) Diamond + Jet = Guardian's (+5 hit points) Diamond + Moonstone = of Retribution (Reduces stun/slow by 20%) Diamond + Pearl = Angelic (+1% increased treasure drops) Diamond + Ruby = Inquisitor's (reflects 5% melee damage when hit) Diamond + Sapphire = of Punishment (+1 Power Attack) Diamond + Topaz = of Justice (+5% shock resistance) Emerald Combinations Fey (+5 energy, -15% weight) ------------------------------------------------------------------------------- Emerald + Amethyst = of the Warp (+3% damage resistance) Emerald + Aquamarine = Ice Witch's (+5% cold resistance) Emerald + Coral = War Wizard's (+1 Shield Expertise) Emerald + Diamond = Wyrd (+3% resist all elements) Emerald + Jacinth = of Hellfire (+5% fire resistance) Emerald + Jade = of the Hag (+5% acid & poison resistance) Emerald + Jet = Watcher's (+5 hit points) Emerald + Moonstone = of the Moon (Reduces stun/slow by 20%) Emerald + Pearl = Sidhe (+1% increased treasure drops) Emerald + Ruby = Vampiric (reflects 5% melee damage when hit) Emerald + Sapphire = Bale (+1 Power Attack) Emerald + Topaz = of the Wisp (+5% shock resistance) Jacinth Combinations of Fire (+5% fire resistance) ------------------------------------------------------------------------------- Jacinth + Amethyst = of Conflagration (+3% damage resistance) Jacinth + Aquamarine = of Coldfire (+5% cold resistance) Jacinth + Coral = Salamander's (+1 Shield Expertise) Jacinth + Diamond = of Holy Flame (+3% resist all elements) Jacinth + Emerald = of Hellfire (+5 energy, -15% weight) Jacinth + Jade = of Woe (+5% acid & poison resistance) Jacinth + Jet = of Magma (+5 hit points) Jacinth + Moonstone = Mercurial (Reduces stun/slow by 20%) Jacinth + Pearl = Blazing (+1% increased treasure drops) Jacinth + Ruby = Infernal (reflects 5% melee damage when hit) Jacinth + Sapphire = of Wrath (+1 Power Attack) Jacinth + Topaz = Firestorm (+5% shock resistance) Jade Combinations of Corruption (+5% acid & poison resistance) ------------------------------------------------------------------------------- Jade + Amethyst = of Corrosion (+3% damage resistance) Jade + Aquamarine = of Sorrow (+5% cold resistance) Jade + Coral = Murderous (+1 Shield Expertise) Jade + Diamond = Necromancer's (+3% resist all elements) Jade + Emerald = of the Hag (+5 energy, -15% weight) Jade + Jacinth = of Woe (+5% fire resistance) Jade + Jet = Executioner's (+5 hit points) Jade + Moonstone = Hissing (Reduces stun/slow by 20%) Jade + Pearl = Assassin's (+1% increased treasure drops) Jade + Ruby = Vile (reflects 5% melee damage when hit) Jade + Sapphire = Plague (+1 Power Attack) Jade + Topaz = Scarred (+5% shock resistance) Jet Combinations of Warding (+5 hit points) ------------------------------------------------------------------------------- Jet + Amethyst = of War (+3% damage resistance) Jet + Aquamarine = Glacial (+5% cold resistance) Jet + Coral = of Besieging (+1 Shield Expertise) Jet + Diamond = Guardian's (+3% resist all elements) Jet + Emerald = Watcher's (+5 energy, -15% weight) Jet + Jacinth = of Magma (+5% fire resistance) Jet + Jade = Executioner's (+5% acid & poison resistance) Jet + Moonstone = Unrelenting (Reduces stun/slow by 20%) Jet + Pearl = Gilded (+1% increased treasure drops) Jet + Ruby = Crimson (reflects 5% melee damage when hit) Jet + Sapphire = of Might (+1 Power Attack) Jet + Topaz = Vibrant (+5% shock resistance) Moonstone Combinations of Speed (Reduces stun/slow by 20%) ------------------------------------------------------------------------------- Moonstone + Amethyst = of the Sky (+3% damage resistance) Moonstone + Aquamarine = Silvery (+5% cold resistance) Moonstone + Coral = Dervish's (+1 Shield Expertise) Moonstone + Diamond = of Retribution (+3% resist all elements) Moonstone + Emerald = of the Moon (+5 energy, -15% weight) Moonstone + Jacinth = Mercurial (+5% fire resistance) Moonstone + Jade = Hissing (+5% acid & poison resistance) Moonstone + Jet = Unrelenting (+5 hit points) Moonstone + Pearl = Flashing (+1% increased treasure drops) Moonstone + Ruby = Stirge's (reflects 5% melee damage when hit) Moonstone + Sapphire = Reaver's (+1 Power Attack). Moonstone + Topaz = Crackling (+5% shock resistance) Pearl Combinations Keen (+1% increased treasure drops) ------------------------------------------------------------------------------- Pearl + Amethyst = Resonating (+3% damage resistance) Pearl + Aquamarine = of Crystal (+5% cold resistance) Pearl + Coral = Noble (+1 Shield Expertise) Pearl + Diamond = Angelic (+3% resist all elements) Pearl + Emerald = Sidhe (+5 energy, -15% weight) Pearl + Jacinth = Blazing (+5% fire resistance) Pearl + Jade = Assassin's (+5% acid & poison resistance) Pearl + Jet = Gilded (+5 hit points) Pearl + Moonstone = Flashing (Reduces stun/slow by 20%) Pearl + Ruby = Hunter's (reflects 5% melee damage when hit) Pearl + Sapphire = Mercernary's (+1 Power Attack) Pearl + Topaz = Ozonic (+5% shock resistance) Ruby Combinations of Blood (reflects 5% melee damage when hit) ------------------------------------------------------------------------------- Ruby + Amethyst = Warlord's (+3% damage resistance) Ruby + Aquamarine = of the Wolf (+5% cold resistance) Ruby + Coral = of Rage (+1 Barbarian Rage) Ruby + Diamond = Inquisitor's (+3% resist all elements) Ruby + Emerald = Vampiric (+5 energy, -15% weight) Ruby + Jacinth = Infernal (+5% fire resistance) Ruby + Jade = Vile (+5% acid & poison resistance) Ruby + Jet = Crimson (+5 hit points) Ruby + Moonstone = Stirge's (Reduces stun/slow by 20%) Ruby + Pearl = Hunter's (+1% increased treasure drops) Ruby + Sapphire = Savage (+1 Power Attack) Ruby + Topaz = of Terror (+5% shock resistance) Sapphire Combinations of Striking (+1 Power Attack) ------------------------------------------------------------------------------- Sapphire + Amethyst = of Power (+3% damage resistance) Sapphire + Aquamarine = of the North (+5% cold resistance) Sapphire + Coral = Myrmidon's (+1 Shield Expertise) Sapphire + Diamond = of Punishment (+3% resist all elements) Sapphire + Emerald = Bale (+5 energy, -15% weight) Sapphire + Jacinth = of Wrath (+5% fire resistance) Sapphire + Jade = Plague (+5% acid & poison resistance) Sapphire + Jet = of Might (+5 hit points) Sapphire + Moonstone = Reaver's (Reduces stun/slow by 20%) Sapphire + Pearl = Mercenary's (+1% increased treasure drops) Sapphire + Ruby = Savage (reflects 5% melee damage when hit) Sapphire + Topaz = Bolting (+5% shock resistance) Topaz Combinations Shock (+5% shock resistance) ------------------------------------------------------------------------------- Topaz + Amethyst = of Lighting (+3% damage resistance) Topaz + Aquamarine = Ice Storm (+5% cold resistance) Topaz + Coral = Charged (+1 Shield Expertise) Topaz + Diamond = of Justice (+3% resist all elements) Topaz + Emerald= = of the Wisp (+5 energy, -15% weight) Topaz + Jacinth = Firestorm (+5% fire resistance) Topaz + Jade = Scarred (+5% acid & poison resistance) Topaz + Jet = Vibrant (+5 hit points). Topaz + Moonstone = Crackling (Reduces stun/slow by 20%) Topaz + Pearl = Ozonic (+1% increased treasure drops) Topaz + Ruby = of Terror (reflects 5% melee damage when hit) Topaz + Sapphire = Bolting (+1 Power Attack) ------------------------ Weapons Gem Combinations ------------------------ Amethyst Combinations Thundering (+1-8 extra critical hit damage) ------------------------------------------------------------------------------- Amethyst + Aquamarine = Icy Burst (+1-4 cold damage) Amethyst + Coral = of Conquest (+20% minimum damage) Amethyst + Diamond = of the Herald (+15% disintegrate undead) Amethyst + Emerald = of the Warp (+5% damage dealt added to energy) Amethyst + Jacinth = Flaming Burst (+1-10 crit, +1-6 fire damage) Amethyst + Jade = Corrosive Burst (+1-4 acid damage) Amethyst + Jet = of War (+1 AC for every piece of armor) Amethyst + Moonstone = of the Sky (+1 Combat Reflexes) Amethyst + Pearl = Resonating (+1 Improved Critical) Amethyst + Ruby = Warlord's (Target bleeds 1 damage for 1 second) Amethyst + Sapphire = of Power (+1 Cleave) Amethyst + Topaz = Shocking Burst (+1-12 crit, +1-8 Shock damage) Aquamarine Combinations Frost (+1-4 cold damage) ------------------------------------------------------------------------------- Aquamarine + Amethyst = Icy Burst (+1-8 extra critical hit damage) Aquamarine + Coral = Ice Wyrm (+20% minimum damage) Aquamarine + Diamond = of Purity (+15% disintegrate undead) Aquamarine + Emerald = Ice Witch's (+5% damage dealt added to energy) Aquamarine + Jacinth = of Coldfire (+1-6 fire damage) Aquamarine + Jade = of Sorrow (+1-4 acid damage) Aquamarine + Jet = Glacial (+1 AC for every piece of armor) Aquamarine + Moonstone = Silvery (+1 Combat Reflexes) Aquamarine + Pearl = of Crystal (+1 Improved Critical) Aquamarine + Ruby = of the Wolf (Target bleeds 1 damage for 1 second) Aquamarine + Sapphire = of the North (+1 Cleave) Aquamarine + Topaz = Ice Storm (+1-8 Shock damage) Coral Combinations of Battle (+20% minimum damage) ------------------------------------------------------------------------------- Coral + Amethyst = of Conquest (+1-8 extra critical hit damage) Coral + Aquamarine = Ice Wyrm's (+1-4 cold damage) Coral + Diamond = Templar's (+15% disintegrate undead) Coral + Emerald = War Wizard's (+5% damage dealt added to energy) Coral + Jacinth = Salamander's (+1-6 fire damage) Coral + Jade = Murderous (+1-4 acid damage) Coral + Jet = of Besieging (+1 AC for every piece of armor) Coral + Moonstone = Dervish's (+1 Combat Reflexes) Coral + Pearl = Noble (+1 Improved Critical) Coral + Ruby = of Rage (Target bleeds 1 damage for 1 second) Coral + Sapphire = Myrmidon's (+1 Cleave) Coral + Topaz = Charged (+1-8 Shock damage) Diamond Combinations of Disruption (+15% disintegrate undead) ------------------------------------------------------------------------------- Diamond + Amethyst = of the Herald (+1-8 extra critical hit damage) Diamond + Aquamarine = of Purity (+1-4 cold damage) Diamond + Coral = Templar's (+20% minimum damage) Diamond + Emerald = Wyrd (+5% damage dealt added to energy) Diamond + Jacinth = of Holy Flame (+1-6 fire damage) Diamond + Jade = Necromancer's (+1-4 acid damage) Diamond + Jet = Guardian's (+1 AC for every piece of armor) Diamond + Moonstone = of Retribution (+1 Combat Reflexes) Diamond + Pearl = Angelic (+1 Improved Critical) Diamond + Ruby = Inquisitor's (Target bleeds 1 damage for 1 second) Diamond + Sapphire = of Punishment (+1 Cleave) Diamond + Topaz = of Justice (+1-8 Shock damage) Emerald Combinations Fey (+5% damage dealt added to energy) ------------------------------------------------------------------------------- Emerald + Amethyst = of the Warp (+1-8 extra critical hit damage) Emerald + Aquamarine = Ice Witch's (+1-4 cold damage) Emerald + Coral = War Wizard's (+20% minimum damage) Emerald + Diamond = Wyrd (+15% disintegrate undead) Emerald + Jacinth = of Hellfire (+1-6 fire damage) Emerald + Jade = of the Hag (+1-4 acid damage) Emerald + Jet = Watcher's (+1 AC for every piece of armor) Emerald + Moonstone = of the Moon (+1 Combat Reflexes) Emerald + Pearl = Sidhe (+1 Improved Critical) Emerald + Ruby = Vampiric (+5% damage dealt added to health) Emerald + Sapphire = Bale (+1 Cleave) Emerald + Topaz = of the Wisp (+1-8 Shock damage) Jacinth Combinations Flaming (+1-6 fire damage) ------------------------------------------------------------------------------- Jacinth + Amethyst = Flaming Burst (+1-10 extra critical hit damage) Jacinth + Aquamarine = of Coldfire (+1-4 cold damage) Jacinth + Coral = Salamander's (+20% minimum damage) Jacinth + Diamond = of Holy Flame (+15% disintegrate undead) Jacinth + Emerald = of Hellfire (+5% damage dealt added to energy) Jacinth + Jade = of Woe (+1-4 acid damage) Jacinth + Jet = of Magma (+1 AC for every piece of armor) Jacinth + Moonstone = Mercurial (+1 Combat Reflexes) Jacinth + Pearl = Blazing (+1 Improved Critical) Jacinth + Ruby = Infernal (Target bleeds 1 damage for 1 second) Jacinth + Sapphire = of Wrath (+1 Cleave) Jacinth + Topaz = Firestorm (+1-8 Shock damage) Jade Combinations of Corruption (+1-4 acid damage) ------------------------------------------------------------------------------- Jade + Amethyst = Corrosive Burst (+1-8 extra critical hit damage) Jade + Aquamarine = of Sorrow (+1-4 cold damage) Jade + Coral = Murderous (+20% minimum damage) Jade + Diamond = Necromancer's (+15% disintegrate undead) Jade + Emerald = of the Hag (+5% damage dealt added to energy) Jade + Jacinth = of Woe (+1-6 fire damage) Jade + Jet = Executioner's (+1 AC for every piece of armor) Jade + Moonstone = Hissing (+1 Combat Reflexes) Jade + Pearl = Assassin's (+1 Improved Critical) Jade + Ruby = Vile (Target bleeds 1 damage for 1 second) Jade + Sapphire = Plague (+1 Cleave) Jade + Topaz = Scarred (+1-8 Shock damage) Jet Combinations Defending (+1 AC for every piece of armor) ------------------------------------------------------------------------------- Jet + Amethyst = of War (+1-8 extra critical hit damage) Jet + Aquamarine = Glacial (+1-4 cold damage) Jet + Coral = of Besieging (+20% minimum damage) Jet + Diamond = Guardian's (+15% disintegrate undead) Jet + Emerald = Watcher's (+5% damage dealt added to energy) Jet + Jacinth = of Magma (+1-6 fire damage) Jet + Jade = Executioner's (+1-4 acid damage) Jet + Moonstone = Unrelenting (+1 Combat Reflexes) Jet + Pearl = Gilded (+1 Improved Critical) Jet + Ruby = Crimson (Target bleeds 1 damage for 1 second) Jet + Sapphire = of Might (+1 Cleave) Jet + Topaz = Vibrant (+1-8 Shock damage) Moonstone Combinations of Speed (+1 Combat Reflexes) ------------------------------------------------------------------------------- Moonstone + Amethyst = of the Sky (+1-8 extra critical hit damage) Moonstone + Aquamarine = Silvery (+1-4 cold damage) Moonstone + Coral = Dervish's (+20% minimum damage) Moonstone + Diamond = of Retribution (+15% disintegrate undead) Moonstone + Emerald = of the Moon (+5% damage dealt added to energy) Moonstone + Jacinth = Mercurial (+1-6 fire damage) Moonstone + Jade = Hissing (+1-4 acid damage) Moonstone + Jet = Unrelenting (+1 AC for every piece of armor) Moonstone + Pearl = Flashing (+1 Combat Reflexes) Moonstone + Ruby = Stirge's (Target bleeds 1 damage for 1 second) Moonstone + Sapphire = Reaver's (+1 Cleave) Moonstone + Topaz = Crackling (+1-8 Shock damage) Pearl Combinations Keen (+1 Improved Critical) ------------------------------------------------------------------------------- Pearl + Amethyst = Resonating (+1-8 extra critical hit damage) Pearl + Aquamarine = of Crystal (+1-4 cold damage) Pearl + Coral = Noble (+20% minimum damage) Pearl + Diamond = Angelic (+15% disintegrate undead) Pearl + Emerald = Sidhe (+5% damage dealt added to energy) Pearl + Jacinth = Blazing (+1-6 fire damage) Pearl + Jade = Assassin's (+1-4 acid damage) Pearl + Jet = Gilded (+1 AC for every piece of armor) Pearl + Moonstone = Flashing (+1 Combat Reflexes) Pearl + Ruby = Hunter's (Target bleeds 1 damage for 1 second) Pearl + Sapphire = Mercenary's (+1 Cleave) Pearl + Topaz = Ozonic (+1-8 Shock damage) Ruby Combinations of Wounding (Target bleeds 1 damage for 1 second) ------------------------------------------------------------------------------- Ruby + Amethyst = Warlord's (+1-8 extra critical hit damage) Ruby + Aquamarine = of the Wolf (+1-4 cold damage) Ruby + Coral = of Rage (+20% minimum damage) Ruby + Diamond = Inquisitor's (+15% disintegrate undead) Ruby + Emerald = Vampiric (+5% damage dealt added to bar) Ruby + Jacinth = Infernal (+1-6 fire damage) Ruby + Jade = Vile (+1-4 acid damage) Ruby + Jet = Crimson (+1 AC for every piece of armor) Ruby + Moonstone = Stirge's (+1 Combat Reflexes) Ruby + Pearl = Hunter's (+1 Improved Critical) Ruby + Sapphire = Savage (+1 Cleave) Ruby + Topaz = of Terror (+1-8 Shock damage) Sapphire Combinations of Mighty Cleaving (+1 Cleave) ------------------------------------------------------------------------------- Sapphire + Amethyst = of Power (+1-8 extra critical hit damage) Sapphire + Aquamarine = of the North (+1-4 cold damage) Sapphire + Coral = Myrmidon's (+20% minimum damage) Sapphire + Diamond = of Punishment (+15% disintegrate undead) Sapphire + Emerald = Bale (+5% damage dealt added to energy) Sapphire + Jacinth = of Wrath (+1-6 fire damage) Sapphire + Jade = Plague (+1-4 acid damage) Sapphire + Jet = of Might (+1 AC for every piece of armor) Sapphire + Moonstone = Reaver's (+1 Combat Reflexes) Sapphire + Pearl = Mercenary's (+1 Improved Critical) Sapphire + Ruby = Savage (Target bleeds 1 damage for 1 second) Sapphire + Topaz = Bolting (+1-8 Shock damage) Topaz Combinations Shock (+1-8 Shock damage) ------------------------------------------------------------------------------- Topaz + Amethyst = Shocking Burst (+1-12 extra critical shock damage) Topaz + Aquamarine = Ice Storm (+1-4 cold damage) Topaz + Coral = Charged (+20% minimum damage) Topaz + Diamond = of Justice (+15% disintegrate undead) Topaz + Emerald = of the Wisp (+5% damage dealt added to energy) Topaz + Jacinth = Firestorm (+1-6 fire damage) Topaz + Jade = Scarred (+1-4 acid damage) Topaz + Jet = Vibrant (+1 AC for every piece of armor) Topaz + Moonstone = Crackling (+1 Combat Reflexes) Topaz + Pearl = Ozonic (+1 Improved Critical) Topaz + Ruby = of Terror (Target bleeds 1 damage for 1 second) Topaz + Sapphire = Bolting (+1 Cleave) ------------------------- Trinkets Gem Combinations ------------------------- Amethyst Combinations of Thunder (+1 Charisma) ------------------------------------------------------------------------------- Amethyst + Aquamarine = of Winter (+1 Intelligence) Amethyst + Coral = of Conquest (+10% Ignore knock-back) Amethyst + Diamond = of the Hearld (+1 Bless) Amethyst + Emerald = of the Warp (+1 Iron Will) Amethyst + Jacinth = of Conflagration (+1 Strength) Amethyst + Jade = of Corrosion (+1 Constitution) Amethyst + Jet = of War (+1 Sanctuary) Amethyst + Moonstone = of the Sky (+1 Sprint) Amethyst + Pearl = Resonating (+1 Wisdom) Amethyst + Ruby = Warlord's (+1 Great Fortitude) Amethyst + Sapphire = of Power (+1 Sunder) Amethyst + Topaz = of Lighting (+1 Dexterity) Aquamarine Combinations of Frost (+1 Intelligence) ------------------------------------------------------------------------------- Aquamarine + Amethyst = of Winter (+1 Charisma) Aquamarine + Coral = Ice Wyrm's (+10% Ignore knock-back) Aquamarine + Diamond = of Purity (+1 Bless) Aquamarine + Emerald = Ice Witch's (+1 Iron Will) Aquamarine + Jacinth = of Coldfire (+1 Strength) Aquamarine + Jade = of Sorrow (+1 Constitution) Aquamarine + Jet = Glacial (+1 Sanctuary) Aquamarine + Moonstone = Silvery (+1 Sprint) Aquamarine + Pearl = of Crystal (+1 Wisdom) Aquamarine + Ruby = of the Wolf (+1 Great Fortitude) Aquamarine + Sapphire = of the North (+1 Sunder) Aquamarine + Topaz = Ice Storm (+1 Dexterity) Coral Combinations of Battle (+10% Ignore knock-back) ------------------------------------------------------------------------------- Coral + Amethyst = of Conquest (+1 Charisma) Coral + Aquamarine = Ice Wyrm's (+1 Intelligence) Coral + Diamond = Templar's (+1 Bless) Coral + Emerald = War Wizard's (+1 Iron Will) Coral + Jacinth = Salamander's (+1 Strength) Coral + Jade = Murderous (+1 Constitution) Coral + Jet = of Besieging (+1 Sanctuary) Coral + Moonstone = Dervish's (+1 Sprint) Coral + Pearl = Noble (+1 Wisdom) Coral + Ruby = of Rage (+1 Great Fortitude) Coral + Sapphire = Myrmidon's (+1 Sunder) Coral + Topaz = Charged (+1 Dexterity) Diamond Combinations Sacred (+1 Bless) ------------------------------------------------------------------------------- Diamond + Amethyst = of the Hearld (+1 Charisma) Diamond + Aquamarine = of Purity (+1 Intelligence) Diamond + Coral = Templar's (+10% Ignore knock-back) Diamond + Emerald = Wyrd (+1 Iron Will) Diamond + Jacinth = of Holy Flame (+1 Strength) Diamond + Jade = Necromancer's (+1 Constitution) Diamond + Jet = Guardian's (+1 Sanctuary) Diamond + Moonstone = of Retribution (+1 Sprint) Diamond + Pearl = Angelic (+1 Wisdom) Diamond + Ruby = Inquisitor's (+1 Great Fortitude) Diamond + Sapphire = of Punishment (+1 Sunder) Diamond + Topaz = of Justice (+1 Dexterity) Emerald Combinations Fey (+1 Iron Will) ------------------------------------------------------------------------------- Emerald + Amethyst = of the Warp (+1 Charisma) Emerald + Aquamarine = Ice Witch's (+1 Intelligence) Emerald + Coral = War Wizard's (+10% Ignore knock-back) Emerald + Diamond = Wyrd (+1 Bless) Emerald + Jacinth = of Hellfire (+1 Strength) Emerald + Jade = of the Hag (+1 Constitution) Emerald + Jet = Watcher's (+1 Sanctuary) Emerald + Moonstone = of the Moon (+1 Sprint) Emerald + Pearl = Sidhe (+1 Wisdom) Emerald + Ruby = Vampiric (+1 Great Fortitude) Emerald + Sapphire = Bale (+1 Sunder) Emerald + Topaz = of the Wisp (+1 Dexterity) Jacinth Combinations of Fire (+1 Strength) ------------------------------------------------------------------------------- Jacinth + Amethyst = of Conflagration (+1 Charisma) Jacinth + Aquamarine = of Coldfire (+1 Intelligence) Jacinth + Coral = Salamander's (+10% Ignore knock-back) Jacinth + Diamond = of Holy Flame (+1 Bless) Jacinth + Emerald = of Hellfire (+1 Iron Will) Jacinth + Jade = of Woe (+1 Constitution) Jacinth + Jet = of Magma (+1 Sanctuary) Jacinth + Moonstone = Mercurial (+1 Sprint) Jacinth + Pearl = Blazing (+1 Wisdom) Jacinth + Ruby = Infernal (+1 Great Fortitude) Jacinth + Sapphire = of Wrath (+1 Sunder) Jacinth + Topaz = Firestorm (+1 Dexterity) Jade Combinations of Corruption (+1 Constitution) ------------------------------------------------------------------------------- Jade + Amethyst = of Corrosion (+1 Charisma) Jade + Aquamarine = of Sorrow (+1 Intelligence) Jade + Coral = Murderous (+10% Ignore knock-back) Jade + Diamond = Necromancer's (+1 Bless) Jade + Emerald = of the Hag (+1 Iron Will) Jade + Jacinth = of Woe (+1 Strength) Jade + Jet = Executioner's (+1 Sanctuary) Jade + Moonstone = Hissing (+1 Sprint) Jade + Pearl = Assassin's (+1 Wisdom) Jade + Ruby = Vile (+1 Great Fortitude) Jade + Sapphire = Plague (+1 Sunder) Jade + Topaz = Scarred (+1 Dexterity) Jet Combinations of Warding (+1 Sanctuary) ------------------------------------------------------------------------------- Jet + Amethyst = of War (+1 Charisma) Jet + Aquamarine = Glacial (+1 Intelligence) Jet + Coral = of Besieging (+10% Ignore knock-back) Jet + Diamond = Guardian's (+1 Bless) Jet + Emerald = Watcher's (+1 Iron Will) Jet + Jacinth = of Magma (+1 Strength) Jet + Jade = Executioner's (+1 Constitution) Jet + Moonstone = Unrelenting (+1 Sprint) Jet + Pearl = Gilded (+1 Wisdom) Jet + Ruby = Crimson (+1 Great Fortitude) Jet + Sapphire = of Might (+1 Sunder) Jet + Topaz = Vibrant (+1 Dexterity) Moonstone Combinations of Speed (+1 Sprint) ------------------------------------------------------------------------------- Moonstone + Amethyst = of the Sky (+1 Charisma) Moonstone + Aquamarine = Silvery (+1 Intelligence) Moonstone + Coral = Dervish's (+10% Ignore knock-back) Moonstone + Diamond = of Retribution (+1 Bless) Moonstone + Emerald = of the Moon (+1 Iron Will) Moonstone + Jacinth = Mercurial (+1 Strength) Moonstone + Jade = Hissing (+1 Constitution) Moonstone + Jet = Unrelenting (+1 Sanctuary) Moonstone + Pearl = Flashing (+1 Wisdom) Moonstone + Ruby = Stirge's (+1 Great Fortitude) Moonstone + Sapphire = Reaver's (+1 Sunder) Moonstone + Topaz = Crackling (+1 Dexterity) Pearl Combinations Keen (+1 Wisdom) ------------------------------------------------------------------------------- Pearl + Amethyst = Resonating (+1 Charisma) Pearl + Aquamarine = of Crystal (+1 Intelligence) Pearl + Coral = Noble (+10% Ignore knock-back) Pearl + Diamond = Angelic (+1 Bless) Pearl + Emerald = Sidhe (+1 Iron Will) Pearl + Jacinth = Blazing (+1 Strength) Pearl + Jade = Assassin's (+1 Constitution) Pearl + Jet = Gilded (+1 Sanctuary) Pearl + Moonstone = Flashing (+1 Sprint) Pearl + Ruby = Hunter's (+1 Great Fortitude) Pearl + Sapphire = Mercernary's (+1 Sunder) Pearl + Topaz = Ozonic (+1 Dexterity) Ruby Combinations of Blood (+1 Great Fortitude) ------------------------------------------------------------------------------- Ruby + Amethyst = Warlord's (+1 Charisma) Ruby + Aquamarine = of the Wolf (+1 Intelligence) Ruby + Coral = of Rage (+10% Ignore knock-back) Ruby + Diamond = Inquisitor's (+1 Bless) Ruby + Emerald = Vampiric (+1 Iron Will) Ruby + Jacinth = Infernal (+1 Strength) Ruby + Jade = Vile (+1 Constitution) Ruby + Jet = Crimson (+1 Sanctuary) Ruby + Moonstone = Stirge's (+1 Sprint) Ruby + Pearl = Hunter's (+1 Wisdom) Ruby + Sapphire = Savage (+1 Sunder) Ruby + Topaz = of Terror (+1 Dexterity) Sapphire Combinations of Striking (+1 Sunder) ------------------------------------------------------------------------------- Sapphire + Amethyst = of Power (+1 Charisma) Sapphire + Aquamarine = of the North (+1 Intelligence) Sapphire + Coral = Myrmidon's (+10% Ignore knock-back) Sapphire + Diamond = of Punishment (+1 Bless) Sapphire + Emerald = Bale (+1 Iron Will) Sapphire + Jacinth = of Wrath (+1 Strength) Sapphire + Jade = Plague (+1 Constitution) Sapphire + Jet = of Might (+1 Sanctuary) Sapphire + Moonstone = Reaver's (+1 Sprint) Sapphire + Pearl = Mercenary's (+1 Wisdom) Sapphire + Ruby = Savage (+1 Great Fortitude) Sapphire + Topaz = Bolting (+1 Dexterity) Topaz Combinations = Shock (+1 Dexterity) ------------------------------------------------------------------------------- Topaz + Amethyst = of Lighting (+1 Charisma) Topaz + Aquamarine = Ice Storm (+1 Intelligence) Topaz + Coral = Charged (+10% Ignore knock-back) Topaz + Diamond = of Justice (+1 Bless) Topaz + Emerald = of the Wisp (+1 Iron Will) Topaz + Jacinth = Firestorm (+1 Strength) Topaz + Jade = Scarred (+1 Constitution) Topaz + Jet = Vibrant (+1 Sanctuary) Topaz + Moonstone = Crackling (+1 Sprint) Topaz + Pearl = Ozonic (+1 Wisdom) Topaz + Ruby = of Terror (+1 Great Fortitude) Topaz + Sapphire = Bolting (+1 Sunder) ------------------------------------------------------------------------------- NOTE: Gem effects that give you extra ranks in spells and feats will always allow you up to a maximum of 10 ranks in any given spell/feat. That's the game's effective maximum. Therefore, if you already have 5 ranks in a spell or feat and you use a Level 15 item that increases said spell/feat, you'll only have 10 ranks in that spell/feat. Also, you must already have the spell/feat learned to gain these bonuses in ranks. Certain 'unique' combinations don't seem to have this restriction, though. ------------------------------------------------------------------------------- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- I. Helpful Tips -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1. In the beginning of the game, your character is weak. If you get swarmed by many enemies, retreat to a safe place and fight them one by one. This also allows you to recuperate your hit points and magic energy. If you have a ranged weapon and are running low on health, make use of it by killing monsters from a distance. 2. Smash and break everything you can. Barrels, urns, crates and vases sometimes contain gold pieces and other useful items. 3. Watch out for exploding barrels. If you approach a barrel and it says 'Ignite', wait for the right moment and ignite it with the Square button when enemies are near it. Make sure to be far away from the exploding barrel. 4. Save often. As in any game of this type, saving your game often is a necessity. Contrary to some other RPG games, there is no penalty in this one for saving often so use it well. 5. Don't forget the camera. You can move it around using the right analog stick, and it can allow you to see into corners or sections of a room that might be otherwise blocked to your line of sight. It can prevent you from missing barrels and chests that are hidden in the shadows. 5. Recall potions are useful, especially in the later parts of the game where convenient exits back to a safe point aren't near. Always make sure to carry at least 4 or 5 recall potions on you at all times. Also, remember that you can use a recall potion when you're in a safe point to return to your spot in the dungeon or wilderness. 6. Use the map. It's an often forgotten extra feature in games like these. Using it makes the game a bit easier but it's useful whenever you are lost in a dungeon or the wilderness somewhere. 7. The Wood of Sharp Teeth and Skull Gorge areas can be visited more than once throughout the Acts. Make sure to make the necessary detour to fully explore these areas as they give you experience and more loot. ------------------------------------------------------------------------------- NOTE: Look for more helpful tips and hints scattered throughout this document. ------------------------------------------------------------------------------- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- J. Combat Strategies -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ------------------------------ Dorn Redbear - Human Barbarian ------------------------------ Dorn is the melee fighter in the game, really. He can wield a hand weapon in each hand (and even possibly a great weapon in each hand once he learns the Hero's Arm feat) and can therefore wreak havoc on enemies in close quarters. When you first start with Dorn, you'll have to decide if you want to go with fighting with two hand weapons, a great weapon or a hand weapon and a shield. I personally prefer great weapons and once you reach Act III, you should be able to gain access to the Hero's Arm feat which allows you to wield a great weapon in each hand, which causes massive damage. Always good to get the final rank in Armor Proficiency to be able to wear the heavy armor items. Combat Reflexes, Death Blow, Hero's Mantle, Improved Critical, Heart of the Bear, Heart of the Wolf and Resist Elements are all very useful feats to have. ------------------------------- Vhaidra Uoswiir - Dark Elf Monk ------------------------------- Vhaidra's specialty is unarmed fighting. Investing points in her Unarmed Combat feat early on in the game will make her a real powerhouse capable of dishing out massive damage to enemies. Some players might also want to specialize in Long Weapons with Long Weapon Focus (for staves, especially) and Accuracy, for ranged weapons such as bows and throwing knives. Useful feats include Hail of Knives, Stealth and of course, Unarmed Combat. Also remember to spend some points in Armor Proficiency, to gain access to the heavier armor items. It's also a good idea to create some potent magical gloves that have special properties such as fire, acid or lightning damage. Finally, Evasion is a must have feat for Vhaidra. ------------------------------------- Ysuran Auondril, Moon Elf Necromancer ------------------------------------- Ysuran is a spellcaster, not a melee fighter. He can't wield any of the great weapons or bows, for that matter. Therefore, you need to concentrate on his spells. His starting offensive spell, Life Drain, is fairly good at the start of the game but becomes obsolete once more powerful spells become available as he gains levels. A good spell selection at first should include Animate Dead, Flame Arrow and Enervation, the latter especially useful in the middle of the game. Once Ysuran gains access to his special Shadow Weave spells, Shadow Spray and Shadow Conjure become his two main offensive spells. Other useful feats to choose include Clarity and Empower, which make spells cost less magic energy and makes them more powerful. Finally, a strong Iron Will and Willpower is very important for this character. The best strategy when it comes to Ysuran is to summon an ally (either a skeleton or a shadow) and have it attract the attacks from enemies while he fires away with his spells. --------------------------------- Borador "Goldhand", Dwarven Rogue --------------------------------- At the start of the game, Borador's strength lies in his crossbow skills. It's a good idea to invest points in Hail of Bolts, as hitting an enemy at point blank range with this feat can be very devastating. Make sure to also invest some points in Iron Will and Willpower, as these skills need magic energy. I also like specializing in hand weapons, mostly because Borador does need to use melee weapons when his crossbow skills aren't as effective, especially against undead creatures. Investing points in Ransack and Forge Lore is also a very good idea. Once you gain access to his special feats, you can either concentrate on the new shield feats like Shield Bash and Shield Expertise or go with something like Great Weapon Focus. ------------------------------------------ Allessia Faithhammer, Human Cleric of Helm ------------------------------------------ She's fairly weak at the start of the game but gets really powerful later. Some good starting skills to invest in include Bless, Cure Wounds, Divine Strength, Dodge and of course, Flame Strike. The latter is extremely useful at the start of the game, to take care of bosses and large groups of enemies but becomes less useful later in the game. I prefer focusing on hand weapons at first and then, later in the game, with great weapons. Once you gain access to her combat-related feats in Act III, invest in Combat Reflexes, Death Blow and Improved Critical, to improve even more your combat ability. Always use bolstering spells such as Bless, Divine Strength, Divine Resilience and Protective Ward to help you through the rough battles. Finally, Turn Undead is extremely useful in areas populated with undead creatures. [More on the secret characters coming soon!] -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- K. Main Differences between BGDA and BGDA2 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1. The game is longer. The dungeons are more extensive. There are more areas to explore. There's a World Map, where you can choose your destination. There are 4 Acts instead of just 3 (although the last two Acts are short compared to the first two and feel incredibly rushed, at times). 2. Five heroes to choose from instead of three. 3. Greater variety in gameplay styles. In the first game, you could easily make Vahn as a melee fighter, making the differences between the classes a lot less noticeable. In this game, I've noticed more fundamental differences between the classes that help separate them. 4. Greater variety in weapons/armors/items. Gems are now useful in this game. You can insert gems into your items to customize them to your liking. 5. You can reach higher experience levels. The maximum is 40, I believe. 6. The game is a bit less linear. Sometimes, you can choose which quests to accomplish first and in which order. Also, each character has a "special" quest he/she can perform later on in the game that gives access to special feats and spells that weren't available at the start of the game. 7. A lot more spells and feats, especially with the addition of weapon type focus feats that allow you to customize your character's prefered weapon fighting style (either hand weapons, great weapons, long weapons, ranged weapons, two-weapon fighting or unarmed combat). 8. When playing two-player mode, gold is now shared in this game. That means that all the gold you pick up is shared between the two characters, there's just one huge pile of gold for both characters. In the first game, each character had his own stash of gold and one character couldn't affect the other character's gold. This had advantages but also disadvantages, esp. if someone wanted to buy something but the person didn't have enough money, etc. In this game, there's one pile of gold for both characters, so players will have to agree not to spend too much on certain equipment or else both characters will end up very poor. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- P R O L O G U E - T H E C A R A V A N -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Instead of launching you straight into Act I like in the original game, this sequel offers a fairly extensive prologue adventure that helps develop the main villains for the first Act. I really like this part of the game, it really helps get you back into the whole Baldur's Gate: Dark Alliance experience if you've not played in a while. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 0-1. The Trade Way -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- ------------------------------------------------------------------------------- NOTE: With the help of the Automap function, the first areas in the game are very easy to navigate. Throughout the rest of this guide, I will only use directions where orientation can be tricky and leave you the benefit of finding your way throughout the caves, dungeons and wilderness. ------------------------------------------------------------------------------- You are on your way towards Baldur's Gate, traveling on The Trade Way. Walk east and you'll eventually encounter a wounded female caravan guard called Keaira standing close to a save pedestal. She's not wounded that badly and says they were ambushed by the Red Fang marauders. They captured some of the caravan people and took them into the Trollbark Forest, southwest of here. However, most of them continued southeast to Wayfork Village and that they're probably going to raid it or burn it. She asks for your help. You agree to help. She tells you to continue down the road until you see a path leading into the trees. It eventually leads into the Trollbark Forest. She'll meet you later in Wayfork Village. ------------------------------------------------------------------------------- NOTE: Fans of the first game might recognize Keiara. She encountered the 3 heroes in the first game, asking them to retrieve a box of spices from the thieves guild under the city. More on her later. ------------------------------------------------------------------------------- Continue going east along the road and you'll encounter some goblins. You'll come up to a hill heading north. Go up and around the hill and you'll find some barrels and a chest containing some gold and items. Search all the various crevaces on the side of the main road for chests and barrels containing gold and items. Continue along the main road and you'll come up to a save pedestal. You'll eventually end up in Trollback Forest. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-2. Trollbark Forest -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- As you enter the Forest, you see some crows hovering over a corpse. Attack the crows and make your way through the Forest, always checking your Automap if you get lost. You'll encounter some more goblins and some wolves on the way. Search all the weapon racks you find next to the goblin tents. After the save pedestal you will have three different paths to take. Right will bring you to a dead end with a trio of wolves, up, a dead end with a chest and left to the rest of the Forest and yet another save pedestal. You'll eventually discover the entrance to the Red Fang Goblin Lair. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-3. Red Fang Goblin Lair -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Use the save pedestal in the first room because the next room is the toughest in the game, so far. It's filled with goblins wielding spears and bows, behind some crates. Head into the room and kill everything that moves. You'll come up to another pedestal flanked by two locked doors. Proceed in the tunnel to the north and you'll end up at another locked door. Take the tunnel to east but beware the goblins again, some of them now wield flaming arrows. Look for the chest on one of the tables, inside is a Gate Key that will allow you to open the locked doors you saw before. Head back to the save pedestal and take the eastern tunnel. There will be an underground pond with some mushrooms surrounding a little island with a chest on it. Beware the mushrooms, they release poisonous spores. Kill the goblins there too. Look for the entrance to the Bat Cave. Fairly straightforward cave filled with bats. Make your way to end of the cave and you'll find two chests with some more bats and a really large bat. Kill them all, loot the chests and head back the way you came. Return to the save pedestal at the crossroads in the tunnels and take the western tunnel, past the locked door. You'll find another cave filled with goblins and a goblin shaman. Lure the goblins back to the tunnel so that they can't swarm you and kill them off one by one. Head back to the cave and pick off the remaining archers. Finally head to the pile of crates and attack the shaman. Loot the cave and head back to the intersection with the save pedestal. Take the final, northern tunnel, past the locked door. From there, you can either go east or west. Go west first to find another cave with some goblins. Kill them all and loot the chest on the table to find a Cell Key. You'll find some locked cell doors containing 3 prisoners further down in the tunnels. Take the back tunnel, kill the bats and you'll end up to another locked door. Open it and you'll find some more locked cells with the remaining prisoners. Free them and they might leave you some gold and items for your troubles. ------------------------------------------------------------------------------- NOTE: There is a cavern entrance blocked by some stacked crates in this area. Be careful not to destroy all the barrels in the nearby area. Push one of the barrels close to the crates, jump atop the barrel and then jump over the crates to access the chests and weapons racks in the cavern. ------------------------------------------------------------------------------- Once you have freed all the innocents taken from the ambushed caravan, your quest will be completed (500 gold coins and 500 experience points)... but where is the Caravan Master? Head a little south, past the cells and then east and you'll find the entrance to Bile-Tooth's Treasury next to a save pedestal. Inside the Treasury, you'll encounter some more goblins and some spiders and even some goblins riding some spiders. The large spider with the goblin riding it is Bile-Tooth, leader of the Red Fang Goblin clan. You can either head for him first or take care of his minions first. I suggest the latter. You'll find a key once you kill Bile-Tooth, that will allow you to unlock the stuff in his Treasury. Save your game at the pedestal and then head to the Spider Breeding Pit. Attack all the spiders, making sure not to let them swarm you. Search the Pit to find some gold lying on the ground and a Rune Stone, too. Head back to the Treasury. Loot all the chests in the Treasury and unlock the door. You'll finally find the Caravan Master. Talk to her. Her name is Randalla Brasshorn, owner of the ambushed caravan. You have her gratitude. As a reward, you get 1000 experience points. She tells you that you will be well rewarded upon her return to Baldur's Gate. She offers you a job as her bodyguard until she reaches the city's walls. If you are done in the Goblin Lair, accept her offer and you'll be off to the next part of your adventure... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- 1-4. Wayfork Village -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- It seems the village is under attack by the marauders. You meet Randalla near the entrance to the village. She says she'll remain outside and search for wounded villagers to help. Head for the save pedestal nearby and save your game. Head into the village and you'll see the goblins are terrorizing the villagers. Rescue villagers by freeing them from the goblins' clutches. There are 9 villagers to rescue in the village. Once you have rescued all the villagers, your quest is completed and you receive 250 gold coins and 750 experience points. But where are the other villagers still trying to hold the Wayfork Village Inn? Continue exploring the village, killing goblins as you go. Use the pedestal in front of the Wayfork Village Inn and enter the Inn. You'll encounter a hobgoblin called Harnak the Butcher leading some goblins. Kill his minions and then attack Harnak. Beware, his melee attacks are powerful. Once Harnak is defeated, the villagers are freed, Randalla, Keaira and the Innkeeper, Larani, enter the Inn. Talk to Larani first. She thanks you with all her heart. She gives you 500 gold coins as a reward and you also get 1000 experience points. You can talk to Keaira but all she talks about are the Red Fang marauders. Finally, talk to Randalla. She congratulates you on your success. Seeing how you can't exit the Inn any other way, tell her you are ready to continu