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Game Cheats » Sony Playstation 2 (PS2) Cheat Codes » Games Starting with the Letter B » Baldur's Gate: Dark Alliance - Strategy Guide (Page 02)

Baldur's Gate: Dark Alliance - Strategy Guide (Page 02)

Below are the cheat codes, hints and help for Baldur's Gate: Dark Alliance - Strategy Guide (Page 02).

Shield Expert: (Dwarven Fighter) Your character really knows how to use a
shield. This feat gives you an additional armor class bonus when you have a
shield equipped.

Sword and Fist: (Dwarven Fighter) This feat increases your chance to hit with
melee weapons (Base Attack) and your damage.

Targeting: (All) Helps you aim your ranged weapon by providing a targeting line
on the screen.

Toughness: (Arcane Archer and Dwarven Fighter) This feat grants you a
permanent +3 hit points per rank bonus.

Willpower: (All) This feat grants you a permanent +5 arcane energy points per
rank bonus.

-----------------------
Active Spells and Feats
-----------------------

Active spells and feats need to be selected from the spell and feat list and
activated by pressing the Circle button.

Ball Lightning: (Sorceress) A ball of electricity travels forth from the
caster, striking all nearby foes with lightning. Much like the Arcane Archer's
Hail of Arrows feat, Ball Lightning helps you clear a room quickly.

Bull Rush: (Dwarven Fighter) This is a short, powerful charge that inflicts
tremendous damage. It costs arcane energy to use, but the results are worth it.

Burning Hands: (Sorceress) The Sorceress automatically begins the game with
this spell. When cast, Burning Hands turns the sorceress into a magical
flamethrower, emitting a cone-shaped blast of fire from her hands to torch
any enemies within range.

Clangeddin's Fist: (Dwarven Fighter) A gift of the dwarven god Clangeddin, this
feat allows you to strike the ground with a warhammer to smite your foes.

Exploding Arrows: (Arcane Archer) Enchants arrows so that they explode when
they strike a target. Perfect for scaterring large clumps of monsters quickly.

Fire Shield: (Sorceress) This spells encircles the caster in a flaming wreath
that damages any enemy that comes into contact with it. Perfect for those
close-quarters combats when you're being mobbed from all sides.

Fireball: (Sorceress) A D&D classic, a fireball is a burst of flame that the
sorceress can hurl at a target. It detonates when it hits, doing damage to all
creatures within its radius; the greater the number of ranks in the spell, the
more damage it does.

Flaming Arrows: (Arcane Archer) This feat grants a flaming aura to your arrows,
causing them to do more damage when they hit.

Hail of Arrows: (Arcane Archer) Allows you to fire multiple arrows at once,
starting with two arrows at rank one, all the way up to six arrows at rank 5.
This feat allows you to get more bang from your buck from any quiver of arrows
you pick up in a dungeon.

Ice Arrows: (Sorceress) This feat echants your arrows with an icy aura,
increasing their damage and can freeze opponents struck by them.

Lightning Bolt: (Sorceress) When cast, a bolt of lightning streaks from the
sorceress toward a nearby enemy, inflicting electrical damage. At higher ranks
of this spell, it evolves into chain lightning, allowing the sorceress to harm
multiple enemies in the bolt's path.

Magic Missile: (Sorceress) When used, a missile of magical energy darts forth
and unerringly strikes a target. The Sorceress gains an additional magic
missile for every two levels she is above the first (at 3rd level she fires
two missiles, at 5th she fires three missiles) up to a maximum of 5 missiles.

Melf's Acid Arrow: (Sorceress) Named for the famed elven adventurer Melf, this
spell causes a magical arrow of acid to spring from the sorceress' hand, doing
acid damage to any creature struck by it.

Meteor Swarm: (Sorceress) When cast, the heavens open up and meteors rain down
around the caster, doing tremendous damage to any enemies in range. This spell
is the ultimate spell in the sorceress' arsenal, and puts the skies themselves
at her command.

Mordenkainen's Sword: (Sorceress) This spells summons a magical weapon of force
to your aid, slashing at enemies within range. For every rank of this spell,
the weapon and the damage it does improves.

Otiluke's Icy Sphere: (Sorceress) This spells summons a sphere of intense cold
to strike targets, doing frost damage and freezing targets in place.

Repulsion: (Arcane Archer) Repulsion causes a ring of force to spread out from
the archer, driving enemies away and doing damage to them in the process. It's
useful for telling a horde of melee attackers to "back off."

Shock Arrows: (Arcane Archer) This feat enchants arrows with an electrical
aura, increasing the damage they do and shocking opponents. At higher levels,
shock arrows gain an electrical trail that damages any enemies along their
path.

Snowblind: (Sorceress) A mysterious spell from the wizards of the Far North,
Snowblind causes a cone of frost to shoot forth from the sorceress' hands,
doing frost damage to any targets within range. It behaves similarly to
Burning Hands, except that it also has the power to freeze enemies, reducing
their movement rate and combat ability.

Whirlwind Attack: (Dwarven Fighter) When you equip a two-handed axe or hammer,
you can put this feat to good use. The whirlwind attack costs arcane energy to
use, but it causes you to perform a devastating circular attack on any
opponents within reach.

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G. Weapon List
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NOTE: Please note that my lists only include weapons and armors I found during
my games (#1 and #2, I stopped compiling the lists after that). If any of you
want to send me new items via e-mail to add to my lists, be my guest.
-------------------------------------------------------------------------------

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NOTE: I will not include Keen weapons in this list seeing as the only change
in the statistics of the weapon is that the weapon has an increased chance
of scoring critical hits.
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Daggers                                        Damage   (1-handed, Weight: 1.0)
-------------------------------------------------------------------------------
Rusty Dagger                                      1-2
Dagger                                            1-4
Fine Dagger                                       2-6
Dagger +1                                         2-5
Masterwork Dagger                                 2-8
Flaming Burst Dagger                             2-10
Flaming Burst Dagger +1                          3-11
Icy Burst Dagger of Defense +5                   7-21
Flaming Burst Mithral Dagger                     6-30
Icy Burst Mithral Dagger                         6-48
Serrated Dagger                                     4
Serrated Dagger +1                                  5
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Short Swords                                   Damage  (1-handed, Weight: 3.0)
-------------------------------------------------------------------------------
Rusty Short Sword                                 1-3
Fine Short Sword                                  2-9
Short Sword +1                                    2-7
Short Sword +2                                    3-8
Short Sword +3                                    4-9
Short Sword +5                                   6-11
Frost Short Sword                                2-18
Masterwork Short Sword +1                        4-14
Frost Short Sword +3                             5-21
Flaming Masterwork Short Sword +1                6-26
Adamantine Short Sword +2                       12-32
Icy Burst Masterwork Short Sword +3             10-42
Serrated Short Sword                                6
Serrated Fine Short Sword +3                       14
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Long Swords                                    Damage  (1-handed, Weight: 4.0)
-------------------------------------------------------------------------------
Rusty Long Sword                                  1-4
Long Sword                                        2-8
Wounding Long Sword                               2-8
Long Sword +1                                     3-9
Fine Long Sword                                  3-12
Flaming Long Sword +1                            4-15
Masterwork Long Sword +1                         6-18
Mithral Long Sword                               6-24
Flaming Burst Masterwork Long Sword +1           8-30
Flaming Burst Masterwork Long Sword of Def. +5  16-38
Shock Fine Long Sword of Defense +3              9-53
Icy Burst Mithral Long Sword +1                 12-63
Serrated Long Sword                                 8
Serrated Fine Long Sword                           12
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Scimitars                                      Damage  (1-handed, Weight: 4.0)
-------------------------------------------------------------------------------
Scimitar                                          5-7
Wounding Scimitar                                 5-7
Scimitar +2                                       7-9
Scimitar +3                                      8-10
Wounding Fine Scimitar                           8-11
Flaming Scimitar                                 6-13
Masterwork Scimitar of Speed +2                 14-18
Mithral Scimitar +2                             21-27
Icy Burst Fine Scimitar                          9-29
Shock Scimitar +5                               11-36
Frost Fine Scimitar of Defense +5               17-36
Flaming Burst Mithral Scimitar +5               33-54
Icy Burst Adamantine Scimitar +1                28-80
Serrated Scimitar                                   7
Serrated Scimitar +1                                8
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Bastard Swords                                 Damage  (2-handed, Weight: 10.0)
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Bastard Sword                                    8-18
Flaming Burst Bastard Sword +1                  10-25
Frost Bastard Sword +1                          10-31
Wounding Mithral Bastard Sword of Defense +3    33-63
Adamantine Bastard Sword +2                     40-80
Shock Masterwork Bastard Sword of Defense +3    24-90
Flaming Burst Adamantine Bastard Sword +3      48-108
Flaming Adamantine Bastard Sword of Def. +5    56-116
Icy Burst Adamantine Bastard Sword of Def. +3  48-132
Shocking Burst Mithral Bastard Sword +5        42-141
Serrated Bastard Sword of Defense +3               21
Serrated Mithral Bastard Sword +3                  63
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Great Swords                                   Damage  (2-handed, Weight: 15.0)
-------------------------------------------------------------------------------
Great Sword +3                                  13-27
Jeweled Great Sword +5                          15-29
Masterwork Great Sword of Speed                 20-48
Frost Adamantine Great Sword                   44-144
Icy Burst Adamantine Great Sword +5            64-164
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Special Swords                                 Damage
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Onyx Sword                                     90-120  (1-handed, Weight: 10.0)
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Spears                                         Damage  (2-handed, Weight: 8.0)
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Rusty Spear                                       1-3
Spear                                             2-6
Spear +1                                          3-7
Jeweled Fine Spear                                3-9
Fine Spear +3                                    8-14
Mithral Spear +1                                 9-21
Masterwork Spear of Speed +3                    10-18
Flaming Burst Masterwork Spear of Defense +5    16-34
Shocking Burst Masterwork Spear +3              12-66
Serrated Fine Spear                                 9
Serrated Fine Spear +1                             11
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Clubs                                          Damage  (1-handed, Weight: 3.0)
-------------------------------------------------------------------------------
Worn Club                                         1-2
Club                                              2-3
Club +1                                           3-4
Club +2                                           4-5
Club +3                                           5-6
Fine Club                                         3-5
Fine Club of Disruption                           3-5
Masterwork Club                                   4-6
Shock Fine Club                                  5-41
Spiked Club                                         3
Spiked Club +1                                      4
Spiked Masterwork Club                              6
Spiked Club of Disruption                           3
Spiked Fine Club of Disruption                      5
Spiked Fine Club of Disruption +1                   6
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Maces                                          Damage  (1-handed, Weight: 6.0)
-------------------------------------------------------------------------------
Rusty Lt. Mace                                    1-3
Lt. Mace                                          1-6
Lt. Mace of Disruption                            1-6
Lt. Mace +1                                       2-7
Lt. Mace +3                                       4-9
Fine Lt. Mace                                     2-9
Masterwork Lt. Mace                              2-12
Masterwork Lt. Mace of Disruption                2-12
Flaming Masterwork Lt. Mace                      4-24
Flaming Burst Mithral Lt. Mace +2               12-42
Flaming Burst Mithral Lt. Mace of Defense +5    21-51
Shocking Burst Masterwork Lt. Mace +5           14-70
Shocking Burst Mithral Lt. Mace +3              15-99
Spiked Lt. Mace +1                                  7
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Morning Stars                                  Damage  (1-handed, Weight: 12.0)
-------------------------------------------------------------------------------
Morning Star                                     8-12
Morning Star of Disruption                       8-12
Morning Star of Disruption +1                    9-13
Morning Star +2                                 10-14
Fine Morning Star                               12-18
Masterwork Morning Star +1                      18-26
Masterwork Morning Star of Disruption +1        18-26
Frost Morning Star of Defense +5                14-29
Masterwork Morning Star of Disruption +5        26-34
Flaming Burst Mithral Morning Star +1           30-57
Mithral Morning Star of Disruption +3           33-45
Flaming Burst Mithral Morning Star of Def. +3   36-63
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Staves                                         Damage  (2-handed, Weight: 4.0)
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Worn Staff                                        1-3
Staff                                             1-6
Staff of Disruption                               1-6
Jeweled Staff of Defense +1                       2-7
Fine Staff                                        2-9
Fine Staff of Disruption                          2-9
Jeweled Staff +3                                  4-9
Masterwork Staff                                 2-12
Fine Staff +2                                    5-12
Oak Staff                                        4-24
Flaming Burst Darkwood Staff                     6-36
Wounding Oak Staff of Defense +5                24-44
Shocking Burst Darkwood Staff +1                 9-93
Spiked Staff                                        6
Spiked Staff of Disruption                          6
Spiked Staff +2                                     8
Spiked Fine Staff of Disruption +3                 14
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Warhammers                                     Damage  (2-handed, Weight: 8.0)
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Rusty Warhammer                                   1-4
Warhammer                                         1-8
Warhammer of Disruption                           1-8
Warhammer +1                                      2-9
Warhammer of Disruption +2                       3-10
Warhammer of Disruption +5                       6-13
Fine Warhammer                                   2-12
Fine Warhammer of Defense +1                     3-14
Masterwork Warhammer                             2-16
Frost Masterwork Warhammer +2                    8-44
Shock Masterwork Warhammer +3                   10-70
Shocking Burst Mithral Warhammer +3            15-105
Spiked Warhammer                                    8
Spiked Warhammer of Disruption +1                   9
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Halberds                                       Damage  (2-handed, Weight: 18.0)
-------------------------------------------------------------------------------
Halberd                                          2-24
Halberd of Defense +4                            6-28
Wounding Fine Halberd of Defense +5             11-44
Icy Burst Fine Halberd +5                       12-62
Adamantine Halberd of Speed +3                 20-108
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Handaxes                                       Damage  (1-handed, Weight: 5.0)
-------------------------------------------------------------------------------
Rusty Handaxe                                     1-3
Handaxe                                           1-6
Handaxe +1                                        2-7
Fine Handaxe                                      2-9
Fine Handaxe +1                                  3-11
Mithral Handaxe                                  3-18
Flaming Handaxe +3                               5-15
Icy Burst Handaxe +2                             4-20
Wounding Mithral Handaxe of Defense +5          18-33
Shock Fine Handaxe of Defense +5                11-53
Shock Masterword Handaxe of Defense + 5         14-70
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Battle Axes                                    Damage  (2-handed, Weight: 7.0)
-------------------------------------------------------------------------------
Rusty Battle Axe                                  2-6
Battle Axe                                       4-12
Battle Axe +1                                    5-13
Battle Axe +2                                    6-14
Fine Battle Axe                                  6-18
Fine Battle Axe +!                               8-20
Flaming Burst Battle Axe +1                      6-19
Shock Battle Axe +3                              8-39
Icy Burst Mastework Battle Axe +2               14-52
Shocking Burst Mithral Battle Axe +3           24-117
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Great Axes                                     Damage  (2-handed, Weight: 20.0)
-------------------------------------------------------------------------------
Mithral Great Axe +1                            39-51
Jeweled Adamantine Great Axe +2                 56-72
Flaming Mithral Great Axe +5                    54-81
Shock Mithral Great Axe +3                     48-129
Serrated Great Axe                                 16
-------------------------------------------------------------------------------
Shortbows                                      Damage  (2-handed, Weight: 2.0)
-------------------------------------------------------------------------------
Worn Shortbow                                     2-4
Shortbow                                          4-8
Shortbow +1                                       5-9
Wounding Shortbow +1                              5-9
Shortbow +3                                      7-11
Flaming Shortbow                                 5-14
Flaming Shortbow +2                              7-16
Fine Shortbow +1                                 8-14
Fine Shortbow +2                                 9-15
Masterwork Shortbow +1                          10-18
Frost Fine Shortbow +3                          12-35
Frost Masterwork Shortbow +2                    14-44
Masterwork Shortbow +4                          16-24
Icy Burst Darkwood Shortbow +3                  24-69
Shock Masterwork Shortbow +5                    20-74
Icy Burst Oak Shortbow +5                      40-100
Shocking Burst Darkwood Shortbow +5            30-111
Shock Oak Shortbow of Defense +3               32-140
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---------------------------------
Weapon Special/Magical Attributes
---------------------------------
Rusty      : This weapon causes half damage to creatures.
Worn       : This weapon causes less damage than the normal version.
Fine       : This weapon causes more damage than the normal version.
Mithral    : This weapon causes more damage than the normal version.
Masterwork : This weapon causes more damage than the normal version.
Adamantine : This weapon causes more damage than the normal version.
Darkwood   : This weapon causes more damage than the normal version.
Oak        : This weapon causes more damage than the normal version.
Spiked     : This weapon causes a fixed amount of damage.
Serrated   : This weapon always causes the maximum amount of damage.
Jeweled    : This weapon is worth more gold when sold.
Burst      : This weapon causes extra elemental damage on a critical hit.
Fire       : This weapon causes fire damage to an opponent when it hits.
Flaming    : This weapon causes extra fire damage on a critical hit.
Frost      : This weapon causes frost damage to an opponent when it hits.
Icy        : This weapon causes extra frost damage on a critical hit.
Shock      : This weapon causes electrical damage to an opponent when it hits.
Shocking   : This weapon causes extra electrical damage on a critical hit.
Keen       : This weapon has an increased chance of scoring critical hits.
Disruption : This weapon can destroy undead creatures if hit strongly enough.
Defense    : This weapon raises your AC by +X points.
Wounding   : This weapon causes extra poison/wounding damage.
Speed      : This weapon has an increased attack rate.

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NOTE: You'll notice that magical weapons have a blueish glow to them.
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H. Armor List
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---------------------------------------------
Chest Armor                        AC  Weight
---------------------------------------------
Clothes                             0     5.0
Worn Padded Armor                   5    12.0
Padded Armor                        6    12.0
Elven Padded Armor                  6     6.0
Jeweled Padded Armor +1             7    12.0
Padded Armor +1                     7    12.0
Padded Armor +2                     8    12.0
Padded Armor +3                     9    12.0
Leather Armor                       9    15.0
Leather Armor +1                   10    15.0
Studded Leather Armor              12    17.0
Studded Leather Armor +1           13    17.0
Studded Leather Armor +3           15    17.0
Scale Mail                         21    30.0
Scale Mail +1                      22    30.0
Elven Scale Mail +2                23    15.0
Chain Mail                         24    40.0
Chain Mail +2                      26    40.0
Chain Mail +3                      27    40.0
Half Plate Mail                    30    46.0
Full Plate Mail                    39    50.0
Full Plate Mail +3                 42    50.0
Full Plate Mail +5                 44    50.0

---------------------------------------------
Boots                              AC  Weight
---------------------------------------------
Cloth Boots                         0     3.0
Worn Leather Boots                  1     2.0
Padded Boots                        1     2.0
Padded Boots +1                     2     2.0
Padded Boots +2                     3     2.0
Leather Boots                       2     2.0
Leather Boots +1                    3     2.0
Studded Leather Boots               3     3.5
Studded Leather Boots +1            4     3.5
Jeweled Studded Leather Boots +1    4     3.5
Studded Leather Boots +3            6     3.5
Scale Boots                         5     3.0
Scale Boots +1                      6     3.0
Scale Boots +5                     10     3.0
Chain Boots                         7     4.0
Chain Boots +2                      9     4.0
Chain Boots +5                     12     4.0
Half Plate Boots                    9     5.0
Half Plate Boots +1                10     5.0
Half Plate Boots +3                12     5.0
Half Plate Boots +4                13     5.0
Half Plate Boots +5                14     5.0
Full Plate Boots                   12     6.0
Full Plate Boots +3                15     6.0
Full Plate Boots +5                17     6.0

---------------------------------------------
Gloves/Bracers                     AC  Weight
---------------------------------------------
Cloth Bracers                       0     1.0
Worn Leather Gloves                 1     1.0
Padded Gloves                       1     1.0
Padded Gloves +1                    2     1.0
Padded Gloves +2                    3     1.0
Leather Gloves                      2     1.0
Leather Gloves +2                   4     1.0
Studded Leather Gloves              3     2.0
Studded Leather Gloves +1           4     2.0
Studded Leather Gloves +3           6     2.0
Scale Gloves                        5     2.0
Scale Gloves +1                     6     2.0
Scale Gloves +2                     7     2.0
Scale Gloves +4                     9     2.0
Chain Gloves                        7     2.0
Chain Gloves +1                     8     2.0
Chain Gloves +5                    12     2.0
Half Plate Gloves                   9     4.0
Half Plate Gloves +5               14     4.0
Full Plate Gloves                  12     4.0
Full Plate Gloves +5               17     4.0

---------------------------------------------
Helmet                             AC  Weight
---------------------------------------------
Worn Padded Helmet                  0     1.0
Worn Leather Helmet                 1     1.0
Padded Helmet                       1     1.0
Padded Helmet +1                    2     1.0
Padded Helmet +2                    3     1.0
Elven Padded Helmet +1              2     0.5
Leather Helmet                      2     1.0
Leather Helmet +1                   3     1.0
Leather Helmet +5                   7     1.0
Studded Leather Helmet              3     2.0
Studded Leather Helmet +1           4     2.0
Studded Leather Helmet +2           5     2.0
Scale Helmet                        5     3.0
Scale Helmet +1                     6     3.0
Chain Helmet                        7     4.0
Chain Helmet +1                     8     4.0
Chain Helmet +4                    11     4.0
Half Plate Helmet                   9     7.0
Half Plate Helmet +1               10     7.0
Half Plate Helmet +3               12     7.0
Half Plate Helmet +5               14     7.0
Full Plate Helmet                  12     8.0

---------------------------------------------
Shields                            AC  Weight
---------------------------------------------
Worn Wooden Shield                  1     5.0
Wooden Shield                       2     5.0
Wooden Shield +1                    3     5.0
Wooden Shield +2                    4     5.0
Iron Shield                         4    15.0
Iron Shield +1                      5    15.0
Iron Shield +2                      6    15.0

------------------------
Armor Special Attributes
------------------------
Elven      : This piece of armor weighs half the normal amount.
Jeweled    : This piece of armor is worth more money when you sell it.

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NOTE: You'll notice that magical armor items have a blueish glow to them.
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I. Magical Item List (Rings and Amulets)
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TIP: Mundane rings and amulets, just like jewels like rubies, can be sold for
extra gold. Make sure to sell them whenever you visit a merchant. It also might
be a good idea to sell off weaker magical rings and amulets once you get more
powerful ones.
-------------------------------------------------------------------------------

Rings                          Effects
-----------------------------  -----------------------------------------------
Ring of Protection +1          Raises AC by 1 point.
Ring of Protection +3          Raises AC by 3 points.
Ring of Protection +5          Raises AC by 5 points.
Ring of Regeneration +1        Accelerates health regeneration.
Ring of Regeneration +5        Accelerates health regeneration.
Ring of Rejuvenation +5        Accelerates mana regeneration.
Ring of Strength +3            Raises Strength by 3 points.
Ring of Strength +4            Raises Strength by 4 points.
Ring of Strength +5            Raises Strength by 5 points.
Ring of Dexterity +2           Raises Dexterity by 2 points.
Ring of Dexterity +4           Raises Dexterity by 4 points.
Ring of Dexterity +5           Raises Dexterity by 5 points.
Ring of Constitution +1        Raises Constitution by 1 point.
Ring of Constitution +4        Raises Constitution by 4 points.
Ring of Constitution +5        Raises Constitution by 5 points.
Ring of Intellect +5           Raises Intelligence by 5 points.
-----------------------------  -----------------------------------------------

Amulets                        Effects
-----------------------------  -----------------------------------------------
Amulet of Protection +2        Raises AC by 2 points.
Amulet of Protection +4        Raises AC by 4 points.
Amulet of Regeneration +3      Accelerates health regeneration.
Amulet of Regeneration +5      Accelerates health regeneration.
Amulet of Rejuvenation +5      Accelerates mana regeneration.
Amulet of Strength +1          Raises Strength by 1 point.
Amulet of Strength +2          Raises Strength by 2 points.
Amulet of Strength +5          Raises Strength by 5 points.
Amulet of Dexterity +1         Raises Dexterity by 1 point.
Amulet of Dexterity +2         Raises Dexterity by 2 points.
Amulet of Constitution +2      Raises Constitution by 2 points.
Amulet of Constitution +3      Raises Constitution by 3 points.
Amulet of Constitution +5      Raises Constitution by 5 points.
Amulet of Intellect +2         Raises Intelligence by 2 points.
Amulet of Intellect +4         Raises Intelligence by 4 points.
Amulet of Intellect +5         Raises Intelligence by 5 points.
-----------------------------  -----------------------------------------------

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J. Helpful Tips
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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 arcane energy.

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. 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. Gems in this game are only useful for one thing: extra gold. Sell them if
   you ever get any, you won't be able to use them anywhere. Gems become more
   useful in the sequel (which is great, by the way).

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NOTE: Look for more helpful tips and hints scattered throughout this document.
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K. Combat Strategies
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---------------
Dwarven Fighter
---------------

Of course, the Dwarven Fighter's speciality is melee combat. His Sword and Fist
feat can wreak havoc on enemies really quickly. When you play this class, you
can expect to be in melee combat for most, if not all of the game. No real
strategies here except to be careful about not being swarmed by enemies too
much. When faced with multiple enemies, retreat to a safe distance, preferably
a doorway or a narrow space and let the enemies come at you one by one.

-------------
Arcane Archer
-------------

As the name of the class implies, this character's speciality is ranged combat.
I've played only one game so far with this class and the feat that impressed
me the most was Hail of Arrows. With many ranks in this feat, your Archer can
be very deadly. Be careful about using the Archer in melee combat, however.
Even though he can handle himself quite well with a melee weapon, he tends to
generally have a lot less hit points than say the Dwarven Fighter. Beware the
swarming monsters and the heavy hitters like the golems in the latter part of
the game.

---------------
Elven Sorceress
---------------

Well, she's not much of a fighter but she makes up for it with very potent
magic spells. My favorite is Ball Lightning, with 5 ranks, it causes 180 points
of damage per -second-, wreaking havoc on large groups of enemies. Fireballs
are tricky because they can damage you if you shoot them while too close to
your foes. Melf's Acid Arrow is a good starting spell. As with all classes,
the trick is to not get swarmed by enemies and with Adrianna, it's very
important since she's the weakest of the 3 characters and can easily be killed
by large groups of enemies. Retreat back to a safe place (especially narrow
corridors) and cast spells at your enemies from a distance. She can't use
great weapons like two-handed swords and two-handed axes at all in the game,
so that's a fairly big weakness on the melee side. Lastly, she doesn't have
access to the Endurance feat, so you'll find yourself returning to town very
often to sell extra stuff and restock on potions.

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                   A C T   1   -   B A L D U R ' S   G A T E
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1-1. The Elfsong Tavern
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After entering the tavern, you speak to the half-elven bartender, Lady Alyth.
She tells you about the eerie song being sung by the elf maiden spirit. You
ask her about the thieves that attacked you in the streets. She says they
might be members of a new thieve's guild in Baldur's Gate. It seems this new
thieve's guild is at war with the old thieve's guild. She warns you about them.
You insist on finding them. She suggests you try the sewers. She thinks they
are using them to move around the city and that maybe that's why there are
sewer rats being driven to the surface. She says there's a gate in the cellar
of the tavern but that the door that leads to it is locked. She proposes a
deal. If you help her clear out the rats that are infesting the cellars of her
tavern, she'll give you the key that leads to the sewer gate and a few gold
pieces to help you get back on your feet. You accept the deal. The door to the
cellar is locked and she says you can get the key from Ethon.

Ethon
-----
Go talk to the guy standing next to Alyth near the bar. His name is Ethon and
he's a regular of the Elfsong Tavern. You ask him to get the key that leads to
the cellar, telling him about the deal you made with Alyth. You ask him about
the thieves that attacked you in the streets. You insist that you wish to find
them, even after he warns you to stay away from them. He also warns you about
the rats in the sewers. He gives you the key to the cellar and a dagger. He
asks that you don't stay down there too long or he'll have to come get you.

Lortimer
--------
Sleeping at a table, you can try talking to him but he won't respond.

Nebbish
-------
This man is standing near the door to the cellar. You ask him about the thieves
that are in Baldur's Gate. He tells you about Alyth cutting him off from
spending gold at her bar. With the cellars locked, he can't get a bottle to
tide him over. He asks you to find a bottle for him. He says he'll make it
worth your while.

Bartley the Shop Keeper
-----------------------
Bartley has set up shop inside of the tavern because of the thieve's guilds
war. You can buy weapons, armor, potions and other equipment from Bartley. You
can also sell off excess equipment to him to get gold to purchase better
weapons and armor. However, you have no gold to start with.

Head down to the cellar by unlocking the door next to Nebbish and going down
the ladder.

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1-2. The Cellars
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TIP: The first act of the game is extremely straightforward. If you ever get
lost in the cellars, sewers, crypt or thieve's guild, I pity you, very much. ;)
This game features one of the best auto-map features I've seen in recent
memory. Use it often whenever you're not sure about where you are and where you
are going. I suggest you put the map in the top right corner of the screen
because having the map over the main screen can get distracting after a while.
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Navigate through the cellars, killing rats, breaking every barrel and urn you
encounter, looking out for gold pieces and potions. Keep an eye out for
treasure chests containing among other things, gold pieces, a Rusty Short
Sword, a Ruby and a Worn Wooden Shield. After killing all of the rats, you can
either go back up to the tavern to collect your reward from Alyth, sell some
stuff and buy new equipment or you can continue exploring. You'll encounter
kobolds further into the cellars. Be on the lookout for the wine bottle for
Nebbish. You find a Rusty Long Sword and a Rusty Battle Axe in treasure chests
along the way. You'll also encounter some spiders down in the cellar. Be
careful to not let them swarm you. You should eventually reach a locked door
that leads to the sewers. Before heading back up (either by walking back or by
using a Recall potion), make sure to search for the secret passage in the north
of that room. It leads to a room with loot inside. Go back to the tavern.

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