+-----------------------------------------------------------+ | GAME NAME : Baldur's Gate: Dark Alliance | | FAQ NAME : Item Guide | | PLATFORM : Playstation 2 (XBOX and GC Supported too) | | VERSION : 4.00 | | DATE : 2004.05.09 | | AUTHOR : Keith McLeod | | E-MAIL : mcleodkw@hotmail.com | | COMPOSED WITH : MS Word 79 pt. | +-----------------------------------------------------------+ +---------------------------+================================================== | [01-00] Table of Contents |================================================== +---------------------------+================================================== In order to make the guide more accessible I have implemented Damir Kolar's Search feature into my guide. To use it, press CTRL + F to bring up the Find dialogue box. Copy the code in there and press enter. You will go to the area of the FAQ that you put in. I took care to only put the code in twice so you should never have to press Enter more than once. However, I'm certain there's still some kinks to work out with the new formatting, and thus I haven't implemented the actual search feature as of 4.00; soon, though. +---------+-------------------------------+-------+ | NUMBER | NAME | CODE | +---------+-------------------------------+-------+ | [01-00] | Table of Contents | G0100 | +---------+-------------------------------+-------+ | [02-00] | Introduction | G0200 | | [02-01] | How To Use This Guide | G0201 | +---------+-------------------------------+-------+ | [03-00] | Armor | G0300 | | [03-01] | Notes | G0301 | | [03-02] | Body Armor | G0302 | | [03-03] | Boots | G0303 | | [03-04] | Gloves / Arm Protection | G0314 | | [03-05] | Helmets | G0305 | | [03-06] | Shields | G0306 | | [03-07] | Armor Modifiers | G0307 | +---------+-------------------------------+-------+ | [04-00] | Weapons | G0400 | | [04-01] | Notes | G0401 | | [04-02] | One Handed Weapons | G0402 | | [04-03] | Two Handed Weapons | G0403 | | [04-04] | Ranged Weapon | G0404 | | [04-05] | Weapon Modifiers | G0405 | | [04-06] | Arrows | G0406 | | [04-07] | Unique Weapons | G0407 | +---------+-------------------------------+-------+ | [05-00] | Other Items | G0500 | | [05-01] | Quick Reference Table | G0501 | | [05-02] | Potions | G0502 | | [05-03] | Gems | G0503 | | [05-04] | Jewelry | G0504 | | [05-05] | Jewelry Modifiers | G0505 | +---------+-------------------------------+-------+ | [06-00] | Key and Quest Items | G0600 | | [06-01] | Act I Key Items | G0601 | | [06-02] | Act I Quest Items | G0602 | | [06-03] | Act II Quest Items | G0603 | +---------+-------------------------------+-------+ | [07-00] | Frequently Asked Questions | G0700 | +---------+-------------------------------+-------+ | [08-00] | Cheats and Secrets | G0800 | | [08-01] | Secrets | G0801 | | [08-02] | Cheats | G0802 | | [08-03] | Glitches / Exploits | G0803 | | [08-04] | GameShark Codes | G0804 | +---------+-------------------------------+-------+ | [09-00] | FAQ Information and Copyright | G0900 | | [09-01] | Version Information | G0901 | | [09-02] | Credits | G0902 | | [09-03] | Contacting Me | G0903 | | [09-04] | Item Generation Program | G0904 | | [09-04] | Copyright | G0905 | +---------+-------------------------------+-------+ +----------------------+======================================================= | [02-00] Introduction |======================================================= +----------------------+======================================================= +----------------------+ =| [02-01] Introduction |====================================================== +----------------------+ - There are Minor Spoilers in this Guide. Hi, this is an item guide for the excellent game, Baldur's Gate: Dark Alliance. Everything should work for all three systems that the game is designed for - Playstation 2, X-BOX, and GameCube, except for the Cheats section. For an excellent Cheats guide, go to GameFAQs and look at the Cheats FAQ there by Fragnarok. [02-00-01] Disclaimer --------------------- Just like in any document that has information gained from empirical tests, not actual values, there may be some values or information in this FAQ that could be wrong, or things that I have overlooked. This bodes the same for any FAQ written that uses empirical evidence. If I didn't use empirical evidence, I would have to get my values from the DVD. Though I don't have anything against hex editing and the like, I simply don't have the knowledge, skills, or tools to do so. As such, I am limited to knowledge found by my own means. However, if you would like to teach me some things about this, I would be _more_ than happy to accept. +------------------------------+ =| [02-01] How to Use This Guide|============================================== +------------------------------+ This is the general layout for all the items in this FAQ. The layout for the Quest Items can be found in their respective section. ------------------------------------------------------------------------------- Name of Item ------------------------------------------------------------------------------- - A short description of the item. - Any special attributes of the item. - #. A description of an alternate look of the item. Types: = Found in the weapons section, tells the composition and style of the weapon. Damage\Armor Class: = Tells either the unmodified Armor Class of the armor or unmodified damage of a weapon. Weight: = The weight of the item, in pounds. Selling Price: = The price of the item when you are selling it, in gold pieces. Buying Price: = The price that the item can be bought from. For items that cannot be bought in stores, the predicted price is found in brackets. Notes: = The effect or other information of an item. +---------------+============================================================== | [03-00] Armor |============================================================== +---------------+============================================================== +---------------------+ =| [03-01] Armor Notes |======================================================= +---------------------+ [03-01-01] Armor Notes ---------------------- - Firstly, although armors that are a lower level then their counterparts have a lower base defense, if a modified (see 3.A.vii) armor of a lower level has a net AC of higher then the counterpart of the higher level, it should be preferred for the benefit of weight reduction. - The levels of armor are just in the order of how they increase in AC and weight. AC stands for armor class, or the "strength" of the armor. The levels are, in increasing base AC: Table 3.1 - Armor Levels +------+------------------------+ | Set# | Name | +------+------------------------+ | 0 | Basic Clothing | | 1 | Padded Armor | | 2 | Leather Armor | | 3 | Studded Leather Armor | | 4 | Scale Mail | | 5 | Chain Mail | | 6 | Half Plate Mail | | 7 | Full Plate Mail | +------+------------------------+ Notes on the Following Chart: ----------------------------- - The locations given are very general, because all locations in a certain areas have been found to drop the same armor sets throughout. (For example, the Sewers Level 1 and Level 2 have the same sets of armor throughout). - This table was designed to show the potential of all items that could be dropped. The educated assumption was made that all possible pieces of a set could be dropped in any given area. - It must be noted that earlier on, the weaker sets are dropped most often, while in later locations, stronger sets are usually dropped. However, the other (lower) sets still have the potential to drop. - Higher Set Numbers sets will always be quite rare to find in any given area (that has the potential to drop them), but the potential to find them is still there. - Modifiers (discussed in 3.A.vii) are not considered to affect the item's find rate. - Armor can be dropped by enemies and found in treasure chests. This table encapsulates both possibilities. +------------------------+ Table 3.2 -Armor Locations | Set Number | +--------------------------+------------------------+ | Location | 1 2 3 4 5 6 7 | +--------------------------+------------------------+ | The Cellar | * | | The Sewers | * * * | | The Crypts | * * * | | The Thieves Guild | * * * * | +--------------------------+ | | The Windwalk | * * * * | | The Burning Eye Mountain | * * * * | | The Drow Mines | * * * * * | | The Dark Wood | * * * * * | | The Ice Caves | * * * * * | +--------------------------+ | | Adderspine | * * * * * * | | The Marsh of Chelimber | * * * * * * * | | Castle of Chelimber | * * * * * * * | | The Rotten Bog | * * * * * * * | | The Temple | * * * * * * * | | The Onyx Tower | * * * * * * * | +--------------------------+ | | The Gauntlet | * * * * | +--------------------------+------------------------+ - All the sets of armor can eventually be bought in the game. The shopkeepers sell them to you at one base price, however, some sets that the shopkeepers sell have modifiers on them (see 3.A.vii) and therefore, their cost differs. These are applicable to the Easy, Normal and Hard difficulty levels, and the following table shows you what is available. Table 3.3 - Set Buying Areas +--------------------------------+ | Act # Set Sold | +--------------------------------+ | 1 2 3 4 5 6 7 | | Act I * * * * | | Act II o o o * * | | Act III o x * * | +--------------------------------+-----+ | Legend: | | * Sold Normally | | o Sold With (a) Modifier(s) | | x Sold Normally And With Modifiers | +--------------------------------------+ - The selling and buying prices give were used given a 0% charisma bonus. To find the cost your character will get, multiply it by the charisma percentage modifier in game. - Some notes about Extreme Difficulty and it's relation to armor - In Extreme Difficulty, the shops carry seemingly randomly generated armors. This is proven by observing the amount of similar armors in any given shop keeper's selection (for example, Bartley sometimes has two sets of Half Plate Boots +5). Therefore, a table cannot distinctly organize this. - Almost all armors in Extreme have a modifier (see 3.A.vii) on them. - All types of armor have the potential to drop at any point in the game, and generally, they have a modifier. Later on in the game, the lower sets (1-3) hardly ever drop, but as usual, the potential is still there. Finally, the general (my) consensus on the armor sets: ------------------------------------------------------ 0. Basic Clothing ----------------- Useless. Pointless. Only used to cover up otherwise indecent parts of the polygon's body. I recommend that these are ditched as soon as possible, i.e. the start of the game, mostly because they take up valuable weight space and add absolutely no defense to the overall rating. The one bonus is that they cover up the dwarf. 1. Padded Armor --------------- Also fairly useless. Use only if you don't have leather. They are used pretty much to take up space and offer minimal defense. However, since they are light compared to other armor of their relative AC, if you do come across one that is modified enough (see 3.A.vii) that makes it have a higher AC then something of the leather variety, use this over the other kinds. Other then that, it really has no perks. 2. Leather Armor ---------------- Once again, this is pretty much transition. Upgrade to and from this in as small of a time span as possible. 3. Studded Leather ------------------ The last non-metal set of armor. This is definitely a decent set of armor, usually the armor of choice for most of the game for many sorceresses because of its lightness. The defense is good enough for the purposes of a sorceress. Modified Studded Leather is a very good alternative to Scale or Chain mail because Studded Leather with a high modifier will allow for a competitive AC and a very low weight, which is essential to the success of a sorceress. 4. Scale Mail ------------- Not good. Low AC with a high weight. Basically transition, only use if there is nothing else or once again if there is a high modifier on it. 5. Chain Mail ------------- Decent armor, albeit heavy. Not much else to say, usually is the armor of choice before heading into the third act. Look for the Elven modifier to use to equip on sorceresses. 6. Half Plate Armor ------------------- This is an interesting set. Although the main body protection still has a buying price lower then that of Set 7, the other pieces of the set have a higher buying price. This is because of the weight to AC ratio of this armor: since the AC is relatively high and the weight is lower then that of Set 7 armor. Still, the weight is quite high and is recommended for dwarves and humans that have invested in strength and endurance over dexterity. Some brave sorceresses have been known to equip high-number modified strength rings and in turn equip set 6 & 7 armors. Elven modifiers on this and set 7 are rare, but if you can find them, consider yourself lucky. 7. Full Plate Armor ------------------- The grand daddy of all armors. This has the highest AC and weight and costs less then the Half Plate armor (some pieces). Dwarves should always use pieces of this when its possible and has net AC higher then that of the Half Plate Armor. Humans can use this also, and later on in the game, when +15 Strength rings flow like wine, these armors are definitely the best choice. [03-01-02] Is Armor Useful? --------------------------- The quick answer to this question is that, no, it isn't. From Interplay.com, one of the developers named Dave Malando made this post: "Unfortunately, the way BGDA handles armor, to-hit rolls, and monster statistics makes armor relatively ineffective later in the game. Basically, any attacker's chance to hit a target is its base attack divided by the target's armor bonus; the problem was that later monsters often had so high a base attack that the resulting number was always one or greater--in other words, a 100% or better chance to hit. In addition, armor has no damage resistance (a la the D&D rules), meaning that if it's not stopping monsters from hitting the character completely, it does no good at all." [03-01-03] Quick Reference Table -------------------------------- +----------------------------Quick Reference---------------------------+ +-------------------------+--------+------+--------+---------+---------+ | Name | Type | AC | Weight | Buy | Sell | +-------------------------+--------+------+--------+---------+---------+ | Chain Boots............ | Feet 07 04.0 3000 1349 | Chain Gloves........... | Arms 07 04.0 3000 1349 | Chain Helmet........... | Head 07 04.0 3450 1552 | Chain Mail............. | Body 24 40.0 10000 4499 | Cloth Boots............ | Feet 00 03.0 2* 1 | Cloth Bracers.......... | Arms 00 01.0 2* 1 | Clothes................ | Body 00 05.0 4* 2 | Full Plate Boots....... | Feet 12 06.0 3300 1484 | Full Plate Gloves...... | Arms 12 04.0 3700 1709 | Full Plate Helmet...... | Head 12 08.0 3000 1349 | Full Plate Mail........ | Body 39 50.0 25000 11249 | Half Plate Boots....... | Feet 09 05.0 3500 1574 | Half Plate Gloves...... | Arms 09 04.0 3800 1664 | Half Plate Helmet...... | Head 09 07.0 3300 1484 | Half Plate Mail........ | Body 30 46.0 16000 7199 | Iron Shield............ | Shld 04 15.0 540 261 | Leather Armor.......... | Body 09 15.0 1200 539 | Leather Boots.......... | Feet 02 02.0 300 134 | Leather Gloves......... | Arms 02 01.0 350 157 | Leather Helmet......... | Head 02 01.0 350 157 | Padded Armor........... | Body 06 12.0 400 179 | Padded Boots........... | Feet 01 02.0 100 44 | Padded Gloves.......... | Arms 01 01.0 110 49 | Padded Helmet.......... | Head 01 01.0 120 53 | Scale Boots............ | Feet 05 03.0 1450 652 | Scale Gloves........... | Arms 05 02.0 1350 607 | Scale Helmet........... | Head 05 03.0 1450 652 | Scale Mail............. | Body 21 30.0 5000 2249 | Studded Leather Armor.. | Body 12 17.0 2200 989 | Studded Leather Boots.. | Feet 03 03.5 650 292 | Studded Leather Gloves. | Arms 03 02.0 650 292 | Studded Leather Helmet. | Head 03 02.0 650 292 | Wood Shield............ | Shld 02 05.0 64* 35 +-------------------------+ +----------+ | Legend | +----------+-----------------------------------------------------------------+ | | | Type Where the armor protects | | [Body] = Body Armor [Head] = Helmet [Arms] = Gloves / Arm Prot. | | [Feet] = Boots / Leg Protection [Shld] = Shield | | AC Armor Class of the item | | Weight Armor's Weight | | Buy Armor's Buying Price * = Approximate Value | | Sell Armor's Selling Price | +----------------------------------------------------------------------------+ +--------------------+ =| [03-02] Body Armor |======================================================== +--------------------+ ------------------------------------------------------------------------------- Clothes ------------------------------------------------------------------------------- Armor Class: = 0 Weight: = 5.0 Selling Price: = 2 Buying Price = (4) ------------------------------------------------------------------------------- Padded Armor ------------------------------------------------------------------------------- Armor Class: = 6 Weight: = 12.0 Selling Price: = 179 Buying Price = 400 ------------------------------------------------------------------------------- Leather Armor ------------------------------------------------------------------------------- Armor Class: = 9 Weight: = 15.0 Selling Price: = 539 Buying Price = 1200 ------------------------------------------------------------------------------- Studded Leather Armor ------------------------------------------------------------------------------- Armor Class: = 12 Weight: = 17.0 Selling Price: = 989 Buying Price = 2200 ------------------------------------------------------------------------------- Scale Mail ------------------------------------------------------------------------------- Armor Class: = 21 Weight: = 30.0 Selling Price: = 2249 Buying Price = 5000 ------------------------------------------------------------------------------- Chain Mail ------------------------------------------------------------------------------- Armor Class: = 24 Weight: = 40.0 Selling Price: = 4499 Buying Price = 10000 ------------------------------------------------------------------------------- Half Plate Mail ------------------------------------------------------------------------------- Armor Class: = 30 Weight: = 46.0 Selling Price: = 7199 Buying Price = 16000 ------------------------------------------------------------------------------- Full Plate Mail ------------------------------------------------------------------------------- Armor Class: = 39 Weight: = 50.0 Selling Price: = 11249 Buying Price = 25000 +----------------+ =| [03-03] Boots |============================================================ +----------------+ ------------------------------------------------------------------------------- Cloth Boots ------------------------------------------------------------------------------- Armor Class: = 0 Weight: = 3.0 Selling Price: = 1 Buying Price = (2) ------------------------------------------------------------------------------- Padded Boots ------------------------------------------------------------------------------- Armor Class: = 1 Weight: = 2.0 Selling Price: = 44 Buying Price = 100 ------------------------------------------------------------------------------- Leather Boots ------------------------------------------------------------------------------- Armor Class: = 2 Weight: = 2.0 Selling Price: = 134 Buying Price = 300 ------------------------------------------------------------------------------- Studded Leather Boots ------------------------------------------------------------------------------- Armor Class: = 3 Weight: = 3.5 Selling Price: = 292 Buying Price = 650 ------------------------------------------------------------------------------- Scale Boots ------------------------------------------------------------------------------- Armor Class: = 5 Weight: = 3.0 Selling Price: = 652 Buying Price = 1450 ------------------------------------------------------------------------------- Chain Boots ------------------------------------------------------------------------------- Armor Class: = 7 Weight: = 4.0 Selling Price: = 1349 Buying Price = 3000 ------------------------------------------------------------------------------- Half Plate Boots ------------------------------------------------------------------------------- Armor Class: = 9 Weight: = 5.0 Selling Price: = 1574 Buying Price = 3500 ------------------------------------------------------------------------------- Full Plate Boots ------------------------------------------------------------------------------- Armor Class: = 12 Weight: = 6.0 Selling Price: = 1484 Buying Price = 3300 +---------------------------------+ =| [03-04] Gloves / Arm Protection |=========================================== +---------------------------------+ ------------------------------------------------------------------------------- Cloth Bracers ------------------------------------------------------------------------------- Armor Class: = 0 Weight: = 1.0 Selling Price: = 1 Buying Price = (2) ------------------------------------------------------------------------------- Padded Gloves ------------------------------------------------------------------------------- Armor Class: = 1 Weight: = 1.0 Selling Price: = 49 Buying Price = 110 ------------------------------------------------------------------------------- Leather Gloves ------------------------------------------------------------------------------- Armor Class: = 2 Weight: = 1.0 Selling Price: = 157 Buying Price = 350 ------------------------------------------------------------------------------- Studded Leather Gloves ------------------------------------------------------------------------------- Armor Class: = 3 Weight: = 2.0 Selling Price: = 292 Buying Price = 650 ------------------------------------------------------------------------------- Scale Gloves ------------------------------------------------------------------------------- Armor Class: = 5 Weight: = 2.0 Selling Price: = 607 Buying Price = 1350 ------------------------------------------------------------------------------- Chain Gloves ------------------------------------------------------------------------------- Armor Class: = 7 Weight: = 2.0 Selling Price: = 1349 Buying Price = 3000 ------------------------------------------------------------------------------- Half Plate Gloves ------------------------------------------------------------------------------- Armor Class: = 9 Weight: = 4.0 Selling Price: = 1664 Buying Price = 3800 ------------------------------------------------------------------------------- Full Plate Gloves ------------------------------------------------------------------------------- Armor Class: = 12 Weight: = 4.0 Selling Price: = 1709 Buying Price = 3700 +-----------------+ =| [03-05] Helmets |=========================================================== +-----------------+ ------------------------------------------------------------------------------- Padded Helmet ------------------------------------------------------------------------------- Armor Class: = 1 Weight: = 1.0 Selling Price: = 53 Buying Price = 120 ------------------------------------------------------------------------------- Leather Helmet ------------------------------------------------------------------------------- Armor Class: = 2 Weight: = 1.0 Selling Price: = 157 Buying Price = 350 ------------------------------------------------------------------------------- Studded Leather Helmet ------------------------------------------------------------------------------- Armor Class: = 3 Weight: = 2.0 Selling Price: = 292 Buying Price = 650 ------------------------------------------------------------------------------- Scale Helmet ------------------------------------------------------------------------------- Armor Class: = 5 Weight: = 3.0 Selling Price: = 652 Buying Price = 1450 ------------------------------------------------------------------------------- Chain Helmet ------------------------------------------------------------------------------- Armor Class: = 7 Weight: = 4.0 Selling Price: = 1552 Buying Price = 3450 ------------------------------------------------------------------------------- Half Plate Helmet ------------------------------------------------------------------------------- Armor Class: = 9 Weight: = 7.0 Selling Price: = 1484 Buying Price = 3300 ------------------------------------------------------------------------------- Full Plate Helmet ------------------------------------------------------------------------------- Armor Class: = 12 Weight: = 8.0 Selling Price: = 1349 Buying Price = 3000 +-----------------+ =| [03-06] Shields |=========================================================== +-----------------+ ------------------------------------------------------------------------------- Wood Shield ------------------------------------------------------------------------------- A round wooden shield with several defensive studs on it. Armor Class: = 2 Weight: = 5.0 Selling Price: = 35 Buying Price = (64) ------------------------------------------------------------------------------- Iron Shield ------------------------------------------------------------------------------- A large iron shield meant for defense in times of heavy siege. Armor Class: = 4 Weight: = 15.0 Selling Price: = 261 Buying Price = 540 +-------------------------+ =| [03-07] Armor Modifiers |=================================================== +-------------------------+ +-------------------------------------------------------------------------+ | | | WORN = Decreases Armor Class, Prices by 1/2 | | | | ELVEN = Decreases Weight by 1/2, Increases Prices | | | | JEWELED = Doubles price of the armor. | | | | +(x) = Adds (x) to the Armor Class of the armor, (x) can be 1-5. | | Increases price, much greater price increase with greater | | increase in (x). | | | +-------------------------------------------------------------------------+ +-----------------+============================================================ | [04-00] Weapons |============================================================ +-----------------+============================================================ +----------------------+ =| [04-01] Weapon Notes |====================================================== +----------------------+ [04-01-00] Weapon Information ----------------------------- - You can wield one ranged weapon and one melee weapon at a time. Press left or right to change between the two different weapons. Note that this allows you carry a shortbow with arrows and a single handed weapon with a shield or a two handed weapon. - Much unlike armors, weapons are far less organized. They appear all throughout the game, albeit with modifiers, and have the potential to drop at any given time after the Crypts in Act I. It is rare later on in the game that a weapon listed will not come with a modifier. - **Weapons** in the shops are set. This means that every time you play the game through on [Easy, Normal and Hard] OR [Extreme] Difficulty the items in the shops will be exactly the same. - As one would expect, weapons usually get better as one progresses through the game. However, as usual, the *potential* for a poor item drop is always there. Weapons with higher damage usually drop later on in the game, however, it is not greatly uncommon if something drops that would seem to be over powered in reference to other things that have dropped. - Prices given were with a base charisma modifier of 0%. To find the price your character will have to pay / sell, multiply the price by their percentage modifier (it is found in the Status tab of the game menu) - Item appearances may change if they are not just normal or worn / rusty. They are noted by the numbers in front of the description. The items appearances don't have to be different if they are on a s - If you have no weapons at all, you can attack with your martial arts skills. The sorceress kicks, and the dwarf and the human punch. The base damage for unarmed combat is 1-2. The Strength Modifier is added onto this directly. You can see the damage that you do if you unequip your weapon and go to the status screen. [04-01-01] Damage Calculations vs Inventory Damage -------------------------------------------------- Note that the following weapon values are for the inventory. The info in the inventory is a good gauge, but not completely accurate. Believe it or not, the information in the inventory is falsified to a degree, by this I mean that they don't show the right damage. Forum member Vendetta and myself (mostly Vendetta) have discovered this. So how do you know if your weapon damage is falsified? Well, - your weapon must have an elemental modifier - your weapon must have a quality modifier (such as fine, masterwork) As I have explained previously, the way that the damage is calculated in this game's inventory (the numbers that you can actually view) is in the following method: 1. Base Damage 2. + Elemental Damage 2. + the number on the end of the weapon 3. Multiply final damage by the quality mod HOWEVER. This is not how the REAL damage is calculated. The game does this instead: 1. Base Damage 2. + the number on the end of the weapon 3. Multiply this damage by the quality mod 4. + elemental damage So here is an example of this: Say you have a Frost Masterwork Longsword +5. In the inventory the damage would be calculated like this. 1. Base Damage: For a long sword, this is base damage is 2-8. 2. + Elemental Damage: The elemental damage from the frost is given in the guide as +1 min, +12 max. So now the damage is 3-20. 3. + Number on the End of the Weapon: The number at the end of the weapon is + 5, so the damage is 8-25 (note steps 2 and 3 can be interchanged) 4. Quality Mod: Multiply the final damage by the quality mod. For masterwork, this is x2; so the final damage that is listed in the inventory is 16-50. So this is what the damage should be, right? Wrong. The real damage is this: 1. Base damage for the Longsword stays the same, 2-8. 2. Then the number on the end of the weapon is added. This shows the damage to be 7-13. 3. Now the damage is multiplied for the modifier. The damage is doubled which results in 14-26. 4. Finally, the elemental damage is added on. In this case, the frost modifier is +1, +12, which gives the weapon a final damage of 15-38. This is a pretty huge difference. In any case, values for the modifiers stay the same, just the order that they are calculated in change. The weapons that suffer the most are the ones with Shock / Shocking Burst modifiers, because they have the highest modification numbers. So if you think that shocking burst weapons are really friggin' strong, they still are, but not to the degree that the inventory will mislead you to. To put this in perspective, the use of the most powerful item in the game, damage wise, the Shocking Burst Adamantine Great Sword + 5, deals a theoretical 64 - 224 damage. However, it actually deals 61 - 140 with the actual damage; so there is a very large percent error here. This makes the values of Onyx Sword, which indeed do deal accurate damage, far better. Plus, the Onyx Sword is statistically a million times easier to acquire and you can use your Iron Shield +5 (though useless, it can block nicely) and you get your damage against the last boss too. [04-01-02] Weapon Quick Reference Table --------------------------------------- +-------------------------------Quick Reference-------------------------------+ +-------------------+-------+------+------+-----+-----+------+--------+-------+ | Name | Hands | Comp | Type | Min | Max | Wght | Buy | Sell | +---------------+---+-------+------+------+-----+-----+------+--------+-------+ | Bastard Sword | 2 S B 08 18 08 1931* 878 | Battle Axe... | 2 S B 04 12 07 687 307 | Club......... | 1 W U 02 03 03 129* 59 | Dagger....... | 1 S B 01 04 01 112 50 | Great Axe.... | 2 S B 12 16 20 1947 1064 | Great Sword.. | 2 S B 10 24 15 3058* 1390 | Halberd...... | 2 S B 02 24 18 2494 1122 | Handaxe...... | 1 S B 01 06 05 205 92 | Long Sword... | 1 S B 02 08 04 426* 194 | Lt Mace...... | 1 S U 01 06 06 205 92 | Morning Star. | 1 S U 08 12 08 1913* 832 | Scimitar..... | 1 S B 05 07 04 732* 333 | Short Sword.. | 1 S B 01 06 03 202* 92 | Shortbow..... | 2 W B 04 08 02 521 234 | Spear........ | 2 S B 02 06 08 240 131 | Staff........ | 2 W U 01 06 04 396 177 | Warhammer.... | 2 S U 01 08 08 197 88 +---------------+ +----------+ | Legend | +----------+-----------------------------------------------------------------+ | | | Hands # required to hold | | Comp Material the weapon is composed of [S] = Steel [W] = Wood | | Type Damage type of the weapon [B] = Blade [U] = Blunt | | Min Weapon's Minimum Damage | | Max Weapon's Maximum Damage | | Wght Weapon's Weight | | Buy Weapon's Buying Price * = Approximate Value | | Sell Weapons Selling Price | +----------------------------------------------------------------------------+ +----------------------------+ =| [04-02] One Handed Weapons |================================================ +----------------------------+ ------------------------------------------------------------------------------- Dagger ------------------------------------------------------------------------------- A knife, usually used as a side arm. 1. The hilt and the blade are both gold colored, and the pommel has a fabric loop on it. Types: = Steel, Blade Damage: = 1-4 Weight: = 1.0 Selling Price: = 50 Buying Price: = 112 ------------------------------------------------------------------------------- Short Sword ------------------------------------------------------------------------------- A short, light blade. 1. The hilt is darker, the pommel is bigger, and the whole sword is a bit wider. Types: = Steel, Blade Damage: = 1-6 Weight: = 3.0 Selling Price: = 92 Buying Price: = (202) ------------------------------------------------------------------------------- Long Sword ------------------------------------------------------------------------------- A longer, battle-practical blade. 1. The area that separates the hilt and the blade is in an "S" shape, and the blade itself is a bit grey. The blade also looks a little bit serrated. 2. The hilt and blade are now gold colored, and the sword itself is thinner. Types: = Steel, Blade Damage: = 2-8 Weight: = 4.0 Selling Price: = 194 Buying Price: = (426) ------------------------------------------------------------------------------- Scimitar ------------------------------------------------------------------------------- An exotic curved blade. 1. The scimitar's blade is larger and has symbols inscribed on it. Types: = Steel, Blade Damage: = 5-7 Weight: = 4.0 Selling Price: = 333 Buying Price: = (732) Improved Critical (5% better chance of inflicting critical hits) ------------------------------------------------------------------------------- Handaxe ------------------------------------------------------------------------------- A light axe that was designed for the use with one hand. 1. The blade on the axe is now double sided. Types: = Steel, Blade Damage: = 1-6 Weight: = 5.0 Selling Price: = 92 Buying Price: = 205 ------------------------------------------------------------------------------- Lt. Mace ------------------------------------------------------------------------------- A blunt, ridged mass of metal with a red handle used for pounding. 1. The handle is black, the mace portion is gold, and the mace has more pronounced flanges. Types: = Steel, Blunt Damage: = 1-6 Weight: = 6.0 Selling Price: = 92 Buying Price: = 205 ------------------------------------------------------------------------------- Morning Star ------------------------------------------------------------------------------- A spiked metal ball with a wooden handle used for pounding. Types: = Steel, Blunt Damage: = 8-12 Weight: = 8.0 Selling Price: = 832 Buying Price: = (1913) ------------------------------------------------------------------------------- Club ------------------------------------------------------------------------------- A crude piece of wood. 1. Has some metal bands around the widest part, along with some spikes protruding from it. Types: = Wood, Blunt Damage: = 2-3 Weight: = 3.0 Selling Price: = 59 Buying Price: = (129) +----------------------------+ =| [04-03] Two Handed Weapons |================================================ +----------------------------+ Note: Sorceress can only use two handed weapons designated by a +. ----- ------------------------------------------------------------------------------- Bastard Sword ------------------------------------------------------------------------------- A smaller, more practical version of the Great Sword. Types: = Steel, Bladed Damage: = 8-18 Weight: = 10.0 Selling Price: = 878 Buying Price: = (1931) ------------------------------------------------------------------------------- Great Sword ------------------------------------------------------------------------------- A massive, powerful blade. 1. The sword now has a pure steel blade, and the part seperating the hilt and the blade now has a wing like design on it. Types: = Steel, Bladed Damage: = 10-24 Weight: = 15.0 Selling Price: = 1390 Buying Price: = (3058) ------------------------------------------------------------------------------- Battle Axe ------------------------------------------------------------------------------- A large, two handed one sided axe. 1. The axe portion of the weapon is now gold colored. Types: = Steel, Bladed Damage: = 4-12 Weight: = 7.0 Selling Price: = 307 Buying Price: = 687 ------------------------------------------------------------------------------- Great Axe ------------------------------------------------------------------------------- A massive, double sided axe. Types: = Steel, Bladed Damage: = 12-16 Weight: = 20.0 Selling Price: = 1064 Buying Price: = 1947 Triple Critical (3x damage on critical hits) ------------------------------------------------------------------------------- Halberd ------------------------------------------------------------------------------- A long, powerful, and awkward pole arm. Types: = Steel, Bladed Damage: = 2-24 Weight: = 18.0 Selling Price: = 1122 Buying Price: = 2494 ------------------------------------------------------------------------------- Spear+ ------------------------------------------------------------------------------- A long range jabbing weapon. Types: = Steel, Bladed Damage: = 2-6 Weight: = 8.0 Selling Price: = 131 Buying Price: = 240 ------------------------------------------------------------------------------- Warhammer ------------------------------------------------------------------------------- A large hammer designed for battle. 1. The hammer portion is now gold colored. Types: = Steel, Blunt Damage: = 1-8 Weight: = 8.0 Selling Price: = 88 Buying Price: = 197 Triple Critical (3x damage on critical hits) ------------------------------------------------------------------------------- Staff+ ------------------------------------------------------------------------------- A fashioned piece of wood, usually used by sorceresses. 1. The staff has a circle with a chord on top as an ornament. 2. The staff has grips on it and has a double side bat like ornament on the top. Types: = Wood, Blunt Damage: = 1-6 Weight: = 4.0 Selling Price: = 177 Buying Price: = 396 +------------------------+ =| [04-04] Ranged Weapons |==================================================== +------------------------+ The shortbow is unique because you can switch back to your melee weapon at any time by pressing left or right on the control pad. Thusly, you can wield a bow, with arrows, and either a two handed weapon or a one handed weapon with a shield at the same time. ------------------------------------------------------------------------------- Shortbow+ ------------------------------------------------------------------------------- A ranged arrow-launcher. You must have arrows in the other hand to use the shortbow. Types: = Steel, Bladed Damage: = 4-8 Weight: = 2.0 Selling Price: = 234 Buying Price: = 521 +-------------------------+ =| [04-05] Weapon Modfiers |=================================================== +-------------------------+ +----------------------+ | Universal Modifiers | +----------------------+------------------------------------------------------+ | | FINE = Increases max\min damage by 150 %. | | MASTERWORK = Increases max\min damage by 200 %. | | SHOCK = Adds +1 min, +24 max lightning damage, added after every | blow. | | FROST = Adds +1 min, +12 max ice damage, added after every blow. | Has a chance of freezing the enemy. | | FLAMING = Adds +1 min, +6 max fire damage, added after every blow. | Has a chance of setting the enemy on fire. | | SHOCKING BURST = Adds +1 min, +24 max lightning damage, added after every | bow. On a critical hit, adds +1 min, +40 max lightning | damage. | | ICY BURST = Adds +1 min, +12 max ice damage, added after every blow. | Adds +1 min, +20 ice damage on a critical hit, and has a | high chance of freezing the enemy. | | FLAMING BURST = Adds +1 min, +6 max fire damage, added after every blow. | Adds +1 min, +10 max fire damage on a critical hit. Has a | high chance of setting the enemy on fire on a critical hit, | for two seconds (much like WOUNDING). | | KEEN = Increases the chance of a critical hit. Seems fairly cons- | tant, about a 1/6 of a chance of critical damage per hit. | Other sources say it as a 5% chance, but I think that it | occurs more frequently than that. | | WOUNDING = Inflicts the enemy with constant damage for four "hits". | There is a random chance of the damage inflicted per "hit" | being from 1-5, and the damage stays as that for the dur- | ation of the wound. Two seconds long. | | JEWELED = Doubles the price of the item. The price is doubled after | all other price modifiers are added. | | OF DEFENSE +(x) = Adds (x) to min\max damage. (x) never increases above 5. | Adds an AC bonus, based on the size of (x). If (x) is | 1 or 2, AC increases by one, if it is 3 or 4, AC increases | by 2, if (x) is 5, AC increases by 3. | | OF SPEED +(x) = Adds (x) to min\max damage. (x) never increases above 5. | Adds an attack speed bonus, based on the size of (x). | The attack is faster if (x) is larger. | | +(x) = Adds (x) to min\max damage. (x) never increases above 5. | +-----------------------------------------------------------------------------+ All of the above increase prices to some degree. However, there is no constant price increase to report*, for example, a +1 weapon will sell for a little more than its selling value, but a +4 weapon will sell for a great deal more then it's original selling value with no constant increase. * The exception is the Jeweled modifier, which doubles the price of the weapon after all the other modifiers have been added. For further information, see the Frequently Asked Questions section of this guide. Note on the Elemental Modifiers: These cause your weapons to flare up with their element in the presence of an enemy. Magic resistant enemies, and enemies that are resistant to that particular element (such as Will-o-Wisp being resistant to electric attacks) take only 50% of the damage. You can identify a magical item by the blue aura that they have around them. +------------------------+ | Steel Weapon Modifiers | +------------------------+------------------------------+ | | | RUSTY = Decreases min\max damage by 50 %. | | | | MITHRIL = Increases min\max damage by 300 %. | | | | ADAMANTINE = Increases min\max damage by 400 %. | | | +-------------------------------------------------------+ +-----------------------+ | Wood Weapon Modifiers | +-----------------------+-------------------------------+ | | | WORN = Decreases min\max damage by 50 %. | | | | DARKWOOD = Increases min\max damage by 300 %. | | | | OAK = Increases min\max damage by 400 %. | | | +-------------------------------------------------------+ +------------------------+ | Blunt Weapon Modifiers | +------------------------+----------------------------------------------------+ | | | DISRUPTION = Causes an instant kill on the undead. Has about a 1/6 | | chance of success. | | SPIKED = Causes the weapon to always deal maximum damage (after | | all other modifiers are added). | | | +-----------------------------------------------------------------------------+ +-------------------------+ | Bladed Weapon Modifiers | +-------------------------+---------------------------------------------------+ | | | SERRATED = Causes the weapon to always deal maximum damage (after | | all other modifiers are added). | | | +-----------------------------------------------------------------------------+ - Note on Percentage Modifiers: ------------------------------- All other damage modifiers are added onto the weapon before the percentage modifiers are added. - Note on Blunt and Bladed Weapons: ----------------------------------- Bladed weapons inflict half damage upon the undead (including the Shortbow). Blunt weapons cause full damage upon the undead, and seem to decrease the chance of Zombies coming back to life . Also, if you dismember both of the arms or the head of the Zombie, they will not come back to life. The best way to check if they are dead is if they make a pool of blood or they land on their back. +----------------+ =| [04-06] Arrows |============================================================ +----------------+ Used with the shortbow. Arrows are considered an equippable weapon in this game (to a degree - it counts as a slot). They can't be affected by normal weapon modifiers. ------------------------------------------------------------------------------- Arrows ------------------------------------------------------------------------------- Light weight sticks of wood attached to a pointed end. Designed for speed and accuracy. Weight: = 3.8 per 20 Selling Price: = 11 Buying Price: = 20 Notes: = Weight decreases with the amount of arrows gained. Arrows lose .1 pounds per 20 arrows gained until the weight reaches a multiple of 15. The skill "Arcane Arrows" reduces the weight of weapons to 1.9 per 20. +------------------------+ =| [04-07] Unique Weapons |==================================================== +------------------------+ **This section contains spoilers** ---------------------------------- ------------------------------------------------------------------------------- Onyx Sword ------------------------------------------------------------------------------- A sword with a black blade. Type: = Steel, Bladed Damage: = 90-120 Weight: = 10.0 Selling Price: = 89480 Buying Price: = (196856) Notes: = Long Sword. Found by killing the Onyx Golem. Highest base attack power in the game. ------------------------------------------------------------------------------- Icingdeath ------------------------------------------------------------------------------- Type: = Steel, Bladed Damage: = 11-25 Weight: = 4.0 Selling Price: = 6541 Buying Price: = (14390) Notes: = "Frost Scimitar +3". Can only be used by Drizzt. Cannot be sold. Wielded only with Twinkle. ------------------------------------------------------------------------------- Twinkle ------------------------------------------------------------------------------- Type: = Steel, Bladed Damage: = 17-33 Weight: = 4.0 Selling Price: = 6641 Buying Price: = (14610) Notes: = "Defending Scimitar +5". Can only be used by Drizzt. Cannot be sold. Wielded only with Icingdeath. Note On Drizzt's Swords: ------------------------ - There is something strange about these swords. Twinkle, technically, should be a Scimitar of Defense +5, but that doesn't make sense with the developers change in the damage. It would make sense that Defending Scimitar is a completely different class of weapon, but then why doesn't appear anywhere else in the game? This is confusing me terribly. Same with Icingdeath, but to a lesser degree... the added modifiers should only add up to be +4/+15 but they added +2. So technically, it should be a Frost Scimitar +5. Unless Frost Scimitar is a totally different class. That is why these weapons go in this unique weapons section. - Vendetta confirms that the damage in the inventory screen is totally wrong: "The actual damage range for both of his weapons seems to be 29-60 or thereabouts. This makes them roughly equivalent to +2 Adamantine Scimitars." - "TheWookieeMan" adds this: I just wanted to clear up that in all games starring Drizzt Do'Urden(two or so that I know of, BG and IWD), his two weapons are *always* a Frost Scimitar +3 and a Defending Scimitar +5. So, really, that's why the modifiers and whatnot are a bit off; they just made up the damage and applied it to the constant, which is the sword's named abilities. Though, I don't know what that they pulled the damage from...the damage may stay constant throughout the games too. I'd have to check on that. +---------------------+======================================================== | [05-00] Other Items |======================================================== +---------------------+======================================================== +-------------------------------+ =| [05-01] Quick Reference Table |============================================= +-------------------------------+ +------------------------------Quick Reference--------------------------------+ +----------------------------+--------+--------+------+------+----------------+ | Name | Type | Weight | Buy | Sell | Purpose | +----------------------------+--------+--------+------+------+----------------+ | Amulet.....................| Jewelry 0.50 299* 134 Equipment | Arcane Arrows..............| Arrow Varies 20 11 Use with bow | Arrows.....................| Arrow Varies 20 11 Use with bow | Diamond....................| Gem 0.10 1554 697 N/A | Emerald....................| Gem 0.05 250* 112 N/A | Extra Healing Potion.......| Potion 1.00 188 84 +66 Lost HP | Extra Rejuvenation Potion..| Potion 2.00 188 84 +66 Lost Mana | Lesser Healing Potion......| Potion 0.50 15* 8 +22 Lost HP | Lesser Rejuvenation Potion.| Potion 1.00 15* 8 +22 Lost Mana | Healing Potion.............| Potion 0.75 63 28 +44 Lost HP | Recall Potion..............| Potion 1.00 113 50 Teleport to Town | Rejuvenation Potion........| Potion 1.50 63 28 +44 Lost Mana | Ring.......................| Jewelry 0.20 286 141 Equipment | Ruby.......................| Gem 0.05 49* 22 N/A | Sapphire...................| Gem 0.05 575* 258 N/A +----------------------------+ +----------+ | Legend | +----------+-----------------------------------------------------------------+ | | | Type The category of the item | | Weight Item's Weight | | Buy Item's Buying Price * = Approximate Value | | Sell Item's Selling Price | | Purpose The function or use of the item N/A = None | +----------------------------------------------------------------------------+ +-----------------+ =| [05-02] Potions |=========================================================== +-----------------+ A potion is defined as an item that produces a result after consumed. ------------------------------------------------------------------------------- Recall Potion ------------------------------------------------------------------------------- A small vial containing a black liquid. Weight: = 1.0 Selling Price: = 50 Buying Price = 113 Notes = Brings the player back to a safe area, if possible. No recall potions work in the Onyx Tower, during a boss battle, where a safe area has not been found, or in safe areas. When in the safe area, going to the menu will allow a transport back to the exact location of where one origin- ally recalled from. ------------------------------------------------------------------------------- Lesser Healing Potion ------------------------------------------------------------------------------- A small bottle containing a red liquid. Weight: = 0.5 Selling Price: = 8 Buying Price = (15) Notes: = Recovers 22 health points. ------------------------------------------------------------------------------- Healing Potion ------------------------------------------------------------------------------- A mid sized bottle containing a red liquid. Weight: = 0.75 Selling Price: = 28 Buying Price = 63 Notes = Recovers 44 health points. ------------------------------------------------------------------------------- Extra Healing Potion ------------------------------------------------------------------------------- A large bottle containing a red liquid. Weight: = 1.0 Selling Price: = 84 Buying Price: = 188 Notes: = Recovers 66 health points. ------------------------------------------------------------------------------- Lesser Rejuvenation Potion ------------------------------------------------------------------------------- A small bottle containing a blue liquid. Weight: = 1.0 Selling Price: = 8 Buying Price: = (15) Notes: = Recovers 22 points of energy. ------------------------------------------------------------------------------- Rejuvenation Potion ------------------------------------------------------------------------------- A mid sized bottle containing a blue liquid. Weight: = 1.5 Selling Price: = 28 Buying Price: = 63 Notes: = Recovers 44 points of energy. ------------------------------------------------------------------------------- Extra Rejuvenation Potion ------------------------------------------------------------------------------- A large bottle containing a blue liquid. Weight: = 2.0 Selling Price: = 84 Buying Price: = 188 Notes: = Recovers 66 points of energy. +--------------+ =| [05-03] Gems |============================================================== +--------------+ These items do not serve any purpose. You can also buy diamonds from several places in extreme difficulty (this is random). ------------------------------------------------------------------------------- Ruby ------------------------------------------------------------------------------- A precious red gem. Weight: = .05 Selling Price: = 22 Buying Price: = (49) Notes: = Found only in the first act. ------------------------------------------------------------------------------- Emerald ------------------------------------------------------------------------------- A precious green gem. Weight: = .05 Selling Price: = 112 Buying Price: = (250) Notes: = Found only in the first act. ------------------------------------------------------------------------------- Sapphire ------------------------------------------------------------------------------- A precious blue gem. Weight: = .05 Selling Price: = 258 Buying Price: = (575) Notes: = Found only in the first act. ------------------------------------------------------------------------------- Diamond ------------------------------------------------------------------------------- A clear gem that is composed of the hardest material in the world. Weight: = .1 Selling Price: = 697 Buying Price: = 1554 Notes: = Can be bought and found in the second act. +-----------------+ =| [05-04] Jewelry |=========================================================== +-----------------+ These are the items that you put around your neck or onto your fingers. Only one ring per hand can be used (magical interference) and only one amulet can be worn. There are three designs for both the ring and the amulet; these are not affected by the modifiers on they, they are purely aesthetic (to my knowledge). ------------------------------------------------------------------------------- Ring ------------------------------------------------------------------------------- A circular band that was meant to be worn around the fingers. 1: The band is gold colored. 2: The band is blue-steel colored. 3: Green colored band; looks like it has jewels or something socketed into it. Weight: = 0.2 Selling Price: = 141 Buying Price: = 286 Notes: = Can only be found in the first act (without modifiers). ------------------------------------------------------------------------------- Amulet ------------------------------------------------------------------------------- A medallion on a string that is meant to be worn around the neck. 1: The medallion on the amulet is a golden disc. 2. The second design seems to be a grey medallion with a gold design in the middle. 3. The medallion on the amulet is a crucifix. Weight: = 0.5 Selling Price: = 134 Buying Price: = (299) Notes: = Can only be found in the first act (without modifiers). +---------------------------+ =| [05-05] Jewelry Modifiers |================================================= +---------------------------+ +------------------------------------------------------------------------------ | | | of (STAT) +(x) = Adds (x) to (STAT). | Stats can be: Strength, Dexterity, Constitution, | Intellect. (x) is never greater then 15. | | of Rejuvenation +(x) = Accelerates energy regeneration. A 25% bonus per unit | of (x) is given. (x) is never greater then 15. | | of Regeneration +(x) = Accelerates health regeneration. A 50% bonus of health | regeneration is given for each unit of (x). (x) is | never greater then 15. | | of Protection +(x) = Adds (x) to Armor Class. (x) is never more then 15. | +------------------------------------------------------------------------------ +-----------------------------+================================================ | [06-00] Key and Quest Items |================================================ +-----------------------------+================================================ This is the layout for Key and Quest Items in the game: ------------------------------------------------------------------------------- Item Name ------------------------------------------------------------------------------- Found: = Location where item is gained Purpose: = The use or function of the item Notes = Anything else to do with the item, usually with the results of properly using it. The Items contained herein are in chronological order, and then in required to optional quest order. **This section contains spoilers** +--------------------------+ =| [06-01] Act I, Key Items |================================================== +--------------------------+ ------------------------------------------------------------------------------- Cellar Door Key ------------------------------------------------------------------------------- Found: = Tavern, Ethon gives to you. Purpose: = Opens the door to the Cellar entrance. Notes = Comes with a Rusty Dagger. ------------------------------------------------------------------------------- Sewer Door Key (1) ------------------------------------------------------------------------------- Found: = Tavern, Alyth gives to you. Purpose: = Opens the door to the first level of the Sewers. Notes = "Rat Exterminator" quest must be completed first. Comes with 75 Gold Pieces, 200 Experience Points. ------------------------------------------------------------------------------- Prison Cell Key ------------------------------------------------------------------------------- Found: = Sewers Level 1, on the remains of the Bugbear Chieftain. Purpose: = Opens Ethon's Cell. Notes = None. ------------------------------------------------------------------------------- Sewer Door Key (2) ------------------------------------------------------------------------------- Found: = Sewers Level 1, Ethon gives to you when released from cell. Purpose: = Opens the door to get to the second level of the sewers. Notes = None. ------------------------------------------------------------------------------- Secret Door Key ------------------------------------------------------------------------------- Found: = Tavern, get from Jherek. Purpose: = Opens secret door in Sewers Level 1, right beside the entrance to the Sewers Level 2. Notes = The Orb of the Undead must be destroyed before Jherek is available to be spoken to. When Xantam is killed, Jherek returns and gives you a Flaming Long Sword +1, a Fine Shortbow +1, 2000 gold pieces and 2000 Experience points. +----------------------------+ =| [06-02] Act I, Quest Items |================================================ +----------------------------+ ------------------------------------------------------------------------------- Bottle of Fine Wine ------------------------------------------------------------------------------- Found: = In the Cellars, right after the Rat Quest is completed. Purpose: = Give to Nebbish. Notes = When given to Nebbish, he gives you an Extra Healing Potion and you gain 100 Experience Points. ------------------------------------------------------------------------------- Ipswitch's Medallion ------------------------------------------------------------------------------- Found: = Crypts Level 1, on top of a tomb where the Crypts branch off to the right. Purpose: = Give to Ipswitch. Notes = When returned, Ipswitch gives you a Light Mace of Disruption +1 and you gain 300 experience. You must talk to Ipswitch before killing the Orb of the Undead if you want to complete this quest, and you must accept the quest from Ipswitch. ------------------------------------------------------------------------------- Thief's Map ------------------------------------------------------------------------------- Found: = Crypts Level 2, on the body of the thief in the Orb of the Undead's chamber. Purpose: = Talk to Osala. Notes = When the thief's body is examined, Fayed comes and gives an Amulet of Protection +2, and you gain 750 Experience. In the tavern, when you talk to Osala, she will give you a Ring of Protection +1 and you gain 750 Experience Points. You must talk to Osala before destroying the Orb of the Undead if you want to complete this quest. ------------------------------------------------------------------------------- Box of Rare Spice ------------------------------------------------------------------------------- Found: = Thieves Guild Level 1, in the room with the exploding Beholder-Kin and the many treasure chests. Purpose: = Give to Kaeira in the Tavern. Notes = When returned, she gives you an Iron Shield +1 and you gain 500 experience points. +---------------------------+ =| [06-03] Act II, Key Items |================================================== +---------------------------+ ------------------------------------------------------------------------------- Flint ------------------------------------------------------------------------------- Found: = Burning Eye Summit West, in the Ice Cave at the end of the area, on a dwarf corpse. Purpose: = One of the requirements of lighting the Signal Tower Fire. Notes = All three requirements must be met before the Signal Tower Fire is lit. ------------------------------------------------------------------------------- Torch ------------------------------------------------------------------------------- Found: = Burning Eye Summit East, on a dwarf corpse at the end of the area. Purpose: = One of the requirements of lighting the Signal Tower Fire. Notes = All three requirements must be met before the Signal Tower Fire is lit. ------------------------------------------------------------------------------- Oil Flask ------------------------------------------------------------------------------- Found: = Burning Eye Summit, in a path branching to a cave when going north to the Burning Eye Peak. Kolegrim gives it to you. Purpose: = One of the requirements of the lighting the Signal Tower Fire. Notes = All three requirements must be met before the Signal Tower Fire is lit. ------------------------------------------------------------------------------- Key of Dumathoin ------------------------------------------------------------------------------- Found: = Burning Eye Peak, on the thawed dwarf corpse when the Signal Tower Fire is lit. Purpose: = Opens the door to the Drow Mines. Notes = Signal Tower can only be lit when all the requirements are met. ------------------------------------------------------------------------------- Gold Shaft Gear ------------------------------------------------------------------------------- Found: = In the Drow Mines Level 1, in one of the branches close to the mine shaft. Purpose: = One of the three gears required to activate the mine shaft. Notes = The shaft is activated when all the gears are placed in the shaft. ------------------------------------------------------------------------------- Silver Shaft Gear ------------------------------------------------------------------------------- Found: = Drow Mines Level 1, Found in the second right branch when entering the Drow Mines. Purpose: = One of the three gears required to activate the mine shaft. Notes = The shaft is activated when all the gears are placed in the shaft. ------------------------------------------------------------------------------- Steel Shaft Gear ------------------------------------------------------------------------------- Found: = Drow Mines Level 1, found at the end of the main path in the Drow Mines. Purpose: = One of the three gears required to activate the mine shaft. Notes = The shaft is activated when all the gears are placed in the shaft. ------------------------------------------------------------------------------- Horn with Key ------------------------------------------------------------------------------- Found: = Drow Mines Level 3, Illivara drops it when she is killed. Purpose: = Opens the passage to the Ice Caves. Notes = A map is given when to talk to Tolegrim. It is used to navigate the woods to get to the Ice Caves. ------------------------------------------------------------------------------- Forest Map ------------------------------------------------------------------------------- Found: = Mining Camp, Thorgrim gives it to you. Purpose: = Used to navigate the forest leading to the Ice Caves. Notes = You must have the Horn with Key to get the Map, and to open the caves. ------------------------------------------------------------------------------- Illivara's Horn of Shahri ------------------------------------------------------------------------------- Found: = Drow Mines Level 3, Illivara drops it when killed. Purpose: = Used to open the passage to the ice caves. Notes = The name is revealed when the game tells you to blow the horn. Note that, though the Onyx Sword is a quest weapon, it more accurately reffered to as a Unique Weapon (found in its respective section). +------------------------------------+========================================= | [07-00] Frequently Asked Questions |========================================= +------------------------------------+========================================= If you see that I have made some silly error, like I did with the class specific weapons thing (see below) then e-mail me. These are Frequently Asked Questions about the items and parts of the game in general. 01. Do the gems (rubies, diamonds, sapphires, emeralds) have any point?..FAQ001 02. Do Amulets or Rings that don't modify your stats have any point?.....FAQ002 03. What is the strongest weapon in the game?............................FAQ003 04. What is the weakest weapon in the game?..............................FAQ004 05. What is the best armor set in the game?..............................FAQ005 06. How high can +(x) modifiers go?......................................FAQ006 07. What is the deal with the clothes at the beginning of the game?......FAQ007 08. Can you take ALL the clothes off the Sorceress?......................FAQ008 09. Where can the Recall Potion be used?.................................FAQ009 10. Are there any other bows in the game?................................FAQ010 11. Are there class specific weapons?....................................FAQ011 12. Are there constant weapon drops anywhere?............................FAQ012 13. What is the Buying to Selling Ratio?.................................FAQ013 14. How the heck are Item Gold values calculated?........................FAQ014 15. Who is Drizzt?.......................................................FAQ015 16. What items and equipment does Drizzt start off with?.................FAQ016 17. Can other characters wield two weapons like Drizzt?..................FAQ017 18. Can you take off Drizzt's swords?....................................FAQ018 19. Who is Lotor? Can I play as him?.....................................FAQ019 20. What is the difference between the Elemental Burst and Non-Burst Modifiers? FAQ020 =============================================================================== 01. Do the gems (rubies, diamonds, sapphires, emeralds) have any point? FAQ001 ----------------------------------------------------------------------- A. The ONLY purpose is to sell them for the small amounts of gold they are offered for in the game. They cannot be "socketed" into any items (A la Diablo II) or anything else. They can be used as memoirs of your journey, but that's about it. And the silly thing is, they can sometimes be purchased. 02. Do Amulets or Rings that don't modify your stats have any point? FAQ002 ------------------------------------------------------------------- A. See the above question. They have no point but selling, and for some reason you can buy them from (usually) Bartley the Shopkeeper in Act I, and sometimes in Act II. 03. What is the strongest weapon in the game? FAQ003 -------------------------------------------- A. The Onyx Sword is the most powerful in my opinion: 90 - 120 damage AND a shield can be wielded with it. The inventory screen will lie to you about the weapon damage; the items with the Shocking modifier are actually far weaker than they seem. For example, the Shock Adamantine Great Sword of Speed + 5 seems very strong (64 - 212) but in reality, the 10-24 base damage turns out to be 61 - 140, significantly weaker, and this makes the Onyx Sword look about 72 damage points and a shield better. 04. What is the weakest weapon in the game? FAQ004 ------------------------------------------ A. Besides the fists, the weakest weapon in the game is the Rusty Dagger, doing 1-2 damage. (The fists can actually become quite strong, I believe, as their damage increases with strength) 05. What is the best armor set in the game? FAQ005 ------------------------------------------ A. In terms of pure AC, Full Plate Armor. In terms of weight-to-AC ratio, Half Plate Armor. This is good because you can carry more things, with a very respectable armor class. 06. How high can +(x) modifiers go? FAQ006 ---------------------------------- A. For armors and weapons, they can go up to +5. For jewelry, they can go as high as +15 (although good luck finding those until the Onyx Tower or Extreme difficulty). These jewelry are commonplace later in the game however. 07. What is the deal with the clothes at the beginning of the game? FAQ007 ------------------------------------------------------------------ A. The clothes honestly have no point other then, uh, clothing your character. The AC is pitiful and whenever I start a game I always drop the clothes right when I start the game to lose the weight of the clothes. Looks kind of funny running around half-naked, though :) 08. Can you take ALL the clothes off the Sorceress? FAQ008 --------------------------------------------------- A. Nay. 09. Where can the Recall Potion be used? FAQ009 --------------------------------------- A. No recall potions work in the Onyx Tower, during a boss battle, where a safe area has not been found (i.e. the beginning of an Act, or in safe areas (such as towns). Anywhere else is fine. 10. Are there any other bows in the game? FAQ010 ---------------------------------------- A. No, the only bow is the ShortBow. The most powerful bow, the Shock(ing Burst) Oak Short Bow of Speed + 5, doing 40 - 148 damage per hit. 11. Are there Class specific weapons? FAQ011 ------------------------------------- A. So, the class specific weapons are the two handed weapons, with the exception of the bow. The two handed weapons can only be used by the Archer and the Dwarf. Other then that, all weapons are free game for any of the classes. 12. Are there constant weapon drops anywhere? FAQ012 -------------------------------------------- A. In most of the First Act of the game, and the Onyx Golem always drops the Onyx Sword (in the Gauntlet and the Onyx Tower). There may be some other exceptions that I am not aware of, but I am sure that in the first act of the game there are constant weapon drops from treasure chests only. Additionally, there are always lots of potions that drop in places where there is (at a certain point in the game) no where to recall to. For example, the Windwalk and the Onyx Tower (this is true for arrows as well). In the Onyx Tower, no recall potions drop (to my knowledge). 13. What is the Buying to Selling Ratio? FAQ013 --------------------------------------- A. That is a very good question because it seemingly changes with each item bought. The ratio is always 2.2 plus 0.0x, and the x may change with every item. This is how I calculated some of the prices in brackets. 14. How the heck are Item Gold values calculated? FAQ014 ------------------------------------------------ A. That I do not know. There is no set value that I can immediately find that changes the gold value, if a modifier is added on. For example, a +1 increases a weapons worth by a different value per item, as well as any other modifier used on a different item. No percentage increase, I'm afraid. 15. Who is Drizzt? FAQ015 ----------------- A. Drizzt is the main character from some of the Forgotten Realms series of fantasy novels. If you enjoyed the story in this game and haven't read any of that series, I recommend you pick up some. 16. What items and equipment does Drizzt start off with? FAQ016 ------------------------------------------------------- A. When you first control Drizzt, he has his two swords, Twinkle and Icingdeath, as well as a Mithril Chainmail + 4, and 3 healing potions. You can keep the items that you get in the Gauntlet as you proceed in the game after unlocking him. 17. Can other characters wield two weapons like Drizzt? FAQ017 ------------------------------------------------------ A. No. Drizzt is the only character that can do this. The tradeoff for being able to wield two weapons seems to be not being able to change weapons. 18. Can you take off Drizzt's swords? FAQ018 ------------------------------------ A. No, it is not possible for Drizzt to use other weapons in this game (although if you have read books about Drizzt he has used a bow on occasion) 19. Who is Lotor? Can I play with him? FAQ019 ------------------------------------- A. Lotor is just another name for Drizzt. And therefore, because he is a hidden character, you can play with him. 20. What is the difference between the Elemental Burst and Non-Burst Modifiers? -------------------------------------------------------------------------FAQ020 A. A forum member named Vendetta was kind to point out that Non-Burst elemental modifiers, such as "Shock" instead of "Shocking Burst", cause their damage after every hit. Burst weapons, however, cause the same damage as Shock weapons on normal hits, but on critical hits, they cause extra damage. +-----------------+============================================================ | [08-00] Secrets |============================================================ +-----------------+============================================================ I have included a cheat section (yes, this is an items guide) because, well, you can use cheats in conjunction with items, I suppose. They are also asked about frequently on message boards. These are for the Playstation 2 ONLY (you can find the codes for other systems on the Cheats FAQ on the Dark Alliance page at GameFAQs.com). +-----------------+ =| [08-01] Secrets |========================================================== +-----------------+ [08-01-01] EXTREME DIFFICULTY: ---------------------- Beat the game on Easy, Normal, or Hard difficulty and then the new challenge, The Gauntlet will appear. Beat this (you get to control Drizzt Do'Urden) and then Extreme Difficulty will be unlocked. [08-01-02] PLAY AS DRIZZT DO'URDEN (LEGIT): ----------------------------------- Beat the game on Extreme Difficulty. Sounds easy, right? After you do this, Drizzt will become a playable character. Now you must import Drizzt(from your Gauntlet save file) into the main game. [08-01-03] "LOADS" OF FUN: ------------------ During the loading screen, rotate the right analog stick. The flames on the loading words will correspond to the movements. +-----------------------+ =| [08-02] Actual Cheats |====================================================== +-----------------------+ [08-02-01] CHEAT MENU: -------------- Hold R2, L1, Triangle and left on D-Pad, then press start. Inputting this code during game play will open a cheat menu, that allows for level warps (including to parts of levels that were only used in cinematics, And the Gauntlet with a regular character) and invincibility. A note when using the Level Select menu - don't worry if the text of the level that you want to go to is in red: this simply means that it is not in the same act that you are in. [08-02-02] QUICK LEVEL UP AND OTHER GOODIES: ------------------------------------ While in game play, press and hold L1, R2, Triangle, Left on the D-Pad, R3, then press Start. This will make your character 20th level, with 75000 gold, 1000 Health and 1000 Mana. Additionally, a minimum of 1 in every feat, including OTHER character specific feats is given. There is a tradeoff however: you will not be able to gain any more experience, and your stats will not change. There are some other things that I and other people have noticed, check out the excellent Debug FAQ on Gamefaqs.com for more information on this cheat. [08-02-03] PLAY AS DRIZZT DO'URDEN (CHEATING): -------------------------------------- Too hard to get Drizzt normally? Well, inputting this code will allow for quick release. At the character select screen, L1, R1, Triangle, and press X. Choose a character. That character will become Drizzt. Doing this, however, may not allow for Drizzt to level up past 20th level. +-----------------------------+ =| [08-03] Glitches / Exploits |================================================ +-----------------------------+ [08-03-01] Item Duplication --------------------------- You must have two players, and being in a safe place (town) is a must. Then, have one character drop the requested item(s). Import the character that just dropped their items and they will have all the things that they just dropped but, its also on the ground. Doing this, you can give the item to another character, or sell it for money. [08-03-01] Experience and/or Gold --------------------------------- Quick Experience Method A -------------------------- (Thanks to "Erewego" on the GameFAQs cheat page) "Get to a save point right before a boss that gives A LOT of experience. 'Example: Beholder, Drow Elf Sorceress, [Ice] Dragon, Onyx Golem. Save the game. Defeat the boss, then go back and save the game under a new file. Load the original file (before you fought the boss). Import the character from the new file (after you fought the boss). Go fight the boss again for more experience. Repeat till you reach whatever level you wish. The massive experience you get should make it easy." Quick Experience Method B (and Gold) ------------------------- (Thanks to "TruthSeeker") " There's an even easier way to exploit the import function to gain exp. and gold. Once you've gone through Burning Eye and the Mines and recovered the Horn, but BEFORE you talk to Torreigor, you save the game. This save will be the game you continuously reload, walking right over to the Dwarf, getting your reward, saving on a different file, and repeating the process. You don't fight anything, it takes two seconds to talk to the guy, and you get 2,000 exp and 3,000 gold for every reload. " This method is obviously preferred unless you like fighting endlessly. [08-03-01] Increase Carrying Capacity ------------------------------------- (Thanks to "TruthSeeker") " This one's the best trick I found by myself that wasn't already listed on FAQ's and stuff. I was in the Onyx tower, weighed down with arrows and heavy armor. (not to mention potions). The desperate desire to pick up more loot (aka greed!) overcame me, so I equipped my Amulet of Strength +5 and watched my weight capacity shoot up by 50 units. And I thought... wait a minute... if my base capacity is 200, and my amulet makes it 250 - and then I pick up all this stuff until I reach 250.... what's the game gonna do if I take the amulet off while Im carrying so much?? Curiosity got the best of me, and i unequipped the amulet, knowing it would reduce my capacity beneath the weight I was carrying. To my surprise (and delight) - the ratio on screen read: 249.5/200. Eureka!! Long story short- always keep an amulet and a ring (or two) of strength (+ x) with you at all times. Anytime you're too weighed down to pick stuff up, don't drop anything - just equip the strength jewelry, pick all that stuff up and do back to your original preferred jewelry. You'll have taken advantage of the strength bonus long enough to load down the loot, and still get to wear that Ring of Rejuvenation or Amulet of Constitution you've become so attached to." "TheWookieMan" gives this addenum: "Oh, yeah. And what Truthseeker said about the 'weight cheating' is partially incorrect. Instead of the weight going down to '.5' below the weight you can handle when you unequip a ring/amulet of strength after becoming encumbered, the weight *actually* stays the same when you unequip the ring/amulet of strength. However, you can still walk around and you can equip something else in it's stead. It's a minor technicality on his part, but hey, what the heck. " +--------------------------+ =| [08-04] GameShark Codes |=================================================== +--------------------------+ NOTE: These are codes that are all found from different locations across the internet. I will give complete credit where credit is due. However, I cannot take responsibility for what these codes do to your system or if they actually work at all. But, I have put them here for your convenience. Official Codes CREDIT: GameShark.com For use with a GameShark Version 3 ONLY. Works on NTSC Systems. +--------------------------------------------------------+ | Name Code | +--------------------------------------------------------+ A. Miscellaneous Codes: 01. [M] Must Be On Master Code F4029D38 B73C92B6 02. Play As Lotor (Drizzt) 14103468 36B4D17A 14103468 36B4D1CA B. Power Codes: 03. P1: Carry No Weight 14D01669 36B4D168 04. P1: Infinite Money 24D41C78 773DD9F8 05. P1: Infinite Health 24DC16C8 2635D168 06. P1: Infinite Magic 24DC16C8 2635D1F8 07. P1: Infinite Upgrade Points 04401768 3E34D14A 08. P1: Max Health 24DC16C8 2635D158 09. P1: Max Magic 24DC14C8 2635D148 10. P2: Carry No Weight 14901129 3634C168 11. P2: Infinite Money 24941A38 773DC9F8 12. P2: Infinite Health 24DC1188 26B5C168 13. P2: Infinite Magic 24DC1188 26B5C1F8 14. P2: Infinite Upgrade Points 14001028 3E34C14A 15. P2: Max Health 24DC1188 26B5C158 16. P2: Max Magic 249C1288 2635C148 02. Official Codes CREDIT: GameShark.com For use with a GameShark Version 1 or 2 ONLY. Works on NTSC Systems. Now, if you have a Gameshark Version 1 or 2, then you have access to some more powerful codes (including item generation!!). However, there is far too much editing to do and it would take up a lot of space to include (obsolete) codes in this FAQ. Go to this web address to see the Version 1 and 2 codes: http://www.gameshark.com/playstation2/objects/156543_106.html +--------------------------+ | [09-00] FAQ Information |==================================================== +--------------------------+ +-----------------+ =| [09-01] Updates |============================================================ +-----------------+ 4.00 ---- - The big correction on usefulness of weapons with mods. - changed the formatting of the guide to the future formatting of all my guides. - added the final info on Drizzt's swords. 3.2 --- - Change of FAQ Permissions 3.1 --- - FAQ 20 - Weapon Specific Information - Corrected the difference between elemental Burst and just normal - How to Use section - Spelling - Bow and Arrow more correctly placed - Added Auto Search Feature - Corrected Table of Contents 3.0 --- - Added FAQ's - Added some exploits from TruthSeeker - Finally Synchronized the Tables - Gameshark Codes 2.5 --- - Added stuff about my BGDA Program at http://www.angelfire.com/scifi/keith999/bgda/ 2.1 --- - Geez, I added an Armor Table and an Item Table. - Reorganization - Some more FAQ's were added. 2.0 --- - Since I added all the boxes around the stuff in this FAQ, I decided to do some size shaving, like killing all the previous updates and deleting useless information. - Added the new Weapons Quick Reference Table. Won't do one for the other items or armor, because that seems kinda pointless. +-----------------+ =| [09-02] Credits |============================================================ +-----------------+ 01. http://www.gamefaqs.com - Hosts the FAQ for free - Grants Help via Forums 02. http://www.planetbaldursgate.com/bgda/ - a little bit of information was taken from here 03. Erwego (on GameFAQs cheat pages) - Copied and pasted the quick experience method A from there 04. Truthseeker - Quick Experience/Gold Method B - Increase Carrying Capacity 05. http://www.gameshark.com/ - Official GameShark codes 06. Vendetta (GameFAQs forum user) - Information about the weapon specific D&D modifiers (triple criticals etc) - Information about the "Burst" weapons and how they do extra damage on critical hits. - Information about the correct damage of weapons. - Drizzit's sword's damage. 07. Eron the Relentless (sorry about name misspell) - Correction of armor locations 08. TheWookieeMan - The Final informaiton on Drizzt's swords - some corrections on the carrying capacity exploit And all the people that have e-mailed me about the guide... And all the people that I have forgotten. +----------------------+ =| [09-03] Contacting Me|======================================================= +----------------------+ If you have any suggestions, comments, improvements, etc, please feel free to contact me at mcleodkw at hotmail dot com. Make sure you have "FAQ" in the title somewhere so that it doesn't get filtered. If it has something to do with the game then I will gladly respond. If you are contributing something, include the name that I will credit you by. +---------------------------------+ =| [09-04] Item Generation Program |============================================ +---------------------------------+ I have programmed an Item Generator in Visual Basic 6.0. It can be found at this website: http://www.angelfire.com/scifi/keith999/bgda/ The program is not a virus etc. It is not perfect either, and also I have lost my copy of VB and formatted my hard drive so I won't be able to update it for sometime. However, it is good for finding specific values for some items. I have also given the source code (because the values that I found are probably copyright of the developers or something). If you can do something to make the program better, go ahead and email me the changes that you made :) +-------------------+ =| [09-05] Copyright |========================================================== +-------------------+ This FAQ is (C) and Copyright Keith McLeod 2002. Under no circumstances may this FAQ be reproduced, electronically or otherwise, without the explicit permission of the author. 0123456789012345678901234567890123456789012345678901234567890123456789012345678 01234567890123456789012345678901234567890123456789012345678901234567890123456789 End of Document