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Baldurs Gate Enhanced Edition 2.2.0.4 Database


1,000 Results
For Page 25

NumberText
24179Petrified
24180Base THAC0
24181Off-hand THAC0
24182Main Hand THAC0
24183Move Silently
24184Hide In Shadows
24185Detect Illusion
24186Set Traps
24187Stealth
24188INACTIVE PROFICIENCY SLOTS
24189INACTIVE SKILLS
24190Gained Spell: <SPECIALABILITYNAME>
24191Monks cannot use off-hand weapons.
24192A mind-controlled creature cannot speak to you of his own free will.
24193revert
24194dispel
24195Contingency
24196next
24197erase
24198NEUTRAL: True neutral characters believe in the ultimate balance of forces, and they refuse to see actions as either good or evil. Since the majority of people in the world make judgments, true neutral characters are extremely rare. True neutrals do their best to avoid siding with the forces of either good or evil, law or chaos. It is their duty to see that all of these forces remain in balanced contention. True neutral characters sometimes find themselves forced into rather peculiar alliances. To a great extent, they are compelled to side with the underdog in any given situation, sometimes even changing sides as the previous loser becomes the winner. A true neutral Druid might join the local barony to put down a tribe of evil gnolls, only to drop out or switch sides when the gnolls were brought to the brink of destruction. He would seek to prevent either side from becoming too powerful. Clearly, there are very few true neutral characters in the world.
24199Males of the realms can excel in whatever profession they choose, whether wizardry, thievery, or the arts of war.
24200half-orc
24201tiefling
24202Half-Orc
24203Tiefling
24204HALF-ORCS: Half-orcs are born from the union of human and orc parents. They are as tall as humans, but a little heavier due to their muscular builds. Their greenish pigmentation, sloping forehead, jutting jaw, prominent teeth, and coarse body hair make their lineage plain for all to see. In the Sword Coast, half-orcs are tolerated, as unlike in the north the local people haven't had centuries of warfare with orc kind. Half-orcs are known for their great strength. Half-orcs have the following traits: – Infravision. – +1 Strength, +1 Constitution, -2 Intelligence.
24205Fallen Cleric
24206Fallen Priest of Lathander
24207fallen cavalier
24208Fallen Cavalier
24209fallen inquisitor
24210Fallen Inquisitor
24211fallen undead hunter
24212Fallen Undead Hunter
24213fallen archer
24214Fallen Archer
24215fallen stalker
24216Fallen Stalker
24217fallen beastmaster
24218Fallen Beastmaster
24219Proficient (1 slot): The character can use the weapon with no penalties.
24220Specialized (2 slots): The character receives +1 to hit, +2 to damage, and (for warriors only) an extra 1/2 attack per round with the selected weapon.
24221Master (3 slots): The character receives +3 to hit, +3 to damage, and (for warriors only) an extra 1/2 attack per round with the selected weapon.
24222High Master (4 slots): The character receives +3 to hit, +4 to damage, -1 to Speed Factor, and (for warriors only) an extra 1/2 attack per round with the selected weapon.
24223Grand Master (5 slots): The character receives +3 to hit, +5 to damage, -3 to Speed Factor, and (for warriors only) an extra attack per round with the selected weapon.
24224sorcerer
24225monk
24226barbarian
24227Sorcerer
24228Monk
24229Barbarian
24230CLERIC: The Cleric is a generic priest (of any mythos) who tends to the spiritual needs of a community. Though <PRO_HESHE> is both protector and healer, <PRO_HESHE> is not purely defensive—when evil threatens, the Cleric is well suited to seek it out on its own ground and destroy it. The opposite is true of evil Clerics as well, and there are also many variations in between. CLASS FEATURES: – May wear helmets. – May wear any armor. – May only use non-bladed, non-piercing weapons (war hammer, club, flail, mace, quarterstaff, sling). – May only become Proficient (one slot) in any weapon class. – May only become Proficient (one slot) in any fighting style. – May Turn Undead. – May cast priest spells. – Hit Die: d8 Prime Requisites For Dual-Classing: Wisdom
24231FIGHTER/MAGE/CLERIC: This character can use the abilities of a Fighter, Mage, and Cleric, though they are restricted to weapons allowed by the Cleric's ethos and cannot cast Mage spells while wearing armor. This character may Specialize in, but not Master, any weapon they can use.
24232FIGHTER/MAGE/THIEF: This character can use the abilities of a Fighter, Mage, and Thief, though they cannot use their thieving skills while wearing more than studded leather armor and cannot cast spells while wearing any armor. They may Specialize in, but not Master, any weapon they can use.
24233SORCERER: Sorcerers are practitioners of magic who were born with the innate ability to cast spells. It is thought that the blood of some powerful creature flows through their veins; perhaps they are the spawn of the gods themselves, or even dragons walking in humanoid form. Regardless, the Sorcerer's magic is intuitive rather than logical. They know fewer spells than Mages, and acquire spells more slowly, but they can cast spells more often and have no need to select and prepare spells ahead of time. Sorcerers cannot specialize in magic the way Mages do. Other than these differences, a Sorcerer is very similar to a Mage. CLASS FEATURES: – May not wear any armor. – May only use the following weapons: dagger, quarterstaff, dart, sling. – May only become Proficient (one slot) in any weapon class. – May not place any slots in any fighting style. – May cast arcane spells. – May not scribe spells into their spellbooks as Mages do. Instead, Sorcerers learn a small number of spells at each level, which they can cast daily without memorization. – Hit Die: d4
24234MONK: Monks are warriors who pursue perfection through contemplation as well as action. They are versatile fighters, especially skilled in combat without weapons or armor. Though Monks cannot cast spells, they have a unique magic of their own: they channel a subtle energy, called ki, which allows them to perform amazing feats. The Monk's best known feat is their ability to stun an opponent with an unarmed blow. CLASS FEATURES: – May not wear any armor. – May only use weapons available to the Thief class (except two-handed). – May only become Proficient (one slot) in any weapon class. – May only become Proficient (one slot) in Single-Weapon Style and may not put slots into any other style. – Moves 2 points faster than other characters. Movement rate further improves by 1 every 5 levels. – May make 1 unarmed attack per round. An additional 1/2 attack per round is gained every 3 levels. Damage dealt by unarmed attacks increases with level as follows: Level 1-2: 1d6 Level 3-5: 1d8 Level 6-8: 1d10 Level 9-14: 1d12 Level 15+: 1d20 – At level 9, unarmed attacks are treated as a +1 magical weapon and gain a +1 bonus to hit and damage rolls. This enchantment improves to +2 at level 12, +3 at level 15, and +4 at level 25. – Receives a +2 bonus to Saving Throws vs. Spell. – Deflect Missiles: +1 bonus to AC vs. missile attacks every 3 levels. – Starts with an Armor Class of 9 at 1st level and gains an additional +1 bonus every 2 levels. – May use the Stunning Blow ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. STUNNING BLOW: All successful attacks within the next round force the victim to save vs. Spell or be stunned. This special ability automatically modifies normal attacks; no targeting needs to be done. – 5th level: Becomes immune to all diseases and cannot be slowed or hasted. – 7th level: May use the Lay On Hands ability on <PRO_HIMHER>self to heal 2 Hit Points per level. – 8th level: Gains a -1 bonus to Speed Factor. – 9th level: Gains a +1 bonus to all Saving Throws and becomes immune to charm. – 11th level: Becomes immune to poison. – 12th level: Gains another -1 bonus to Speed Factor. – 13th level: May use the Quivering Palm ability once per day. QUIVERING PALM: The next successful attack forces the opponent to save vs. Spell or die. This special ability automatically modifies normal attacks; no targeting needs to be done. – 14th level: Gains 3% Magic Resistance per level (starting with 42% at 14th level). – 20th level: Becomes immune to non-magical weapons. – Alignment restricted to lawful. – Hit Die: d8
24235BARBARIAN: A Barbarian can be an excellent warrior. While not as disciplined or as skilled as a Fighter, the Barbarian can willingly throw <PRO_HIMHER>self into a berserker rage, becoming a tougher and stronger opponent. CLASS FEATURES: – May not wear armor heavier than splint mail. – May not exceed Specialization (two slots) with any weapon class. – May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style. – Moves 2 points faster than other characters. – Immune to backstab. – May use the Rage ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. RAGE: The enraged status lasts for 5 rounds and provides a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class and a +2 bonus to Saving Throws vs. Spell, as well as immunity to all charm, hold, fear, maze, stun, sleep, confusion, and level drain spells. – 11th level: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at levels 15 and 19. – Hit Die: d12
24236Sorcerer
24237Monk
24238Barbarian
24239berserker
24240wizard slayer
24241kensai
24242cavalier
24243inquisitor
24244undead hunter
24245archer
24246stalker
24247beast master
24248assassin
24249bounty hunter
24250swashbuckler
24251blade
24252jester
24253skald
24254priest of Talos
24255priest of Helm
24256priest of Lathander
24257totemic druid
24258shapeshifter
24259avenger
24260wild mage
24261Berserker
24262Wizard Slayer
24263Kensai
24264Cavalier
24265Inquisitor
24266Undead Hunter
24267Archer
24268Stalker
24269Beast Master
24270Assassin
24271Bounty Hunter
24272Swashbuckler
24273Blade
24274Jester
24275Skald
24276Priest of Talos
24277Priest of Helm
24278Priest of Lathander
24279Totemic Druid
24280Shapeshifter
24281Avenger
24282Wild Mage
24283WILD MAGE: Wild magic is a new type of magic that is characterized by powerful and dangerous surges of unpredictable magic. Generally considered to be an unfortunate byproduct of the Time of Troubles, wild magic has recently begun to attract the attention of many a curious or scholarly wizard. Wild Mages are wizards who specialize in the study of wild magic. They have access to spells to protect themselves from wild magic and bend it to their wills. Wild magic is extremely unpredictable and should be used with caution. CLASS FEATURES: – May memorize one additional spell per level. – May cast the 1st-level spell Nahal's Reckless Dweomer. – May cast the 2nd-level spell Chaos Shield (included in spellbook for free). – May cast the 7th-level spell Improved Chaos Shield (included in spellbook for free). – Upon casting a spell, there is a 5% chance of incurring a wild surge. WILD SURGE: A wild surge generates a completely random magical effect from the spell being cast. Its effects may be either beneficial or detrimental to the Wild Mage and <PRO_HISHER> allies. – Casting level varies slightly whenever <PRO_HESHE> casts a spell—anywhere between five levels lower and five levels higher than the Wild Mage's true level.
24284BERSERKER: This is a warrior who is in tune with <PRO_HISHER> animalistic side and, during combat, can achieve an ecstatic state of mind that will enable <PRO_HIMHER> to fight longer, harder, and more savagely than any person has a right to. Berserkers tend to be barbarian-like in nature, but not always. Sometimes it is a conscious choice that a warrior in training makes. Regardless, opponents on the battlefield will be unsettled when they see the savage and inhuman elements of the Berserker's personality. This class is common amongst dwarves, known to them as the Battlerager. Advantages: – May use Rage ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. RAGE: The enraged state lasts for 1 turn. While enraged, a Berserker gains a bonus of +2 to <PRO_HISHER> attack and damage rolls as well as to <PRO_HISHER> Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. The Berserker also gains 15 temporary Hit Points which are taken away at the end of <PRO_HISHER> berserk spree, possibly knocking <PRO_HIMHER> unconscious. Disadvantages: – Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls, and damage rolls. – May not Specialize in ranged weapons. – Alignment restricted to any non-lawful.
24285WIZARD SLAYER: This warrior has been specially trained by <PRO_HISHER> sect to excel in hunting and combating spellcasters of all kinds. Advantages: – Each successful hit bestows a 25% cumulative chance of spell failure on the target. – +1% Magic Resistance per level. Disadvantages: – May not use any magic items apart from weapons and armor.
24286KENSAI: This class's name, which means "sword saint" in the common tongue, refers to a warrior who has been specially trained to be one with <PRO_HISHER> weapon. The kensai is deadly, fast, and trained to fight without the protection of armor. (Note: Despite its common name, a Kensai may use any melee weapon with which <PRO_HESHE> is proficient.) Advantages: – +2 bonus to Armor Class. – +1 to hit and damage rolls every 3 levels. – -1 bonus to Speed Factor every 4 levels. – May use the Kai ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. KAI: All successful attacks within the next 10 seconds deal maximum damage. Disadvantages: – May not wear any armor. – May not use missile weapons. – May not wear gauntlets or bracers. – Alignment restricted to any non-chaotic.
24287CAVALIER: This class represents the most common picture of the knight: the chivalrous warrior who epitomizes honor, courage, and loyalty. The cavalier is specialized in battling "classical" evil monsters such as demons and dragons. Advantages: – +3 bonus to hit and damage rolls against all fiendish and draconic creatures. – May cast Remove Fear once per day per level. – Immune to charm, fear, poison, and morale failure. – 20% resistance to fire and acid. Disadvantages: – May not use missile weapons.
24288INQUISITOR: The Inquisitor has dedicated <PRO_HISHER> life to finding and eliminating practitioners of evil magic and defeating the forces of darkness, and <PRO_HISHER> god has provided <PRO_HIMHER> with special abilities toward that end. Advantages: – May cast Dispel Magic once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. The spell is cast at Speed Factor 1 and acts at twice the Inquisitor's character level. – May cast True Sight once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. – Immune to hold and charm. Disadvantages: – May not turn undead. – May not use the Lay On Hands ability. – May not cast priest spells.
24289UNDEAD HUNTER: This holy avenger has honed <PRO_HISHER> abilities toward the destruction of the undead and other unnatural creatures and is immune to many of their most devastating abilities. Advantages: – +3 bonus to hit and damage rolls against undead creatures. – Immune to hold and level drain. Disadvantages: – May not use Lay On Hands ability.
24290ABJURER: A Mage who specializes in protective magics. Advantages: – May cast one additional spell per level. – Receives a +15% bonus when scribing scrolls from the Abjuration school. – Receives a +2 bonus when making Saving Throws against spells from the Abjuration school. – Targets suffer a -2 penalty when making Saving Throws against spells from the Abjuration school. Disadvantages: – May not learn or cast any spells of the Alteration school. – Receives a -15% penalty when scribing scrolls from other schools. Requires at least 15 Wisdom.
24291CONJURER: A Mage who specializes in creating creatures and objects to assist <PRO_HIMHER>. Advantages: – May cast one additional spell per level. – Receives a +15% bonus when scribing scrolls from the Conjuration school. – Receives a +2 bonus when making Saving Throws against spells from the Conjuration school. – Targets suffer a -2 penalty when making Saving Throws against spells from the Conjuration school. Disadvantages: – May not learn or cast any spells of the Divination school. – Receives a -15% penalty when scribing scrolls from other schools. Requires at least 15 Constitution.
24292DIVINER: A Mage who specializes in detection and divining magics. Advantages: – May cast one additional spell per level. – Receives a +15% bonus when scribing scrolls from the Divination school. – Receives a +2 bonus when making Saving Throws against spells from the Divination school. – Targets suffer a -2 penalty when making Saving Throws against spells from the Divination school. Disadvantages: – May not learn or cast any spells of the Conjuration school. – Receives a -15% penalty when scribing scrolls from other schools. Requires at least 16 Wisdom.
24293ENCHANTER: A Mage who specializes in manipulating the minds of sentient beings. Advantages: – May cast one additional spell per level. – Receives a +15% bonus when scribing scrolls from the Enchantment school. – Receives a +2 bonus when making Saving Throws against spells from the Enchantment school. – Targets suffer a -2 penalty when making Saving Throws against spells from the Enchantment school. Disadvantages: – May not learn or cast any spells of the Invocation school. – Receives a -15% penalty when scribing scrolls from other schools. Requires at least 16 Charisma.
24294ILLUSIONIST: A Mage who specializes in creating illusions to confuse and mislead. Advantages: – May cast one additional spell per level. – Receives a +15% bonus when scribing scrolls from the Illusion school. – Receives a +2 bonus when making Saving Throws against spells from the Illusion school. – Targets suffer a -2 penalty when making Saving Throws against spells from the Illusion school. Disadvantages: – May not learn or cast any spells of the Necromancy school. – Receives a -15% penalty when scribing scrolls from other schools. Requires at least 16 Dexterity.
24295INVOKER: A Mage who specializes in the manipulation of raw and elemental energies. Advantages: – May cast one additional spell per level. – Receives a +15% bonus when scribing scrolls from the Invocation school. – Receives a +2 bonus when making Saving Throws against spells from the Invocation school. – Targets suffer a -2 penalty when making Saving Throws against spells from the Invocation school. Disadvantages: – May not learn or cast any spells of the Enchantment school. – Receives a -15% penalty when scribing scrolls from other schools. Requires at least 16 Constitution.
24296NECROMANCER: A Mage who specializes in magic dealing with death. Advantages: – May cast one additional spell per level. – Receives a +15% bonus when scribing scrolls from the Necromancy school. – Receives a +2 bonus when making Saving Throws against spells from the Necromancy school. – Targets suffer a -2 penalty when making Saving Throws against spells from the Necromancy school. Disadvantages: – May not learn or cast any spells of the Illusion school. – Receives a -15% penalty when scribing scrolls from other schools. Requires at least 16 Wisdom.
24297TRANSMUTER: A Mage who specializes in magic that alters physical reality. Advantages: – May cast one additional spell per level. – Receives a +15% bonus when scribing scrolls from the Alteration school. – Receives a +2 bonus when making Saving Throws against spells from the Alteration school. – Targets suffer a -2 penalty when making Saving Throws against spells from the Alteration school. Disadvantages: – May not learn or cast any spells of the Abjuration school. – Receives a -15% penalty when scribing scrolls from other schools. Requires at least 15 Dexterity.
24298ARCHER: The Archer is the epitome of skill with the bow—the ultimate marks<PRO_MANWOMAN>, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of <PRO_HISHER> proficiency with melee weapons and armor. Advantages: – +1 to hit and damage rolls with any missile weapon every 3 levels. – May achieve Grand Mastery (5 slots) in longbows, shortbows, and crossbows. – May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter. CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer: 4th level: -1 penalty to target's THAC0. 8th level: -1 penalty to target's Saving Throws vs. Spell. 12th level: -1 penalty to the target's Strength score. 16th level: +2 bonus to damage roll. Disadvantages: – May only wear leather, studded leather, and hide armor. – May only become Proficient (one slot) with melee weapons. – May not use the Charm Animal ability.
24299STALKER: Stalkers serve as covert intelligence-gatherers, comfortable in both wilderness and urban settings. They are spies, informants, and interrogators, and their mastery of stealth makes them deadly opponents. Advantages: – +20% to Move Silently and Hide In Shadows. – May use Backstab ability, although for a lower damage multiplier than Thieves: Level 1-8: x2 Level 9-16: x3 Level 17+: x4 – 12th level: May memorize 3 Mage spells: Haste, Protection From Normal Missiles, and Minor Spell Deflection. Disadvantages: – May not wear armor heavier than studded leather.
24300BEAST MASTER: This Ranger is a wanderer and is not comfortable in civilized lands. Therefore, <PRO_HESHE> maintains a natural affinity for animals; they are <PRO_HISHER> friends and comrades-in-arms, and the Beast Master has a limited form of telepathic communication with them. Advantages: – +15% to Move Silently and Hide In Shadows. – May use Find Familiar ability to summon a pseudo dragon (if lawful or neutral good) or fairy dragon (if chaotic good) companion. – 8th level: May cast Animal Summoning I. – 10th level: May cast Animal Summoning II. – 12th level: May cast Animal Summoning III. Disadvantages: – May not use any metal weapons (for example: swords, halberds, war hammers, or morning stars). – May not wear armor heavier than studded leather.
24301ASSASSIN: This is a killer trained in discreet and efficient murder, relying on anonymity and surprise to perform <PRO_HISHER> task. Advantages: – +1 bonus to hit and damage rolls. – Backstab ability reaches x7 multiplier instead of capping at x5. (Note: This cap is not reached until higher levels, which can only be attained in Baldur's Gate II: Enhanced Edition.) – May use the Poison Weapon ability. Gains one use at level 1 and an additional use every 4 levels thereafter. POISON WEAPON: Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level: 1st - Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates) 5th - Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save) 9th - Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save) 13th - Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save) Disadvantages: – May only distribute 15 skill points per level among thieving skills.
24302BOUNTY HUNTER: This is a hunter of men, skilled in tracking quarry and bringing them back alive—whether for lawful authorities or underworld masters. Bounty Hunters are specially trained at their task and make fearsome opponents. They have honed their trap-making abilities well beyond that of the average Thief. Advantages: – +15% bonus to Set Traps. – May use the Set Special Snare ability once per day in addition to the normal Thief's Set Snare. Gains one use at level 1 and an additional use every 5 levels thereafter. SET SPECIAL SNARE: Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the Bounty Hunter's level and can only be triggered by enemies. 1st level: Deals 3d8+5 missile damage and slows target for 5 rounds if a Save vs. Spell with a -4 penalty is failed. 11th level: Deals 4d8+5 missile damage and holds target for 5 rounds if a Save vs. Spell with a -1 penalty is failed. 16th level: Erects an Otiluke's Resilient Sphere around the target for 7 rounds if a Save vs. Spell is failed. 21st level: Mazes the target. Disadvantages: – May only distribute 20 skill points per level among thieving skills.
24303SWASHBUCKLER: This rogue is part acrobat, part swords<PRO_MANWOMAN>, and part wit: the epitome of charm and grace. Advantages: – +1 bonus to Armor Class at 1st level, plus an additional +1 bonus every 5 levels. – +1 bonus to hit and damage rolls every 5 levels. – May Specialize (two slots) in any melee weapon available to Thieves. – May place 3 slots into Two-Weapon Style. Disadvantages: – May not use Backstab ability.
24304BLADE: The Blade is an expert fighter and adventurer whose bardic acting abilities make <PRO_HIMHER> appear more intimidating and fearsome. This Bard's fighting style is flashy and entertaining, but is also lethally dangerous. Advantages: – May place 3 slots in Two-Weapon Style. – May use the Offensive Spin and Defensive Spin abilities once per day. Gains one use each at level 1 and an additional use each every 4 levels thereafter. OFFENSIVE SPIN: During the next 4 rounds, the Blade's movement rate doubles and <PRO_HESHE> gains a +2 bonus to hit and damage rolls as well as an extra attack per round. All attacks deal maximum damage for the duration. Offensive Spin may not be used in conjunction with the Haste or Improved Haste spells. DEFENSIVE SPIN: During the next 4 rounds, the Blade is rooted to the spot and gains a +1 bonus to Armor Class per level, up to a maximum of +10. Disadvantages: – Only has one half the normal Lore value. – Only has one half the normal Pick Pockets skill.
24305JESTER: This Bard is well versed in the arts of ridicule and hilarity, and uses <PRO_HISHER> abilities to distract and confuse <PRO_HISHER> enemies, cavorting madly during combat. Do not mistake <PRO_HIMHER> for a true fool, however, as <PRO_HESHE> can also be quite deadly. Advantages: – The Jester's song does not help allies. Instead, every opponent within 30 feet must save once per round to avoid falling under its effects: 1st level: Enemies must save vs. Spell with a +2 bonus or be confused. 15th level: Enemies must save vs. Spell with a +2 bonus or be confused, and must save vs. Spell or be slowed. 20th level: Enemies must save vs. Spell with a +2 bonus or be confused, must save vs. Spell at +2 or be knocked unconscious, and must save vs. Spell or be slowed. Disadvantages: – None.
24306SKALD: This nordic Bard is also a warrior of great strength, skill, and virtue; <PRO_HISHER> songs are inspiring sagas of battle and valor, and the Skald devotes <PRO_HISHER> life to those pursuits. Advantages: – +1 bonus to hit and damage rolls. – The Skald's song is different from the typical Bard's and varies with level: 1st level: Grants allies a +2 bonus to hit and damage rolls, and a +2 bonus to AC. 15th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear. 20th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear, stun, and confusion. Disadvantages: – Only has one quarter the normal Pick Pockets score.
24307PRIEST OF TALOS: Talos is the evil god of storms, destruction, and rebellion. Clerics of the Stormlord warn that Talos must be appeased or he will rain destruction upon the land. Advantages: – May cast Lightning Bolt once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. – May cast Storm Shield once per day. Gains one use at level 1 and an additional use every 10 levels thereafter. STORM SHIELD: This spell lasts 1 round per level of the caster. It protects the caster from lightning, fire, cold, and normal missiles. Disadvantages: – Alignment restricted to neutral evil, chaotic evil, and chaotic neutral.
24308PRIEST OF HELM: Followers of the neutral god of watchers and protectors are warriors in their own right and are often seen as defenders of the innocent. Advantages: – May cast True Sight once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. – May cast Seeking Sword once per day. Gains one use at level 1 and an additional use every 10 levels thereafter. SEEKING SWORD: This spell creates a sword in the Cleric's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon and provides a +4 THAC0 bonus, but no damage bonus. It deals 2d4 damage to any target it hits. The weapon sets the Cleric's number of attacks per round to 3 and lasts for 1 round per level. While it is equipped, the wielder cannot cast further spells. Disadvantages: – Alignment restricted to lawful good, lawful neutral, lawful evil, and true neutral.
24309PRIEST OF LATHANDER: Lathander is the good god of renewal, creativity, and youth, and is celebrated nearly everywhere. His followers are very popular throughout the realms, and there are numerous wealthy temples devoted to him. Advantages: – May cast Hold Undead once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. – May cast Boon of Lathander once per day. Gains one use at level 1 and an additional use every 10 levels thereafter. BOON OF LATHANDER: This spell lasts 1 round per level of the caster. It gives the caster a +1 bonus to attack and damage rolls, a +1 bonus to all Saving Throws, and 1 extra attack per round. It also protects the recipient from level drain. Disadvantages: – Alignment restricted to lawful good, neutral good, chaotic good, and true neutral.
24310TOTEMIC DRUID: This Druid closely identifies with a particular animal, an animal that <PRO_HESHE> feels represents <PRO_HISHER> spirit. This grants <PRO_HIMHER> a special connection to the animal kingdom, and <PRO_HESHE> is able to call upon their spirits to aid <PRO_HIMHER>. Advantages: – May use the Summon Spirit Animal ability once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. SUMMON SPIRIT ANIMAL: The Totemic Druid summons a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) to aid <PRO_HIMHER> for 6 turns. The spirit animal has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. Disadvantages: – Cannot use shapeshift.
24311SHAPESHIFTER: This Druid is not called Shapeshifter because <PRO_HESHE> has access to a great variety of forms, but rather because of <PRO_HISHER> complete dedication to a single alternate form. This Druid has willingly allowed <PRO_HIMHER>self to become infected with lycanthropy, but due to intense study and training <PRO_HESHE> has the ability to control <PRO_HISHER> affliction. The creature <PRO_HESHE> becomes is that of the werewolf, the most famous of the lycanthrope shape changers. Advantages: – May shapeshift into the form of a werewolf once per day. Gains one use at level 1 and an additional use every 2 levels thereafter. – 13th level: May shapeshift into a greater werewolf once per day. Disadvantages: – May not wear any armor. – No other shapeshifting abilities due to the effort required in maintaining balance in <PRO_HISHER> primary forms.
24312AVENGER: A member of a special sect within the druidic order, a Druid of this type is dedicated to fighting those who would defile nature. Avengers have powers the average Druid does not—additional abilities that have been earned through extensive rituals, a process that is very physically draining. Advantages: – May Shapeshift into the form of a sword spider, baby wyvern, and fire salamander in addition to the normal shapeshifting abilities. – 19th level: Gains an additional use of Shapeshift. (Note: This level can only be attained in Baldur's Gate II: Enhanced Edition.) – Six arcane spells are added to <PRO_HISHER> repertoire, all the way up to the 6th level. These are listed below: 1st level: Chromatic Orb. 2nd level: Web. 3rd level: Lightning Bolt. 4th level: Improved Invisibility. 5th level: Chaos. 6th level: Chain Lightning. Disadvantages: – May not wear heavier armor than leather. – Incurs a -2 penalty to Strength and Constitution.
24313This is an aesthetic choice and will not affect your attributes in any fashion. It can, however, affect whether or not an NPC becomes romantically interested in your character.
24314You may choose <number> spells to put in your spellbook. These will be the spells that your character currently has knowledge of at the beginning of the game. Specialist Mage spells that belong to their school have a green outline on them. You must pick one of these spells before continuing on.
24315You have been given proficiencies to start your character with. These represent the ability to effectively use weapons. You may choose from any of the selectable proficiencies available to your character class. If your character is a Fighter, <PRO_HESHE> will be able to choose the same proficiency up to five times. This will grant <PRO_HIMHER> additional levels of specialization with the weapon listed. Keep in mind that a character can use any weapon available to <PRO_HISHER> race and class whether <PRO_HESHE> has proficiency with it or not. However, if <PRO_HESHE> attacks using a weapon that <PRO_HESHE> is not proficient with, <PRO_HESHE> suffers a penalty to <PRO_HISHER> attack roll (the penalty varies according to class; check the manual for more information). Proficiency Slot Table: * <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5> * All extra attacks are only available to warrior classes.
24316This is an aesthetic choice and will not affect your attributes in any fashion. It can, however, affect whether or not an NPC becomes romantically interested in your character.
24317In their role as protectors of good, Rangers tend to focus their efforts against some particular creature, usually one that marauds their homeland. Before advancing to second level, every Ranger must select a racial enemy. Thereafter, whenever the Ranger encounters that enemy, <PRO_HESHE> gains bonuses to <PRO_HISHER> hit and damage rolls against them. Make your selection based on what would be an appropriate match for your character concept. EFFECTS: +4 bonus to hit and damage rolls vs. racial enemy.
24318You must select spells from your school for your remaining choices. Spells from your school are marked by a green border around the icon.
24319You have been given <number> extra percentage points to distribute among your INACTIVE skills. These are talents granted by the INACTIVE class of your character. The base skill percentages are determined by your race and base ability scores.
24320You have been given <number> proficiencies to give to your character's INACTIVE class. Choose from the above list any of the highlighted proficiencies. If your character is a Fighter, <PRO_HESHE> will be able to choose the same proficiency twice. This will grant <PRO_HIMHER> specialization with the weapons listed. Keep in mind that a character can use any weapon available to <PRO_HISHER> race and class whether <PRO_HESHE> has proficiency with it or not. However, if <PRO_HESHE> attacks using a weapon that <PRO_HESHE> is not proficient with, <PRO_HESHE> suffers a penalty to <PRO_HISHER> attack roll (the penalty varies according to class; check the manual for more information).
24321You may choose <number> spells to put in your spellbook. These will be the spells that your character currently has the ability to cast.
24322You may choose <number> spells to put in your spellbook. These will be the spells of which your character currently has knowledge. Specialist Mage spells that belong to their school have a green outline on them.
24323You may choose <number> abilities for your character.
24324The portrait you had previously was not found, please pick a new one.
24325Level <LEVEL>
24326Spells Can Cast:
24327Level <LEVEL> Spells
24328NOTE: If you do not have the CD or your CD is not readable, you can only escape from this screen by minimizing with Alt-Tab or by closing with Alt-F4.
24329SENDING GAME TO CLIENTS
24330WAITING FOR INFORMATION FROM SERVER
24331FIND TRAPS: A character uses this ability to find small traps, pit traps, and alarms. It does not find large mechanical traps. Thieves may also use this ability to disarm any traps they find.
24332MOVE SILENTLY: When a character uses this ability, <PRO_HESHE> is able to move without making sound.
24333OPEN LOCKS: A Thief uses this ability to pick padlocks, door locks, and combination locks.
24334HIDE IN SHADOWS: Using this ability, a character can disappear into shadows or any other type of concealment—bushes, curtains, crannies, etc.
24335DETECT ILLUSION: While a character searches for traps, <PRO_HISHER> well-trained eyes also allow <PRO_HIMHER> to detect the minor inconsistencies caused by illusion spells. This skill is the percentage chance per round of dispelling a nonfriendly illusion spell within 30 ft.
24336SET TRAPS: A Thief's skill in disarming traps allows <PRO_HIMHER> to create snares of <PRO_HISHER> own.
24337STEALTH: This skill allows the Ranger to move and escape detection.
24338tutorial
24339load scenario
24340start over
24341EXPANSION PACK
24342Welcome to Baldur's Gate II: Throne of Bhaal, the expansion pack to Baldur's Gate II: Shadows of Amn and the completion of the Child of Bhaal storyline. Baldur's Gate II: Throne of Bhaal is split into two sections: 1) An Add-In Section - a grand new adventure takes place at the Watcher's Keep, a new area on your map in BGII. The Keep can be played during the course of BGII. It can also be played after BGII in the Add-On section. Play the Add-In Section simply by loading a BGII save and going to the Watcher's Keep. 2) An Add-On Section - This continues the main storyline of Baldur's Gate II: Shadows of Amn. Play the Add-On Section by finishing Baldur's Gate II:Shadows of Amn or by importing your character or party into Throne of Bhaal (see below). The Watcher's Keep can also be accessed from the Add-On Section. Once you have started the Add-On section, you can no longer return to Shadows of Amn or its areas. Clicking the New Game button will take you to the character creation screen where you can create a character to begin Throne of Bhaal at its beginning, shortly after the events chronicled in Shadows of Amn. You have the option of creating a brand new character, who will be outfitted with two million experience points and a variety of powerful weapons and items. You also have the option of importing a character from a saved game or from the character folder. These characters will also be given items and set to two million experience points, if they haven't already reached this level of experience. Clicking the Import Game button will allow you to import your party from a BGII saved game, such as your final save from Shadows of Amn. This is also an option from which you can load your Throne of Bhaal saves once you've started the mission pack and saved a game. Click Cancel to return to the previous menu. Please enjoy Baldur's Gate II: Throne of Bhaal.
24343Welcome to Baldur's Gate II: Throne of Bhaal. Please choose whether you wish to play the Expansion Pack in Single Player or Multiplayer mode.
24344import game
24345You have successfully installed Baldur's Gate II: Throne of Bhaal! If you are still playing Shadows of Amn, you can now travel to the dungeon of Watcher's Keep on your BGII: SoA map. You will also find the dungeon and many new areas on the new BGII: ToB map if you choose to start the next chapter in the Child of Bhaal storyline. To begin this final adventure in the Bhaal Saga, click the Throne of Bhaal button.
24346Play Baldur's Gate Enhanced Edition
24347Fight for your life trying to escape from... The Black Pits!
24348BALDUR'S GATE
24349THE BLACK PITS
24350Welcome to Baldur's Gate II: Throne of Bhaal, the expansion pack to Baldur's Gate II: Shadows of Amn and the finale to the Child of Bhaal storyline. This continues the main storyline after the events of Baldur's Gate II: Shadows of Amn with new areas on a brand-new map, including the area of Watcher's Keep Dungeon. You are not required to have finished BGII: SoA in order to play BGII: ToB, but once you start the final adventure you can no longer travel back to the areas in Shadows of Amn. You can begin Throne of Bhaal by importing your characters or even your entire party from Shadows of Amn. Or you can choose to create a brand new character. Click the Never Show Again button to close this popup so that it never displays again.
24351Never Show Again
24352Newly added to Shadows of Amn is the perilous adventure of Watcher's Keep Dungeon. If you are still playing through BGII: SoA, you can now travel to this new area located in the bottom left corner of your BGII map. You can also postpone starting the dungeon until Throne of Bhaal, where you will find it on the new BGII: ToB map. If you don't manage to complete Watcher's Keep before finishing Shadows of Amn, then you can always return to it on the Throne of Bhaal map and continue playing from the point where you left off. Click the Never Show Again button to close this popup so that it never displays again.
24353You are now beginning the tutorial for Baldur's Gate: Enhanced Edition. This is a simple walk-through of some of the basic skills you will need to play and enjoy the game. Once the tutorial area has loaded, an NPC (non-player character) will guide you through fighting monsters, casting spells, the use of thieving abilities, and some of the more common interactions you will experience in the game world.
24354UNPAUSED
24355PAUSED
24356Record
24357Priest Scroll
24358Inventory
24359Journal
24360Mage Book
24361Area Map
24362Options
24363Character Arbitration
24364Return to Game
24365Show & Hide Area Notes
24366Destination Unreachable
24367Day <GAMEDAYS>, Hour <HOUR> (<DAYANDMONTH>, <YEAR>)
24368Day <GAMEDAYS>, Hour <HOUR>
24369Day <GAMEDAYS> Hour <HOUR>
24370Everyone in the inn rests for <HOUR> hours and recovers Hit Points. Spells are successfully memorized.
24371Inactive Class
24372LEVEL DRAINED
24373Waiting for clients...
24374open container
24375close container
24376MAGE BOOK
24377ABILITIES
24378release familiar
24379Familiars cannot enter areas without party members.
24380Familiars cannot enter stores.
24381Familiars cannot pick up items.
24382Familiar has died; Hit Points lost and Constitution permanently decreased by 1.
24383Only the protagonist may cast Find Familiar.
24384A familiar has already been summoned.
24385Cannot save game while in dialogue mode.
24386Cannot save because dialogue is about to start.
24387You cannot save during combat.
24388That character is dead.
24389The container you are standing on or near is locked.
24390The container you are standing on or near is trapped.
24391The container you are standing on or near appears trapped.
24392You cannot save at this time because you do not have control of all your party members.
24393You cannot rest at this time because you do not have control of all your party members.
24394Container
24395to backpack
24396to container
24397Are you sure you want to cancel? You have already cast the spell.
24398Are you sure you want to dispel that Contingency?
24399Are you sure you want to permanently remove this entry from your Journal?
24400Are you sure you wish to overwrite this exported character?
24401You have not finished picking your spells. Return to the record screen as soon as possible.
24402You have not finished picking your spells. Do you wish to continue it now?
24403Healing spells cast on rest.
24404Healing spells cast on rest until fully healed.
24405INACTIVE CLASS KIT
24406Class Kit
24407Kit Description
24408assign keys
24409play
24410credits
24411pick for me
24412clear
24413information
24414<ITEMNAME>
24415Your history is nearly as unknown as your future, and the things that are certain seem more fancy than fact. As unlikely as it may seem, you have the blood of a deity coursing through your veins. You are a product of the Time of Troubles, a cataclysmic period when the gods were made flesh and forced to walk the earth among their followers. One such deity foresaw both the event and his inevitable death because of it, and so took steps to effect his resurrection. This god strode the land before he was made to, and in his wake left a score of mortal progeny driven to conquer and rule. They were not intended to be his successors, but rather the fuel for his rebirth. Heroes would rise to counter these tyrants, and when their evil fell it would fall to the father. The god was Bhaal, Lord of Murder, and you are one of his children. You were cared for as a child by Gorion, a powerful wizard that may have had even more powerful friends. It was his influence that allowed you to spend your youth in the library fortress of Candlekeep, where the resident monks schooled you in your skills. Children were an oddity at the keep, though you did have a friend in Imoen. She seemed a kindred spirit, though you knew no more of her background than your own. Gorion never explained how you or she came to be there, or why you needed such a secluded home. It was only after his death that you learned the truth about your bloodline, when you were forced into conflict with his killer, another child of Bhaal. Sarevok was this sibling's name, and he had embraced his foul origins, determined to exploit them and become the next Lord of Murder. He sought to create death on a massive scale, a war of sacrifice that would prove his claim to his father's throne. You unraveled his carefully wrought plans, and ultimately it was you that took his life, sending his taint back to Bhaal. A victory of sorts... Now you face an uncertain future. A child of murder, you have a lineage that will tempt the ignorant to fear you, and the unscrupulous to use you. And always the essence of Bhaal is within, exerting its dark pull when you are weakest. Which is the greater fear: Losing your life to fuel the fire, or losing your will and becoming it?
24417Easy
24418Normal
24419Core Rules
24420Insane
24422arena
24423Enable this option to play battlecry sounds during combat.
24424This slider controls the difficulty level of the game. The settings are as follows: INSANE (far right): All opponents do double damage against the party. HARD (middle right): All opponents do 50% more damage against the party. CORE RULES (middle): Baldur's Gate 1 rules apply. NORMAL (middle left): All Hit Point rolls are maximum, party members cannot permanently die, all spells are learned automatically, and opponents do three-quarters damage against the party. EASY (far left): All Hit Point rolls are maximum, party members gain +6 luck and cannot permanently die, all spells are learned automatically, and opponents do half damage against the party.
24425Enable this option to cast healing spells on resting repeatedly until fully healed. Otherwise currently memorized healing spells are cast once on resting. Note: This option does not work in multiplayer games.
24426Enable this option to see a character's attacking "to hit" rolls in the dialogue window.
24427Enable this option to see combat information messages in the dialogue window.
24428Enable this option to see a character's action messages in the dialogue window.
24429Enable this option to see character state messages in the dialogue window.
24430Enable this option to see character selection text in the dialogue window.
24431Enable this option to see other types of messages in the dialogue window.
24432Pause whenever a party member casts a spell.
24433Pause whenever a party member finds a trap.
24434Center the view on the party member who triggered an auto-pause.
24435A contingency spell has been triggered.
24436One of the spells has failed.
24437You can pick any of the listed sound sets for your character's voice. Click the Play button to hear samples from the sound set.
24438Enable this option to automatically pause the game and display the dialogue on all machines whenever dialogue occurs.
24439Dialogue
24440The container is full.
24441This item type is not allowed in the container.
24442Critical Hit
24443Weapon Speed
24444Weapon Style Bonuses
24445Resistances
24446Fire
24447Cold
24448Electricity
24449Acid
24450Magic
24451Magic Fire
24452Magic Cold
24453Magic Damage
24454Poison
24455None
24456You know the maximum number of spells of that level allowed by your Intelligence.
24457That spell is already in your spellbook.
24458Your spell school does not permit you to learn this spell.
24459Dispel
24460The character is equipped with items in invalid Quick Slots. These items will be dropped.
24461This will save your character to the "characters" folder in your Baldur's Gate directory. You will be able to use this character in future multiplayer games using the Import button on the Character Creation screen. Exporting a character will not remove them from the current game, nor will it alter them in any way.
24462Select the type of file to import from. Note that characters will lose any scroll cases, bags of holding, and gem bags that they had.
24463Here you will be able to select which game you want to import a character from.
24464The list here is of player generated characters. Select one to have him or her imported.
24465The game you selected contains no importable characters, please select another.
24466Mage Book
24467Cleric Spells
24468Mage Spells
24469You wanted to be an adventurer for as long as you can remember. Even as a small child, you knew there was a vast world beyond the simple life you witnessed around you every day. Traveling bards fanned the flames of your determination to escape your mundane existence with tales of dragons and monsters, wizards and knights, legendary heroes and infamous villains. And you knew then that one day your deeds... your name... would be known throughout the realms.
24485Are you sure you want to permanently remove this spell from your spellbook?
24486The multiplayer session has been terminated. The arena setting for the server and client programs do not match. Server arena: <SERVERVERSION> Client arena: <CLIENTVERSION> You can change your arena setting by connecting (or by not connecting) through the arena button.
24487TRUE
24488FALSE
24489A multiplayer game needs at least 300 MB of cache. The cache size can be modified with the configuration utility.
24490Attack Roll (Off-hand)
24491is casting
24492is attacking
24493Backstab Septuple Damage
24494Backstab Octuple Damage
24495Backstab Nonuple Damage
24496Detecting Traps / Illusions
24497Stopped Detecting Traps / Illusions
24498Trap Detected
24499Turning Undead
24500Stopped Turning Undead
24501Turned Undead
24502Turned Paladin
24503Singing Bard Song
24504Stopped Singing Bard Song
24505Wild Surge:
24506You may not set a trap while there are enemies about.
24507Set Snare failed.
24508Set Snare succeeded.
24509You may not set any more traps in this area.
24510The Party Has Gained Gold
24511The Party Has Lost Gold
24512The Party Has Gained Experience
24513The Party Has Lost Experience
24514The Party's Reputation Has Decreased
24515Cannot cast this spell during combat.
24516You cannot use abilities, cast spells, or use items in this area.
24517Spell Failed: Casting Failure
24518Spell Canceled: Cannot target spells on invisible or sanctuaried creatures.
24519Spell failed due to dead magic.
24520The backstab seems to have failed.
24521The target has no items that can be stolen by a cut-purse of your skill.
24522Journal updated
24523General information has been added.
24524Your world map has been updated.
24525We merely stopped by to admire your beauty.
24526The mechanism that operates this does not have a conventional lock, and may be warded against simple spells.
24527Gee, it turns out it wasn't locked after all.
24528has gained <EXPERIENCEAMOUNT> quest experience points.
24529You cannot summon any more creatures.
24530You cannot summon another creature of that type at this time.
24531Item Drained
24532Your wizard spells have been disabled.
24533Your priest spells have been disabled.
24534Spell Ineffective
24535You cannot initiate dialogue. <TARGET> appears busy.
24536Fatigued
24537Wild surge averted due to Chaos Shield.
24538This power cannot be used while you are in the planar stronghold.
24539Some force prevents you from using your ability.
24540Spellcaster level increased by: <LEVELDIF>
24541Spellcaster level decreased by: <LEVELDIF>
24542You find signs of <CREATURE> in the area.
24543Auto-Paused: Round End
24544Auto-Paused: Enemy Sighted
24545Auto-Paused: Scripted
24546Auto-Paused: Spell Cast
24547Auto-Paused: Trap Found
24548Paused for text screen
24549Dialogue ...
24550Controlled by cleric
24551Place Expansion CD
24552CTRL-
24553sir
24554ma'am
24555girl
24556boy
24557brother
24558sister
24559Lady
24560Lord
24561male
24562female
24563he
24564she
24565his
24566her
24567him
24568man
24569woman
24570son
24571daughter
24572day
24573night
24574morning
24575afternoon
24576evening
24577journal
24578quests
24579done quests
24580user
24581add
24582by name
24583by date
24584Sorted by date
24585Sorted by name
24586saved game
24587character file
24588Level-up results
24589Regained abilities from inactive class
24590Additional weapon proficiencies
24591Save vs. Paralysis/Poison/Death reduced by
24592Save vs. Rod/Staff/Wand reduced by
24593Save vs. Petrification/Polymorph reduced by
24594Save vs. Breath Weapon reduced by
24595Save vs. Spell reduced by
24596Additional Hit Points Gained
24597THAC0 reduced by
24598Additional Priest Spells
24599Additional Mage Spells
24600Backstab multiplier increased by
24601Lay On Hands increased by
24602Lore Increased by
24603Additional Skill Points
24604Additional Casting Ability
24605When you have knocked a troll down, use fire or acid on its body to kill it.
24606If you have been level drained, use a restoration scroll or spell to bring back the missing levels. Temples will also help you.
24607Press the "Q" key to Quick Save the game. Do this often.
24608You may use the "H" key to hide all of your interface panels. Pausing, or hitting "H" will also bring them back.
24609You can play Baldur's Gate 2 in 640 by 480 resolution, as well as 800 by 600 resolution.
24610If a battle is too difficult for you, go to the Gameplay Options page and set the difficulty lower for the battle's duration.
24611The "star" button on the bottom right side of your screen gives you access to all of your character's special abilities.
24612You can give your characters new scripts. Go to your Record page, and then press the Customize button.
24613When you have more than one character selected, you can access more formations by right-clicking on any of the formation buttons.
24614Don't use missile weapons in close combat; enemies will receive a +4 attack bonus if you don't have a melee weapon equipped.
24615Contingency spells allow the caster to store a spell(s) inside <PRO_HISHER> body. The spell in question will then be released upon the caster when the condition specified at casting occurs. For example, a wizard could place Stoneskins in a contingency, which could then be set to go off when the caster reaches 50% of <PRO_HISHER> Hit Points. Then, when the caster reaches 50% of <PRO_HISHER> Hit Points, the spell will be released and cast upon the wizard. The uses for this spell are limited only by the imagination of the caster.
24616Sequencer spells allow the caster to store several spells in a sequencer that can be released upon any target, including the caster. The spells stored in the sequencer are cast as any other spell and can be accessed through the Special Abilities button on the main screen. It is important to note that when you choose the spells to be stored in the sequencer, they will disappear from the ones you have memorized. However, the sequencer will last until used so the caster may rest and gain those spells back. The main use for this spell would be to allow the caster to release multiple spells upon a target very quickly in combat without the possibility of being interrupted.
24617Spell Trigger is much like Spell Sequencer in that it allows the caster to store several spells in a trigger item that can be released upon any target, including the caster. The spells stored in the sequencer are cast as any other spell and can be accessed through the Special Abilities button on the main screen. It is important to note that when you choose the spells to be stored in the trigger, they will disappear from the ones you have memorized. However, the trigger will last until used, so the caster may rest and gain those spells back. The main use for this spell would be to allow the caster to release multiple spells upon a target very quickly in combat without the possibility of being interrupted.
24618Spell Sequencer
24619Minor Spell Sequencer
24620Spell Trigger
24621Chain Contingency
24622— This space intentionally left blank —
24623— This space intentionally left blank —
24624— This space intentionally left blank —
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24627— This space intentionally left blank —
24628Yoshimo has died and cannot be imported into BGII: Throne of Bhaal.
24629Imoen cannot be imported in BGII:Throne of Bhaal until you rescue her later in the game. If you have no saves from this point, you can get an updated version of Imoen during the course of Throne of Bhaal.
24630New players should start with the tutorial.
24631TUTORIAL
24632BALDUR'S GATE: ENHANCED EDITION CREDITS ~ Overhaul Games ~ Trent Oster * Cameron Tofer Scott Brooks * Phillip Daigle Coriander Dickinson * Keith Soleski Nat Jones * Dave Gross Nathan Willis * Mad Bee Seth Davis * Alex Molzahn Wesley Cann * Mike Wellman ~ Contractors ~ Sam Hulick - Music Philip Djonov - Programmer Russ Rice - Level Artist John Gallagher - Concept Art Eric Belanger - Motion Graphic Compositor Edward Douglas - Cinematics Producer Marcia Tofer - Level Artist Dee Pennyway - Manual & Customer Service Andrea Colombo - Text and Italian Support Jeff Payne - Technical QA ~ Scripters ~ Lorne Ledger * Pete Camagna * László Tóth Trevor Borg * Alex Tomovic * David Wallace Jeff Smyth * Yaroslav Kalyuzhnyy * Liam Esler ~ Voices ~ Mark Meer * Nicola Elbro * Gord Marriot * Stephanie Wolfe Belinda Cornish * Clinton Carew * Kendra Connor * Jeff Haslam
24633~ The Wizards of the Coast ~ D&D Digital Licensing Team Art Jon Schindehette - Senior Creative Director Daniel Gelon - Senior Art Director Design Chris Youngs - Design Manager Matt Sernett - Story Designer Tom Olsen - Senior Designer Ben Petrisor - Assistant Designer Production John Feil - Senior Producer Brooke Branch - Associate Producer ~ Atari ~ Todd Shallbetter - Sr. Director Digital Strategy & Distribution Joel Fashingbauer - VP, Product Development Peter Banks - Director, Product Marketing Carlos Schulte - Online Producer Emily Clock - Sr. Director of Licensing Casandra Brown - Marketing Services Specialist Kristen Keller - EVP and General Counsel James Mazlen - Director, Legal & Business Affairs
24634battle cries
24635rest until healed
24636center on party member
24637spell cast
24638trap found
24639Export Filename:
24640STANDARD ATTACK:
24641The character will defend <PRO_HIMHER>self if attacked, or if <PRO_HESHE> see enemies. (<script>).
24642PASSIVE:
24643The character will not rush into combat. If an enemy attacks the character, he will defend himself, preferring ranged weapons over melee. (<script>)
24644RANGED:
24645The character will attack any enemy when he sees them with the missile weapon he is most proficient with. He will try to keep his distance from enemies, but if he's attacked in melee combat, he will switch to a melee weapon. (<script>)
24646CAUTIOUS:
24647The character flees at the first sign of danger. This script is intended to protect the protagonist or another character whom you don't want inadvertently slain. (<script>)
24648CONTROL:
24649The control script lets the user have keyboard control over the behavior of the character. Press "D" to equip a melee weapon, "F" to equip a ranged weapon. The "S" key will toggle follow mode on/off. The "G" key will cycle through the possible shout options. (<script>)
24650pausing dialog
24651Group Stop
24652Group Attack
24653Equip Melee Weapon
24654Equip Ranged Weapon
24655Quick Load
24656Hide Interface
24657Right Interface
24658Chat Window
24659Location
24660Quick Save
24661Toggle AI
24662Left Interface
24663Hard Pause
24664Spell Slot 1
24665Spell Slot 2
24666Spell Slot 3
24667Weapon Slot 1
24668Weapon Slot 2
24669Weapon Slot 3
24670Weapon Slot 4
24671Item Slot 1
24672Item Slot 2
24673Item Slot 3
24674Formation Slot 1
24675Formation Slot 2
24676Formation Slot 3
24677Formation Slot 4
24678Formation Slot 5
24679Select a key binding to modify.
24680Press a key (Esc to cancel)
24681Assign Keys
24682has been unassigned
24683<DAMAGEE> was immune to my damage.
24684~ Special Thanks ~ Brent Knowles Robert Kallir Richard Iwaniuk Derek French Dan Simpson Tord Johnson The guys at iBeta Erephine ~ Our amazing volunteers ~ Andrea Colombo Dee Pennyway - I heard a rumor... Emily Segura Jeff Smyth - Balquo Daniel Sanderson - Boaster Omar Majid Liam Esler - K'aeloree Vincent Meliouh Stephan Martins Claudino da Rosa - stephanmartins Steve Catarino - Tanthalas Kat Bella - theacefes Raphael Wong - Ascension64 Brian Miller - Bhryaen Robert Rath - Galactygon Lionel Bayle-Denise - La Voix
24685Mark Garrigus Giuseppe Calì - Aedan Robert Hull Lorne Ledger - Cuvieronius Giovanni Spinelli - Akerhon Aleksandar Tomovic - aVENGER Pete Camagna - CamDawg Cédric Bakari Stephen Vowles - cmorgan André Slupik - Zeckul inthel Trevor Borg - Miloch Adam Rambousek - Christof David Pascaud - Graoumf Tobias Lehmberg Rodolphe Gilliot James Berg David Muellenborn Maciej Kalinowski - viader David Wallace Marie-Violaine Polonowski - Calawen Alvaro Lamarche - Toloza - Kukaracha Fred Richardson - Fred László Tóth - Avenger_teambg
24686Tomi Lovric René Mumme Silvin Leroy - Aerynn Alan Watson - ajwz Maciej Wójcik Jason Compton Edson Belo de Oliveira Júnior - Nasher Peter Holda - Alu Donald Poort Lisa Savignano - LadyRhian Manuel Montosi Joshua Graham - El Ahorcado Eric Van Honacker - oldschool Manuel Kracht Davide Perrino Małgorzata Oleszczuk - Aerith Jiaxin Ma - Sir WH Jessy Shen Matteo Rizzuto Deniz Edward Hooper - Shinorus Dai Griffiths - Yovaneth Yujiro Tani - VAN Douglas Wagner - Illydth Shandyr
24687Immortality Mosi Konfidan - Elothran Michal Goszczyński - Drian_Thierf Gou Endou Toyofumi Morita Norimichi Tanaka - norilm Mieko Fukushima Dusty Erker Nicholas M. Cook - KaiserWolff Samara Drewe Pedro Tonda Monfillo Davide Pianforini - Ivanhoe Fan Zhang - Freedomourne Mark Biswas - FuzzyPuffin Paul Groves - Oxford_Guy Marcelo Esteves - mlnevese Justin Proudman - ChurchOfBoo Thomas Mook Michael Natale Alex Boitsau Greg Scott - CoM_Solaufein Anders Svensson - hook71 Nifft Christopher Ethier - Tresset
24688~ Interplay Productions ~ ~ VP of Development ~ Trish June Wright ~ Director of Quality Assurance ~ Chad "Boogie" Allison ~ QA Manager ~ Steve "Captain" Victory ~ QA Project Supervisors ~ Erick "Vampire" Lujan * Cory "Faerl" Nelson Greg "Moose" Baumeister * Marvic "Fury" Ambata ~ QA Senior Testers ~ Stephen "Ice" Bokkes * Dave "Junga" Simon Chad "Briareos" Nicholas * Dennis "Fragface" Presnell Robert "Keyzer Soze" Lark
24689~ QA Testers ~ Matt "Gollem" Golembiewski * Donnie Cornwell * David "Golfer 2" Fleischmann Mark "Fezzik" Pfeiffer * Jason "AC Hunter" Wang * Scot "Sgt" Humphreys Lesley "Zorker" Mathieson * Damien Evans * Mark "Brentnor" Holtzclaw Edward Kang * Steve Hearst * Rafael "Harlequin" Lopez Jay Nielsen * David Parkyn * Tom "The Major" Quast William "Dub" Saunders * David Maldonado * Nicholas Hidalgo Dany Martinez * Edward "Maynard" Hyland * Primo "Proxi" Pulanco Daniel Levin * Warren "Dutch" Schultz * Ismael Quijano Erik "Silent Bob" Guenther * John Kirkland * Kevin "Mr. Kokomos" Osburn Matt Tiffany * Michael McCaa * Jonathan Jones Henry Lee * Scott Warner ~ QA IS Manager ~ Frank "Raven" Pimentel ~ QA IS Technicians ~ Bill "So-lo" Delk * Tom "The Major" Quast * Christian "Damon" Peak ~ Compatability Technicians ~ Derek Gibbs * John Parker * Louie Iturzaeta Ed Robles * Joshua Walters * John Parker Louie Iturzaeta * Ed Robles
24690~ Sound Supervision ~ Charles Deenen * Craig Duman ~ Design Assistance ~ Stephen Bokkes * Cory Nelson * Lesley Mathieson Mark Pfeiffer * Matt Golembiewski ~ Sound Design / Editing ~ Ann Scibelli (EFX) * Tim Walston (EFX) Harry Cohen (EFX) * Eight Ball Sound Gregory Allen * Charles Deenen * Larry Peacock * Adam Levenson Digital Sound + Picture ~ Vocal Soundeffects ~ Frank Welker * Gloria Soto Sly & Stu ~ Foley Recordist ~ Cecilia Perma at West Productions ~ Foley Artist ~ Mike Salvetta ~ Foley Editing ~ Kevin Frayser * Eight Ball Sound
24691~ Music by ~ Michael Hoenig ~ Additional music and Supervision ~ Rick Jackson * Brian Luzietti/Ron Valdez ~ VO Casting / Supervision ~ Chris Borders ~ VO Direction ~ Ginny McSwain ~ Cast ~ Neal Ross * Amber Hood * Bernadette Sullivan Bert Kramer * Bill Farmer * Brian George David Prince * Dee Bradly Baker * Dian Pershing Ed Gilbert * Eril Boen * Frank Welker Gregg Berger * Grey Delisle * Hamilton Camp Hidi Shannon * Jane Signer * Jason Marsdn Jeff Bennett * Jennifer Darling * Jennifer Hale Jim Cummings * Jim Meskimen * John Mariano Melissa Disney * Michael Bell * Michael Gough Rob Paulsens * Kevin Michael Richerdson * April Winchell ~ VO Engineer ~ Julian Cook (Marc Graue Studio) ~ VO editors ~ Frank Szick * Kevin Frayser
24692~ Bioware Corp ~ ~ Producer ~ Ray Muzyka ~ Assistant Producer ~ Ben Smedstad ~ Lead Designer ~ James Ohlen - Director of Writing and Design ~ Core Game Design ~ James Ohlen * Scott Greig * Ray Muzyka ~ Additional Design ~ Lukas Kristjanson * Rob Bartel Matt Horvath * Ross Gardner ~ Lead Writer ~ Lukas Kristjanson ~ Additional Writers ~ James Ohlen * Rob Bartel Matt "The Tube" Horvath ~ Editing ~ Ray Muzyka
24693~ Interface Functional Design ~ Scott Greig Ray Muzyka ~ Lead Programmer ~ Scott Greig - Director of Programming ~ Sound Programming and Lead AI Scripting ~ John "The Evil Genius" Winski ~ Programming/Design, Game Support Tools/Editors ~ Don "Da Crimper" Yakielashek ~ Graphics Programming ~ Gilles Beauparlant ~ Core Game Programming ~ Dan Morris ~ AI Programming ~ Mark "Sailor Moon is my b*tch" Darrah
24694~ Lead GUI Programmer ~ David Falkner ~ Multiplayer Programming ~ Mark Brockington ~ LUA (command line) Programming Implementation ~ Cameron Tofer ~ Additional AI Scripting ~ Mark Darrah James Ohlen Don Yakielashek Justin Smith ~ Install Package ~ Don Yakielashek ~ Other Programming ~ Stan Melax - Director of Technology Gautam Karnik Debbie Greig
24695~ Art Director ~ John Gallagher - Head of Concept Art ~ Lead Terrain Artist ~ Dean Andersen ~ Additional Terrain Artists ~ Arnel Labarda Kelly Goodine ~ Lead Texturing Artist ~ Marcia Tofer (nee Olson) ~ Additional Texturing ~ Russell Rice Andy Metcalf ~ Lead Special Effects Artist ~ Russell "Whitey" Rice ~ Special Effects ~ Elben Schaefer ~ Lead Modeler ~ Cass Scott ~ Modelers ~ Elben Schaefers * Jeremy Melchior * David Wilson Scott Dakus * Trent Oster
24696~ Scene Setup ~ Marcia Olson * Russell Rice * Dean Anderson Elben Schaefers * Cass Scott ~ Art Processing ~ Kalvin Lyle ~ Graphic Designer ~ Daniel Walker ~ Portrait Art ~ Mike Sass ~ Additional Art ~ Scott "Get the hell out of the art department Scott!" Greig Marc Holmes ~ Director of Animation ~ Dave Hibbeln ~ Lead Technical Animator ~ Tobyn Manthorpe ~ Animators ~ Steve Gilmour * Tony de Waal * Henrik Vasquez * Rick Li Larry Stevens * David Hibbeln
24697~ Additional Animation ~ Chris Alexander * Brett Hardin ~ Lead Data Entry and Quality Assurance ~ Kevin Craig * Andrew Nobbs ~ Additional Data Entry and Quality Assurance ~ Ross Gardner * Richard Flierl (and everyone else from BioWare who has entered bugs!) ~ Master o' the Bugs ~ Ben Smedstad ~ Manual Writing and Compilation ~ Ray Muzyka * Lukas Kristjanson * James Ohlen (Thanks also to Greg Peterson, Chris Parker, and the folks at Wizards of the Coast.) ~ System Administration ~ David Hamel * Brett Hardin ~ Executive Producers ~ Ray Muzyka * Greg Zeschuk (long live the Battleground:Infinity!)
24698English Language Editing and Proofreading Emily Segura Andrea Colombo Daniel Pennyway Jeff Smyth Brian Miller Rory Jowler David Muellenborn Maciej Wójcik Maciej Kalinowski Lisa Savignano lansounet
24699English Language Revision The original Baldur's Gate text has been revised for punctuation, spelling, and grammar. We've adjusted gender-specific references to the non-gender-specified PC. Occasionally we've added a few new lines of dialogue for logic or clarity. Always we strove to preserve the flavor of the original characters, especially their unique diction and humor. While many playtesters pointed out errors and offered suggestions for improved lines, Andrea Colombo and Emily Segura deserve special note for their exceptional contributions to proofreading and revising both the original and the new dialogue. Daniel Pennyway revised, expanded, and designed the new user manuals. To them and the many other volunteers who helped polish this gem, we extend our heartfelt thanks. Dave Gross, Lead Writer
24700© 2016 Beamdog. © 2016 Hasbro, Inc. All Rights Reserved. Baldur's Gate, Dungeons & Dragons, D&D, Wizards of the Coast, their respective logos, Forgotten Realms, Siege of Dragonspear, and the dragon ampersand are trademarks of Wizards of the Coast LLC in the U.S.A. and other countries, and are used with permission. Hasbro and its logo are trademarks of Hasbro, Inc. and are used with permission. ©1998 BioWare Corp. All Rights Reserved. Bioware, the BioWare Infinity Engine and the BioWare logo are trademarks of Bioware Corp. Black Isle Studios and the Black Isle Studios logo are trademarks of Interplay Entertainment Corp..All other trademarks are the property of their respective owners.
24701~ French Translation ~ ~ Team leader ~ Lionel "La Voix" Bayle-Denise ~ Translators / Proofreaders ~ Cédric "Armancia" Bakari * Lionel "La Voix" Bayle-Denise Damien "Zefhyr" Costaz * Isabelle "Lothringen" Coumert Rodolphe "Medillen" Gilliot * Alvaro "Kukaracha" Lamarche - - Toloza Silvin "Aerynn" Leroy * Marie-Violaine "Calawen" Polonowski Eric "oldschool" Van Honacker ~ Proofreaders (original Baldur's Gate content only) ~ Dovakhiin * Kerozevok Taikobo * Trez ~ Rules polices and translation / proofreading of the manuals ~ Cédric "Armancia" Bakari * Lionel "La Voix" Bayle-Denise Marie-Violaine "Calawen" Polonowski ~ Analysis and beta-test of the French localization ~ Marie-Violaine "Calawen" Polonowski ~ Special thanks ~ Mornagest, Zefklop, Isaya and the community of La Couronne de Cuivre for their Baldur's Gate French texts fix which helped us define our proofreading and corrections of the original Baldur's Gate content. The translation team of La Bibliothèque des d'Oghmatiques, for their translation of the news on Baldur's Gate: Enhanced Edition, and for sharing their translation and proofreading resources with us.
24702~Traducción al castellano ~ www.clandlan.net ~ Baldur's Gate: Enhanced Edition ~ Tradujeron: Ghildrean Immortality Lekian Memnoch Saemon Revisó: Memnoch ~ Baldur's Gate: Tales of the Sword Coast v6 ~ Tradujeron: Ghildrean LebronJames Lord_Rius Memnoch Revisó: Memnoch
24703~ Notas ~ Los traductores y revisores dan soporte continuo a esta traducción. Por favor, informa de cualquier problema que pudieras encontrar en los foros de la traducción www.clandlan.net y www.baldursgate.com. Agradecimientos: A los jugadores, modders y traductores de Baldur's Gate que han mantenido el juego vivo durante todo este tiempo. A los participantes de los foros www.clandlan.net y www.baldursgate.com por su apoyo al proyecto. A todos quienes en un principio volcaron su interés en una traducción de Baldur's Gate: Tales of the Sword Coast y cuyos nicks aparecen en la sección de la traducción de Tales of the Sword Coast en www.clandlan.net. Y a TI, por jugar a este juego.
24704~ Notes de traduction de la version française ~ Les textes de Baldur's Gate : Enhanced Edition sont basés sur la traduction originale de Baldur's Gate, qui a fait l'objet de notre part d'une relecture approfondie. Pour nous aider à jalonner ce travail de relecture, nous nous sommes partiellement appuyés sur le Correctif VF de Zefklop, Mornagest, Isaya et la Communauté de la Couronne de Cuivre. Les erreurs corrigées étaient nombreuses et diverses, et pouvaient aller de la simple faute d'orthographe jusqu'au contresens le plus grossier. Nous nous sommes également attachés à améliorer la cohérence des textes du jeu, notamment à travers une révision de plusieurs dialogues, ce qui nous a permis de changer le vouvoiement systématique de certains personnages non-joueurs (et plus particulièrement ceux de Château-Suif) envers le personnage principal en tutoiement. Nous avons également pu harmoniser les textes rattachés à une réplique sonore afin de les faire correspondre à ce qui est dit. Enfin, nous avons amélioré les descriptions des objets et des sorts, et notamment en ce qui concerne les conversions des distances en mètres, qui n'étaient pas toujours homogènes. Dans un second temps, nous avons traduit l'intégralité des textes rajoutés par l'Enhanced Edition. Cela a représenté un travail tout aussi significatif, dans la mesure ou près d'un tiers des textes du jeu provient de l'Enhanced Edition. Durant toutes les étapes de notre travail, nous avons eu à cœur de respecter la terminologie et le vocabulaire spécifique de Donjons & Dragons et de l'univers des Royaumes Oubliés. Cependant, malgré notre motivation à délivrer un travail que nous espérons être de qualité, il est possible qu'il subsiste encore quelques erreurs. Si vous en repérez une, n'hésitez pas à nous le signaler sur le forum officiel, à cette adresse : http://forum.baldursgate.com/categories/français Nous en ferons la correction dans les plus brefs délais. Nous signalons enfin que le travail de l'équipe de traduction française se limite strictement aux textes écrits de Baldur's Gate : Enhanced Edition. Nous ne sommes en aucun cas responsables des problèmes de voix françaises manquantes au jeu. Cependant, SaphirAngel, un autre passionné du jeu comme nous, a mis au point un patch permettant d'avoir la plupart des voix des personnages de Baldur's Gate en français. Vous pouvez trouver son patch, ainsi que les recommandations pour l'installer, à cette adresse : http://forum.baldursgate.com/discussion/10605/voix-francaise-pourquoi-pas-non-plus-faut-pas-etre-trop-gourmand-par-contre-p/p1 Depuis lors, Isaya, un autre passionné et membre de la Couronne de Cuivre, en a réalisé une version revue et améliorée. Le patch et les instructions d'installation se trouvent à cette adresse : http://forum.baldursgate.com/discussion/23146/voix-francaises-pour-bgee-v1-2 Nous leur adressons, au nom de tous les joueurs francophones, nos remerciements les plus sincères. (Notez que ces patchs ne concerne que les voix déjà présentes dans Baldur's Gate et son extension Tales of the Sword Coast ; les voix rajoutées par l'Enhanced Edition resteront en anglais pour le moment).
24705~Baldurs Gate: Enhanced Edition~ ~Polish Translation~ Nowa zawartość Szef zespołu: Maciej Wójcik – cherrycoke2l Tłumaczenie: Małgorzata Oleszczuk Michał „Drian� Goszczyński Piotr Wiankowski Korekta: Maciej Kalinowski Piotr Wiankowski Korekta i dodatkowe tłumaczenie oryginalnej treści BG1 na postawie tłumaczenia CDProjekt: �ukasz „RobeN� Abramczuk Maciej Guzy Adam Kloc Mariusz Kosmatka Lucyna Markowska Michał „Zioman� Pawłowski Grzegorz „Ilphalar� Smyk Piotr Szymański Filip Terenowski Krystian Walkiewicz Wapniak Bartłomiej Wypych Bartłomiej Rybiński
24706Polskie tłumaczenie Baldur's Gate: Enhanced Edition oparte jest o tłumaczenie CDProjekt. Celem naszych zmian było znalezienie i poprawienie jak największej liczby nieścisłości i zapewnić jednolitość użytych terminów. Wzorem dla nas było słownictwo z Baldur's Gate 2, a w mniejszym stopniu z tłumaczeń kolejnych gier takich jak Neverwinter Nights czy Neverwinter Nights 2. Ważne było również to, aby treść przełożona przez CDProjekt pozostała w jak największym stopniu nietknięta, chyba że widoczne były ewidentne błędy i literówki. W tłumaczeniu zawartości Enhanced Edition chcieliśmy jak najbardziej zbliżyć się jakością do tłumaczenia polskiego wydawcy Baldur's Gate. Przykładowe zmiany nazewnictwa w porównaniu z Baldur's Gate: bugbear => orklin Chromowa kula => Chromatyczna kula Świat Mroku => Podmrok umarlaki => nieumarli Widzenie prawdy => Prawdziwe widzenie Ewentualne błędy prosimy zgłaszać na forum: http://forum.baldursgate.com/discussion/7215/bledy-w-polskim-tlumaczeniu/p1
24707~ Czech Translation ~ Původní překlad Baldur's Gate + Tales of the Sword Coast: Adam Rambousek, PeZ, Beleger, Corim, Dawe, Ebenezum, Eljarad, Fialky, Garalda, Daniel Hoda�, Jiří Kafka, Jiří Havlík, Jan Říha , Jan Spá�il, Jirka ""Duff"" Šimša, Jason, Kopin, Luboš Grim, Luděk Šmíd, Marcus de Tycho, Marek Teplík, Machr Machrovic, Martin Schovanec, Michal Pekarik, Milan Tuma, Mira Vanek, Mrash, Ondřej Něme�ek, Pavel Cenek, Pavel Kelbl, Petr Kopp, Petr Matějka, Protoss Bitchik, Quido, Redman, Roman Kopecký, Tomáš Janda, Vašek Vymětalík, Vlada Vecerek, Zdeněk Králí�ek, Zdeněk Zábranský
24708~ Czech Translation Notes ~ Doufáme, že se vám �eský překlad zalíbí. Původní překlad sice prošel několika korekturami, ale vždy můžete narazit na chyby. Pokud najdete chybu, napište na rambousek@animefest.cz, ať ji můžeme co nejdřív opravit.
24709~ Translation Team ~ The Ring of Wonder ~ Translators ~ inthel El Ahorcado WH Freedomourne ~ Proofreaders ~ jox shohy archenemy wrhunter azuresand demonickyo fr0m yujianaa xibeiyuchen ~ Special Thanks ~ Interwise Multimedia Corp. The Third Wave (Beijing) Co.,Ltd. And all friends which helped us revised the original Baldur's Gate Chinese content ~ Community ~ http://trow.cc/
24711Chinese Traditional Credits
24712Chinese Traditional Notes / Glossary
24713~Localizzazione in Italiano~ ~Team Leader~ Andrea Colombo (alias AndreaColombo) ~Traduttori/Proofreader~ Giuseppe Calì (alias Aedan) * Michele Carosso (alias BBuk80) Claudio Cremonesi (alias Cremo) * Fiorenzo Delle Rupi (alias Essex) Simone Dicorato (alias Ophlyum) * Manuel Montosi (alias Sharsek) Davide Perrino (alias Davide) * Matteo Rizzuto (alias Olorin) ~Rules Police~ Davide Pianforini (alias Ivanhoe) * Giovanni Spinelli (alias Akerhon) Federico Sprovieri (alias Fezwulf) ~Beta Tester della Traduzione~ Sofia Favro (alias Sophia) * Fabio Luczy (alias lewenok) Claudio Merlo (alias Metalloman) * Vincenzo Raffa (alias lestat) ~Controllo Qualità~ Giuseppe Calì (alias Aedan) * Davide Perrino (alias Davide) ~Contributors~ Daniele Cappelletti (alias jKendan) * Fabrizio Ferraro (alias Puxxup) Nicola Franchi (alias Garret80) * Luca Lapponi (alias Wyrd) Alessandro Parma (alias Pinoba) * Nikola Segoloni (alias nikiliko) Stefano Viani (alias KangaxxDemiLich) * Ernesto von Berger (alias fon_1138)
24714~Note di Traduzione~ Tutti gli elementi relativi all'universo di Dungeons & Dragons e all'Ambientazione Forgotten Realms, fra cui incantesimi, specializzazioni, classi, sottoclassi, abilità, oggetti, luoghi e personaggi, sono stati tradotti in italiano secondo la terminologia ufficiale adottata nei manuali di Advanced Dungeons & Dragons Seconda Edizione. Segue l'elenco del materiale principale di supporto: Edizioni Twenty-Five Editions: Manuale del Giocatore * Manuale del Dungeon Master Manuale dei Mostri Volume I e II * Abilità e Poteri Combattimento e Tattiche * Incantesimi e Magia Dar Vita ai Reami * A Spasso per i Reami Edizioni Ripa: Manuale del Dungeon Master * Manuale dei Mostri Data la mancata localizzazione italiana di numerosi manuali Advanced, il team si è dovuto avvalere delle successive pubblicazioni di Dungeons & Dragons Terza Edizione (3.0/3.5 Twenty-Five Editions) nel pieno rispetto delle fonti canoniche. Segue l'elenco dell'ulteriore materiale: Forgotten Realms Ambientazione * Razze di Faerûn Magia di Faerûn * Signori dell'Oscurità Splendente Sud * Imperi Perduti di Faerûn Irraggiungibile Est * Marche d'Argento Fedi e Pantheon * Manuale del Giocatore Guida del Dungeon Master * Manuale dei Mostri Manuale dei Mostri II * Manuale dei Piani Atlante Planare In ogni altro caso, come nei termini senza precedenti, la trasposizione in italiano ha cercato di essere il più fedele possibile all'originale inglese.
24715Baldur's Gate: Enhanced Edition, Japanese Version "Baldur's Gate" Original Japanese Translation - SEGA SAMMY HOLDINGS INC. Forgotten Realms Official Japanese Glossary courtesy of HobbyJAPAN CO.,Ltd New Content Volunteer Translation Team Garyou_Tensei - Team lead, translation coordination, miscellaneous translation Mieko Fukushima - "Black Pits" scenario and "Baeloth" NPC norilm - D&D/FR/BG research, playtesting, UI & system translation, editing, localization support Toyofumi Morita - "Dorn" recruitable NPC & related quests, playtesting VAN - "Rasaad" recruitable NPC & related quests, UI & system translation, editing, localization support Vertec - "Neera" recruitable NPC & related quests BG1 Legacy Translation Volunteer Editing Team Zeno Sacchan Soryum Dungeons and Dragons Japanese Version : Sage Advice - Masaki YANAGIDA (@D16) Localization Tools Development and Engineering Support - jpmod Editing Support - 385 Costume Special Thanks Eiji Nakabayashi BG Spoiler Wiki
24717~ Korean Translation ~ ~ Team leader ~ windrake ~ Translators / Proofreaders ~ Phaeton elsra Luke ~ Rules polices ~ windrake ~ Former team leader ~ Maru ~ Former team members ~ 6puritans9, Alks, AngrySSW, Divider, elsra, gunner0713, Harrry, Luke, Lusny, ppeanuts, sidebi, windrake ~ Special thanks ~ chbchb59, DesTroyeR, injuras, KaramHui, karipe, Paldangdamnit, sepice83, Solyaris
24718The Korean localization is based on Phaeton's BG1 unofficial Korean language patch. As this work is still currently in Beta stage, its playtesting is to be considered incomplete. So keep in mind that it may have some minor problems such as mistranslations, mix of terms, terms not appropriate to the situations. This would be noticeable especially in the Enhanced Edition's additional contents. This translation will be improved constantly even after its official release. If you have any suggestions about terms of translation, or feedback to typographical errors and mistranslations, and any other improvement requirements, please use the following Korean localization session on the official forum: http://forum.baldursgate.com/categories/korean Although this Korean localization is official, it has been made by amateur volunteers without fund support, so it is inevitable that it is somewhat lacking. Therefore we would welcome constructive feedback, but please refrain from malicious gossip and slander.
24719~ Türkçe Çeviri Ekibi ~ ~ Çeviri Lideri ~ Deniz "Shinorus" Edward Hooper ~ Çevirenler ~ Güneş "kangax" Kuday Mosi "Elothran" Konfidan Adnan "TheBardicWitcher" Tahir Ergül Umutcan Eryılmaz Barış "Nihilus" Solmaz Deniz "Shinorus" Edward Hooper Semih "khazak_tye_hurr" Energin Pınar "alttancizgi" Orbay Deniz "degoryan" Negiş Aybars Yurdun Kenan "Scarback" Fuat Türetken Sencer Çoşkun Altuğ Büker Can Ayas Cenk "Skysect" Aslan ~ Denetmenler ~ Deniz "degoryan" Negiş Deniz "Shinorus" Edward Hooper ~ Terim Sorumluları~ Buğra "nuitari" Gören Semih "khazak_tye_hurr" Energin Deniz "degoryan" Negiş ~ Çeviriye katıkıda bulunanlar ~ Bizimle sürekli iletişim içerisinde olup çevirinin son durumunu sizlere ilettiği için Merlin'in Kazanı ekibine, Yardımlarını esirgemeyen için FRPnet ve kurucusu "Kayra Keri Küpçü"ye, Çevirmen ile denetmen aradığımızı ve röportajımızı yayımlayan Oyungezer ekibine, Kendisi bir Ejder olduğundan Uluç Sergün'e. Düzeltmenimizin Khalisisi Zeynep Negiş'e Çeviriye katılan Eda Anıl'a, Deniz Büyükonat'a, Cemre Kıvırcık'a, Egemen Görçek'e ve Boğaziçi Üniversitesi Gerçek Macera Oyunları Kulübüne teşekkür ederiz.
24720Türkçe çeviriyi sabırla bekleyen tüm oyunseverlere teşekkür ederiz. Baldur's Gate Türkçe çeviri ekibi olarak Türk oyuncuların bu klasik oyunu ana dillerinde keyifle oynayabilmeleri için elimizden geleni yaptık, yapmaya devam ediyoruz. Çeviride karşılaştığınız hataları Baldurs Gate'in Türkçe forum bölümünde açılan başlığa iletebilirsiniz. İyi oyunlar…
24721~German Translation~ ~ Team Leader ~ David Muellenborn ~ Translators ~ Manuel Kracht Tobias "Lunever" Lehmberg Benedict Marko Holger Pick Kay-Viktor Stegemann ~ Proofreaders ~ René Mumme Jakob Muellenborn Martin Schmuck Jan "Jarl" Stolz Michael "Blackwind" Sußebach Florian Käckenmester Benjamin Wolf Aaron Reiher Florian Kiersch Alex Funke "Akuro" Martin J. Kramer Torsten & Magdalena Welsch Jasmin Tran Thomas Temme ~Rule Policy~ Manuel Kracht René Mumme
24722~ German Translation Notes ~ Diese Übersetzung basiert auf der offiziellen Version 1.3.5512 von Baldur's Gate und dem Textpatch (Revised Version 3.3) von Manuel Kracht und der deutschen Community aus dem Kerzenburg-Forum. Der Patch korrigiert viele Übersetzungsfehler und verbessert die Menüs und Beschreibungen von Gegenständen und Zaubern (Erstveröffentlichung 2008). Mit der Enhanced Edition ist das Skript um ein Drittel auf über 32.000 Zeilen gewachsen, und wurde nach Abschluss der Übersetzung in drei Durchläufen von einem 20-köpfigen Team vollständig überprüft. Neben der Rechtschreibung, die sich (bis auf wenige Ausnahmen) an den Empfehlungen des Dudens orientiert, liegt der deutschen Version eine einheitliche Nomenklatur der Vergessenen Reiche zugrunde. Das Team der Übersetzer wurde bewusst klein gehalten, um einem möglichst einheitlichen Stil gerecht zu werden. Übersetzungsfehler können im offiziellen Forum gemeldet werden. Weitere Informationen sind unter forum.baldursgate.com/categories/deutsch zu finden. Aktuelle Version: v1.05 (Beta Status)
24723~ Russian Translation ~ Pavel "prozh" Prozhikin Vladislav "DragonAttack" Kovnerov ~ Additional Translation ~ Pavel Krinitskiy SBT Group Andrii "MelAndr" Melnyk Oleksa "snovyda" Melnyk Yurii "Shahor" Bisyk Sophia "Selina Sebro" Shul Serhii "Algiz" Skoblei Sviatoslav "Rifleman" Davydenkov Mariana "Illusion" Mazur Costiantyn "Warrog" Moharychev Volodymyr "Skeptyk" Strus Also volunteers: Andrii Tsarenko Svitlana Electrino Virake Deadmisha Danteron Bambucha
24724Russian Notes / Glossary
24725SBT Group Coordinator Ihor "Medichronal" Solodrai Editors Oleksa "snovyda" Melnyk Sophia "Selina Sebro" Shul Translators Yurii "Shahor" Bisyk Sophia "Selina Sebro" Shul Volodymyr "Skeptyk" Strus Serhii "Algiz" Skoblei Ihor "Medichronal" Solodrai Costiantyn "Warrog" Moharychev Andrii "MelAndr" Melnyk Mariana "Illusion" Mazur Sviatoslav "Rifleman" Davydenkov Also volunteers: Svitlana Bambucha Vsevolod Bregman Danmer Lemberg Elrond Waiter Pavel Virake Andriy Hlopetskyi Olha Danteron Yurii Deadmisha Electrino Oxana Bellius Demyd Vitalii Paulus_pdv Fafnir Misha Special thanks to PlayUA team
24726Ukrainian Notes / Glossary
24727~ Portuguese (Brazilian) Translation ~ ~ By Edson Belo de Oliveira Júnior ~ ~ Special Thanks ~ Janaína Dias Gomes dos Santos, Fábio "Faldrath" Ribeiro, Stephan Martins Claudino da Rosa, Todd Sherrill, and the communities of Avengers of Balduran and Baldur's Gate.com for their support, which inspired me to finish this Herculean and honorable task. This work is for you all. Thank you!
24728Observações / Glossário Português (Brasileiro) A Alatos 'Ravenscar' Thuibuld: Alatos 'Cicatriz-de-Rapina' Thuibuld. Amnian: Amniano B Berrun Ghastkill: Berrun Matador-de-Carniçal Black Lily (nome): Lírio Negro Black Talon (guilda): Garra Negra Blunt Weapons: Armas Cegas Blushing Mermaid: Sereia Envergonhada Bow Weapons: Arcos Burning Wizard Inn: Estalagem O Mago Incendiário C Candlekeep: Fortaleza da Vela Carrion Crawler: Verme Carniceiro Chill (guilda): Gélidos Cloakwood: Floresta do Manto Cloud Peaks: Picos Nebulosos Costway: Caminho da Costa D Darkhold: Forte Negro Durlag's Tower: Torre de Durlag E Elemental summoning bowl: Bacia de conjurar elemental Elfsong (taverna): Canção do Elfo Enforcer: Executor Entar Silvershield: Entar Escudo-Prateado Evermeet: Encontro Eterno F Firewine Ruin: Ruínas do Vinho de Fogo Flamedance: Chamas Dançantes Friendly Arm Inn: Estalagem do Braço Amigo G Gandolar Luckyfoot: Gandolar Pé-Sortudo Gella Mirrorshade: Gellana Espelho-Sombreado Glittergold: Pó de Ouro Gnoll Stronghold: Fortaleza Gnoll Greycloak: Manto Cinzento Greywolf: Lobo-Cinzento Gullykin (vila): Bueirinho H Helmed Horror: Horror Blindado High Hall Ducal Palace: Palácio do Alto Salão Ducal I J Jovial Juggler Inn: Estalagem O Trapaceiro Jovial K L Large Sword: Lâminas Longas Larswood: Floresta Lars Low Lantern (taverna): Lanterna Fraca M Market Square: Praça do Mercado Merchants' League: Liga dos Comerciantes Missile Weapons: Armas de Projétil Most Noble Order of the Radiant Heart: Nobilíssima Ordem do Coração Radiante N Narlen Darkwalk: Narlen Caminhar-Sombrio O P Peldvale: Vale Peld Piergeiron Paladinstar: Piergeiron Estrela-Paladina Pinklings: Rosados Pixie: Duende Q R Ranger: Mateiro Rededge (nome): Corte-Vermelho Red Sheaf Inn: Estalagem do Feixe Vermelho S Seven Suns Trading Coster: Companhia Comercial Sete Sóis Shapeshifter: Metamorfo Shillelagh: Porrete de Carvalho Slime: Limo Small Sword: Lâminas Pequenas Sorcerous Sundries: Diversos Sobrenaturais Spiked Weapons: Armas com Cravos Splurging Sturgeon Inn: Estalagem do Esturjão Exibido Surgeon (nome): Cirurgião T Taerom Thunderhammer: Taerom Martelo-do-Trovão Three Old Kegs (taverna): Três Velhos Barris Tiger Cowrie Shell Necklace: Colar de Cauril Trackless Sea: Mar Sem Rastros U Ulgoth's Beard: Barba de Ulgoth Undercellars: Salões Subterrâneos Undermountain: Montanha Subterrânea V W Waterdeep: �guas Profundas Westgate: Portão Ocidental X Y Z Zhentil Keep: Forte Zhentil
24980Character 1
24981Character 2
24982Character 3
24983Character 4
24984Character 5
24985Character 6
24986Characters 1 & 2
24987Characters 3 & 4
24988Characters 5 & 6
24989Characters 1,2,3
24990Characters 4,5,6
24991Select All
24992Zoom In
24993Zoom Out
24999TWO-WEAPON: This fighting style allows the character to use two melee weapons at the same time with fewer penalties. A character wielding two weapons without a slot in this fighting style would incur a -4 penalty to attack rolls with the main weapon and a -8 penalty with the off-hand weapon. Proficient (1 slot): The wielder's penalties are reduced to -2 with the main weapon and -6 with the off-hand weapon. Specialized (2 slots): The wielder's penalties are reduced to 0 with the main weapon and -4 with the off-hand weapon. Master (3 slots): The wielder's penalties are reduced to 0 with the main weapon and -2 with the off-hand weapon.
25000Bastard Sword
25001Long Sword
25002Short Sword
25003Axe
25004Two-Handed Sword
25005Katana
25006Scimitar / Wakizashi / Ninjat�
25007Dagger
25008War Hammer
25009Club
25010Spear
25011Halberd
25012Flail / Morning Star
25013Mace
25014Quarterstaff
25015Crossbow
25016Longbow
25017Shortbow
25018Dart
25019Sling
25020Two-Handed Weapon Style
25021Sword and Shield Style
25022Single-Weapon Style
25023Two-Weapon Style
25024BASTARD SWORD: The bastard sword is a double-edged sword and can be wielded with one or two hands. It does more damage than a long sword but less than a two-handed sword. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5>
25025LONG SWORD: The long sword is perhaps one of the most common weapons in Faerûn. Skill with the long sword will allow your character to have access to a widely available and cheap weapon. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5>
25026SHORT SWORD: The preferred weapon of many a Thief and halfling, the short sword is a light but useful weapon. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5>
25027AXE: There are two varieties of axes: throwing axes and battle axes. This proficiency class allows your character to use either. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5>
25028TWO-HANDED SWORD: The hallmark of the traditional musclebound warrior is the two-handed sword. This proficiency class allows your character to use these heavy swords to mangle your opponents. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5>
25029KATANA: The katana is the finest example of the swordsmith's craft, and requires great care to use. As skill develops, the wielder and blade become a single being, dedicated completely to the art of warfare. These weapons are hard to find outside of Kara-Tur, so care must be taken when considering this proficiency. After all, skill with the katana is only helpful if you can find one. WARNING: Magical katanas are very rare in Baldur's Gate! <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5>
25030SCIMITAR/WAKIZASHI/NINJATŌ: This weapon class allows the character to use various oriental swords, including the scimitar, the wakizashi, and the ninjat�. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5>
25031DAGGER: The dagger is generally used by Mages and Thieves. A small weapon, the dagger is still extremely useful, and many warriors take a proficiency slot in it just in case their larger weapons are stolen or destroyed. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5>
25032WAR HAMMER: This weapon class allows the character to use throwing hammers and war hammers. Both of these weapons are often associated with dwarven warriors, and it is the dwarven people who make the finest quality hammers. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5>
25033CLUB: This weapon class allows the character to use clubs. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5>
25034SPEAR: The spear is a useful weapon, giving the attacker the "reach" against most opponents. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5>
25035HALBERD: These long weapons are often carried by Fighters working as guards. The reach of the weapons allows crowds to be pushed back without much danger to the guard. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5>
25036FLAIL/MORNING STAR: The flail and morning star are blunt weapons used to knock your enemies senseless. They are difficult to use but with skill and practice these weapons are very useful. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5>
25037MACE: The mace is most often associated with Clerics. It is a powerful blunt weapon, similar to the club but designed to do more damage. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5>
25038QUARTERSTAFF: A simple weapon, but in the hands of a skilled warrior, whether Mage or Paladin, the quarterstaff can lay flat any foe. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5>
25039CROSSBOW: The crossbow, although smaller and easier to use than the longbow, is just as deadly in the hands of a skilled shot. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5>
25040LONGBOW: This weapon class allows the character to use longbows, both normal and composite. The longbow gives the archer maximum reach, and each arrow delivers a substantial amount of damage. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5>
25041SHORTBOW: This bow is often used by those classes (such as Thieves) who cannot use the larger longbow. It is more easily concealed than a longbow and, in the hands of a skilled user, just as deadly. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5>
25042DART: Darts are small missile weapons, thrown from the hand. Mages often use darts, as they are one of the few missile weapons Mages can employ. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5>
25043SLING: Although the sling is commonly thought of as a toy weapon, its lethality should not be underestimated. A strong bullet thrown from a sling by an experienced user can tear a hole through a man's skull. <DOTS1> <DOTS2> <DOTS3> <DOTS4> <DOTS5>
25044TWO-HANDED: This fighting style allows the character to use a two-handed melee weapon and receive special bonuses. Proficient (1 slot): The wielder gets a +1 bonus to damage rolls, a -2 bonus to Speed Factor, and the ability to score critical hits on a roll of 19 or 20 (instead of just 20) when using a two-handed weapon. Specialized (2 slots): The wielder gets a further -2 bonus to Speed Factor.
25045SWORD AND SHIELD: Anyone can pick up a shield and get its basic protection bonuses, but by spending slots on this fighting style, an adventurer can maximize the benefits received. Proficient (1 slot): The wielder gets a -2 bonus to AC against missile weapons. Specialized (2 slots): The wielder gets a -4 bonus to AC against missile weapons. NOTE: Despite the name of this style, any one-handed melee weapon in combination with a shield will receive the aforementioned bonuses.
25046SINGLE-WEAPON: This fighting style is for characters who do not wish to use a shield but want some bonus when using a one-handed melee weapon. Proficient (1 slot): The wielder gets a -1 bonus to AC and inflicts critical damage on an attack roll of 19 or 20. Specialized (2 slots): The wielder gets a -2 bonus to AC and inflicts critical damage on an attack roll of 19 or 20.
25047Perception
25048Master Thievery
25049Energy Drain
25050Holy Power
25051Cloak of Fear
25052Iron Skins
25053Magic Resistance
25054Righteous Magic
25055Spell Turning
25056Repulsing Undead
25057Spell Deflection
25058Fire Shield Red
25059Fire Shield Blue
25060Protection From Normal Weapons
25061Protection From Magical Weapons
25062Tenser's Transformation
25063Protected from Magical Energy
25064Mislead
25065Contingency Active
25066Protected from the Elements
25067Projected Image
25068Maze
25069Imprisonment
25070Stoneskin
25071Kai
25072Called Shot
25073Spell Failure
25074Offensive Spin
25075Defensive Spin
25076Intelligence drained by Mind Flayer
25077Regenerating
25078In Dialog
25079In Store
25080Negative Plane Protection
25081Ability Score Drained
25082Spell Sequencer Active
25083Protected from Energy
25084Magnetized
25085Able to Poison Weapons
25086Setting Trap
25087Glass Dust
25088Blade Barrier
25089Death Ward
25090Doom
25091Decaying
25092Acid
25093Vocalize
25094Mantle
25095Miscast Magic
25096Magic Resistance Lowered
25097Spell Immunity
25098True Seeing
25099Detecting Traps
25100Improved Haste
25101Spell Trigger
25102Deaf
25103Enfeebled
25104Infravision
25105Friends
25106Shield of the Archons
25107Spell Trap
25108Absolute Immunity
25109Improved Mantle
25120Farsight
25121Globe of Invulnerability
25122Minor Globe of Invulnerability
25123Spell Shield
25124Polymorphed
25125Otiluke's Resilient Sphere
25126Nauseated
25127Ghost Armor
25128Glitterdust
25129Webbed
25130Unconscious
25131Mental Combat
25132Physical Mirror
25133Repulse Undead
25134Chaotic Commands
25135Draw Upon Holy Might
25136Strength of One
25137Bleeding
25138Barbarian Rage
25139Boon of Lathander
25140Storm Shield
25141Enraged
25142Stunning Blow
25143Quivering Palm
25144Entangled
25145Grease
25150Spell Protection Dispelled
25151Specific Protection Dispelled
25152Protection From Illusions removed
25153Magic Attack Canceled
25154Divination Attack Canceled
25155Conjuration Dispelled
25156Combat Protections Dispelled
25157Contingency Removed
25158Battleground Effects Removed
25159Offensive Damage Dispelled
25260Disabling Effects Removed
25261Combination Spell Removed
25262Non-Combat Spell Removed
25263Abjuration Spell Dispelled
25264Conjuration Spell Dispelled
25265Divination Spell Dispelled
25266Enchantment Dispelled
25267Illusion Dispelled
25268Invocation Dispelled
25269Necromantic Spell Dispelled
25270Transmutation Dispelled
25271Generalist Spell Dispelled
25272Beregost
25273Black Isle Logo
25274Sunrise movie
25275Sunset movie
25276BioWare Logo
25277Beregost
25278Black Isle logo movie
25279Black Isle logo movie
25280Bioware logo movie
25281Beregost
25282Death
25283End Movie
25284End Movie
25285Asylum movie
25286Underdark movie
25287Suldanessellar movie
25288Hell movie
25289Infinity Engine movie
25290[Movie]Baldur's Gate: Enhanced Edition Introduction
25291Introduction movie
25292Resting Outside
25293Resting in Dungeon
25294Resting at Inn
25295WOTC Logo
25296WOTC Logo
25297Throne of Bhaal Intro Movie
25298berserker
25299wizard slayer
25300kensai
25301cavalier
25302inquisitor
25303undead hunter
25304archer
25305stalker
25306beast master
25307assassin
25308bounty hunter
25309swashbuckler
25310blade
25311jester
25312skald
25313totemic druid
25314shapeshifter
25315avenger
25316priest of talos
25317priest of helm
25318priest of lathander
25319abjurer
25320conjurer
25321diviner
25322enchanter
25323illusionist
25324invoker
25325necromancer
25326transmuter
25327wild mage
25328barbarian
25329Berserker
25330Wizard Slayer
25331Kensai
25332Cavalier
25333Inquisitor
25334Undead Hunter
25335Archer
25336Stalker
25337Beast Master
25338Assassin
25339Bounty Hunter
25340Swashbuckler
25341Blade
25342Jester
25343Skald
25344Totemic Druid
25345Shapeshifter
25346Avenger
25347Priest of Talos
25348Priest of Helm
25349Priest of Lathander
25350Abjurer
25351Conjurer
25352Diviner
25353Enchanter
25354Illusionist
25355Invoker
25356Necromancer
25357This spell heals the character by 27 Hit Points.
25358This spell heals the character of all injuries, diseases, and blindness. It can also dispel feeblemind and cure mental disorders.
25359Resurrection returns a character to life and heals him/her of all wounds.
25360This spell restores life energy back to an energy drained character (all drained levels are restored). Greater Restoration also dispels feeblemind and fully heals the character.
25361WIZARD SLAYER: This warrior has been specially trained by <PRO_HISHER> sect to excel in hunting and combating spellcasters of all kinds. Advantages: – Each successful hit bestows a 25% cumulative chance of spell failure on the target. – +1% Magic Resistance per level. Disadvantages: – May not use any magic items apart from weapons and armor.
25362KENSAI: This class's name, which means "sword saint" in the common tongue, refers to a warrior who has been specially trained to be one with <PRO_HISHER> weapon. The kensai is deadly, fast, and trained to fight without the protection of armor. (Note: Despite its common name, a Kensai may use any melee weapon with which <PRO_HESHE> is proficient.) Advantages: – +2 bonus to Armor Class. – +1 to hit and damage rolls every 3 levels. – -1 bonus to Speed Factor every 4 levels. – May use the Kai ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. KAI: All successful attacks within the next 10 seconds deal maximum damage. Disadvantages: – May not wear any armor. – May not use missile weapons. – May not wear gauntlets or bracers. – Alignment restricted to any non-chaotic.
25363CAVALIER: This class represents the most common picture of the knight: the chivalrous warrior who epitomizes honor, courage, and loyalty. The cavalier is specialized in battling "classical" evil monsters such as demons and dragons. Advantages: – +3 bonus to hit and damage rolls against all fiendish and draconic creatures. – May cast Remove Fear once per day per level. – Immune to charm, fear, poison, and morale failure. – 20% resistance to fire and acid. Disadvantages: – May not use missile weapons.
25364INQUISITOR: The Inquisitor has dedicated <PRO_HISHER> life to finding and eliminating practitioners of evil magic and defeating the forces of darkness, and <PRO_HISHER> god has provided <PRO_HIMHER> with special abilities toward that end. Advantages: – May cast Dispel Magic once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. The spell is cast at Speed Factor 1 and acts at twice the Inquisitor's character level. – May cast True Sight once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. – Immune to hold and charm. Disadvantages: – May not turn undead. – May not use the Lay On Hands ability. – May not cast priest spells.
25365UNDEAD HUNTER: This holy avenger has honed <PRO_HISHER> abilities toward the destruction of the undead and other unnatural creatures and is immune to many of their most devastating abilities. Advantages: – +3 bonus to hit and damage rolls against undead creatures. – Immune to hold and level drain. Disadvantages: – May not use Lay On Hands ability.
25366ARCHER: The Archer is the epitome of skill with the bow—the ultimate marks<PRO_MANWOMAN>, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the Archer has had to sacrifice some of <PRO_HISHER> proficiency with melee weapons and armor. Advantages: – +1 to hit and damage rolls with any missile weapon every 3 levels. – May achieve Grand Mastery (5 slots) in longbows, shortbows, and crossbows. – May use the Called Shot ability once per day. Gains one use at level 4 and an additional use every 4 levels thereafter. CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer: 4th level: -1 penalty to target's THAC0. 8th level: -1 penalty to target's Saving Throws vs. Spell. 12th level: -1 penalty to the target's Strength score. 16th level: +2 bonus to damage roll. Disadvantages: – May only wear leather, studded leather, and hide armor. – May only become Proficient (one slot) with melee weapons. – May not use the Charm Animal ability.
25367STALKER: Stalkers serve as covert intelligence-gatherers, comfortable in both wilderness and urban settings. They are spies, informants, and interrogators, and their mastery of stealth makes them deadly opponents. Advantages: – +20% to Move Silently and Hide In Shadows. – May use Backstab ability, although for a lower damage multiplier than Thieves: Level 1-8: x2 Level 9-16: x3 Level 17+: x4 – 12th level: May memorize 3 Mage spells: Haste, Protection From Normal Missiles, and Minor Spell Deflection. Disadvantages: – May not wear armor heavier than studded leather.
25368BEAST MASTER: This Ranger is a wanderer and is not comfortable in civilized lands. Therefore, <PRO_HESHE> maintains a natural affinity for animals; they are <PRO_HISHER> friends and comrades-in-arms, and the Beast Master has a limited form of telepathic communication with them. Advantages: – +15% to Move Silently and Hide In Shadows. – May use Find Familiar ability to summon a pseudo dragon (if lawful or neutral good) or fairy dragon (if chaotic good) companion. – 8th level: May cast Animal Summoning I. – 10th level: May cast Animal Summoning II. – 12th level: May cast Animal Summoning III. Disadvantages: – May not use any metal weapons (for example: swords, halberds, war hammers, or morning stars). – May not wear armor heavier than studded leather.
25369ASSASSIN: This is a killer trained in discreet and efficient murder, relying on anonymity and surprise to perform <PRO_HISHER> task. Advantages: – +1 bonus to hit and damage rolls. – Backstab ability reaches x7 multiplier instead of capping at x5. (Note: This cap is not reached until higher levels, which can only be attained in Baldur's Gate II: Enhanced Edition.) – May use the Poison Weapon ability. Gains one use at level 1 and an additional use every 4 levels thereafter. POISON WEAPON: Each successful hit within the next 5 rounds will inject poison into the target. Each target can only be affected once per round. The amount of poison damage depends on the character's level: 1st - Target suffers 1 poison damage per second for 6 seconds (Save vs. Death at +1 negates) 5th - Target suffers 1 poison damage per second for 12 seconds (Save vs. Death negates), and also immediately suffers 2 poison damage (no save) 9th - Target suffers 1 poison damage per second for 18 seconds (Save vs. Death at -1 negates), and also immediately suffers 4 poison damage (no save) 13th - Target suffers 1 poison damage per second for 24 seconds (Save vs. Death at -2 negates), and also immediately suffers 6 poison damage (no save) Disadvantages: – May only distribute 15 skill points per level among thieving skills.
25370BOUNTY HUNTER: This is a hunter of men, skilled in tracking quarry and bringing them back alive—whether for lawful authorities or underworld masters. Bounty Hunters are specially trained at their task and make fearsome opponents. They have honed their trap-making abilities well beyond that of the average Thief. Advantages: – +15% bonus to Set Traps. – May use the Set Special Snare ability once per day in addition to the normal Thief's Set Snare. Gains one use at level 1 and an additional use every 5 levels thereafter. SET SPECIAL SNARE: Set a trap in the chosen location when no hostile creatures are in sight. Traps grow more powerful with the Bounty Hunter's level and can only be triggered by enemies. 1st level: Deals 3d8+5 missile damage and slows target for 5 rounds if a Save vs. Spell with a -4 penalty is failed. 11th level: Deals 4d8+5 missile damage and holds target for 5 rounds if a Save vs. Spell with a -1 penalty is failed. 16th level: Erects an Otiluke's Resilient Sphere around the target for 7 rounds if a Save vs. Spell is failed. 21st level: Mazes the target. Disadvantages: – May only distribute 20 skill points per level among thieving skills.
25371SWASHBUCKLER: This rogue is part acrobat, part swords<PRO_MANWOMAN>, and part wit: the epitome of charm and grace. Advantages: – +1 bonus to Armor Class at 1st level, plus an additional +1 bonus every 5 levels. – +1 bonus to hit and damage rolls every 5 levels. – May Specialize (two slots) in any melee weapon available to Thieves. – May place 3 slots into Two-Weapon Style. Disadvantages: – May not use Backstab ability.
25372BLADE: The Blade is an expert fighter and adventurer whose bardic acting abilities make <PRO_HIMHER> appear more intimidating and fearsome. This Bard's fighting style is flashy and entertaining, but is also lethally dangerous. Advantages: – May place 3 slots in Two-Weapon Style. – May use the Offensive Spin and Defensive Spin abilities once per day. Gains one use each at level 1 and an additional use each every 4 levels thereafter. OFFENSIVE SPIN: During the next 4 rounds, the Blade's movement rate doubles and <PRO_HESHE> gains a +2 bonus to hit and damage rolls as well as an extra attack per round. All attacks deal maximum damage for the duration. Offensive Spin may not be used in conjunction with the Haste or Improved Haste spells. DEFENSIVE SPIN: During the next 4 rounds, the Blade is rooted to the spot and gains a +1 bonus to Armor Class per level, up to a maximum of +10. Disadvantages: – Only has one half the normal Lore value. – Only has one half the normal Pick Pockets skill.
25373JESTER: This Bard is well versed in the arts of ridicule and hilarity, and uses <PRO_HISHER> abilities to distract and confuse <PRO_HISHER> enemies, cavorting madly during combat. Do not mistake <PRO_HIMHER> for a true fool, however, as <PRO_HESHE> can also be quite deadly. Advantages: – The Jester's song does not help allies. Instead, every opponent within 30 feet must save once per round to avoid falling under its effects: 1st level: Enemies must save vs. Spell with a +2 bonus or be confused. 15th level: Enemies must save vs. Spell with a +2 bonus or be confused, and must save vs. Spell or be slowed. 20th level: Enemies must save vs. Spell with a +2 bonus or be confused, must save vs. Spell at +2 or be knocked unconscious, and must save vs. Spell or be slowed. Disadvantages: – None.
25374SKALD: This nordic Bard is also a warrior of great strength, skill, and virtue; <PRO_HISHER> songs are inspiring sagas of battle and valor, and the Skald devotes <PRO_HISHER> life to those pursuits. Advantages: – +1 bonus to hit and damage rolls. – The Skald's song is different from the typical Bard's and varies with level: 1st level: Grants allies a +2 bonus to hit and damage rolls, and a +2 bonus to AC. 15th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear. 20th level: Grants allies a +4 bonus to hit and damage rolls, a +4 bonus to AC, and immunity to fear, stun, and confusion. Disadvantages: – Only has one quarter the normal Pick Pockets score.
25375TOTEMIC DRUID: This Druid closely identifies with a particular animal, an animal that <PRO_HESHE> feels represents <PRO_HISHER> spirit. This grants <PRO_HIMHER> a special connection to the animal kingdom, and <PRO_HESHE> is able to call upon their spirits to aid <PRO_HIMHER>. Advantages: – May use the Summon Spirit Animal ability once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. SUMMON SPIRIT ANIMAL: The Totemic Druid summons a special spirit animal (spirit bear, spirit wolf, spirit lion, or spirit snake) to aid <PRO_HIMHER> for 6 turns. The spirit animal has 1 HD at level 1, 3 HD at level 3, 5 HD at level 5, 7 HD at level 7, and 10 HD at level 10. Disadvantages: – Cannot use shapeshift.
25376SHAPESHIFTER: This Druid is not called Shapeshifter because <PRO_HESHE> has access to a great variety of forms, but rather because of <PRO_HISHER> complete dedication to a single alternate form. This Druid has willingly allowed <PRO_HIMHER>self to become infected with lycanthropy, but due to intense study and training <PRO_HESHE> has the ability to control <PRO_HISHER> affliction. The creature <PRO_HESHE> becomes is that of the werewolf, the most famous of the lycanthrope shape changers. Advantages: – May shapeshift into the form of a werewolf once per day. Gains one use at level 1 and an additional use every 2 levels thereafter. – 13th level: May shapeshift into a greater werewolf once per day. Disadvantages: – May not wear any armor. – No other shapeshifting abilities due to the effort required in maintaining balance in <PRO_HISHER> primary forms.
25377AVENGER: A member of a special sect within the druidic order, a Druid of this type is dedicated to fighting those who would defile nature. Avengers have powers the average Druid does not—additional abilities that have been earned through extensive rituals, a process that is very physically draining. Advantages: – May Shapeshift into the form of a sword spider, baby wyvern, and fire salamander in addition to the normal shapeshifting abilities. – 19th level: Gains an additional use of Shapeshift. (Note: This level can only be attained in Baldur's Gate II: Enhanced Edition.) – Six arcane spells are added to <PRO_HISHER> repertoire, all the way up to the 6th level. These are listed below: 1st level: Chromatic Orb. 2nd level: Web. 3rd level: Lightning Bolt. 4th level: Improved Invisibility. 5th level: Chaos. 6th level: Chain Lightning. Disadvantages: – May not wear heavier armor than leather. – Incurs a -2 penalty to Strength and Constitution.
25378PRIEST OF TALOS: Talos is the evil god of storms, destruction, and rebellion. Clerics of the Stormlord warn that Talos must be appeased or he will rain destruction upon the land. Advantages: – May cast Lightning Bolt once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. – May cast Storm Shield once per day. Gains one use at level 1 and an additional use every 10 levels thereafter. STORM SHIELD: This spell lasts 1 round per level of the caster. It protects the caster from lightning, fire, cold, and normal missiles. Disadvantages: – Alignment restricted to neutral evil, chaotic evil, and chaotic neutral.
25379PRIEST OF HELM: Followers of the neutral god of watchers and protectors are warriors in their own right and are often seen as defenders of the innocent. Advantages: – May cast True Sight once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. – May cast Seeking Sword once per day. Gains one use at level 1 and an additional use every 10 levels thereafter. SEEKING SWORD: This spell creates a sword in the Cleric's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon and provides a +4 THAC0 bonus, but no damage bonus. It deals 2d4 damage to any target it hits. The weapon sets the Cleric's number of attacks per round to 3 and lasts for 1 round per level. While it is equipped, the wielder cannot cast further spells. Disadvantages: – Alignment restricted to lawful good, lawful neutral, lawful evil, and true neutral.
25380PRIEST OF LATHANDER: Lathander is the good god of renewal, creativity, and youth, and is celebrated nearly everywhere. His followers are very popular throughout the realms, and there are numerous wealthy temples devoted to him. Advantages: – May cast Hold Undead once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. – May cast Boon of Lathander once per day. Gains one use at level 1 and an additional use every 10 levels thereafter. BOON OF LATHANDER: This spell lasts 1 round per level of the caster. It gives the caster a +1 bonus to attack and damage rolls, a +1 bonus to all Saving Throws, and 1 extra attack per round. It also protects the recipient from level drain. Disadvantages: – Alignment restricted to lawful good, neutral good, chaotic good, and true neutral.
25381ABJURER: A Mage who specializes in protective magics. Opposition School: Alteration.
25382CONJURER: A Mage who specializes in creating creatures and objects to assist him. Opposition School: Divination.
25383DIVINER: A Mage who specializes in detection and divining magics. Opposition School: Conjuration/Summoning.
25384ENCHANTER: A Mage who specializes in manipulating the minds of sentient beings. Opposition School: Invocation/Evocation.
25385ILLUSIONIST: A Mage who specializes in creating illusions to confuse and mislead. Opposition School: Necromancy.
25386INVOKER: A Mage who specializes in the manipulation of raw and elemental energies. Opposition School: Enchantment/Charm.
25387NECROMANCER: A Mage who specializes in magic dealing with death. Opposition School: Illusion.
25388TRANSMUTER: A Mage who specializes in magic that alters physical reality. Opposition School: Abjuration.
25389WILD MAGE: Wild magic is a new type of magic that is characterized by powerful and dangerous surges of unpredictable magic. Generally considered to be an unfortunate byproduct of the Time of Troubles, wild magic has recently begun to attract the attention of many a curious or scholarly wizard. Wild Mages are wizards who specialize in the study of wild magic. They have access to spells to protect themselves from wild magic and bend it to their wills. Wild magic is extremely unpredictable and should be used with caution. Every time a Wild Mage casts a spell, there is a 5% chance that the spell explodes in a wild surge. A wild surge produces some entirely random magical effect. A percent chance is rolled to determine the effect; higher rolls are usually better than lower rolls. A Wild Mage's casting level also varies slightly whenever <PRO_HESHE> casts a spell—anywhere between five levels lower and five levels higher than the Wild Mage's true level. There are also three spells available to the Wild Mage and ONLY the Wild Mage. These spells are Chaos Shield, Nahal's Reckless Dweomer, and Improved Chaos Shield. With the exception of Nahal's Reckless Dweomer, each of these spells is included in the Wild Mage's spellbook for free.
25390BARBARIAN: A Barbarian can be an excellent warrior. While not as disciplined or as skilled as a Fighter, the Barbarian can willingly throw <PRO_HIMHER>self into a berserker rage, becoming a tougher and stronger opponent. CLASS FEATURES: – May not wear armor heavier than splint mail. – May not exceed Specialization (two slots) with any weapon class. – May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style. – Moves 2 points faster than other characters. – Immune to backstab. – May use the Rage ability once per day. Gains one use at level 1 and an additional use every 4 levels thereafter. RAGE: The enraged status lasts for 5 rounds and provides a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class and a +2 bonus to Saving Throws vs. Spell, as well as immunity to all charm, hold, fear, maze, stun, sleep, confusion, and level drain spells. – 11th level: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at levels 15 and 19. – Hit Die: d12
25391No, I'm sorry. None of them sound familiar.
25392No, I'm sorry. None of them sound familiar.
25393No, I'm sorry. None of them sound familiar.
25394No, I'm sorry. None of them sound familiar.
25395No, I'm sorry. None of them sound familiar.
25396No, I'm sorry. None of them sound familiar.
25397No, I'm sorry. None of them sound familiar.
25398No, I'm sorry. None of them sound familiar.
25399No, I'm sorry. None of them sound familiar.
25400No, I'm sorry. None of them sound familiar.
25401No, I'm sorry. None of them sound familiar.
25402No, I'm sorry. None of them sound familiar.
25403No, I'm sorry. None of them sound familiar.
25404No, I'm sorry. None of them sound familiar.
25405No, I'm sorry. None of them sound familiar.
25406No, I'm sorry. None of them sound familiar.
25407Myself
25408The spell targets the caster.
25409Last Hit By
25410The spell targets the last person who hit the caster.
25411Nearest Enemy
25412The spell targets the nearest enemy.
25413Hit
25414When any creature hits the spellcaster for damage.
25415See Enemy
25416The caster sights an enemy.
25417Hitpoints at 50%
25418The caster's hitpoints are at 50%
25419Hitpoints at 25%
25420The caster's hitpoints are at 25%
25421Hitpoints at 10%
25422The caster's hitpoints are at 10%
25423Helpless
25424When the caster has been rendered helpless (i.e. charmed, dominated, confused, stunned, asleep, etc.).
25425Poisoned
25426When the caster is poisoned.
25480THIEF CONTROLLED:
25481This script will allow a Thief to either use <PRO_HISHER> Find Traps skill or <PRO_HISHER> Hide in Shadows skill whenever <PRO_HESHE> is idle. By default the Thief will search for traps when there are no enemies nearby. Pressing the "D" key toggles this setting and causes the Thief to attempt to hide in shadows as long as there are no enemies in <PRO_HISHER> line of sight. Note that the Thief won't attack opponents nor defend <PRO_HIMHER>self while either of these skills is in use. Pressing the "V" key toggles this setting and causes the Thief to stop using <PRO_HISHER> skills and start attacking the nearest enemy. (<script>)
25482Attempting to hide in shadows
25483Searching for traps
25484BARD CONTROLLED:
25485This script will allow a Bard to sing <PRO_HISHER> bard song whenever <PRO_HESHE> is idle. By default, the Bard will only sing when enemies are nearby and stop once they are out of <PRO_HISHER> line of sight. Pressing the "D" key toggles this setting and causes the Bard to sing constantly, regardless of enemy presence. Note that the Bard won't attack opponents or defend <PRO_HIMHER>self while singing the bard song. Pressing the "V" key toggles this setting and causes the Bard to stop singing and start attacking the nearest enemy. (<script>)
25486Singing constantly if idle
25487Singing only during combat
25488Attacking enemies
25489Not attacking enemies
25490Singing only when not in combat
25491CLERIC CONTROLLED:
25492This script will allow a Cleric or a Paladin to turn undead whenever <PRO_HESHE> is idle. By default the character will only use turning when undead opponents are nearby and stop once they are out of <PRO_HISHER> line of sight. Pressing the "D" key toggles this setting and causes the character to turn undead constantly, regardless of enemy presence. Note that the character won't attack opponents nor defend <PRO_HIMHER>self while turning undead. Pressing the "V" key toggles this setting and causes the character to stop turning undead and start attacking the nearest enemy. Pressing the "V" key a second time causes the character to attack any non-undead creatures on sight and automatically switch to turning whenever an undead creature is encountered. (<script>)
25493Turning Undead constantly if idle
25494Turning Undead only when undead opponents are nearby
25495Healing allies only when not in combat
25496Healing allies even during combat
25497Not healing allies
25498Attacking only when no undead opponents are nearby
25501Skull
25502Gem Bag
25503Gem Bag
25504This small bag is ideally suited for holding gems. STATISTICS: Weight: 2
25505Scroll Case
25506Scroll Case
25507This sturdy container allows dozens of scrolls to be placed in it, safe from exposure to fire, rain, or lightning—common hazards faced by any adventuring wizard. STATISTICS: Weight: 2
25508Potion Case
25509Potion Case
25510Typically carried by traveling healers, this leather case folds open and allows the user to strap delicate potion bottles to its cushioned side with numerous leather thongs for safe storage during travel. STATISTICS: Weight: 2
25511Balor
25512Balor
25513Greater Basilisk
25514Greater Basilisk
25515Lesser Basilisk
25516Lesser Basilisk
25517Mountain Bear
25518Mountain Bear
25519Beholder
25520Beholder
25521Berserk Warrior
25522Berserk Warrior
25523Black Blade of Disaster
25524Black Blade of Disaster
25525Boots
25526Worn Whispers
25527Boots are normally handmade by cobblers. Common boots are made by using a form, but good boots are designed for the foot of an individual. STATISTICS: Weight: 4
25528Boots of Stealth: Worn Whispers In ages past, a king named Rhigaerd was renowned for the spies he kept. So skillful were they that no nook or cranny escaped their eyes, and maps were held for entire castles and towns. Eventually betrayed from within, the tools of their trade were taken and dispersed, ensuring that none could amass such a band again. STATISTICS: Equipped abilities: – Move Silently: +20% – Hide In Shadows: +15% Weight: 4
25529Cespenar
25530Cespenar
25531Run, Cespenar, run!!
25532No hurts! No hurts, please!!
25534Ooo! Shiny ones!!
25535Cespenar is good servant, oh yes!
25538Bracers
25539Gloves of Missile Snaring
25540Bracers are thick bands of metal or leather that are strapped, belted, or tied to a character's forearm.
25541Foik Morur demonstrated the effectiveness of these gloves at a community fair near Beregost several years back. He paid a local archer to fire arrows at him. As the arrows approached, Foik's hands would move of their own accord, either knocking the arrow away or catching it. He earned more than a few pieces of gold for his troubles, and these earnings attracted some shadowy figures to Foik's tent that evening. The next morning, Foik was found dead and the gloves missing. STATISTICS: Equipped abilities: – Armor Class: +2 vs. missile attacks Weight: 2
25542Mutated Crawler
25543Mutated Crawler
25544Panther
25545Panther
25546Lion
25547Lion
25548Joolon
25549Joolon
25550Chain Mail
25551Elven Chain Mail
25552The delicate yet sturdy craftsmanship of the elven races allows them to design many beautiful yet utilitarian goods. Among these is elven chain mail, which is so finely wrought that it can be worn under normal clothing without revealing its presence. This and its lightness allows it to be worn by Thieves and Fighter/Mages with few restrictions. STATISTICS: Equipped abilities: – Open Locks: -5% – Find Traps: -5% – Pick Pockets: -20% – Move Silently: -10% – Hide In Shadows: -10% – Spellcasting is not disabled Armor Class: 5 (3 vs. slashing, 7 vs. crushing) Requires: 5 Strength Weight: 7
25553Cause Critical Wounds
25554Deck of Many Things
25555Deck of Many Things
25556Demon Knight
25557Demon Knight
25558Death Shade
25559Death Shade
25560Thief
25561Thief
25562Speak, if ye will.
25563Must... return to the shadows!
25564Beg for death and I'll make it quick!
25567Explain your intent, and make it good!
25568Is there something you seek?
25569Fire Elemental
25570Fire Elemental
25571<NO TEXT>
25572Fighter
25573Fighter
25574What can it be now?
25575I'll wipe your filthy lineage right out of the realms.
25576You deserve no less than death, and no more.
25579Let us speak and be done with this!
25580Glabrezu
25581Glabrezu
25582Nabassu
25583Nabassu
25584Marilith
25585Marilith
25587No! Nooo! I must be away!
25588I shall enjoy gutting you like the dog you are...
25589Your death lies here, fool!
25595This is your end, I assure you.
25596Cambion
25597Cambion
25598Pit Fiend
25599Pit Fiend
25600Succubus
25601Succubus
25602Now the time has come for you to pay...
25605Death will only be the beginning for you...
25606Fallen Deva
25607Fallen Deva
25608Deva
25609Deva
25610Djinni
25611Djinni
25612Astral Hound
25613Astral Hound
25614Attack
25615Attack
25616Efreeti
25617Efreeti
25618Air Elemental
25619Air Elemental
25620Greater Earth Elemental
25621Greater Earth Elemental
25622Earth Elemental
25623Earth Elemental
25624Chan
25625Chan
25626Sunnis
25627Sunnis
25628Zaaman Rul
25629Zaaman Rul
25630Mace
25631Mace +3
25632The mace is a direct descendant of the basic club, being nothing more than a wooden shaft with a stone or iron head mounted on the end. The head design varies: Some are spiked, others flanged, and still others have pyramidal knobs. STATISTICS: Damage: 1d6+1 (crushing) Speed Factor: 7 Proficiency Type: Mace Type: One-handed Requires: 10 Strength Weight: 10
25633This weapon has been created by the Enchanted Weapon spell. It behaves as a +3 weapon in all respects. STATISTICS: Weight: 0
25634Morning Star
25635Morning Star +3
25636The morning star is a wooden shaft topped with a metal head covered by a spiked iron sheath. Morning stars have an overall length of about four feet. Some have a round, oval, or cylindrical shaped head studded with spikes. Extending from most morning star heads, regardless of design, is a long point for thrusting. STATISTICS: Damage: 2d4 (crushing) Speed Factor: 7 Proficiency Type: Flail/Morning Star Type: One-handed Requires: 11 Strength Weight: 12
25637Quarterstaff

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