TGDB.NET - Baldur's Gate 2 - Shadows of Amn walkthrough
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                    Baldur's Gate II: Shadows of Amn (PC)
                    & Throne of Bhaal (BG2 Expansion, PC)

                               FAQ/Walkthrough
                    _____________________________________
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                              January 17, 2005
                                 Version 8.5

                       Written by:  Dan Simpson
                            Email:  dsimpson.faqsatgmail.com

                 Use this subject:  Baldur's Gate II v 8.5

              (emails with improper subjects MAY BE DELETED!)


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

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


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

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

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

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

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

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

 http://www.baldurdash.org/

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

Mod information has been given its own section, I.2, just after the Throne of
Bhaal introduction.

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

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

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

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

This Document is Copyright 2000-2005 by Dan Simpson
Baldur's Gate II is Copyright 2000 by Bioware/Black Isle/Interplay
BG2: Throne of Bhaal is Copyright 2001 by Bioware/Black Isle/Interplay

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

__________________
What's New in 8.5:
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
   Changed my email address.

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


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

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

Walkthrough

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

X1.       STRONGHOLD Walkthroughs
X2.       The Limited Wish Adventure

Throne of Bhaal Walkthrough

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

Frequently Asked Questions

Appendices

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

Final Words....


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

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

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


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

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

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

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

   Preorder Disc:  Joluv in the Copper Coronet

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

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

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

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


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

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

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

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

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

   - New Playable Classes: Monk, Barbarian and Sorcerer.

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

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

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

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

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

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

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

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

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

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


-------------------------------------------------------------------------------
III. > > > >  Throne of Bhaal Information
-------------------------------------------------------------------------------

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

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

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

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

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

 - New areas.

 - Completes the Baldur's Gate saga.

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

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

 - More spells.

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

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

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

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

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


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

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

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

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


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

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

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

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

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

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

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

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

 Neutral Good     Pseudo Dragon   0   48    (same as above)

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

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

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

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

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

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

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


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

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

 SPOILERS

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

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

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

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


-------------------------------------------------------------------------------
IV. > > > >  Mod Information
-------------------------------------------------------------------------------

Tired of always knowing how to do everything in the game? Want a new challenge?
Try a mod! All the significant Unofficial Add-On's (most of which are top-
notch) can be found here:

 http://modlist.pocketplane.net

These are listed at the link above, but other good places for mods:

 http://www.fwstudios.net/
 http://www.gibberlings3.net/

Some of the Mods that I've tried:

 Baldur's Gate Trilogy - Combines all the Baldur's Gate games into one
   package. (The "third" game it refers to is Throne of Bhaal) Works really
   well, although there are a few bugs. (Don't memorize any new spells
   until you're sure that they work) It's really fun to play from Candlekeep
   to the Throne of Bhaal in one game.

 Banter Pack - Makes the NPCs more interesting.

 Big Picture - combines several of the largest BG2 mods into one. Includes
   The Darkest Day, Shadows Over Soubar, Never Ending Journey and Tortured
   Souls. Combine this with BGT above for a really massive gaming experience.

 Dark Side of the Sword Coast for BG-BGT - technically a BG1 mod, but played
   in the BG2 engine through BGT.

 Freedom's Reign / Reign of Virtue

 Gibberlings3 Tweak Pack

 Imoen Romance

 One Pixel Productions - Redoes the artwork in the game to be more like BG1.
   I liked going back to the original "paper doll" look from the first game.

 Secret of Bone Hill (BGT)

 Unfinished Business - puts several quests and things back into the game that
   were dropped by Bioware.

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

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


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

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

   What Class Do You Play??

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

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

   Tip:  If you're going to import from BG1, and you, like me, reloaded your
         BG1 game everytime you gained a level to get maximum hit points,
         you might be dismayed to learn that BG2 will AVERAGE OUT YOUR
         HIT POINTS.  That's right, my level 8 Fighter got nerfed from 120
         hit points to 81!  The only way I found to get around this is to,
         when selecting a kit for your imported character, select BACK
         instead of a kit.  You keep your hit points but lose the ability
         to take a kit.

 Favorite Kits:

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

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

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

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

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

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

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

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

  Here's a straight-good aligned power-party:

  Main Character -- play as a Kensai/Mage
  Valygar -- Stalker dual wielding katanas, can also backstab really well.
  Keldorn -- The only Paladin in the game, thus the only person who can use
             the Holy Avenger
    Minsc -- The strongest character in SoA, fights well with the two handed
             sword, or with two weapons.
   Anomen -- Once you get past his bizarre personal issues, he's not that bad.
  Yoshimo -- To be replaced later with Imoen (or use Jan if you prefer)


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

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

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

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

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


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

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

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

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

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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

   My sorcerer spell picks:

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

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

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

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

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

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

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

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

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

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

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

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

 Brian Camley has a spell recommendation:

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

 Max Chen has some spell picks of his own:

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

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

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

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

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

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

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

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

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

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


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

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

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

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

 If jayhc created all 6, he would do this:

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

   1) Dwarfish Berserker with grand mastery in axes.  He should have a
      seventeen dexterity and a nineteen constitution; a high strength is
      preferable, too, but not necessary for the sheer tanking power.  Give
      him a fortress shield, dexterity gauntlets, some variant of full plate,
      a spell-bouncing cloak, a ring of regeneration … he could well have –11
      or –12 ac by a fairly reasonable level, and have amazing saving throws
      and hit points to go along (at level nineteen, his median amount of hp –
      with a nineteen constitution – would near 125; and most people would
      take steps to be certain that it's at least somewhat more than that).
      Heh.  He'll just sit there and soak up blows.  For extra fun, let him
      don that shape-changing cloak found in the sewers – and turn into a
      troll for a moment or two when he seems near the brink of death.

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

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

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

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

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

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

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

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

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

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

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

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

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

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


-------------------------------------------------------------------------------
VI. > > > >  Companions
-------------------------------------------------------------------------------

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

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

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

 Irenicus' Dungeon Characters:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

     Found at:  Waukeen Promenade Circus

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

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

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

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

     Found at:  Copper Coronet (Slums)

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

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

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

     Upgrade:  B-

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

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

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

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

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

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

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

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

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

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

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

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

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

     Found at:  Government District (near the Government offices)

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

     Profs:  [*] Mace, Sling, Warhammer

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

 Elsewhere:

   Cernd       13   9   13  12  18  13    Human   Shapeshifter  True Neutral

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

     Found at:  Trademeet (talk to the Mayor)

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

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

   Mazzy       15   18  16  10  13  14   Halfling    Fighter     Lawful Good

     Mazzy is not your typical halfling.  For starters, she's not a thief of
     any sort.  Plus she's lawful good, heroic and no-nonsense.  Very atypical
     for halflings.

     Found at:  Temple Ruins (follow the Umar Hills quest from Delon at the
                Government District)
     If kicked out:  Mazzy will return home to Trademeet

     Profs:  Lvl 8 -  [*] Shortsword
                      [*****] Shortbow
             Lvl 9 -  [***] Shortsword
                      [*****] Shortbow
             Lvl 12 - [****] Shortsword
                      [*****] Shortbow

     Grade:  B-  A good Halfling fighter, but... in all actuality she is
                 closer to a Halfling Paladin.  She has several special
                 abilities such as Lay on Hands and Haste.

   Valygar     17   18  16  10  14  10   Human      Stalker      Neutral Good

     Valygar's family has long lived in the shadow of magic.  His own mother
     went mad with the power of it and was destroyed.  Valygar escaped this
     fate by becoming a Ranger, albeit the only Ranger with mage spells
     (Stalker).

     Found at:  Valygar's Cabin (Umar Hills, NE of the town)

     Profs:  Lvl 8 -  [**] Katana, Longbow, Spear, Two Weapon Style
             Lvl 9 -  [*] Dagger
                      [**] Katana, Longbow, Spear, Two Weapon Style
             Lvl 12 - [**] Dagger, Katana, Longbow, Spear, Two Weapon Style

     Grade:  A-  I would have preferred that Valygar had been an Elven Archer,
                 but this is almost as good.  Valygar comes with several
                 magical items, such as his family Armor, that makes up for
                 his being a mere Stalker.  Don't get me wrong, Stalkers are
                 neat, but to get the most out of them, you need to really
                 hide in shadows and backstab a lot.


-------------------------------------------------------------------------------
VII. > > > >  General Gameplay Strategies
-------------------------------------------------------------------------------

Increase the Brightness Setting:
--------------------------------

 The "normal" brightness setting is so dark that at times you can't see things
 that should be quite obvious.  So go into the Graphics options and move up
 the Brightness and Contrast settings!


Save a Lot:
-----------

 The most important strategy in the game:  Save often!

 There are 3 times when you should definitely save the game.  When you win a
 battle, before you go to sleep, and everywhere else.  You never know when you
 will go to a new area, have your best warrior charmed, and have half your
 party killed.  So save often.  Also don't just save over the same slot over
 and over, use at least 10 slots.  This also means you should probably avoid
 the Quick Save.  Well... not avoid, just don't use it exclusively.

 What I would do is to create an "Archive Save" whenever you enter a new major
 area.  So when you get to the beginning of a new area save it as "Starting
 out in..." and so forth.


Start with All your Old Items: (from Dranyth)
------------------------------

 When importing a character from BG, or even re-importing a character from BG2
 to go through again, you can retain your character's equipment in the
 beginning of the game (I imagine this would work in multiplayer as well as
 single player, but I've only tried it in single player).  First, give your
 character all the great stuff you want to start with and then Export him to a
 character file, then start BG2 and start a single player game, importing your
 freshly exported character with all his goodies as your new character.  Then
 when you finish your character creation it begins loading the first area, as
 soon as the loading screen completes but before it actually starts the game,
 hit the Spacebar once, now when the game starts you should be on a black
 screen and paused.

 If the game isn't paused, you'll have to start over after the whole in-game
 sequence is over, but if the game is paused you should have your sidebars up
 and everything (if it's a completely black screen you'll need to hit H to
 reveal the hidden sidebars), and you can go into your character's inventory.

 Immediately put all of your character's stuff on the ground, then exit his
 inventory and unpause the game, that first cry you give is where you lose
 everything that is on your character.  Now, after the sequence is over and
 you're finished talking with Imoen (when you first have control over
 yourself), go back into your inventory and you'll see that all of your stuff
 is on the ground right where you left it, actually sitting on the floor of
 your cage.  Take your advanced equipment and go forth to kick evil butt!
 (hey, if Minsc can hide Boo...)

 Editor's Note:  Another way to do this would be to start a new Multiplayer
                 Game with a new character.  As soon as the game starts, then
                 delete this character and import your old one.


Magic Items and the Monsters who Require that you Have One to even Hit Them
---------------------------------------------------------------------------

 Moderate SPOILERS

 At some point in the game, you'll get the "weapon ineffective" message.
 This usually means that you need a MORE magical weapon than the one you are
 using in order to hit that monster.  For example, Iron Golems require that
 you hit them with a +3 weapon or better.  Kangaxx the Lich requires +3
 weapons or better, but his Demi-Lich form takes a +4 or better to hit.

 Generally you can tell what "enchantment" a weapon is by looking at its
 bonus to damage or THAC0.  If a sword grants +5 to THAC0, it is probably
 considered a +5 weapon.

 Some weapons, however, have an "enchantment" far beyond their bonuses.  Here
 is a small list of weapons that do more than advertised:

   Staff of the Magi, +1 THAC0, hits as a +5
   Melf's Minute Meteors, hit as a +5 (and ignore magic resistance)
   Mace of Disruption +1, hit as a +4
   Mace of Disruption +2, hit as a +5
   Daystar +2/+4 vs. Undead, hits as a +2 (boo!)
   Flametongue +1, hits as a +4
   Hammer +1/+4 vs. Giants, hits as a +4


Familiars:
----------

 Alignment        Familiar       AC   HP    Abilities
 ---------------  -------------  --   --    ----------------------------------
 Lawful Good      Pseudo Dragon  -2   24    50% magic resistance, renders
                                            victims unconscious, casts Blur

 Neutral Good     Pseudo Dragon  -2   24    (same as above)

 Chaotic Good     Fairy Dragon    4   24    32% magic res., casts Invisibility
                                            10' Radius & Mirror Image 1/day

 Lawful Neutral   Ferret          0   24    50% magic res., 75% Pickpocket,
                                            40% Stealth, 20% Detect Traps

 True Neutral     Rabbit         -4   16    50% Detect Traps, 30% Stealth,
                                            75% resistance to fire, cold, elec

 Chaotic Neutral  Cat             0   24    20% Pickpocket, 99% Stealth,
                                            50% magic res.

 Lawful Evil      Imp             2   18    Polymorphs, 25% magic res.

 Neutral Evil     Dust Mephit     6   24    Casts Glitterdust 2/day, 10% magic
                                            res.

 Chaotic Evil     Quasit          2   24    Casts Horror, 25% magic resist.

   Note:  To get items that were pickpocketed by a Familiar, talk to the
          Familiar and ask for any items they have.

          Also, familiars get upgraded in Throne of Bhaal, see that section
          above for more information.

 Familiars are great.  Sure, only the Main Character can have a familiar
 (which means that if your Main Character can't cast Magic, you won't get one)
 and sure if they die then you permanently lose one point of Constitution.
 But Familiars make the best spies.  They move faster than anyone else.  Cast
 invisibility on a Familiar and you can scout out an entire area. (too bad
 they can't check for traps)

 The best feature of Familiars?  They add HP to their mages!  Say you summon
 a 24 HP Pseudodragon (size-wise think of that little dragon Eddie Murphy
 played in "Mulan").  Then your mage gets a bonus of half that dragon's HP
 added to himself, or a bonus of +12 HP.

 Familiars are NOT fighters.  Never use them as such.  At best they have
 special attacks that can render opponents helpless.  In fact, unless you have
 a specific task you should keep your familiar in your Backpack.  To put them
 there, talk to the Familiar (you have to click the Talk icon) and ask them
 to go in your pack.  They are completely safe in the pack.  To get them back
 out again, simply right-click the Familiar.

   Note:  If you are a Sorcerer, DO NOT LEARN THE SPELL FIND FAMILIAR!!  You
          can only learn a maximum of 5 spells per level and you don't want
          to waste it on a spell that you cast ONCE.  Buy a scroll and cast it
          from the Scroll. (Put it in the Quick Item slot, then at the main
          screen click that scroll)  You will also find this scroll in the
          De'Arnise Hold if you are having trouble finding it.

   Warning:  Familiars can be LOST during transitions to and from various
             areas.  Some that I know of are the Planar Prison and Jarlaxle's
             pocket dimension.  What happens is your party is automatically
             teleported to a new area, but the Familiar is left behind.  That
             familiar is then lost for good.

   Trick:  The easiest way for a non-mage character to gain a Familiar is to
           use Alex Malano's "Anyone can cast Mage Scrolls" strategy.  Just
           pause the game, go to your inventory, right-click a potion in the
           backpack to drink it, then swap slots with the Find Familiar scroll
           and the potion.  Leave the inventory and unpause.  You will cast
           the spell and get a Familiar.

   Trick:  Using familiars as a bag of holding: Certain familiars can
           pickpocket people, including party members. There seems to be no
           limit to the amount of stuff they can keep on them. Drop all the
           stuff except what you want to get store in your familiar. Have him
           pickpocket you until he gets all of it. Interesting way for a solo
           mage to get all the loot in a dungeon out in one go. (Xander77)

   Trick:  You can, of course, export a character after they got the HP from
           the familiar.  Then when you start a new game, you'll still have
           the extra HP and can then summon a new familiar.  Repeat as
           desired.  However, at that point, you're better off just getting
           ShadowKeeper (http://www.mud-master.com/shadowkeeper/) and setting
           your HP as high as you want.


Keeping Summoned Monsters (from Xander77)
-------------------------

 The take away monster: The trick for taking a group of summoned creatures
 through a doorway and into another area is fairly simple. Concentrate your
 party near the doorway. Concentrate the monster group farther away from the
 doorway. Pause your game. Have the monster group attack a character in the
 party. Select the entire party (NOT including the summoned monsters). Click
 on the doorway to enter it. Violin! You are now in the new area and your
 summoned monsters have followed you there. At this point, they are colored
 green, but are not under your command - the talk icon is shown when you click
 on them (they have nothing to say, if you wonder). They will attack any
 enemies they see, though. But this is not quite over. Save your game. Load
 it. The summoned creatures are now under your command.

 This works with 80% of the doors that only have a "Loading" screen when you
 enter them, and 40% of the doors that have both "Saving" and "Loading" screen
 when you enter them.


Duplicating items via Simulacrum (from Xander77)
--------------------------------

 Have the book of many spells in your quick item slot. Summon a Simulacrum.
 Make him turn the page in the book. The book should disappear from his quick
 item slot. Kill the Simulacrum. The book is amongst his remains.  This works
 ONLY with the book of many spells and ONLY in SoA.


Full strength Simulacrum (from Xander77)
------------------------

 The mechanic which the game uses for creating a Simulacrum is fairly
 simple -- create a duplicate of the caster and afflict him with level drain.
 If you cast a Simulacrum then cast restoration on him, you will get a full
 strength duplicate of the caster. This obviously works best with a fighter
 using Vhailor's helm. Make sure the Simulacrum has a couple of healing
 potions in his quick item slot.


Weapon Effects While Shapeshifted: (from K.C.)
----------------------------------

 When a character shapeshifts the effects and equipped abilities from whatever
 weapons were equipped will still be in effect.  I found this out when my main
 character turned into the Slayer and his claws still had the stunning effect
 of the Celestial Fury.  Later I gave Cernd the Staff of the Ram and sure
 enough when he turned into a werewolf he was still able to knock opponents
 back.


Cromwell the Smithy:
--------------------

 Throughout the game you will get spiffy little pieces of great items.  These
 pieces can then be put together by Cromwell the Smithy.  His average price
 is 5,000 gold and it takes a day or two to make.  Oh, and you have to stay
 and help him (so, I hope you weren't already late for something).

 Here is a list of things he can make:

   Item                    Needs (where it is)

   The Equalizer Sword --  Pommel Jewel of the Equalizer   (Irenicus' Dungeon)
                           Hilt of the Equalizer (Mind Flayer City, Underdark)
                           Blade of the Equalizer   (Beholder City, Underdark)
   The Wave Halberd    --  Wave Blade                          (Sahuagin City)
                           Wave Shaft                          (Planar Prison)
   Gesen Short Bow     --  Gesen Shaft                (Tanner's House, Bridge)
                           Gesen String                            (Spellhold)
   The Crom Faeyr      --  Scroll of Crom Faeyr                (Shadow Dragon)
                           Hammer of Thunderbolts      (Illithid Lair, Sewers)
                           Gauntlets of Ogre Power             (Planar Sphere)
                           Girdle of Frost Giant Strength          (Underdark)
   Mace of Disruption +2 - Mace of Disruption +1                (Bodhi's Lair)
                           Illithium Ore           (Athkatla, Bridge District)
   Vorpal Sword        --  Silver Hilt      (On a Githyanki, Slums, Chapter 6)
                           Silver Blade           (Saemon Havarian, Spellhold)
   Ankheg Plate Mail   --  Ankheg Shell                      (Windspear Hills)
   Shadow Dragon Leat. --  Shadow Dragon Scales             (Abandoned Temple)
   Red Dragon Plate    --  Red Dragon Scales                 (Windspear Hills)

 These are without a doubt the most powerful artifacts in the game.  The Crom
 Faeyr is probably the best of these, since it sets one's strength to 25.
 (it's a War Hammer with +5 to hit)


Cromwell Trick, Don't Lose your Ingredients! (from Alessio Ronchi)
--------------------------------------------
 After beating Firkraag, I took his scales to Cromwell to forge the armor but
 when I arrived at the docks a group of smugglers attacked me. I thought, who
 cares? I don't want to waste my time fighting those boring guys, let's just
 ignore them! I entered Cromwell's home and asked him to forge the armor. What
 did those stupid rogues do? They followed me in! So, while Cromwell was
 smashing his freaky hammer on the air, the smugglers were smashing Edwin
 (grrr...) and I could do nothing because I didn't have any control of the
 game (double grr...).  Of course they killed Edwin and I was just about
 to restart the game when I thought:  > > >  Golems
-------------------------------------------------------------------------------

Golem Trick:
------------

 There is a great little trick for defeating any Golems you might run into.
 Simply take the Ring of Earth Control and use it's Control/Charm Earth
 Elemental ability on the biggest Golem around.  Despite the description of
 the spell, it actually works on the golems too! It might take a couple of
 tries, but you can rest in the same room as the golems and try again. After
 you've gotten the biggest on there charmed, let him kill off the others and
 then loot the treasures before the spell wears off.  (from Greymane)


Clay Golems:
------------

 Clay Golems MUST be hit by BLUNT weaponry to score effective hits.  Sample
 blunt weapons are: Clubs, Maces, Morningstars, Fists and Staves.  Hit them
 with anything else and you will get the "weapon not effective" shtick.
 One exception to this are weapons that have bonus damage, such as +1 fire
 damage.  The weapon itself won't hit, but it will still do its fire damage.


Iron/Adamantium Golems butchering (from Xander77)
---------------------------------

 You can just engage the golem in hand-to-hand with +3 weapons, of course, but
 I wouldn't recommend it - they deal massive damage and are usually contained
 in rooms with exits through which they can't fit. The only place where they
 run free is Suldanessalar, and there you can use the invisible door blocker
 to keep them at bay - just have her move away a meter or 2 when the golem
 uses the gas attack.  A character wielding a +3 two-handed sword can
 reach the golem and hurt him, while the golem can't hurt him.  The gas attack
 is sometimes capable of hurting him and sometimes not - haven't quite worked
 it out.  If it does hurt, just move the character away until stops.  Go back
 to hacking away at the golem.

 - Personally I don't care for this one, but if you're desperate for the
 experience and don't have any other means of handling the golem, you can
 lower his MR once or twice then magic missile him to death. The golem only
 has 80 hp or so - not too tough a task.

 - Melf's minute meteors - ignore magic resistance. One casting is enough to
 kill a golem (some kind of ThacO spell is preferable beforehand, though).
 Great for killing magic resistant creatures.


-------------------------------------------------------------------------------
VIII.2  > > > >  Demons
-------------------------------------------------------------------------------

Demon Fighting:
---------------

 Find yourself fighting some mighty demon? Pit Fiend? Glabrezu?  Well fear
 no more!  Simply cast Protection from Evil on your party and they will
 ignore you!  This is not a guaranteed strategy, some demons will attack
 you anyway.


Demons killing (from Xander77)
--------------

 - As this FAQ mentions, protection from evil 10 feet radius works wonders.
 Most random (non quest related) demons won't see you, thus giving plenty of
 time to ambush them.

 - Going hand to hand. Actually not that bad of an idea. By the time you start
 running into demons, you should have several +2/+3 weapons in you party (if
 you don't, you probably won't manage to get through the area where the demon
 is) so you're capable of hurting him. There are often several annoying
 distraction - quasits, genies, and such - around the demon. Get rid of them
 using some are destruction spells. Then your buffed up (haste, chant, chaotic
 commands on the main char [hold and stun protection] etc) party charges the
 demon. A few ruffled feathers later, he should be dead.

 - Bolt of Glory - 2 of those should handle most any demon. Possibly an extra
 shot from the Rams ring and/or Melf's minute meteors. The reason all the
 aforementioned work is because they ignore magic resistance (which the demon
 has a plenty).

 - Desperate measures (if you have to rely on this, then you aren't quite
 ready to face demons yet) surround the demon with aerial servants and fire
 elementals. They get stunned and slaughtered, but they have plenty of hp, so
 you'll have some time before he turns to you. Now lower his resistance and
 magic missile him to death (damn, this game would be a lot harder is some
 monsters just bothered learning Shield)