GPC0014BLG.MG.C2 2/17/99 2:26 PM Page 1 Table of Contents Introduction ...........................................................................3 Manual 1 – The Game Guide Installation ...............................................................................6 How to get Help ......................................................................7 Character Creation ...................................................................8 The Interface ...................................................
GPC0014BLG.MG.C2 2/17/99 2:26 PM Page 2 Introduction Welcome to Baldur’s Gate! N ow that you’ve cracked open the box and are ready to slip that first CD into your computer, it seems like a good time to say welcome to Baldur’s Gate and the AD&D 2nd Edition electronic game world.
GPC0014BLG.MG.C2 2/17/99 2:27 PM Page 4 What’s Included in the Game Manuals I n the first manual, The Game Guide, we delve into actually playing the game of Baldur’s Gate– creating a character, manipulating your characters in the gameworld, interpreting what you see, and playing with other players in multiplayer mode. The second manual, Volo’s Guide to Baldur’s Gate, helps set the stage for the game story, and goes into detail on the rules that define what happens in the game world.
GPC0014BLG.MG.C2 2/17/99 2:27 PM Page 6 How to Install and Start Playing How to get help T Interplay Productions Technical Support now offers troubleshooting guides with complete installation and setup instructions as well as information that will help you overcome the most common difficulties. If you have access to the World Wide Web, you can find these at www.interplay.com/support/ Here you will find troubleshooting information on as well as information on regular system maintenance and performance.
GPC0014BLG.MG.C2 2/17/99 2:27 PM Page 8 Character Generation in Baldur’s Gate W hen you are in the character creation section follow the steps below; at any point in the process you may press “Cancel” and will be prompted if you wish to return to the main game screen. To go back during character creation press the up arrow at the bottom left of the screen. GENDER The gender of your character is decided first.
GPC0014BLG.MG.C2 2/17/99 2:27 PM Page 10 will have a caption describing it. A character can often wield a weapon which they lack a proficiency for, but they will incur a -1 penalty on all rolls with that weapon. Fighters, paladins, and rangers can become even more skilled with weapons by adding a second dot to any proficiency. This will give them an added bonus to their attack rolls and to the damage they inflict. No starting character may have more than two dots allocated to any proficiency.
GPC0014BLG.MG.C2 2/17/99 2:27 PM Page 12 L-click and drag on a portrait moves that portrait in the group order – inserts into space between characters you move portrait to. On the clock pauses and unpauses the game. R-click: Information, Cancel Actions, and Formation Movement control On a portrait brings up that character’s Inventory Screen. On an item or spell on main game area brings up the appropriate Item or Spell properties screen. Cancels current actions – cancels attacks or spell casting.
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GPC0014BLG.MG.C2 2/17/99 2:27 PM Page 18 There are 9 Group Bottom Buttons: These come up when you have more than one character selected: Guard/Protect, Dialogue, and Attack are analogous to the buttons for a single selected character. Stop: Halts all current party actions. Handy for when you are blundering your way into a trap! –Volo Quick Formation buttons: Formations form in the same order as top down on the character portraits bar (top character is #1 in formation, and down the list).
GPC0014BLG.MG.C2 2/17/99 2:27 PM Page 20 Help Wizard Tool Tips These are the information windows that pop up whenever you leave your mouse cursor on any button for a period of time (determined in the options). Help Wizard Tool Tips will also pop up if you leave your cursor on certain items in the game (characters, buildings, signs, etc). To bring up the Tool Tips instantly, press the “Tab” button.
GPC0014BLG.MG.C2 2/17/99 2:27 PM Page 22 Purchase Healing: Temples usually offer healing services for a price. A menu will appear showing the services offered and the price. Select the service you wish to receive and select the character who is to receive the healing. Identify: Shops and Temples can usually identify a much larger variety of items than your characters will be able to. The cost to have an item identified is 100 gold.
GPC0014BLG.MG.C2 2/17/99 2:27 PM Page 24 item. Unstacked items can be stacked by dragging and dropping them on top of each other. Items placed in the “Ground” slots will be dropped at the character’s feet and can be picked up from the main game area. The group pool of gold is shown on this page as well. Encumbrance Each character has a maximum weight they can carry. The weight currently carried by the character is shown next to the Personal Inventory.
GPC0014BLG.MG.C2 2/17/99 2:27 PM Page 26 Dual Class This page is available to human characters only – after 2nd level you can convert a character to dual class. When the player chooses dual class, a dual class interface screen will come up from which he will choose the new class for the selected character. Characters not allowed dual class status include paladins, and bards, the other classes may have restrictions. The character must meet the minimum requirements for the new class in all areas.
GPC0014BLG.MG.C2 2/17/99 2:27 PM Page 28 Sound: This menu allows you to adjust the volumes of various sounds in the game independently. Select Sounds allows you to toggle on/off some specific sound effects and set the frequency with which your characters verbally respond to your orders. Gameplay: Tool Tip Delay adjusts how quickly the Windows Tool-Tip pop-up help appears. The left of the slider is the briefest period of time.
GPC0014BLG.MG.C2 2/17/99 2:27 PM Page 30 Starting Out Creating a Game When you start a multiplayer game, (also known as a session) you will be presented with the Connection screen. Here you can choose the protocol that you will play your game with. If you choose to create a game which other players can join, you will see a popup window appear, on which are spaces to fill in the session name, the player name, and buttons to create a new game or load a game.
GPC0014BLG.MG.C2 2/17/99 2:28 PM Page 32 reloaded, as in the single player game. The protagonist in the multiplayer session is identified by the stone highlight around the first character slot. Characters in Multiplayer Sessions The characters in multiplayer may be created from scratch or may be imported into the game using the “Import” button.
GPC0014BLG.MG.C2 2/17/99 2:28 PM Page 34 person (and only that person) type that player's name followed by a colon (":") then the comment – only that player will see your comment. Saving and Loading The leader can Save games at any time during normal play, just as if playing the single player game. In order to Load a game, the leader must exit and reload the game. General Notes Concerning Multiplayer When you are playing a multiplayer session, keep in mind the following notes: 1.
GPC0014BLG.MG.C2 2/17/99 2:28 PM Page 36 Volo’s Personal Introduction This guidebook is one of the very finest in my ongoing tour of the Realms – I can guarantee that you’ll find no more diligent guide than your humble servant, Volothamp Geddarm. I’ve spent the past six months journeying around the fine port city of Baldur’s Gate and subjecting myself to horrors beyond belief in my quest to bring this information to light.
GPC0014BLG.MG.C2 2/17/99 2:28 PM Page 38 city, or keep, such as Baldur’s Gate, Beregost, Nashkel, the Friendly Arm Inn, and Candlekeep. This guidebook directs the traveler toward the sights and lodgings in the cities. Those not traveling with a caravan in the Sword Coast are warned to hire escorts of armed, trustworthy adventurers! Zane* was not far wrong, but the Coast today is also home to one of the two largest and most powerful cities in the region, Baldur’s Gate (the other, far inland, is Iraebor).
GPC0014BLG.MG.C2 2/17/99 2:28 PM Candlekeep Page 40 I understand your home is Candlekeep, so you probably remember more about it than I do, my friend. All apologies for any errors! -Volo! This citadel of learning stands on a volcanic crag, overlooking the sea. It is a many-towered fortress, once the home of the famous seer Alaundo, and it preserves his predictions along with all the written records and learning of the Realms that can be assembled.
GPC0014BLG.MG.C2 2/17/99 2:28 PM Page 42 Baldur’s Gate This port city is shelter and lifeline for the folk of the Coast. It offers the discerning shopper a wide selection of goods – there are a total of six major inns, six main taverns, seven general stores, six primary temples, and a full-service magic store, along with hundreds of lesser buildings. Baldur’s Gate is a tolerant but well-policed city of merchants, and quiet trade and business are the general order of each day.
GPC0014BLG.MG.C2 2/17/99 2:28 PM Page 44 to look like something else, from goblets to statues to chairs. The larger items include a mechanical scribe, a steam dragon, a pump of Gond, an everlight, a fan chair, and a farseer. Unless one tries to damage, move, or tamper with a device, or states a clear and serious intent to purchase, the priests are usually far too busy fending off ever-present, awe-struck gnomes – who travel to the Hall daily to gawk tirelessly at the wonders there – to speak to visitors.
GPC0014BLG.MG.C2 2/17/99 2:28 PM Page 46 to know and arrange a meeting, or send you to a contact who can. I report all this secondhand, of course! A stay at the Mermaid is apt to be safe, so long as one avoids battle and does nothing overly insulting or stupid. Beer at the Mermaid is sea ale (thicker and more bitter than most tongues find enjoyable), stout, and a light, golden-hued lager from Mintarn. No wines are available, but one can get whisky strong and smoky enough to strip paint or tar from wood.
GPC0014BLG.MG.C2 2/17/99 2:28 PM Page 48 The other point of interest near Beregost is the ruin of Ulcaster’s school. The mage Ulcaster, a conjurer of note, founded his school over 300 years ago – but grew too successful, attracting would-be wizards from all over the Sword Coast. Calishite mages came to fear the school’s power and destroyed it in spell battle, though Ulcaster himself disappeared during the fray and was never found.
GPC0014BLG.MG.C2 2/17/99 3:52 PM Page 50 orcs, kobolds, bug-bears, and trolls. Though these perils have lessened somewhat since the Arm was founded, the safe, clean inn is still a favorite stop. Power Groups of the Sword Coast The Temple of Wisdom This low building has interior walls studded with gems and gold nuggets. Guarded by many illusions, it is a temple to Garl Glittergold, primary deity of the gnomes.
GPC0014BLG.MG.C2 2/17/99 3:52 PM Page 52 them profitable. The rulership of the lands they pass through is up to others, including retired members of their craft, whom they trust to give them a fair shake. An apparent exception to this is the Iron Throne, a mysterious organization which has been operating over the past few decades. Despite its long existence, little is known of its purpose or the identity of its backers.
GPC0014BLG.MG.C2 2/17/99 3:52 PM Page 54 infiltrated and controlled must be cowed into obedience or destroyed. The Black Network is active throughout the Heartlands, but currently has three major bases of operations. Darkhold has been established as a base within the Far Hills (a few week’s east of Baldur’s Gate), and stands as a terminus in the Western Heartlands for caravans from the northern, southern, and eastern Realms.
GPC0014BLG.MG.C2 2/17/99 3:52 PM Page 56 Major Characters of the See above summary for more people – Sword Coast particularly the Dukes of Baldur’s Gate and Drizzt Do’Urden other notables in that fair city. These below are a few of note that I also wanted to mention to you, dear readers –Volo (Dritst Doe-URR-den) Drizzt the dark elf (Chaotic Good, drow elf male, ranger 16th level).
GPC0014BLG.MG.C2 2/17/99 3:52 PM Page 58 Gellana Mirrorshade, Friendly Arm Inn First Reader, Tethtoril, Candlekeep Gellana (Neutral Good, gnome female, priest 10th level). This quiet, observant priestess of Garl Glittergold runs the Temple of Wisdom in the walled inn community known as the Friendly Arm and helps her husband Bentley run the inn as a safe, secure place.
GPC0014BLG.MG.C2 2/17/99 3:52 PM Page 60 in practice casting them in his private turret chamber and in caverns deep beneath Candlekeep. A secret passage is said to connect these heights and depths. He bears a magical staff of office rumored to be a staff of the magi with extra, extremely potent powers. Ulraunt and those among the Great Readers who are wizards have access to spell scrolls all over Candlekeep – scrolls hidden behind wooden panels and within false tomes.
GPC0014BLG.MG.C2 2/17/99 3:52 PM Page 62 carrion crawler may well be the result of genetic experimentation by a mad, evil wizard. The monster’s head is covered with a tough hide, but the body is not well protected. The monster is accompanied by a rank, fetid odor which often gives warning of its approach. A drunken adventurer claimed one of these somehow immobilized the party he was traveling with and slowly devoured them... Grisly! –Volo Dryad Dryads are beautiful, intelligent tree sprites.
GPC0014BLG.MG.C2 2/17/99 3:52 PM Page 64 Gnoll Gnolls are large, evil, hyena-like humanoids that roam about in loosely organized bands. While the body of a gnoll is shaped like that of a large human, the details are those of a hyena. They stand erect on two legs and have hands that can manipulate as well as those of any human. They have greenish gray skin, darker near the muzzle, with a short reddish gray to dull yellow mane.
GPC0014BLG.MG.C2 2/17/99 3:52 PM Page 66 with evil sirines taking stronger measures. Other sirines are hungry for social interaction, and try to lure male humans or humanoids to join them for a time. Sirines speak their own language and the language of the nearest intelligent races. They can breathe water and air, and they have infravision to a range of 120 feet. Skeleton All skeletons are magically animated undead monsters, created as guardians or warriors by powerful evil wizards and priests.
GPC0014BLG.MG.C2 2/17/99 3:52 PM Page 68 Years, as they are drawn from the predictions written down under that title by the famous Lost Sage, Augathra the Mad, with a few additions by the great seer Alaundo. The Roll is a long one; some more important years include the Year of the Worm (1356 DR), the Year of Shadows (1358 DR, the year of the Time of Troubles), the Year of the Turret (1360 DR), and 1373 DR (the current year).
GPC0014BLG.MG.C2 2/17/99 3:53 PM Page 70 This is by no means easy, but we outline some of the major features of the rules and how they may have been interpreted by the computer scribes, below. You don’t have to know much about the AD&D game rules to play Baldur’s Gate (the computer takes care of that for you), but it is helpful. Accordingly, most of the AD&D rules have been summarized, and in places explained how they may have been revised slightly to apply to the game of Baldur’s Gate.
GPC0014BLG.MG.C2 2/17/99 3:53 PM Page 72 spell pages, and after configuring any spells that you want to memorize, click on the “rest” icon. You will rest for eight hours, unless your sleep is interrupted, and awaken refreshed. If your party was injured, party members will gain a few hit points every time they rest. A character can continue to operate at peak efficiency for 24 hours game time (2 hours real time).
GPC0014BLG.MG.C2 2/17/99 3:53 PM Page 74 A player who starts with a paladin or a ranger has to watch his reputation very carefully. If at any time the party's reputation falls below 6, the character will lose his status as a paladin; or in the case of a ranger, the loss of abilities will occur at a reputation of 4. In either case, if the reputation of the party falls below the acceptable level, that character will become a fighter. A paladin or ranger who loses that status cannot regain it.
GPC0014BLG.MG.C2 2/17/99 3:53 PM Page 76 Initiative is determined by a combination of ability, situation, and chance. In Baldur’s Gate initiative is used as a random variation on how quickly characters can initiate their attacks or spells. It adjusts the speed factor of a spell or weapon slightly. Armor Class (AC) is the protective rating of a type of armor. Armor provides protection by reducing the chance that a character is attacked successfully (and suffers damage).
GPC0014BLG.MG.C2 2/17/99 3:53 PM Page 78 Missile weapons in combat – Rate of fire Bows, crossbows, and many other missile weapons have different rates of fire (ROF) – the number of missiles they can shoot in a single round. Arrows can be notched and let loose at a rate of up to two shots per round. Some weapons (such as heavy crossbows) take a long time to load and can be fired only once every round. Darts can be hurled at a rate of several per round.
GPC0014BLG.MG.C2 2/17/99 3:53 PM Page 80 morale level is (melee if morale is high, ranged attacks if morale is lower, for example). Each creature has a recovery time which indicates how long it takes for that creature’s morale to return to its base level – if someone’s morale fails, it will slowly creep back to the baseline. If someone in your party fails a morale check their selection circle will turn yellow (from green).
GPC0014BLG.MG.C2 2/17/99 3:53 PM Page 82 Experience and Gaining Levels Character Attributes E E very time a character goes on an adventure he learns something. He may learn a little more about his physical limits, encounter a creature he has never seen before, try a spell as yet unused, or discover a new peculiarity of nature. A character also improves by increasing his power – as levels are gained, new hit points, more spells, or a better chance to hit with an attack can be achieved.
GPC0014BLG.MG.C2 2/17/99 3:53 PM Page 84 Half-Elves: Half-elves are a mix of human and elven blood. They are handsome folk, with good features of each of their races. A half-elf has the curiosity, inventiveness, and ambition of their human ancestors, and the refined senses, love of nature, and artistic tastes of their elven ancestors. Half-elves have a limited resistance to Charm and Sleep spells. They can see in the dark with infravision.
GPC0014BLG.MG.C2 2/17/99 3:53 PM Page 86 hallmarks. Whether he turns his talent against innocent passersby and wealthy merchants or oppressors and monsters is a choice for the thief to make. There are four thief abilities in Baldur’s Gate. At first level a thief character will receive 30 points to allocate among his abilities. Every level thereafter he will gain an extra 20 points. See Table 2 on pg 138 to see how a thief’s abilities are modified according to race and dexterity.
GPC0014BLG.MG.C2 2/17/99 3:53 PM Page 88 Fighter/Mage/Thief: This character can use the abilities of a fighter, mage, and thief. They cannot use their thieving skills while wearing studded leather, and cannot cast spells while wearing any armor at all. Mage/Cleric: This character can use the abilities of a mage and a cleric, though weapons are restricted to only those allowed by the clerics ethos, and mage spells cannot be cast while wearing armor..
GPC0014BLG.MG.C2 2/17/99 3:53 PM Page 90 money, which makes them quite receptive to bribes. Chaotic Evil: Chaotic evil characters are motivated by the desire for personal gain and pleasure. The strong have the right to take what they want, and the weak are there to be exploited. When chaotic evil characters band together, they are not motivated by a desire to cooperate, but rather to oppose powerful enemies.
GPC0014BLG.MG.C2 2/17/99 3:53 PM Page 92 Druidic Shape Change At higher levels druids can change their shape into three different animals, each once per day. They can choose to transform into either a brown bear, black bear, or wolf. The animals will perhaps have more hit points, faster movement rates, or claw and bite attacks that are quite damaging. These can come in quite handy in combat situations. Racial Enemy Rangers tend to focus their efforts against one particular type of creature.
GPC0014BLG.MG.C2 2/17/99 3:53 PM Page 94 becoming invisible for a time – by selecting the stealth mode. Once invisible, their next attack is a backstab for either 2x, 3x, or 4x damage – depending on the level of the thief. Moving around risks detection. As well, once a thief attacks the stealth mode is ended until successfully reselected. The thief must be out of his enemy’s direct line of sight before he can hide once more.
GPC0014BLG.MG.C2 2/17/99 3:53 PM Page 96 Priest Spells The spells of a priest, while sometimes having powers similar to those of the wizard, are quite different.The priest’s role, more often than not, is as defender and guide for others. Thus the majority of his spells work to aid others or provide some service to the community. Few of his spells are truly offensive, but many can be used cleverly to protect or defend.
GPC0014BLG.MG.C2 2/17/99 3:53 PM Page 98 the normal amount of damage; “None” means no saving throw is allowed. Spell Description: The text provides a complete description of how the spell functions. Mage Spells – Level 1 Armor (Conjuration) Range: 0 Duration: 10 turns Casting Time: 1 round Area of Effect: The caster Saving Throw: None By means of this spell, the wizard creates a magical field of force that serves as if it was scale mail armor (AC 6).
GPC0014BLG.MG.C2 2/17/99 2:45 PM Page 100 This spell causes a 4-inch-diameter sphere to appear in the caster’s hand. When thrown, the sphere heads unerringly to its target. The effect the orb has upon the target varies with the level of the mage who cast the spell. A 1st-level sphere inflicts 1-4 damage and blinds the target for one round. A 2nd-level sphere inflicts 1-6 damage and inflicts pain upon the victim. A 3rd-level sphere deals 1-8 damage and burns the victim.
GPC0014BLG.MG.C2 2/17/99 2:45 PM Page 102 recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of -2 to each attack roll, and any saving throws caused by such attacks are made by the protected creature with a +2 bonus.
GPC0014BLG.MG.C2 2/17/99 2:45 PM Page 104 Horror (Necromancy) Range: Sight of caster Duration: 10 rounds Casting Time: 2 Area of Effect: 30-foot cube Saving Throw: Neg. All enemies within the area of effect when this spell is cast must save vs. spell or flee in terror. Certain creatures are immune to the effects of fear, including all undead.
GPC0014BLG.MG.C2 2/17/99 2:45 PM Page 106 his morale to its highest. The recipient’s morale will gradually reset to normal as the duration runs out. If the recipient is affected by magical fear, this spell is negated. Stinking Cloud (Evocation) Range: Sight of caster Duration: 1 round/level Casting Time:2 Area of Effect: 20-foot cube Saving Throw: Special The Stinking Cloud spell creates a billowing mass of nauseous vapors up to 30 yards away from the wizard.
GPC0014BLG.MG.C2 2/17/99 2:45 PM Page 108 Fireball (Evocation) Range: Sight of caster Duration: Instantaneous Casting Time: 3 Area of Effect: 20-foot radius Saving Throw: 1/2 A Fireball spell is an explosive burst of flame, which detonates with a low roar and delivers damage proportional to the level of the wizard who cast it: 1d6 points of damage for each level of experience of the spellcaster (up to a maximum of 10d6).
GPC0014BLG.MG.C2 2/17/99 2:45 PM Page 110 this damage to half (round fractions down). When the lightning bolt intersects with a wall it will rebound until it reaches its full length – hitting the same enemy multiple times, or even members of your own party. damage inflicted is equal to 1-6 hit points per level of the caster. When casting this spell it is wise to set it far away from the party, lest they set it off accidently.
GPC0014BLG.MG.C2 2/17/99 2:45 PM Page 112 Dimension Door (Alteration) Range: 0 Duration: Instantaneous Casting Time: 1 Area of Effect: The caster Saving Throw: None This spell transports the caster to any place within the visual range of the caster. When the spell is cast a dimensional portal opens up in front of the caster, which he immediately steps through.
GPC0014BLG.MG.C2 2/17/99 2:45 PM Page 114 Monster Summoning III (Conjuration/Summoning) Range: Sight of caster Duration: 4 rounds + 1 round/level Casting Time: 5 Area of Effect: Special Saving Throw: None This spell is much like the 3rd-level Monster Summoning I spell, except that this spell summons 16 Hit Dice of monsters. These appear within spell range and attack the caster’s opponents, until the spell duration expires, or the monsters are slain.
GPC0014BLG.MG.C2 2/17/99 2:45 PM Page 116 Protection from Evil (Abjuration) Range: Touch Duration: 10 rounds Casting Time: 1 Area of Effect: 1 creature Saving Throw: None When this spell is cast, it creates a magical barrier around the recipient at a distance of one foot.
GPC0014BLG.MG.C2 2/17/99 2:45 PM Page 118 The priest calls upon his god to grant him power for a short period. When he does this his Strength, Constitution and Dexterity all are raised by 1 point for every 3 levels of the caster. A 3rd-level caster would have his abilities raised by 1, while a 12th-level caster would have all his abilities raised by 4.
GPC0014BLG.MG.C2 2/17/99 2:45 PM Page 120 Slow Poison (Necromancy) Range: Touch Duration: Instantaneous Casting Time: 1 Dispel Magic (Abjuration) Area of Effect: 1 creature Saving Throw: None When this spell is placed upon a poisoned individual, it greatly slows the effects of venom, actually neutralizing all but the most deadly poisons.
GPC0014BLG.MG.C2 2/17/99 2:45 PM Page 122 Miscast Magic (Enchantment/Charm) Range: Sight of caster Duration: 1 turn Casting Time: 5 Area of Effect: 1 creature Saving Throw: Neg. Any spell-casting creature that is affected by this spell has its casting ability severely impaired. When the creature attempts to cast a spell it has an 80% chance of failure. A creature can save vs. spell to avoid the affect, but does so at –2.
GPC0014BLG.MG.C2 2/17/99 2:45 PM Page 124 Neutralize Poison (Necromancy) Range: Touch Duration: Instantaneous Casting Time: 1 Area of Effect: 1 creature Saving Throw: None Equipment T When this spell is placed on a poisoned individual, it immediately neutralizes any poison and restores 1 to 8 lost hit points. he Inventory Page and how to equip items are discussed in the interface section on Inventory in the Game Guide. (See Tables 8a-b on page 142 for listings of Armor Class bonuses.
GPC0014BLG.MG.C2 2/17/99 2:45 PM Page 126 Small Shield: The small shield is usually round and is carried on the forearm, gripped with the shield hand. Its light weight as compared to a medium shield permits the user to carry other items in that hand, although he cannot wield or carry another weapon. Buckler: Bucklers are slightly smaller versions of small shields. Miscellaneous Wearables Amulets: Amulets are jewelry (sometimes magical) that are worn around the neck, suspended from a chain.
GPC0014BLG.MG.C2 2/17/99 2:46 PM Page 128 Throwing Dagger: Similar to a dagger, but balanced for throwing. Large Swords: Long Sword: These swords are usually referred to as doubled-edged swords, war swords, or military swords. In many cases, the long sword has a single-edged blade. There is no single version of the long sword, and they vary in length from 35 inches to 47 inches. In the latter case, the blade is known to take up as much as 40 inches of the total length.
GPC0014BLG.MG.C2 2/17/99 2:46 PM Page 130 Magical Items and Treasure T reasure can come in many forms. The value of money is readily apparent. It gives characters wealth, and with wealth comes power and influence. However, there are other treasures, very desirable ones, that your characters will not want to sell or give away. These are the magical items that your characters find and use.
GPC0014BLG.MG.C2 2/17/99 2:46 PM Page 132 Magical Items in Baldur’s Gate Listed below is a smattering of magical items that I have come across in my travels and conversations. There are undoubtably more scattered all about the Sword Coast, but I’d be cautious when hunting for these items. Those who wield them are that much more powerful. –Elminster Battle axe +2: ‘Battleaxe of Mauletar’ During the Tethyr civil war, the Battleaxe of Mauletar was in the possession of the house of Ossyind.
GPC0014BLG.MG.C2 2/17/99 2:46 PM Page 134 Tables Table 1: Character Ability Scores Strength Ability Score Dexterity Constitution Hit Adj Dam. Adj Wt Allow Bashing % Miss. Att Adj AC Adj HP Adj Res. Surv.
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GPC0014BLG.MG.C2 2/17/99 2:46 PM Page 138 Table 2: Thieving Ability Modifiers Table 3a-d: Experience Tables 3a.
GPC0014BLG.MG.C2 2/17/99 2:46 PM Page 140 Tables 5a-c: Spell Progression 5a.
GPC0014BLG.MG.C2 2/17/99 2:46 PM Page 142 Tables 8a-b: Armor Tables 9a-b: Reputation/Reactions 8a. Armor Types 9a.
GPC0014BLG.MG.C2 2/17/99 2:46 PM Page 144 9c. Reputation Reaction Adjustments 9d.
GPC0014BLG.MG.C2 2/17/99 2:46 PM Page 146 9e.
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GPC0014BLG.MG.C2 2/17/99 2:46 PM Audio Mastering Craig Duman Tom Baker (Oasis) Re-Recording Mixer Charles Deenen Audio Administration Gloria Soto Page 150 http://www.interplay.com Grand Webmaster Robert "The Innkeeper" Berzins Web Coordinator Ingrid "Frenzie" Moon Mixed in Lead Designer Garett "Jonny Finite" Barnes at Interplay. Assistant Webmaster Chad "Agnostik" Schroeder Thanks to Shannon Wood from the Renaissance Fair for showing us around the fair.
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GPC0014BLG.MG.C2 2/17/99 2:46 PM Page 154 INTERPLAY LIMITED 90-DAY WARRANTY Interplay warrants to the original purchaser of this Interplay ProductionsTM product that the compact disc or floppy disk(s) on which the software programs are recorded will be free from defects in material and workmanship for 90 days from the date of purchase.
GPC0014BLG.MG.C2 2/17/99 2:46 PM Page 156 INTERPLAY WEBSITE Welcome to the Interplay Web! As a company dedicated to providing innovative, high-quality interactive entertainment software, we are always striving to stay as close as possible to the leading edge of technology. This Web site is the latest example of our ongoing effort to provide a wealth of information and opportunities to you.
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