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Baldur's Gate Enhanced Edition Survival Guide

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The document introduces Baldur's Gate and the AD&D 2nd Edition rules that it is based on. It discusses the challenges of translating the flexibility of AD&D to computers.

It is the ruleset that Baldur's Gate is based on. It was the main roleplaying system when Baldur's Gate was first created in the late 1980s and early 1990s.

It is very challenging for even modern computers to capture the entire range of flexibility allowed in AD&D. Computers also cannot make the same judgment calls that human Dungeon Masters can in traditional tabletop games.

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Welcome to Baldurs Gate!


Now that youve 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 Baldurs Gate and the AD&D 2nd Edition electronic
game world.
Right now there's probably two questions running through your mindwhats this AD&D 2nd
Edition thing, and whos the guy writing this anyway?
Baldurs Gate is a huge and varied computer role-playing gamebut the game didn't happen
out of thin air. Baldur's Gate uses the AD&D 2nd Edition rules, which isn't just any roleplaying
game, this is the granddaddy of them all.
So who am I? Well, somebody had to write the 2nd Edition rules back in 89 and I and some
other lucky souls were entrusted with that job. Back then, we were creating strictly for the paperand-pencil, sit-around-the-table, face-to-face game. There was consideration to the needs of a
computer game. Sure, it was something we had all thought about, but there was too much to do
to spend time worrying about itnot that we knew how we would accomplish it anyway.
How times change. Now, almost ten years later, I'm sitting on the other side, making computer
gamesand Im amazed at what Baldurs Gate has done. Baldurs Gate brings the AD&D game
alive on the computer like no other game before itand that's no small task! It is a testament to
the depth and richness of the AD&D system that even today's computers are challenged to
capture the entire range of flexibility allowed within the AD&D game, and it is a testament to
Baldur's Gate that it contains so much of that richness.
Still, face-to-face games don't have a computer for a Dungeon Master. Computers can't make
judgment calls (and would you want one to?). That means there are some changes that couldn't
be avoided. Even in these changes though, Baldurs Gate is true to the spirit of AD&D gaming.
We wanted both experiences, paper and electronic, to be equally fun.
Really this introduction is to thank you for playing our game. You playingand having funis
what this is all about.
And I hope you do.
David Zeb Cook, 1998

Table of Contents
Welcome to Baldurs Gate! ..........................................................................................................................................................1
Table of Contents .............................................................................................................................................................................2
Autography ..........................................................................................................................................................................................8
Part One: The Sword Coast .........................................................................................................................................................9
Overview of the Realms: The World of Baldurs Gate ............................................................................................. 10
The Sword Coast ....................................................................................................................................................................... 10
Candlekeep................................................................................................................................................................................... 12
Baldurs Gate ............................................................................................................................................................................... 13
Hall of WondersMuseum and Shop .................................................................................................................... 14
Elfsong Tavern...................................................................................................................................................................... 15
The Blade and Stars ........................................................................................................................................................... 16
The Blushing Mermaid .................................................................................................................................................... 16
The Helm and Cloak ......................................................................................................................................................... 17
Three Old Kegs..................................................................................................................................................................... 17
Beregost.......................................................................................................................................................................................... 18
High Hedge ............................................................................................................................................................................ 18
Thunderhammer Smithy, Armor Maker and Weaponsmith .................................................................... 19
The Burning Wizard .......................................................................................................................................................... 19
Feldeposts Inn ...................................................................................................................................................................... 19
The Red Sheaf ....................................................................................................................................................................... 19
The Jovial Juggler ............................................................................................................................................................... 19
The Friendly Arm Inn ........................................................................................................................................................... 20
The Temple of Wisdom ................................................................................................................................................... 20
The Friendly Arm ............................................................................................................................................................... 20
Nashkel........................................................................................................................................................................................... 21
Gullykin ......................................................................................................................................................................................... 21
Power Groups of the Sword Coast ....................................................................................................................................... 22

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The Harpers ................................................................................................................................................................................. 22
The Iron Throne ....................................................................................................................................................................... 22
The Red Wizards ....................................................................................................................................................................... 23
The Shadow Thieves ............................................................................................................................................................... 24
The Zhentarim ........................................................................................................................................................................... 24
The Mages of Halruaa ........................................................................................................................................................... 25
Major Characters of the Sword Coast ................................................................................................................................ 27
Drizzt DoUrden ......................................................................................................................................................................... 27
Elminster ....................................................................................................................................................................................... 27
Volothamp Geddarm ............................................................................................................................................................. 28
Bentley Mirrorshade, Friendly Arm Inn..................................................................................................................... 28
Gellana Mirrorshade, Friendly Arm Inn .................................................................................................................... 29
Most Radiant of Lathander, Kelddath Ormlyr, Beregost .................................................................................. 29
Taerom Thunderhammer Fuiruim, Beregost ...................................................................................................... 29
First Reader, Tethtoril, Candlekeep............................................................................................................................... 30
Thalantyr the Conjurer, Beregost ................................................................................................................................... 30
Keeper of the Tomes, Ulraunt, Candlekeep ............................................................................................................. 30
Some Monsters of the Sword Coast..................................................................................................................................... 32
Black Bear ..................................................................................................................................................................................... 32
Brown Bear ................................................................................................................................................................................... 32
Carrion Crawler......................................................................................................................................................................... 32
Dryad ............................................................................................................................................................................................... 33
Ettercap .......................................................................................................................................................................................... 33
Ghast ................................................................................................................................................................................................ 34
Ghoul ............................................................................................................................................................................................... 34
Giant Spiders ............................................................................................................................................................................... 34
Gibberling ..................................................................................................................................................................................... 35
Gnoll ................................................................................................................................................................................................ 35
Hobgoblin ..................................................................................................................................................................................... 35
Kobold ............................................................................................................................................................................................. 35

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Ogre .................................................................................................................................................................................................. 36
Ogrillon .......................................................................................................................................................................................... 36
Sirine ................................................................................................................................................................................................ 37
Skeleton.......................................................................................................................................................................................... 37
Wild Dog........................................................................................................................................................................................ 38
Wolf .................................................................................................................................................................................................. 38
Worg................................................................................................................................................................................................. 38
Time in the Realms ...................................................................................................................................................................... 39
Name .......................................................................................................................................................................................... 39
Colloquial Description ..................................................................................................................................................... 39
Gregorian Month................................................................................................................................................................. 39
The Roll of Years ...................................................................................................................................................................... 40
Timekeeping in Baldurs Gate .......................................................................................................................................... 40
Part Two: Gameplay..................................................................................................................................................................... 42
Introduction ...................................................................................................................................................................................... 43
The Main Menu .............................................................................................................................................................................. 44
Tutorial ........................................................................................................................................................................................... 44
Baldurs Gate ............................................................................................................................................................................... 44
The Black Pits ............................................................................................................................................................................. 44
Character Generation.................................................................................................................................................................. 45
Gender ............................................................................................................................................................................................ 45
Portrait ....................................................................................................................................................................................... 45
Race .................................................................................................................................................................................................. 46
Class ................................................................................................................................................................................................. 46
Kits ............................................................................................................................................................................................... 46
Alignment..................................................................................................................................................................................... 46
Ability Scores .............................................................................................................................................................................. 47
Skills ................................................................................................................................................................................................. 47
Thief Abilities ........................................................................................................................................................................ 47
Spells ........................................................................................................................................................................................... 47

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Weapon Proficiencies ........................................................................................................................................................ 47
Racial Enemy ......................................................................................................................................................................... 48
Appearance .................................................................................................................................................................................. 48
Sound .......................................................................................................................................................................................... 48
Name ............................................................................................................................................................................................... 48
Finishing Your Character .................................................................................................................................................... 48
Interface Overview: How to Play Baldurs Gate .......................................................................................................... 50
Mouse Buttons and Control ............................................................................................................................................... 50
Left-Click: Action ................................................................................................................................................................ 50
Right-Click: Information, Cancel Actions, and Formation Movement Control ............................ 50
Mouse Movement: Move Viewport ........................................................................................................................... 51
The Main Interface: Where the Game is Played .................................................................................................... 51
Zooming In and Out .......................................................................................................................................................... 52
Pausing the Game ............................................................................................................................................................... 52
Auto-Pausing .......................................................................................................................................................................... 52
Action Cursors ...................................................................................................................................................................... 52
A Note on Cursors .............................................................................................................................................................. 52
Fog of War ............................................................................................................................................................................... 53
Bottom Menu Buttons............................................................................................................................................................ 54
Dialogue.................................................................................................................................................................................... 54
Quick Weapon ....................................................................................................................................................................... 54
Class-Specific Buttons ....................................................................................................................................................... 54
Use Item ................................................................................................................................................................................... 55
Quick Item............................................................................................................................................................................... 55
Special Abilities .................................................................................................................................................................... 55
Multi-Character Buttons.................................................................................................................................................. 55
Right Menu Buttons................................................................................................................................................................ 56
Left Menu Buttons ................................................................................................................................................................... 57
Wizard Tooltips .......................................................................................................................................................................... 58
The Dialogue Window ........................................................................................................................................................... 58

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Stores, Inns, Taverns, and Temples ............................................................................................................................... 59
Containers (Chests, Tables, and Boxes) ....................................................................................................................... 60
Using Buttons and Triggers ............................................................................................................................................... 60
Map ................................................................................................................................................................................................... 61
World Map ............................................................................................................................................................................... 61
Journal ............................................................................................................................................................................................ 61
Quests ......................................................................................................................................................................................... 61
Done Quests ............................................................................................................................................................................ 62
Journal ....................................................................................................................................................................................... 62
User ............................................................................................................................................................................................. 62
Inventory ....................................................................................................................................................................................... 62
Encumbrance ......................................................................................................................................................................... 62
The Paper Doll ...................................................................................................................................................................... 62
Quick Weapon Slots ........................................................................................................................................................... 63
Quick Item Slots .................................................................................................................................................................. 63
Personal Inventory ............................................................................................................................................................. 63
Item Property......................................................................................................................................................................... 63
Character Appearance ...................................................................................................................................................... 64
Gem Bags and Scroll Cases ................................................................................................................................................ 64
Character Record and Associated Screens ................................................................................................................. 64
Dual-Class ................................................................................................................................................................................ 64
Level Up.................................................................................................................................................................................... 65
Information............................................................................................................................................................................. 65
Reform Party .......................................................................................................................................................................... 65
Customize ................................................................................................................................................................................ 65
Export ......................................................................................................................................................................................... 65
Wizard and Priest Spell Screens ....................................................................................................................................... 65
Options............................................................................................................................................................................................ 66
Save, Load, and Quit .......................................................................................................................................................... 66
Graphics .................................................................................................................................................................................... 66

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Sound .......................................................................................................................................................................................... 66
Gameplay ................................................................................................................................................................................. 66
Miscellaneous Gameplay Information ........................................................................................................................ 68
Fatigue ....................................................................................................................................................................................... 68
Intoxication ............................................................................................................................................................................. 68
Infravision................................................................................................................................................................................ 68
Effects of Wearing Armor .............................................................................................................................................. 68
Multiplayer ........................................................................................................................................................................................ 69
Starting Out ................................................................................................................................................................................. 69
TCP/IP ........................................................................................................................................................................................ 69
Joining a Game .......................................................................................................................................................................... 69
Creating a Game ....................................................................................................................................................................... 70
Character Arbitration............................................................................................................................................................. 70
The Protagonist .................................................................................................................................................................... 70
Characters ................................................................................................................................................................................ 71
Player Permissions .............................................................................................................................................................. 71
Options....................................................................................................................................................................................... 71
Listen to Join Requests ..................................................................................................................................................... 72
Starting a Multiplayer Game........................................................................................................................................ 72
Changing Permissions...................................................................................................................................................... 72
Playing a Multiplayer Game.............................................................................................................................................. 72
Chatting .................................................................................................................................................................................... 72
Non-Pausing Dialogue and Stores ............................................................................................................................. 72
General Notes ........................................................................................................................................................................ 73
iPad Controls .................................................................................................................................................................................... 74
Hot Keys ............................................................................................................................................................................................. 75
Page Hot Keys ............................................................................................................................................................................ 75
Action Hot Keys ........................................................................................................................................................................ 75

Autography
This guidebook is one of the very finest in my ongoing tour of the Realms.
I can guarantee you all that youll find no more diligent guide than your
humble servant, Volothamp Geddarm. Ive spent the past six months
journeying around the fine port city of Baldurs Gate and subjugating
myself to horrors beyond belief. Poor food, small beds, drafty
accommodationsno peril is too vast for your friend and compatriot,
Volothamp Geddarm. In thy service!
Volothamp Geddarm

Volo? Aye. Sigh. Ive said it before, but hes getting a little better. Maybe that
makes his writing more tolerable. Perhaps. Please dont tell anyone I said that.
Elminster

Part One:
The Sword Coast

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Overview of the Realms:


The World of Baldurs Gate
Welcome to the Forgotten Realms and the world of Faern (Fay-ROON)! A land of magic and
adventure, Faern is no more than a small territory hugging a larger world, which in turn is
only the third world of eight orbiting a central sun, which is entirely encapsulated in a crystal
sphere within a swirling chaos, which in turn is only one in myriad alternate dimensions. But for
the races of Torilfor the elves and dwarves and gnomes and halflings and humansFaern is
a very important place: it is home.
Abeir-Toril (Ah-BEER Tor-RILL), more commonly called Toril, is the name of the orb that
Faern and the Forgotten Realms are set upon, just as Earth is the orb that Eurasia is set upon.
The name is archaic, meaning cradle of life, and is rarely used in everyday speech. Abeir-Toril
is an Earth-sized planet dominated by a large continent in its northern hemisphere as well as a
number of other large landmasses scattered about its surface. This northern continent is called
Faern in the west, Kara-Tur in the east, and Zakhara in the south. It is the primary purpose of
this tome to deal with the western portion of this huge landmass, in particular the region in
Faern between the Sword Coast and the Inner Sea, and more particularly that area around the
western city known as Baldurs Gate.

The Sword Coast


For years, the lands between Waterdeep to the north of Baldurs Gate and bustling Amn in the
south, bordered on the west by the Great Ocean and the east by the Wood of Sharp Teeth, have
been thought of as the Empty Landsa vast, inconvenient stretch of wilderness folk venture
into only to get from one place to another. Legends abound of grisly fates that befell
unfortunate travelers at the hands of orcs, trolls, hobgoblins (and worse!) said to infest the area
in veritable armies.
Thanks to both human and bestial predators, the trip has always been dangeroushence the
name Sword Coast. Down through the ages, many folk have dreamed of founding a kingdom in
the verdant valley hidden in the moors. In recent times the caravans have begun to see a new
menaceraiding parties of subhumans who plunder mainly the mines in the Cloud Peak
Mountains north of Amn.
The area is littered with the ruins of failed dreamssmall villages, empty towers and dungeons,
as well as the occasional town, city, or keepsuch as Baldurs Gate, Beregost, Nashkel, the
Friendly Arm Inn, and Candlekeep for a start. This guidebook directs the traveler to the things
to see, as well as the best places to stay in every city. Those not traveling with a caravan in the
Sword Coast are warned to hire escorts of armed and trustworthy adventurers!

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Zane Hellar of Amn once described the coast between Waterdeep and Amn as thus: Leagues
upon leagues of lawless waste, home to pirates and outlaws who feast on those who must go
north or south while depending on the Sea of Swords as their guide, keeping it in sight so as not
to lose their way.

Volo may or may not be paraphrasing.

Elminster

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, Baldurs Gate. (Iriaebor, far inland, is the other.) From its gates
south to Amn, the Coast on either side of the Coast Way road is pleasant, verdant farmland.
North of the river Chionthar as far as the Way Inn, the land is more sparsely inhabited and more
dangerous, but it serves as a hunting range for Waterdhavian nobles, wealthy Amnians, and
those who must kill wild game to eat.
Travelers are warned that lawlessness is swiftly dealt with by ready, veteran patrols in the lands
held by the nobles from the areas around Baldurs Gate. Throughout the rest of the Coast, the
travelers best protection is a ready blade and friendly magic close to hand. Brigands, hobgoblins,
and kobolds are an ever-present danger. Many stay in roving encampments, living off stolen
livestock, and from such bases raid travelers, warehouses, and weakened settlements at will
particularly at night or in bad weather.
On the other hand, game is plentiful for travelers throughout this region. Grouse, bustards, rock
doves, and other seacoast birds can readily be shot, slung, or even brought down with flung nets
by those who can move quickly and quietly. It is
not uncommon for a fat Calishite merchant with
a hand crossbow to get three or four rabbits for an
evening meal while his servants tether, unsaddle,
and water the horses. It is also, one must always
remember, not uncommon for three orcs with a
trip snare and ready clubs to bring down that fat
merchant just as quickly and then dine on him

and his rabbits! As long as safety is kept


uppermost in mind, travelers can also expect to
gather plentiful nuts and wild raspberries and enjoy delicious wild greens (if the greens are
gathered while young and tender). The Coast provides well for those who are patient stalkers
and know where to look, whether they be traveler or fell beast.

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Candlekeep
Candlekeep is your home, I understand, 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. Candlekeep is
certainly no tourist resort, but there is a store, a temple, and a fair inn here. The price for most
travelers to enter the Keep proper is a book. Those wishing to examine any writing in the Keeps
library must gift Candlekeep with a new tome of no less than 10,000 gp in value.

This applies to you as well, even though you called the keep home for
many years. The monks make few exceptions, and only their true
membership is exempt from the entrance fee. It is apparently Gorions
influence alone that allowed you free access. Such strict enforcement of a
rule is simply not to my tastes.
Volo
The monks of Candlekeep, who claim to be non-denominational and call themselves the
Avowed, also purchase certain books brought to them and even commission agents in great
secrecy to procure writings they desire. Those who wish to browse in the library must normally
be sponsored by a known mage of power, and so many books given to Candlekeep in payment
are minor spellbooks.
This community is ruled by the Keeper of the Tomes, assisted by the First Reader (the second in
authority and traditionally the most learned sage of the monastery). There are up to eight Great
Readers under these two offices, who are assisted by the Chanter, the Guide, and the
Gatewarden. The Chanter leads the endless chant of Alaundos prophecies, spelled in this duty
by four assistants, the Voices of the North, South, West, and East. The Guide is in charge of
teaching acolytes, while the Gatewarden deals with visitors, the security of and supplies for the
community, and with the clergy. The central, highest fortress of the Keep is surrounded by a
terraced rock garden of many trees. There are rumors of vast dungeons beneath the keep, dating
from ancient times, when they were used as burial chambers for the wisest scribes.
Except in rare cases, no visitor can remain in Candlekeep for more than ten days at a time or
enter the monastery less than a month after leaving it. Order in the Keep is kept by the

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Gatewardens five underofficers: four Watchers and the Keeper of the Portal, all five of whom
have a force of armed monks as assistants.
The Seekers are the lowest monks. They research and fetch and carry. Above them are the
Scribes, who copy out works or compile books to sell from various sources in the librarythe
chief source of income for the community. Above the Scribes are the Chanter and the Readers.
The current Keeper of the Tomes is Ulraunt, a proud and haughty minor mage. The current
First Reader, Tethtoril, is often mistaken by visitors for the Keeper because of his intelligent,
regal, and sensitive demeanor.
Candlekeep has but one absolute rule: Those who destroy knowledge, with ink, fire, or sword,
are themselves destroyed. Here, books are more valuable than people.

Baldurs Gate
This port city is shelter and lifeline for the folk of the Coast. It offers the discerning shopper a
wide selection of goodsthere 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. Baldurs Gate is a tolerant but well-policed city of merchants, and quiet trade and
business are the general order of each day. The Flaming Fist Mercenary Company, over a
thousand strong, is based in the city. Every tenth person or so is a member of the Fist or a watch
agent (well, spy), skilled in battle and within a breath or two of numerous armed allies. The
visitor can freely stroll and shop. The city has a system of magical lamps that provide light to its
inhabitants in the evening and the night hours, which is one reason why the crime rate is so low,
keeping the merchants and storekeepers happy.
The city is named for the legendary seafaring explorer Balduran, who long ago sailed past the
elven homeland Evermeet in search of the rich, fabled isles of Anchorom (pronounced Angkor-OH-may). Balduran returned with tales of strange, vast lands across the seas. He also
brought back great wealth and scattered it about his sparsely-settled home harbor, commanding
that some of it be spent on a wall to protect against tribal orc and barbarian raids (still a problem
in the area, in those long-ago days). Then he set sail again for the wondrous lands he had found.
Balduran never returned.
Whatever Baldurans true fate, his money was spent on a splendid city wall. Within its protection,
building went on at a great pace, soon expanding beyond its confines. The wall was built by
farmers who put it around their own holdings, excluding the actual harbor from its protection.
This allowed them to tax all carts coming up from the docks to the protection of the walled city.
The colleagues of Balduran, sea captains to whom the harbor was home, angrily insisted that the
gate by which southern trade and the harbor traffic entered the city was Baldurs Gate, and

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they refused to pay for entering. The strife ended in the overthrow of the enriched farmers and
the seizure of the city (which came to be called Baldurs Gate) by the sea captains.
The four oldest captains, their days at sea drawing to a close, turned over their ships to younger
sailors, who in turn supported their installation as rulers of the fledgling city. The four called
themselves dukes as a joke, but the titles proved useful when dealing with other rulers, and
they were later glorified by the appellation grand. Now called the Council of Four, elected by
the populace for life (or until resignation), the present grand dukes are Entar Silvershield (a
talented warrior), Liia Jannath (a powerful wizard), the adventurer known only as Belt (a strong
fighter), and Eltan (the commander of the Flaming Fist Mercenary Company).
Buildings in Baldurs Gate tend to be tall and narrow, with slit windows located high and covered
with shutters to block out winter winds and nesting seabirds. Tall among them rises the hall of
the four ruling grand dukes, a grandly spired palace known as the High Halla place for feasts,
court hearings, and administrative business. Not far from the palace stands the High House of
Wonders, consecrated to the deity Gond. It is by far the largest of the Gates three temples. Its
spreading eastern wings face the Hall of Wonders, also on Windspell Street, where the more
successful of Gonds inventions are displayed to the public. Not far from the Hall of Wonders,
near the Black Dragon Gate, is the Wide. This huge open space is the Gates market. It bustles
day and night, and is usually open space only in the sense that there are no buildings.
Temporary stalls, bins, sale tables, and shoppers thronging to them usually crowd shoulder to
shoulder. Outside the Wide, Baldurs Gate lacks colorful landmarks. The ever-present damp
discourages the use of banners, open shops, and the like.
Those wishing to overindulge in drink and in the company of attractive strangers are directed to
the Undercellar, a little-known, damp, dark warren of linked cellars entered just off the Wide.

These are but a few of the many landmarks of this fine city. For the rest, I
refer you to the excellent city map I have prepared for would-be
adventurers within Baldurs Gate. Ive tried to indicate most of the inns,
taverns, stores, and temples there for you, my friends.
Volo

Hall of WondersMuseum and Shop


This huge high-pillared stone hall displays the grandest glories of Gond to the faithful and the
curious. Its cellars contain replicas of the wonders on display. Folk come from afar to see the
marvels here. (Many go away thoughtful, determined to create similar devices of their own and
save themselves the awesome prices charged by the clergy.)

15
The Hall is dimly lit by enchanted glowing globes and is staffed by ever-watchful priests of
Gond. It is crowded with gleaming mechanisms that represent the more successful inventions
devised for the greater glory of Gond Wonderbringer, god of artifice, craft, and construction.
The High House, its parent temple, faces it across Windspell Street. The Hall has held many
marvels over the years. Currently on display are many small devices and a few large pieces.
Many of the small devices seem to be locks or strongboxes so devised as 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 one, the priests are
usually far too busy fending off ever-present, awestruck gnomeswho travel to the Hall daily to
gawk tirelessly at the wonders thereto speak to visitors. The devices on display in the main
Hall are the work of priests, who duplicated original prototypes, and the originals arent for sale
under any circumstances.

Elfsong Tavern
This tavern is the local watering hole, meeting place, and hiring fair for adventurers. A popular
destination for pirates and outlaws on the loose in the Coastlands, it is a place to which the watch
turns a blind eye, unless rowdiness and battle erupt. Those wishing to fence stolen goods, hire
unusual folk for disreputable tasks, and hear tall tales of daring adventure often come here and
stay late.
The tavern is named for an unusual haunting: a ghostly female elven voice heard from time to
time all over the establishment. It isnt loud but can be heard clearly everywhere and is both
beautiful and mournful. No one is sure just who the singer isalthough its clear shes singing a
lament for a lover lost at seaor how the haunting came to be. No other music is permitted in
the Elfsong.
The ground floor is devoted to a taproom that serves melted cheese sandwiches (spiced or plain,
as you prefer), pickles, and fist-sized twists of dried herringand drinks of all types, of course.
Several dark, twisting stairs lead up to private meeting rooms that can be rented by the candle
(the time it takes a short taper to burn down) or for an entire evening. Those with enemies are
warned that the dimness on the stairs has concealed many a seeking knife thrust or poisoned
hand crossbow bolt.
The bartender has a predilection to spread potentially useful gossip and rumors, but only when
his palm is weighted and some drinks are quaffed. Patrons canand are expected togo armed
when in the Elfsong, and the known rule is that all beings need to protect their own backs.

16

The Blade and Stars


This inn is named for its enchanted signboard, looted from a ruined village in Amn after a longago trade war. Its a large black sign displaying a curved saber held by a delicate, long-fingered
female human hand. The sign is enchanted so that stars wink and slowly drift around the blade.
The inn itself is less exciting but still a good, safe, clean, pleasant place to stay.
The Blade is a long, tall building with attached stables and kitchens on one side and balconies
opening out of upper rooms on the other. Its furnishings are clean and fairly new. Theres a
small lounge off the front lobby for guests to meet with citizens. Vigilant stair-watchers on staff
keep track of guests comings and goings, discouraging street thieves and even doppelgangers,
who are a growing problem.
Rowdy or reckless guests are warned, once, and, if something else happens, firmly asked to
leave. On cold nights, the proprietor, Aundegul Shawn, is happy to talk, but only when his palm
is liberally greased with gold.

The Blushing Mermaid


The Mermaid is known up and down the Coast lands as a meeting place in which to conduct
illicit business for folk who are dangerous or criminal. It is a noisy, brawling establishment. I can
recommend it only to those who go well armed, who know how to use their weapons, and who
bring lots of loyal friends with similar skills.
The Mermaid is a long, low, ramshackle place with a confusing maze of wings, outbuildings,
stockade enclosures, and stables surrounding it on three sidesthe better to give cover to those
trying to approach or leave unseen, most Baldurians say. It has at least four levels of cellars
many more, some sayand rumors abound of secret passages, or even connections to an
underground stream connecting with the harbor.

Maybe Volo means the sewers? Not a stream I would much fancy crossing.
Elminster
Rooms at the Mermaid are low-ceilinged, dingy, and apt to be furnished with mismatched pieces
that have seen better days. In general, they are loot-and-salvage pieces that have seen heavy use
since their installation here.
The visitor will find in the Mermaid an astonishing collection of smooth-tongued old sea dogs
nursing drinks at all hours. Each one is a contact person for this or that cabal, thieving
brotherhood, smuggler, mercenary band, fence, panderer, or other shady professional interest.
Negotiations with such contacts usually consist of a nasty grin and a case of temporary deafness
until at least a few coins are givenwhereupon they recall their voice, hearing, and manners,
and inquire as to your own fortune. Once satisfied the coins youve dropped are of good quality,

17
hell tell you what you want 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. It brings tears to
the eyes of most that drink it and probably worse things to their insides!

The Helm and Cloak


This grand inn, rooming, and feasting house is favored by those whove lots of coins to spare
both citizens of the Gate, who enjoy the dining room, and travelers. Theres even a floor of longterm rental rooms. Most of these are currently occupied by members of the Knights of the
Unicorn, romantic adventurers described by a regular patron as elegant buffoons. The Helm is
the fashionable place to dine and chat, much favored by those of power. Many an important
business deal or alliance has been negotiated in its luxurious alcoves.
The Helm avoids the haughty and gaudy, unerringly choosing the best of informal good taste,
traditional furnishings, and thoughtful service. Warmed robe and slippers are brought to your
room when youre heard to rise in the morn. Theres also mead (very ordinary) and cinnamonspiced milk available (hot or cold, as you prefer), but not beer of any sort to be had.

Were not running a tavern here, mlord, sniffed one of the senior
servants to me, when I inquired as to why.
Volo

Three Old Kegs


This cozy timber-and-stone inn has three old kegs hanging from a roof pole in place of a
signboard. Those bold or whimsical enough to enter and stay will find one of the best inns in all
Faern. Everything is comfortable and a little shabby, but the staff is quite friendly. Where there
arent paintings, there are bookshelves crammed with old diaries, travel books, collections of
ballads and legends, and grand and overblown histories of heroes. Regular patrons snooze and
read the days away, rousing themselves from time to time for a glass of wine, mug of broth, or a
game of dice, cards, or shove-skittles. Both the wine and the broth are excellent, but they, along
with iced water and dark and nutty malt bread, are the only fare to be had in the place. The thick
beastskin rugs, paneling, books, and tapestries absorb most sound.
The Kegs is a quiet place. Come here for a reasonable and comfortable rest, a haven against the
bustle of business or adventure. Patrons are asked to keep their weapons in their rooms, and
excessive rowdiness is not permitted. Drunks often awaken in the morning to find themselves
sleeping out back in the hay pile by the kitchen door.

18
The innkeeper is a tall, quiet man with a mane of long, curly black hair and a sword scar that
runs from his nose diagonally across one cheek. His name is Nantrin Bellowglyn, and hes a
Tethyrian nobles retired guard who fled that land when civil strife erupted and his lord was
slain.

Beregost
Tired travelers in the Coast Way between Baldurs Gate and Amn often stop in Beregost.
Beregost is located just off the road about a days travel south of where the Way of the Lion
branches off from the Coast Way. This town, while much smaller than Baldurs Gate, boasts
three inns, two stores, a magic shop, a temple, and a decent tavern. Its within reach of the
northern borders of Amn. Merchants of that land often use it as a rendezvous for caravan
assembly before attempting the perilous overland runs north to Waterdeep or east to the Sea of
Fallen Stars. As a result, this small town gets very crowded at unpredictable intervals.
Begun as a farming village under the protection of a school of wizardry, Beregost is now
dominated by the Song of the Morning, a major temple to Lathander.
The other point of interest near Beregost is the ruin of Ulcasters school. The mage Ulcaster, a
conjurer of note, founded his school over three hundred years agobut grew too successful,
attracting would-be wizards from all over the Sword Coast. Calishite mages came to fear the
schools power and destroyed it in spell battle, though Ulcaster himself disappeared during the
fray and was never found. The school burned to an empty shell, which still stands on a hill east
of the town. Local fear of the ruin, which is said to be haunted by spell-casting phantoms, has
caused Beregost to expand to the west of the Coast Way road, leaving the hills east to the sheep.
On a related note, Beregost has only one tavern, called the Burning Wizard (of course!).
The governor of Beregost is Kelddath Ormlyr. Although there is a five-person town council, the
governors word is law, and he is a tireless proponent of farming, business, and urban
improvement. He is also Most Radiant of Lathander (high priest of the temple), and his temple
troops police the town, keeping it safe. In this, he has two powerful allies: the wizard Thalantyr, a
conjurer of great repute; and the smith Taerom Thunderhammer Fuiruim.

High Hedge
West of the main settlement of Beregost stands High Hedge, Thalantyrs estate. Thalantyr is a
courtly man who can sometimes be seen walking about the countryside, his long, black staff in
hand. Locals say hes interested in far-off places and things, and is sometimes absent for long
periods. Those whove seen his abode say that its a dark, turreted stone house overgrown with
pines and that he has his own fishpond behind it.

19

Thunderhammer Smithy, Armor Maker and Weaponsmith


Taerom Thunderhammer Fuiruim is a burly giant. His chestnut hair and mutton-chop
whiskers are now shot through with gray and white, but his huge hands remain strong and deft.
He is a master armorer, and his warmongery equals the best in Faern. On several occasions hes
made items for Thalantyr to enspell, and even dwarven smiths admire his work. Taerom keeps
over a dozen apprentices busy with all the orders that come his way (mainly from Amn). He
fights with a huge iron staff and has been known to slay gnolls with a single blow, but he is
generally a quiet man. He is not given to leadership but is respected in town more than anyone
else.

The Burning Wizard


This tavern is a bustling place favored by the locals and visitors alike. Acolytes of Lathander are
trained to keep lively conversations and entertainments going here. This is a good little place,
with several small rooms adorned with bric-a-brac donated by loyal regulars. Its a delight to find
enough cushions in a room to let one sit up in bed in comfort!

Feldeposts Inn
Named for its now-deceased founder, this is an old and comfortable place. Service is careful and
kind, if a trifle slow, but a room comes with a fire alight (except in hot weather) and a warm bath
that is filled by several old men of many smiles but few words. The food is superior. Dont miss
the cheese and cucumber buns, or the onion and mushroom tarts served by the hearth in the
evenings. (The tarts are free if youre ordering drinks.) The inn cellar includes an excellent
sherry.

Sometimes I suspect Volo of being a lush.

Elminster

The Red Sheaf


Folk come to the Sheaf for fast service. This inn prides itself on getting you to your room or to a
board in the dining room as quickly as possible. If the weather is cold or wet, youll find yourself
in a warm house robe before a crackling fire just as quickly, with your wet things taken to the
warming room behind the kitchen to dry on warmed stone shelves. This is Beregosts largest inn
and is favored by merchants wanting to hold business meetings or sit in quiet.

The Jovial Juggler


This inn is on the edge of town, on the west side of the road. Its huge sign depicting a laughing
carnival juggler in jester-like garb identifies it instantly. Its an average roadhouse, but young
Beregostans love itits their dancing and drinking club. It outpays Feldeposts for minstrels and
other entertainers, and theres scarcely a night at the Juggler without some sort of loud revelry.
In addition there is almost continuous feasting complete with oxen, hogs, and boars roasted
whole. Thankfully, all of thats confined to one wing, so patrons can get some sleep!

20

The Friendly Arm Inn


This walled hamlet located on the Coast Way several days north of Beregost consists of a stone
keep (the inn) with stables, gardens, a horse pond, and caravan wagon sheds. It also shelters a
few houses, a large meeting hall with a many-pillared entrance, a small store and magic shop,
and a temple to Garl Glittergold, chief god of the gnomes. The Friendly Arm was once the hold
of an evil priest of Bhaal who was destroyed in undead form by a band of adventurers led by the
gnome thief and illusionist Bentley Mirrorshade. Bentley set his comrades-at-arms to work
renovating the keep, and it soon opened as a fortified waystop on the Coast Way in territory
often endangered by brigands and raiding bands of 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 spot.

Bentley once confided in me that the greatest instrument to his success was a
powerful magic ring, which he has since lost. Although methinks he misses it
dearly, some precious things are better left unfound. If ye find Bentleys ring,
twould be a kindness to him not to mention it.
Elminster
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. Human worshipers,
some of whom have dubbed the place the Shrine of the Short, are welcomed here.

The Friendly Arm


Inside the walls of the Friendly Arm, peace is maintained by a common agreement among
guests that this be one of the rare neutral havens in the Realms. Of course, there is always the
magic and adventuring help Bentley can call on, and the rumor that some of the fetching
barmaids are really iron golems concealed by powerful illusions! I was unable to confirm this
belief beyond learning that one serving wench has a grip like ironbefore she threw me back
out of the bedroom she was tidying! (Perhaps the inn was named after her. She did help me up
afterward.) The energetic and affable hosts of the Arm are Bentley and his wife Gellana, who
also presides over the temple. The pair are kind, perceptive, and could probably deal an Amnian
merchant out of his last copper pieceno small task! The house they keep has large, airy rooms
and good, simple food. Everything is clean, cheerful, and uncrowdedunless theres a meeting
going onand the Arm has become a favorite spot for business gatherings and negotiations
alike.

21

Nashkel
South of Beregost and north of the Cloud Peak Mountains is the village of Nashkel. Rumor is
that its a nice place, but I havent had time to visit there myself. I have heard that its a little
smaller than Beregost but has a temple, an inn, two stores (one reputed to sell some magical
goods), and a fine tavern. Ill try and journey there in my next sojourn through the Sword
Coastif you hear that I stay away because I am frightened of kobolds or some evil presence in
the mountains, I am here to say that is not the case!

Gullykin
This small village of halflings is in the eastern part of the Baldurs Gate region. I didnt make it
there after I heard about the kobolds around Nash I mean, because Ive never been partial to
halfling holes. But the halflings have at least one temple, so it might be worth your while to
have a look, if youre out that way, that is.

22

Power Groups of the Sword Coast


In addition to the various cities and towns, there are a number of other powers within the
Realms, all operating to their own ends and often ignoring national boundaries. These are secret
societies, cults, and adventuring companies that seek to put forward their own agenda to further
their cause.

The Harpers
A semi-secret society based in the Heartlands, the Harpers have seen a number of incarnations
through the years, with rising and falling levels of political power. They are primarily allied with
a number of good churches and are receiving support from powerful neutral parties, including
druidic circles. Their aim is to keep at bay the dangers to civilization, including goblin raids,
dragon flights, and the insidious control of other groups such as the Zhentarim, Red Wizards, or
the Cult of the Dragon.
They believe in the power of individuals, the balance between the wild and the civilized, and the
good of humankind and its allied sentient races. They also believe in preserving the tales of the
past, so that one may learn from those tales for the future. The Harpers attract a wide variety of
character types, but this society is most attractive to elves, rangers, and bards.
Harpers are spread throughout the North and the Heartlands, often operating in secret. They are
by their nature meddlers, and often operate alone or in small groups to achieve their ends.
Except when battling long-term foes, it is unimportant to them that their name be connected
with their actions (their own tales and songs are another matter). The Harpers are an amorphous
organization and as such have no main base of operations. They are a force of good in the
Realms, and good-aligned characters may find themselves being aided by unseen allies if their
business aids the organization. The only hint as to these allies identity is the harp and moon
symbol of the group.

The Iron Throne


Independent merchants generally tend to be individuals who deal on face value and (at least
reputed) honesty. They also tend to stay out of politics, other than currying the favor of
whomever or whatever is currently in charge of their favorite watering holes and way stops.
Merchants trust to their luck but hire mercenaries as protection, and enough of their goods get
through to make 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 custom is the Iron Throne, a mysterious organization that has
been operating over the past few decades. Despite its long existence, little is known of its purpose

23
or the identity of its backers. The Iron Throne operates through agents, mostly low-level thugs
and brigands who have only recently taken legitimate employment and entered into the service
of the merchant roster. The turnover is apparently high, since Iron Throne agents often seem to
lapse into their old ways. The Throne denies all complicity in any criminal acts by their agents
and replaces them regularly. The Iron Throne wishes to maintain a patina of respectability,
however thin.
Recently, the veneer has become thin indeed, for the Iron Throne has been charged with
attempted assassination of competition, extortion, thuggery, trading weapons to humanoid
tribes, and trafficking in smokepowder, poison, and contraband. There have been frequent
reports of conflicts between Iron Throne caravans and agents and those sponsored by the
Zhentarim. The Iron Throne has recently been banished for a year from acting within Cormyr,
and many suspect them of branching out to new locales.
The masters of the Iron Throne are at present unknown and have to this date resisted all
attempts to magically divine their identities or intentions. This indicates some level of magical
ability or protection on their parts, and rumors are rampant. Some say that the Iron Throne
members are secretly agents of the Zhentarim or of Cormyr, and that previous actions against
those groups are only to hide their trail. Some claim that a god is involved, such as Cyric or an
even darker power (if such a thing is possible). Other rumors point to undead beholders, expired
deities, sentient lizards, or pale-blue sea giants as the true masters of the merchant company and
the secret of its power. The truth remains to be seen.

The Red Wizards


The Red Wizards are the rulers of Thay, and the powerful ruling Zulkirs of that land are chosen
from among their numbers. The Red Wizards are abroad throughout the Realms as spies and
agents of their kingdom. Their actions are supposedly for the good of
their home government, but each Red Wizard has his or her
own agenda to pursue.
The stated goal of the Red Wizards is to establish Thay as
the supreme political and magical force in the Realms.
The Red Wizards encountered in the Realms may be
working toward this end, advancing their own
causes or seeking to discredit others, including
other Red Wizards. The byzantine plots of the Red Wizards
are so involved that it is often difficult to determine where one ends and another begins. The
Red Wizards are many things, but one thing they are not is subtle. Swaggering, boastful, loud,
insulting, and dangerous, yes, but never subtle. It takes great control for a Red Wizard to affect

24
personal humility, no matter how slight, or tolerate even the most subtle reproach to the
superiority of the Thayvian people. Despite this, there are always (apparently) new Red Wizards
to challenge adventurers.

The Shadow Thieves


The Shadow Thieves are a wide-ranging guild of thieves, spies, and assassins who perform
particularly dangerous, evil-aligned, and lucrative ventures. Their activities, unlike those of most
thieving guilds, are not limited to a single city, and they range the length of the Sword Coast
from Luskan to Calimport. A group directly opposed to the Lords of Waterdeep and all their
allies, the Shadow Thieves are based in Athkatla, in Amn (south of Baldurs Gate), where they
have a massive training complex and a testing ground for the assassins they sponsor. This group
was once the thieves guild of Waterdeep, until they were driven out of that city by the Lords of
Waterdeep.
The Shadow Thieves have sponsored an assassins guild in Athkatla with the eventual aim of
slaying all of the Lords of Waterdeep. In the meantime, this secretive organization appears to
have reached some sort of agreement with the merchant lords of Amn, who would benefit from
turmoil in their trade rival (and perhaps also wish to avoid being on the assassins list of targets
themselves). Under this pact the merchant lords leave the Shadow Thieves alone and are left
alone in return.
The Shadow Thieves operate up and down the Sword Coast; their trademark is a black silk mask
impaled upon a stiletto blade (usually used in assassinations, or left behind at the scene if a
garrote or poison is employed instead). No names, descriptions, or even numbers of Shadow
Thieves are known; extremely experienced operators are thought to be few.

The Zhentarim
The Black Network of the Zhentarim is a not-so-secret group of mages, priests, and warriors
devoted to the task of dominating trade, and therefore power, throughout the Heartlands region.
To that end they work to achieve the downfall of an ever-increasing list of opponents, including
the Dalelands, the Harpers, rival Moonsea cities, the Cult of the Dragon, Cormyr, Sembia, and
anyone else who gets in their way. That which cannot be 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 weeks east of
Baldurs Gate), and stands as a terminus in the Western Heartlands for caravans from the
northern, southern, and eastern Realms. The Citadel of the Raven, on the borders of Thar, is a
major military base as well. The third headquarters and birthplace of the organization, Zhentil

25
Keep, has been less influential over the years owing to the rise of the church of Cyric. Despite
having a major figure in the church in their employ, the Zhentarim have been less than effective
in dominating the new faith, in contrast to the degree of control they have had over the church
of Bane. As a result, most of the daily deviltry of the Black Network comes from the other two
locations, which have the added advantage of having no native civilian population to get in the
way (or lead a revolt).
Trade is a major component of the Zhentarims income, and they are not limited morally to the
transport of ores and finished goods; they also do business in poisons, contraband, weapons, and
slaves. Conquest is also high on the Zhentarim agenda, often using the forces of Zhentil Keep or
another catspaw such as Voonlar or Llorkh. They also make extensive use of humanoid tribes
and mercenaries, usually promising payment with the spoils of pillage after the battle. The chief
intent in battle is to punish enemies or weaken rivals, and it is usually implemented after failure
to take over the community from within.

The Mages of Halruaa


A rising presence in Faern comes from the South, from the mystical and near-legendary land
of Halruaa. This land is reputed to be controlled by powerful wizards, and wizardry there is
incorporated into common use. It is a land where castles float on the breeze, water runs uphill,
and even the meanest scullery maid knows a few cantrips to make her job go smoother. The true
nature of Halruaa is best described by those who have pierced its mountainous borders.
In Faern, these mages are best known for their flying ships, which are slung beneath great bags
filled with volatile gases. These flying ships are the hallmark of the Halruaan mage, and they
often appear off the coasts of many port cities in the Realms, approaching from the water, in the
manner of standard craft, but remaining above it all. The merchant-mages who control these
crafts seem above it all as well, dealing in few items, often of little worth to their owners, and
paying extravagant prices. It is said that the Mages of Halruaa seek the perfect components for
their mighty spells, while others say the act of trading is merely a cover for darker, more sinister
acts committed when the ship is in port. What is known is that every sailor on these ships has
magical abilities.
It has been increasingly apparent that the Mages have a second set of operatives at their
command who work more quietly within the great trading cities of the North and the
Heartlands. These are shopkeepers, merchants, and common traders who act as the eyes and
ears of the Halruaans, keeping abreast of new developments, particularly the appearance of
powerful items of magic. Such artifacts are regularly sought out by the Halruaans, though
whether to research them, destroy them, or merely keep them out of the hands of others is

26
unknown. It is known that often after a powerful relic has been unearthed, the city where it
appeared receives a visit from the great floating ships of the Mages of Halruaa.

Caution is advised when dealing with any of these factions. I fear some may be
even more influential than Volo indicates.
Elminster

27

Major Characters of the Sword Coast


See the above summary for more peopleparticularly the dukes of
Baldurs Gate and other notables in that fair city. These below are a few of
note that I also wanted to mention to you, dear reader.
Volo

Drizzt DoUrden
(Dritst Doe-URR-den) Drizzt the dark elf (Chaotic Good, Drow Elf Male, Ranger 16th level). A
renegade drow ranger who has escaped the oppressive regime of his underground homeland,
Drizzt DoUrden is among the most famous of drow in the Realms owing to his deeds on the
surface. He may be found abroad while engaged in acts of daring, particularly in rolling back
the tribes of goblins and evil humans in the North. His fame and hatred of his former homeland
has made him a target of other drow who hope to earn favor with their evil goddess Lolth by
killing the renegade.
Drizzt wears mithral chain mail +4, a gift of King Bruenor. He wields two magical scimitars
simultaneously. These scimitars are Icingdeath, a frostbrand +3, and Twinkle, a defender +5,
which glows when enemies are near. His most prized possession is a figurine of wondrous power
of an onyx panther. The panthers name is Guenhwyvar. He doesnt use the panther unless
severely taxed, as he is limited to using it for a certain period of time each day.

Elminster
(El-MINN-ster) Elminster the Sage (Chaotic Good, Human Male, Wizard 29th level). The exact
age of Elminster is unknown and his year of birth unrecorded. From his tales, it is suspected he
learned his magical arts at the feet of Arkhon the Old, who died in what is now Waterdeep over
five hundred years ago, and he may have been in Myth Drannor near that magical realms final
days. The exact nature of these claims remains unproven, but most Realms natives who know
him consider Elminster an eternal force in the world.
The Sage currently makes his abode in the tiny farm community of Shadowdale, living in a twostory house overlooking a fish pond with his aide and scribe, Lhaeo. He is often abroad, both
elsewhere in the Realms and in other planes, where he hobnobs with the great and the not-sogreat in a relentless pursuit of knowledge.
Elminster may be the most knowledgeable and well-informed individual in the Realms. His
areas of specialization are the Realms and its people, ecologies of various creatures, magical

28
items and their histories, and the known planes of existence. Elminster no longer tutors or works
for hire save in the most pressing cases.
He seems to prize his independence and solitude, but on several occasions he has opened his
tower to newcomers and visitors. Elminsters former students and allies include some of the
most powerful good individuals in the Realms, including some of the Lords of Waterdeep; the
Simbul, ruler of Aglarond; and the group known as the Harpers.

Volothamp Geddarm
Volo (Chaotic Good, Human Male, Wizard 5th level). A roguish magician known for his neatly
trimmed beard, stylish beret, and acid tongue, Volo is a feature throughout the Realmsa brief
feature, since his honesty in reporting often puts him at odds with the local merchants,
constabulary, and wizards. He has written a number of works, including a popular series of
guides to various cities and Volos Guide to All Things Magical, a suppressed work dealing
with magic for the common people. Volo is an eminent sage who concerns himself with
wizards and with the geography and lore of the Realms.

Eminent indeed!

Elminster

As a result, he is a fountain of knowledge on subjects and more than willing to share the juiciest
portions with whoever will listen. As a result, Volo must move around frequently in order to stay
alive, which adds to his storehouse of information on geography. Heroes may find Volo
anywhere in the Realms, usually on the run from this irate wizard or that angry innkeeper.

The price of fame, or infamy?

Elminster

Bentley Mirrorshade, Friendly Arm Inn


Bentley (Chaotic Good, Gnome Male, Illusionist 10th level / Thief 10th level). This industrious
gnome illusionist abandoned life as an adventurer to run the Friendly Arm Inn in a keep he and
adventurer comrades seized and cleared of monsters some twenty seasons ago. A clever, alert,
curly-haired innkeeper who has a habit of humming when deep in thought and of scratching his
large nose when concerned, Bentleys always a step ahead of troublemakers and misfortune. A
veteran traveling Coast merchant called him a master anticipator. Aided by his wife Gellana,
he has made the Arm a safe, friendly, clean, well-defended spot, a must stop for overland
travelers.
There are persistent rumors that Bentley sponsors adventuring bands and is involved in half a
dozen covert schemes or shady merchant cabals. He certainly never seems short of money. On

29
several occasions hes hired mercenaries to bolster his defenses in the dead of winter or hired
wizards to teleport needed items from far-off cities.

Gellana Mirrorshade, Friendly Arm Inn


Gellana (Neutral Good, Gnome Female, Cleric 10th level). This quiet, observant priestess of Garl
Glittergold runs the Temple of Wisdom in the walled-in community known as the Friendly Arm
and helps her husband Bentley run the inn as a safe, secure place. Where Bentley is an expert at
sniffing out the schemes of living folk and seeing what theyll need, try, and want, Gellana takes
a longer view and is always looking at the larger picture. She ordered and oversaw the digging
of deeper wells for the inns water supply and the rigging of secondary pumps in case the main
ones fail or are wrecked by orcs. She also planned the inn gardens, adding window boxes and
rooftop beds to the ground plots, and making all garden locations produce food or herbs for the
inn kitchens.
Gellana welcomes humans to her worship services and has made many converts. She has also
become something of a folk hero among gnomes in western Faern as the quiet and true power
behind a gnome who made it. Gnome mothers often speak of her to their daughters as someone
they should emulate if theyd like to share as large a slice of success.

Most Radiant of Lathander, Kelddath Ormlyr,


Beregost
Kelddath (Neutral Good, Human Male, Cleric 16th level). Governor of Beregost and high priest
of the temple to Lathander there, Kelddath is a patient, energetic supporter of local
improvement. Hes always advising or lending money to new local businesses and to farmers
trying to expand or modernize their holdings. His temple troops police the town attentively and
try to prevent adventurers and others from exploring local ruins. Any rowdiness or lawlessness
is swiftly and harshly dealt with. Kelddath wants Beregost to have a reputation for being the
safest Sword Coast town in order to encourage trade and travel.

Taerom Thunderhammer Fuiruim, Beregost


Taerom (Neutral Good, Human Male, Fighter 5th level). This master armorer has his own smithy
in Beregost and is a smith whose work is admired even by dwarves. Though hes grown whitehaired with the passing of years, hes still an active, burly giant of a man. He keeps to himself,
working at his forge, but can slay gnolls with a single blow of his twelve-foot-long iron staff.
Taerom has often made items fine enough for wizards to enchant, but these days hes more apt
to make small, useful things like hooks, locks, hinges, and coffers. He sports magnificent

30
mutton-chop whiskers and stands almost seven feet tall, with shoulders almost four feet broad.
He has a distinctive rolling stride.

First Reader, Tethtoril, Candlekeep


Tethtoril (Lawful Good, Human Male, Priest of Mystra, 18th level). This tall, impressive, and softspoken man is often mistaken for the Keeper of the Tomes of Candlekeep. He is more
intelligent, regal, and sensitive than his superior Ulraunt, by farand Ulraunt knows it. Yet
Tethtoril is unfailingly loyal and diligent in his duties, often anticipating troubles and preparing
beforehand to spare Candlekeep dangeror Ulraunt any embarrassment. Most Holy Mystra
often whispers to Tethtoril in his dreams, bidding him to do this or thatand in this way has led
him to unearth spells from forgotten tomes; kept Elminster, Khelben, and the Harpers tolerated
in Candlekeep; and prevented Ulraunt from being seduced by darker powers (most recently,
Cyric).

Thalantyr the Conjurer, Beregost


Thalantyr (Neutral Good, Human Male, Wizard 17th level). An archmage of note, Thalantyr is a
courtly, solitary man who enjoys walks in the countryside while armed with his Staff of Power.
He dwells in a guarded estate known as High Hedge, west of Beregost. Once an adventurer who
eagerly sought the lost magic of Netheril in crumbling ruins, hes now retired. And although
hes left the perils of that profession, hell help other adventurers with advice and spells (for a
fee). Hell also warn them that they may find a lot more than they intended to, as he did, but
wont be much more specific. One gathers from long conversations with him that he met some
sort of horrible monster and was enslaved for a time, escaping only through luck. He is said to
have won his freedom with spellbooks and other magical relics of Netheril that make him selfsupporting so that he need not travel the planes or go adventuring in Toril any longer.

Keeper of the Tomes, Ulraunt, Candlekeep


Ulraunt (Lawful Neutral, Human Male, Wizard 9th level). The head of fortified Candlekeep,
Ulraunt is a proud scholar, one of the most learnedand one of the most haughtypeople in
all Faern. His sharp tongue, large nose, and dark-eyed, hawk-like gaze have earned him the
name the Old Buzzard among acolytes down the yearsa term that has even crept into
general use in the Coast lands. Ulraunt has access to more spells than most wizards see in their
lives, and he reportedly keeps 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 Candlekeepscrolls hidden behind wooden panels and within false tomes. Ulraunts

31
chief interest is acquiring ever more information. His aims in life are unknown beyond making
Candlekeep the seat of a land of scholars and a power on the political stage of Faern. Several
tales link him with young ladies of various noble houses, Waterdeep, and Tethyr in his earlier
yearsand theres a newer rumor tying him romantically to some of the icy-cold, haughty elven
ladies who come to the Sword Coast from Evermeet.

32

Some Monsters of the Sword Coast


This is by no means a complete list of the monsters you will encounter, my friends; there are
many more in the area around Baldurs Gate. These are a few of the most representative, at least
for the safer areas.
Youll probably run into these first, and if youre lucky you wont see any more!

Try not to venture too far away from the taverns, friends!
Volo

Black Bear
A rather common omnivorous mammal, the bear tends to avoid humans unless provoked.
Exceptions to this rule can be a most unfortunate occurrence.
Bears are, in general, large and powerful animals which are found throughout the worlds
temperate and cooler climates. With dense fur protecting them from the elements and powerful
claws protecting them from other animals, bears are the true rulers of the animal kingdom in
the areas where they live.
The so-called black bear actually ranges in color from black to light brown. It is smaller than the
brown bear and the most widespread species by far.

Brown Bear
The brown bear, of which the infamous grizzly is the most well-known variety, is a bear of very
aggressive disposition. Brown bears are more carnivorous than their smaller cousins, the black
bears. The grizzly in particular will often bring down large game such as deer and elk.

Other types of bears have been seen upon the Sword Coast, but most
species mind their own business unless provoked!
Volo

Carrion Crawler
The carrion crawler is a scavenger of subterranean areas, feeding primarily upon carrion.
However, when such food becomes scarce or when it is threatened, the carrion crawler will
attack and kill living creatures.

33
The crawler looks like a cross between a giant green cutworm and a cephalopod. Like so many
other hybrid monsters, the carrion crawler may well be the result of genetic experimentation by
a mad, evil wizard.
The monsters head is covered with a tough hide, but the body is not well protected. The monster
is accompanied by a rank, fetid odor that 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. They are as elusive as they are alluring, however,
and dryads are rarely seen unless taken by surpriseor when they wish to be spotted.
The dryads exquisite features, delicate and finely chiseled, are much like an elf maidens.
Dryads have high cheek bones and amber, violet, or dark green eyes.
Dryads often appear clothed in a loose, simple garment. The clothing they wear is the color of
the oak grove in the season they appear. They speak their own tongue, as well as the languages
of elves, pixies, and sprites. Dryads can also speak with plants.

Ettercap
Ettercaps are ugly bipedal creatures that get along very well with all types of giant spiders.
These creatures of low intelligence are exceedingly cruel and cunning, and are skilled in setting
trapsvery deadly trapsmuch like the spiders that often live around them.
Ettercaps stand around six feet tall, even with their stooping gait and hunched shoulders. The
creatures have short, spindly legs, long arms that reach nearly to their ankles, and large potbellies. The hands of ettercaps have a thumb and three long fingers that end in razor sharp
claws. Their bodies are covered by tufts of thick, wiry, black hair, and their skin is dark and thick.
Ettercaps heads are almost equine in shape, but they have large reptilian eyes, usually blood-red
in color, and large fangs, one protruding downward from each side of the mouth. The mouth
itself is large and lined with very sharp teeth.

34

Ghast
These creatures are so like ghouls as to be physically indistinguishable from them, and they are
usually found only with a pack of ghouls. When a pack of ghouls and ghasts attacks it will
quickly become evident that ghasts are present, for they exude a carrion stench.

It has also been said that Ghasts are far more cunning than their lesser
counterparts, although it has been some time since Ive gotten close
enough to find out.
Volo

Although Volo may be too skittish to go near these beasts, I can confirm both
their intelligence and their danger. Keep a weather eye and a careful distance
when ghasts are about.
Elminster

Ghoul
Ghouls are undead creatures, once human, who now feed on the flesh of corpses. Although the
change from human to ghoul has deranged and destroyed their minds, ghouls have a terrible
cunning which enables them to hunt their prey most effectively.
Ghouls are vaguely recognizable as once having been human, but have become horribly
disfigured by their change to ghouls. The tongue becomes long and tough for licking marrow
from cracked bones, the teeth become sharp and elongated, and the nails grow strong and sharp
like claws.

Giant Spiders
Spiders are aggressive predators, dwelling both above and below ground. Most are poisonous
and bite prey before devouring them, because unconscious victims are easier to carry to a lair.
Spiders have eight legs and eight eyes. They usually fit into two categories: web-spinners, which
have bulbous abdomens and sleek legs; and hunting spiders, which have smaller bodies, larger
heads and fangs, and hairy bodies. Most giant spiders are simply much bigger versions of the
web-spinning large spiders. Their poison causes severe injury, and possibly death, if the victim
fails a saving throw.

35

An Amnian trader once shared with me a frightening tale of a spider the


size of a horse with swords for arms and a plated hide! Surely there are
varieties even fiercer still!
Volo

Gibberling
They come screaming, jabbering, and howling out of the night. Dozens, maybe hundreds, of
hunchbacked, naked humanoids swarming forward. They have no apparent thought of safety,
subtlety, or strategy, leaving others with little hope of stopping their mass assault. Then, having
come and killed, the gibberlings move on, seemingly randomly, back into the night.
The first impression of gibberlings is of a writhing mass of fur and flesh in the distant moonlit
darkness. The pandemonium is actually a mass of pale, hunchbacked humanoids, with pointed
canine ears and black manes surrounding their hideous, grinning faces. Their black eyes shine
with a maniacal gleam.

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.

Hobgoblin
Hobgoblins are fierce humanoids that wage a perpetual war with the other humanoid races.
They are intelligent, organized, and aggressive.
The typical hobgoblin is a burly humanoid standing at least six feet tall. Their hairy hides range
from dark reddish-brown to dark gray. Their faces show dark red or red-orange skin. Large
males have blue or red noses. Hobgoblin eyes are either yellowish or dark brown while their
teeth are yellow. Their garments tend to be brightly colored, often bold, blood red. Any leather
is always tinted black. Hobgoblin weaponry is kept polished and repaired.

Kobold
Kobolds are a cowardly, sadistic race of short humanoids that vigorously contest the human and
humanoid races for living space and food. They especially dislike gnomes and attack them on
sight.

36
Barely clearing three feet in height, kobolds have scaly hides that range from dark, rusty brown
to a rusty black. They smell of damp dogs and stagnant water. Their eyes glow like a pair of
bright red sparks, and they have two small horns ranging from tan to white. Because of the
kobolds fondness for wearing raggedy garb of red and orange, their non-prehensile rat-like tails,
and their language (which sounds like small dogs yapping), these fell creatures are often not
taken seriously. This is often a fatal mistake, for what they lack in size and strength they make
up in ferocity and tenacity.

Some have also noted small humanoids called tasloi and xvarts. While
all are nearly harmless met singly, they always attack in packs. This is a
good reason to travel accompanied, dear readers, if not just for the
company.
Volo

Ogre
Ogres are big, ugly, greedy humanoids that live by ambushes, raids, and theft. Ill-tempered and
nasty, these monsters are often found serving as mercenaries in the ranks of orc tribes, evil
clerics, or gnolls.
They mingle freely with giants and trolls. Adult ogres stand nine to ten feet tall and weigh 300
to 350 pounds. Their skin colors range from a dead yellow to a dull black-brown, and (rarely) a
sickly violet. Their warty bumps are often of a different coloror at least darker than their
hides. Their eyes are purple with white pupils. Teeth and talons are orange or black. Ogres have
long, greasy hair of blackish-blue to dull dark green. Their odor is repellent, reminiscent of
curdled milk. Dressing in poorly cured furs and animal hides, they care for their weapons and
armor only reasonably well. It is common for ogres to speak orcish, troll, stone giant, and gnoll,
as well as their own guttural language. A typical ogres life span is ninety years.

Some more advanced ogres can even cast spells!


Volo

A rather melodramatic description of (admittedly formidable) ogre-magi, which


are no longer as rare as the casual traveler might wish.
Elminster

Ogrillon
The ogrillon is a species of half-ogre, being the fruit of an (unnatural) union between ogres and
orcs. The ogrillon displays the general tendencies of its larger cousin with some exceptions. It is

37
even more brutish and violent, and it normally learns to speak only ogrish and a handful of
words of common.
The ogrillon is about the size of an orc and closely resembles one. One in ten is born with
features and coloration very similar to those of ogres: purple eyes with white pupils, black teeth,
yellowish skin with dull, dark green hair. The skin of an ogrillon of either type is covered with
small horn plates, giving it a superior armor class and enabling it to fight without weapons. An
ogrillon disdains armor and most other material items, retaining only a handful of gold pieces
kept as treasured belongings. It is uncertain why they would keep gold, except perhaps for luck.
Perhaps well never know.

Sirine
Sirines are beautiful, human-like females, at home in any aquatic environment. They have
human skin tones ranging to a light yellow-green, and their hair can be almost any color,
though silver and dark green are the most common. Sirines have beautiful figures and wear
scanty clothing at best.
Most sirines are antisocial, so they try to drive intruders away, 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 languages 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.
Skeletons appear to have no ligaments or musculature which would allow movement. Instead,
the bones are magically joined together during the casting of an Animate Dead spell.
Skeletons have no eyes or internal organs.

Be wary of all undead beasts. Aside from the ghouls, ghasts, and skeletons listed
here, there are animated corpses, warrior skeletons, and even revived wolves
known as dread wolves. Some of the most powerful undead along the Sword
Coast, such as the vampiric wolves, are not even affected by normal weaponry
and require magics in order to kill!
Elminster

38

Wild Dog
Smaller than wolves, the appearance of the wild dog varies from place to place. Most appear very
wolf-like, while others combine the looks of wolf and jackal.

Wolf
The wolf is a very active, cunning carnivore, capable of surviving in nearly every climate.
Shrouded in mystery and suspicion, they are viewed as vicious killers that slaughter men and
animals alike for the lack of better things to do.
Northern wolves exhibit colors from pure white to black. Southern wolves are reddish and
brown. Although fur coloration varies with climate, all wolves have various features in common.
They are characterized by powerful jaws; wide strong teeth; bushy tails; tall, strong ears; and
round pupils. Their eyes, a gold or amber color, seem to have an almost empathic quality.

Worg
Worgs are an offshoot of wolf stock that have attained a degree of intelligence and tendency
toward evil. Worgs have a primitive language and often serve as mounts for goblins.

39

Time in the Realms


Daytime is described by the use of a 24-hour clock, as the day of the world of Toril is 24 hours
long. For simplicity the AM (for time before noon) and PM (for time after noon) conventions are
used herein.
The following calendar is common enough to apply to all regions within the Realms (especially
the Sword Coast). The year consists of 360 days: twelve months of exactly thirty days each. Three
ten-day weeks are in each month, but herein we refer to days as they relate to the month (that is,
one through thirty, of a specific month, rather than specific days of the week). The months are
summarized in the table below. Each months name is followed by a colloquial description of
that month, plus the roughly corresponding month of the Gregorian calendar.

Name

Colloquial Description

Gregorian Month

Hammer

Deepwinter

January

Alturiak

The Claw of Winter or the Claws of the

February

Cold
Ches

Of the Sunsets

March

Tarsakh

Of the Storms

April

The Melting

May

The Time of Flowers

June

Summertide

July

Highsun

August

The Fading

September

Leafall

October

The Rotting

November

The Drawing Down

December

Mirtul
Kythorn
Flamerule
Eleasias
Eleint
Marpenoth
Uktar
Nightal

Years are referred to by numbers, using the system known as Dalereckoning (DR):
Dalereckoning is taken from the year that humans were first permitted by the Elven Court to
settle in the more open regions of the forests.

40

The Roll of Years


The wide variety of competing and often conflicting calendars causes no end of pain to the
historian and the sage. Most use the Roll of Years, a system by which each year has its own
personal name. Names for the years are known collectively as the Roll of 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).
The Time of Troubles, in which the gods of the Forgotten Realms assumed mortal form and
walked the Realms, started when the gods Bane and Myrkul stole the Tablets of Fate from the
Lord Ao, the overpower god of the Realms. In retribution for this act, Ao banished all of the gods
from their outer-planar domains (except for Helm who guarded the Outer Planes). The Gods
were forced to assume the forms of mortal Avatars until the end of the Time of Troubles, when
the tablets were returned to their rightful owner. During the crisis, Mystras (goddess of magic)
and Myrkuls (god of the dead) avatars were killed, Bane (god of evil and tyranny) was destroyed
fighting Torm, and the human Cyric killed Bhaal (god of murder and assassins) in an epic
struggle while competing for Banes portfolio. After the dust settled, Cyric (death, evil, and
madness) ascended to new godhood.

Some now-deceased gods had some warning of their impending deaths--or at


least the attempts on their lives--and took steps to prevent them. And succeeded,
at least in part.
Elminster

Timekeeping in Baldurs Gate


A game round in Baldurs Gate is six seconds long in real time. The round in the AD&D game is
sixty seconds, hence time in Baldurs Gate is compressed about ten-fold when compared to the
standard AD&D rule set.
A turn is ten rounds, that is, sixty seconds. This term is used in some of the spell descriptions in

Volos Guide to All Things Magical.


A game day (representing 24 hours in the game, dawn to dusk to dawn again) is just over two
hours long in real time, again about a ten-fold reduction in time in the game.
Each time the party rests, eight hours pass (the equivalent of about 45 minutes of running game
time).

41

So concludes this first section of the Sword Coast Survival Guide. For more
specific information on the rules of this world, see the latest edition of
Mastering Melee & Magic, also enclosed. It never hurts to know a little
extra about the world you inhabit, after all!
Volo

And while youre at it, keep an eye out for any books you discover in your travels,
which might help to fill the gaps and inaccuracies of what you have read herein.
Keep reading for information about how to interact with this world.
Elminster

42

Part Two:
Gameplay

43

Introduction
If youre reading this guide, its likely that you have already installed the game. There are no
CDs to insert, remove, and insert again. If you are reading this, congratulations! Installation is
complete.

Honestly, that made no sense to me. Whats a CD?


Volo

A mysterious artifact that you neednt concern yourself with, Volo. Carry on.
Elminster
This guide details the ins and outs of how to play Baldurs Gate: Enhanced Edition. Note that it
presumes that you are entering our Realms through a Window, not an Apple or an Android
or an iPad. It therefore explains the default controls for use with a Windows-based game first.
Notes on the differences between the PC and iPad versions of the game appear at the end.

Generally, I like to enter places through a door. But I suppose it takes all
kinds
Volo
In the following pages you will learn how to create your character, how to navigate your way
through Faern, and how to access the Tutorial, the main game, and the Black Pits adventure.

Why would anyone go to somewhere called the Black Pits? This seems like
poor decision-making to me
Volo

I suppose you would know something about that.

Elminster

44

The Main Menu


When you first open Baldurs Gate: Enhanced Edition, you will see a menu with three different
choices: Baldurs Gate, Tutorial, and The Black Pits. Select the option you wish to play by
clicking the buttons lined in gold. You also can exit the game by clicking Quit Game at the
bottom of the screen.

Tutorial
For a quick lesson or refresher course, you can use the Tutorial option to play through a short
scenario that describes how to play the game. You will then be prompted to create your
character, at which point the game will teach you the mechanics and controls. Once the tutorial
has been completed, youll begin the main Baldurs Gate story as normal.

Baldurs Gate
Clicking this option will bring you to the Baldurs Gate main menu, where you can start or load
a single player or multiplayer game, adjust gameplay or graphics options, or view the in-game
cinematics that you have previously seen in the game. This menu will start the main storyline,
which is separate from The Black Pits. Your adventure begins in Candlekeep, but before you
begin, you will be prompted to create a character.

The Black Pits


The Black Pits, a new adventure created for the Enhanced Edition, allows you to bring an entire
party of up to six characters into the Black Pits, where you must fight for your freedomand
your life.
You can play The Black Pits by yourself with a cast of entirely new characters, or you can enlist
the help of friends by starting a multiplayer game. The Black Pits is an adventure separate from
the main story, intended to be played by itself.

45

Character Generation
When you start a new game, either by yourself or
with one or more friends, you must first create
your character. You can choose your gender, race,
class, appearance, and skills, as well as a portrait
that will help identify your character in the game.
This section will walk you through the process of
creating a new character. When you have
completed each section, press Done to proceed
to the next section.
You can also import a character or use a pre-made
character by pressing the Import button. You can choose whether to import from a character
file or from a saved game.

Gender
This is an aesthetic choice and does not affect your attributes in any fashion. It can, however,
affect whether or not an NPC becomes romantically interested in your character. Use the gender
symbols to select your gender.

Portrait
Once you have selected your characters gender, you will be prompted to choose a portrait to
represent your character visually in the game. You will be given a list of options based on the
gender you chose; use the buttons provided to scroll left or right to see the available choices.
You can also create an entirely new portrait and select it by opening the "CUSTOM" menu. To
import a custom portrait, create a folder called "portraits" in the directory where your local game
files are stored (under Documents\Baldur's Gate: Enhanced Edition), and add any custom
portraits to that folder.
The dimensions and naming format required for player portraits are:

XXXXXXXS.bmp (54x84, 200 dpi)

XXXXXXXM.bmp (169x266, 200 dpi)

XXXXXXXL.bmp (210x330, 200 dpi)

For multiplayer, all players must have a copy of the portraits being used; if a portrait is missing
on one or more players computers, they will see a silhouette with a question mark where the
players missing portrait should be.

46

Race
Select the race of your character. You can choose from any one of the following: human, dwarf,
elf, gnome, halfling, half-elf, or half-orc. Descriptions of each race appear in the area to the right
of the selection boxes.
For more information on races, consult Mastering Melee & Magic.

Class
The classes and class combinations available to the race you have chosen will be highlighted.
Choose the class that you want from the list. Descriptions of each class are noted in the area to
the right of the selection boxes. (More information on classes is provided in Manual the Second.)
Multi-class characters are available only to non-humans and share the traits and restrictions of
both classes. Human characters cannot multi-class but may choose to dual-class later in the
game. Only human characters can become dual-class characters.

Kits
Certain classes (all except Barbarian, Monk, and Sorcerer) also have several kits that may be
chosen. When you pick one of these classes, you will be given a subset of kits to choose from. If
you dont wish to use a kit, simply choose the default kit (named after the class).
Kits give special advantages and disadvantages to their parent class. For example, if you choose a
Kensai kit (a Fighter kit), your character deals more damage with his weapon than any other
class in the game. However, your character is unable to use armor or missile weapons. (More
information on kits is provided in Manual the Second.)

Note: Multi-class characters do not get to choose a kit. Dual-class characters may not choose a kit
for their second class, and certain restrictions might apply based on the characters first class.

Alignment
Once you have selected a race and a class, you will be prompted to select the alignment for your
character. Your choices will be limited based on the class you chose; Paladins, for example (with
the exception of Blackguards), must be lawful good.
Your alignment determines how your character interacts with his environment. Read over each
alignments description (listed in Mastering Melee & Magic) carefully before choosing. If you
stray severely from your alignment during the course of the game, there will be consequences
you may even suffer the loss of some of your abilities!

47

Ability Scores
Youll see a screen with the abilities the computer has randomly determined for your character,
calculated as if you rolled three 6-sided dice for each ability, adjusted based on race. Any roll
that yields a score that is below a class or races minimum will be rerolled. You can subtract
points away from an ability to add them to another ability; however, you cannot take points away
from an ability if it will lower the ability below racial or class minimums. Each ability has a
caption describing it.
You may use the Reroll button to generate new numbers for all your ability scores; reroll as
many times as you like until you reach a combination you are happy with.

Note: For warrior classes, the exceptional Strength value (for example, 18/45) is generated upon
rolling, whether or not you rolled an 18 for Strength.

Skills
Once you have assigned your ability scores, you must choose your skills and proficiencies.
Which skills and how many proficiencies you receive is determined by your class; a Mage, for
example, must select which spells appear in his spellbook, and a Thief must assign skill points to
thieving abilities. Warrior classes only select weapon proficiencies, but receive more of them
than any other class.

Thief Abilities
If your character is a Thief or a multi-class character with Thief abilities, you must allocate
ability points to Thief skills. The Thief has 40 points to allocate at the beginning of the game
and receives 25 points every level thereafter (although certain Thief kits may alter this number).
More information on Thief abilities is provided in Manual the Second.

Spells
If your character is a Mage or Sorcerer, you will see a screen where you can choose spells for
your spellbook (for a Mage) or personal knowledge (for a Sorcerer). There is also a PICK FOR
ME button that will select your spells for you. If you are a Specialist Mage (such as an
Illusionist or Conjurer), you must select at least one spell from your school of specialization.
Once you have selected your spells, you will also be prompted to select which spells your
character has memorized at the start of the game. This will allow you to start adventuring
without needing to rest first.

Weapon Proficiencies
All characters receive weapon proficiencies. The proficiency list appears with a descriptive
caption in the bottom right section of the screen. Characters can often wield weapons without

48
the appropriate proficiency, but they incur penalties on all rolls with that weapon. Fighters,
Paladins, and Rangers can become even more skilled with weapons by adding a second slot to
any proficiency. Doing so gives them an added bonus to their attack rolls and to the damage
they inflict. Only Fighters and certain kits can devote more than two slots to a single weapon.
Rangers also begin the game with two free proficiency slots assigned to Two-Weapon Style,
which gives them the ability to wield two weapons effectively.

Racial Enemy
Rangers must choose a racial enemy. The Ranger receives a +4 THAC0 bonus when fighting
creatures of this type. You can choose your racial enemy from a list of monsters you are likely to
face during your adventures on the Sword Coast; choose the one you hate the most.

Appearance
After choosing your skills, you can customize
your characters appearance by changing his
or her skin, hair, and clothing colors. Click on
the box showing the current color to bring up
a selection window with other color choices
for each category.

Note: You can change your major and minor


colors for clothing at any time from the
Inventory screen once the adventure has
started.

Sound
In addition to your characters appearance, you can also select one of several character voice
sets, which will be used for battle cries and other sounds your character makes during play.
Choose the voice set you like best from the choices available.

Name
Last of all, you must name your character. NPCs will use this name when addressing your
character during dialogue, so be sure to choose a name you like! When you have entered the
name you wish to use, press Done.

Finishing Your Character


After you have entered your name, review your characters information displayed in the middle
section. At any point, you may click Back to return to an earlier section, but beware that

49
returning to an earlier section will force you to repeat later sections from scratchincluding
any ability scores you rolled. If you are satisfied with your character, press Accept to start the
adventure.

50

Interface Overview:
How to Play Baldurs Gate
The Baldurs Gate interface has many facets designed to make playing the game easier once you
have mastered the basic controls. Most of the features are self-evident when you play, so you can
read this section before playing or simply consult it after youve begun, whichever you prefer.

Mouse Buttons and Control


Left-Click: Action

Selects a character or selects a portrait. If a character or group was selected before, that
character or group is unselected and the new character is selected instead.

If the Shift key is held down while L-clicking on various characters on the field or on the
portraits, multiple characters are selected.

If the Ctrl key is held down while L-clicking on unselected characters, the characters are
added to the current character selection. L-clicking on already selected characters
unselects them instead.

Double-clicking on a portrait centers the camera view on that character.

Clicking buttons selects an action for a character: Guard, Talk, Attack (click on weapon),
and so on.

Casts spells and use items once they have been selected.

On terrain, walks selected character(s) to the selected location.

L-click and drag on terrain to select multiple characters.

L-click and drag portraits to change the marching order for your party.

Pick up items with currently selected character(s). If more than one character is selected,
the top-most portrait (the leader) approaches and picks up the item.

L-click the clock icon in the lower left corner of the screen to pause or unpause the
game.

Right-Click: Information, Cancel Actions, and Formation


Movement Control

R-clicking a characters portrait opens that characters Inventory screen.

R-clicking an item (on the Inventory screen) or spell (in the Spells screen) opens the item
or spell description for the selected item or spell.

Cancel current actions, such as attacks or spellcasting, by R-clicking anywhere on the


terrain.

R-clicking on a monster or NPC or after clicking on a selected party member plays the
selection sound for that character or monster.

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R-click and drag to change the orientation of the partys formation when moving to the
selected location.

R-click on a ranged weapon in a quick slot to configure the ammunition used by that
ranged weapon.

R-click on Quick Spell slots to select the spell from the characters repertoire to be used
by that slot.

R-click on Quick Formation slots to select a different party formation for that slot.

Mouse Movement: Move Viewport

Move the mouse to the top, bottom, left, or right edge of the screen to scroll the games
view in any direction. You can also use the arrow keys on your keyboard.

The Main Interface:


Where the Game is Played
Here is the main screen that you will use when navigating the world of Baldurs Gate. On the
left side of the screen are several buttons:

Game Screen

Map Screen

Journal

Inventory

Character Record

Mage Spells

Priest Spells

Options

Rest

Clock (Pause/Unpause)

On the right side of the screen, below the character portraits, are some additional buttons:

Select Tool (touchscreens only)

Help Tool (touchscreens only)

Select All

Party AI On/Off

You are also able to configure the main interface to match your play style, minimizing sections
of the interface that you do not use often (or to whose hot keys you have mastered). At the top of
the right and left side panels are buttons that minimize each side panel. When a panel is
minimized, a button appears in the corresponding bottom corner of the screen; this button will
bring the panel back up. You can also use the u hot key to hide the entire interface or reset the

52
interface as needed. You can change the hot keys in the Gameplay section of the Options screen,
under Assign Keys.

Zooming In and Out


You can zoom in with the camera to get a closer look at the action by scrolling your mouse
wheel down, or zoom out to get a view of a larger area by scrolling your mouse wheel up.

Look closely at your surroundings; you might be surprised at what you


find!
Volo

Pausing the Game


You can pause the game at any time by either hitting the space bar on your keyboard or
pressing the clock button on the bottom left of the screen. This is a very important part of
gameplay, as combat will often become unmanageable in real time. When this happens, you can
simply pause the game, assign orders to your characters, then unpause and let the action unfold.

Note: During combat, you will not be able to equip or unequip your characters armor. You can,
however, change the weapons and other protective items you have equipped, such as shields,
amulets, rings, or cloaks.

Auto-Pausing
You can set the game to pause automatically during gameplay. To access the auto-pause options,
open the Options screen, then the Gameplay screen, and choose Auto-Pause. By configuring
more auto-pause parameters, you can make the game take on a more turn-based feel.

Action Cursors
Note that the cursor changes when moved over objects or characters or NPCs to indicate the
default action. The default action mode can be changed by L-clicking on the buttons in the
bottom panel of the interface.

A Note on Cursors
The cursor changes when moved over objects or characters or NPCs to indicate the default
action. The default action mode can be changed by L-clicking the buttons at the bottom of the
screen.
If a given cursor is selected, it may be changed by selecting a different action button, by Rclicking somewhere on the screen, or by L-clicking somewhere on the screen where the cursor
has no effect (for example, a non-object or the interface border).
Here are the icons, and their descriptions, for the cursors that will appear during play.

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Indicates that you can select the character, button, or icon.

Indicates that you can interact with the selected target if your character is close
enough.
Indicates that the selected character(s) will be moved to the selected location.
Indicates that the selected location is not a valid destination for movement.
Indicates that, if you move here, you will leave the current map area.
Indicates that you will open or close the highlighted door or object.
Indicates walking through an entry or hallway, if a door is not highlighted.
Allows you to go up or down staircases to the next level above or below your current
location.
Allows you to pick up items from the floor or a container.
Indicates that the currently active character(s) will attack the selected target.
Indicates that the selected Thief will attempt to unlock the selected door or container
if that door or container is currently locked.
Indicates that the selected character will attempt to remove the selected trap. You can
only disarm a trap that you have first detected.
Indicates that the selected character will attempt to steal an item from the indicated
character or creature.
Indicates that the character will cast the selected spell at the indicated location or
target.
Indicates that the character, or party leader if multiple characters are selected, will
initiate dialogue with the selected NPC.

Fog of War
Characters see a certain distance away using a direct line of sight. This means that they cannot
see around a building until they move to the corner and that they cannot see through walls.

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Areas that cannot be seen remain obscured in darkness until explored; explored areas that are
out of sight will be displayed but covered in a layer of shadows.

Bottom Menu Buttons


Different sets of bottom buttons are displayed depending on whether you select a single
character or a group of characters. There are twelve character bottom buttons; these change
depending on which single character is selected. Use the F1 through F12 hot keys to quickly
select the following options.

Dialogue
This selects the dialogue cursor that initiates dialogue if L-clicked on any creature.

Quick Weapon
These slots correspond to the quick weapon slots on the inventory page. Load a weapon into
these slots by equipping it to the corresponding slot on the Inventory screen. R-click on any
ranged weapon in a quick slot to select the type of ammunition to use.
The characters class determines how many quick weapon slots will be displayed. The number of
slots directly corresponds to how many weapons can be equipped on the Inventory screen (4 for
Fighters; 3 for other warriors; 2 for all other characters).

Class-Specific Buttons
The following buttons are displayed only for certain classes.

Find Traps
This is a mode available to Thieves and Monks. If you select an action other than movement for
that character, this mode ends. This mode also activates a Thiefs Detect Illusions ability.

Thieving
This action includes pick pocketing, opening locks, and removing traps, depending on the target
chosen.

Stealth
This is a blend of the Move Silently and Hide in Shadows skills. Thieves can choose this mode
and, if successful, they become nigh-invisible. Provided a Thief is behind the target, his or her
next attack, if successful, will be a backstab that causes double, triple, or quadruple damage
depending on the level of the Thief. Moving into the light or launching an attack can cause
Stealth to fail. Rangers can also use the Stealth ability but cannot backstab (with the exception of
the Stalker kit).

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Turn Undead
This is a mode that Clerics and Paladins can choose; the Cleric (or Paladin) persists in turning
undead until an action other than movement is selected. Clerics in this mode will attempt to
turn undead creatures; if successful the undead will run away for a time, or they may be
destroyed if the Cleric is powerful enough. Evil Clerics using this ability may gain control over
some undead creatures.

Cast Spells
This ability is usable by any class with the ability to cast spells, such as Mages, Clerics, Druids,
andat higher levelsRangers and Paladins. Clicking this button opens up the memorized
spell list of the priest or wizard and the priest or wizard can cast a spell from this list.

Quick Spells
These buttons are configured by R-clicking on the quick spell slot, bringing up a list of all
currently memorized spells. Once configured, the spell is ready for use at the push of the
appropriate button or by L-clicking on that slot.

Bard Song
This ability is usable by Bards; the Bard character begins playing a song that continues until any
action other than movement is selected for that Bard. While the song is playing, the partys
morale and luck are higher.

Use Item
When L-clicked, this button allows you to use the special abilities of any items you currently
have equipped, such as cloaks, rings, or helmets.

Quick Item
Each character has three Quick Item slots (although some characters slots might be
permanently occupied by jewelry or small animals), which allow you to quickly use an item
from your inventory such as a wand or potion. You may ready any item in the Quick Item slots
by dragging the item on the Inventory screen to the corresponding Quick Item slot.

Special Abilities
This button is used for any characters with special abilities (for example, special abilities for
certain classes or any special abilities that are gained by your characters during the course of the
game). If you click on this button, a list of special abilities will be displayed for that character.

Multi-Character Buttons
The following buttons are displayed when more than one character is selected.

Defend

Dialogue

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Attack

Stop

Quick Formation

Defend
Clicking this button directs the currently selected character or characters to defend the selected
target or area by attacking any enemies targeting that creature or entering that area.

Dialogue
Clicking this button allows the selected character(s) to initiate dialogue with friendly or neutral
NPCs. Some hostile NPCs may also allow you to initiate dialogue, but be aware that to speak to
anyone you must be able to get close to them, which may be dangerous for some less hearty
adventurers.

Attack
Clicking this button will direct the selected character(s) to attack the selected creature using any
weapons currently held in hand.

Stop
Clicking this button halts all current party actions. This button is useful if you suddenly realize
that your character is walking into a trap your Thief has discovered.

Quick Formation
Party members form up in the same order as top down on the character portraits bar (top
character is first in formation). If fewer than six characters are selected, they will form up to the
number of characters selected, filling formation slots in order until there are no more
characters. The formation can be rotated by R-clicking and dragging at the desired destination
when a group is selected. By default, a number of formations have already been selected.
Quick formations work the same as quick spells; to change the quick formation displayed in a
given slot, R-click the slot desired and then select the new formation to use in that slot.

Right Menu Buttons


Select Tool: When playing with a touchscreen, selecting this tool will allow you to
select one or more characters with a touch. This tool will also cancel any spell
currently selected, or any other action that requires you to select a target.
Help Tool: When playing with a touchscreen, selecting this tool will allow you to view
items on the screen with which you can interact. This will display chests, doors, and
items on the ground, as well as the current hit points of all NPCs in your party. On PC
and Mac platforms, you can achieve this same function by pressing the Tab key on
your keyboard.

57
Select All: Selects or unselects all members of the party. This includes summoned or
allied creatures if available.
Party AI: Turning this option on or off will change whether or not members of the
party will behave based on their selected scripts.
Character Portraits: L-clicking a portrait selects that character; R-clicking the same
portrait brings up the Inventory screen for that character. You can also reorganize
your party by clicking and dragging portraits up and down the list.

A Note on Character Portraits: Damage to the character is represented on the


character portrait as a rising red bar (that is, the portion of the portrait that is the
normal color is the portion of hit points still remaining for that character). If you
move your cursor over the portrait of a character, the hit point total and the name of
that character will appear along with that characters maximum hit points. Character
portraits also display status icons (if your character is charmed, held, and so on) as
well as the plus-shaped level-up icon if one of your characters has enough experience
points to gain a level.

Left Menu Buttons


Return to Game: Clicking this button will return you to the main screen of the game
from whichever screen you were previously viewing. This button does nothing if you
are already on the main screen.
Map: This button will bring up the map of the current area. From this screen, you can
also view a map of the world, although you cannot travel using your map. (To travel
between areas, move your party to the areas exit.)
Journal: Quest logs and reminders are frequently added to your journal to be
reviewed later. Clicking this button will open up that screen and allow you to read
previous journal entries.
Inventory: This button brings up the Inventory screen for the currently selected
character or, if more than one character is selected, the Inventory screen for the topmost selected character. (If no character is selected, the party leaders inventory will
be displayed.)
Character Record: This button brings up the Character Record screen, which allows
you to view the current characters ability scores, class abilities, THAC0, and other
traits. This is also the screen from which you can level-up your character if he or she
has earned enough experience points.
Wizard Spells: This button brings up the selected characters spellbook, displaying all
of the characters known wizard spells and allowing you to select which ones to
memorize (if the character is a Mage). Note that these spells will not be available for
casting until after youve rested.
Priest Spells: This button brings up the selected characters priest spells, allowing you
to select which ones to memorize. Note that these spells will not be available for

58
casting until after youve rested.
Options: This button brings up the Options screen, allowing you to save your game,
load a previous save, quit the game, or change gameplay, sound, or graphics options.
Rest: When you select Rest, time will pass in the game and your characters will heal
and regain their memorized spells. When the party rests, if you have selected Cast
Healing Spells on Rest in the Gameplay options menu, characters that have healing
spells memorized will cast them on the most injured party members automatically.
Also in the Gameplay options menu, you will find a setting called Rest Until
Healed. If this option is turned on, then when you rest, time will pass until your party
is fully healed. Be careful when you use this; if you have a time-based quest, you
might sleep right through it!

Dont forget to decide which spells to memorize before resting!


Volo

Wizard Tooltips
These are the information windows that pop up whenever you leave your mouse cursor over any
button, creature, or character for a period of time. They display a brief description of that objects
name, purpose, or general status. To bring up the tooltips instantly, press the Tab key on your
keyboard while hovering your cursor over a target.

The Dialogue Window


Dialogue occurs with the selected character only; changing the character who is having the
dialogue is not possible until dialogue is exited and restarted with a new character selected. If
multiple characters are selected, the top-most selected character initiates the dialogue.

Note: Regardless of who is having the dialogue, reaction adjustments will be based on the
leader of the group. The leader is always the top-most character portrait of all the characters
that are present in the area.

The more charismatic the leader, the better.


Volo
There are three sizes for the dialogue window: a two-line size (small), a medium sizethe
default size for normal play and used to display system messages and game conditionsand a
large size which is used when dialogue is being displayed. At any time, you may change the size

59
of this window by pressing the Page Up or Page Down keys on your keyboard or by pressing
the up or down buttons beside the dialogue window.
There is also a scroll bar at the right of the dialogue window that may be used to scroll up or
down in the dialogue queue. Dialogue uses a menu based system where you L-click on what you
want to say from a list. What is available to be said varies according to the reaction adjustment
and Charisma of the partys leader.
You can scroll up using the scroll bar to view previous conversations at any time.

Stores, Inns, Taverns, and Temples


Throughout the course of the game, you will encounter many non-player characters in the
world who will offer goods or services. These NPCs all use a similar interface for the buying,
selling, and trading of information, goods, and services. When these NPCs are spoken to, a panel
will replace the bottom portion of the screen with buttons for the various services offered.
Rent Rooms: Inns usually have four different types of rooms in which the players
party can rest. The various accommodations vary from Peasant rooms to Deluxe
lodgings. The more expensive the room, the more comfortable your stay and the
more you will heal while you rest. Some inns are limited in the quality of rooms
they can provide.
Buying and Selling: This screen is broken into a Buy window and a Sell window.
Items that the store offers are shown in the Buy window, and items from the
characters inventory are shown in the Sell window. To select items to purchase, Lclick on them in the Buy window. The item icon will become highlighted, but will
not be purchased until you L-click Buy at the bottom of the window. You may
select multiple items, and the current total for all items is shown next to the Buy
button. The Sell window works in the same fashion, although the store owner may
have no interest in buying certain items in your inventory (in which case the item
will be dimmed). Items that are unusable by the character currently selected are
shaded red. While these items are unusable, they can still be purchased for future
use or for other party members.
Drinks and Rumors: Some locations will have a friendly bartender or innkeeper
tending bar. The items offered at the bar vary from expensive liquors to cheap ales.
Either way, upon ordering a drink, the proprietor may decide to share rumors that
he has heard lately. Be careful, however, as your characters can become intoxicated
if they drink too much.
Steal: Thieves may have the option of attempting to steal items out of a shops
inventory. The Steal screen works the same as Buying and Selling except that no
gold is exchanged. When an item is selected to be stolen, the Thiefs skills are

60
checked; if successful, the item is added to the Thiefs inventory. If unsuccessful, the
guards will be calledor worse!
Donate: You can donate money at a temple by selecting this option. When you
donate, you may hear a rumor from the priest and the partys reputation may be
increased depending on the amount of gold donated. It is very helpful to donate
gold if the partys reputation is suffering.

The more your reputation has fallen, the more you must donate Priests
have long memories.
Volo
Healing: Temples usually offer healing services for a price. A menu will appear
showing the services offered and how much they cost. Select the service you wish to
receive and the character that 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.
If you cannot select the item from the list, then the proprietor does not have the
ability to identify the item.

Containers (Chests, Tables, and Boxes)


Certain items and containers can be picked up or opened in the game. When you move your
cursor over them, they will be highlighted in blue. L-click to access the item or container. When
you access the item or container, the Container panel will come up at the bottom of the screen.
The left side of the panel shows the items that are on the ground or in the container and the
right side is a small portion of the selected characters inventory. Clicking on items on the left
side of the panel moves the items from the ground or container into the characters inventory. If
the characters inventory is full, the item will not be transferred. Note that this process can be
reversed, and items can also be moved from a characters inventory into a container or onto the
ground by L-clicking on them in the right side of this panel.
Certain containers may also contain stacks of gold. Clicking on these stacks will add the gold to
the partys total.

Using Buttons and Triggers


When playing the game, you will come across several buttons, levers, and similar instruments.
When you place your cursor over these instruments, it will switch to a new cursor type. To use
these instruments, you must be standing close to them, otherwise a message will pop up telling
you that your character is too far away.

61

Map
L-clicking the map button in the left panel will
bring up the map that the selected character(s)
are currently on. Areas that have been visited are
lit; areas that havent are dark. This map may be
an interior dungeon or an outdoor terrain. The
current position(s) of the character(s) are
indicated on the maps by dots.

Note: On your map, there will be location icons


marking important places within the area. When
you hover your cursor over the flag, the name of
the location will come up at the top of the screen. You can add your own map notes by Rclicking anywhere in the map area.

World Map
While viewing the area map, you can click on the
World Map button to see a layout of the Sword
Coast. The area you are currently in will be
marked by a shield standard. The areas visited
thus far on the world map will be shown,
locations to which you can travel, and locations to
which you have been given directions but cannot
yet visit. Areas that you have not visited will be
highlighted in blue. Areas to which you cannot
travel will be shown in light brown. Note that you
cannot travel between areas unless you have
traveled to the edge of the current area and brought up the world map with the Travel icon. To
move to another area, highlight the area and click on it.

Journal
Quests and major occurences in the game world are entered in the journal. The journal page has
four sections, each of which can be organized by date or alphabetically:

Quests
This journal section records all of your current quests.

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Done Quests
When you finish a quest, all related quest entries will be placed in this section, and the old
entries will be erased from the Quest section.

Journal
This section lists major events in your characters adventure.

User
This section is for your own journal entries. You can add journal entries here by pressing the
Add button.

Inventory
The Inventory screen can either be accessed by Lclicking the Inventory button on the left panel or
by R-clicking a character portrait. Some of the
screen is taken up by the paper doll
representation of the character. Along the bottom
of the screen are the characters personal
inventory and the encumbrance of the character.
Items can be dragged and dropped on the paper
doll to be equipped or dragged and dropped on
other characters portraits to give them the items.
Stackable items can be unstacked by double L-clicking on the item. Unstacked items can be
stacked by dragging and dropping them on top of one another. Items placed in the Ground slots
on the right will be dropped at the characters feet and can be picked up from the main game
area. The group pool of gold is shown on this page as well.
Blue-shaded items are magical and unidentified. Red-shaded items are not usable by that
character.

Encumbrance
Each character has a maximum weight they can carry. The weight currently carried by a
character is shown to the left of their inventory. Maximum carry weight is determined by the
Strength attribute of a character. If this weight is exceeded, the character will slow or completely
stop depending on how overloaded they are.

The Paper Doll


There are 12 distinct areas in the equipped items section: Helm, armor, bracers or gauntlets,
cloak, amulet, left ring, right ring, boots, weapons (2 slots for non-warriors, 3 slots for warriors, 4
slots for fighters), the quiver (up to 3 slots of ammunition), and the shield slot (left hand).

63

Note: You can also place weapons in your shield slot to wield two weapons. However, if you are
not proficient in Two-Weapon Style, you will incur severe penalties to your main hand and offhand attack rolls.

In certain circumstances, the best defense is a good offense.

Elminster

A sharp pen is sometimes better than a sword, Ive found.


Volo

Quick Weapon Slots


The weapons put into the quick weapon slots determine the quick attacks that are available.
These slots are like a bandolier of weapons available. For a Mage, this could hold a dagger; for a
Fighter, it could be a crushing weapon to use against undead, a bow for distant encounters, and a
sharp edged weapon for close combat. When a new weapon is put into the weapon slots on the
Inventory screen, it generates a default quick attack in the quick attack button for this character
at the bottom of the main interface screen. Only one bow or crossbow may be equipped at a
time.
A shield may be equipped only if no two-handed weapons are present in the weapon slots. If a
two-handed weapon is in one of these slots, the shield is not equipable and a message to this
effect appears in the inventory message line: Cannot equip (two-handed weapon in use). A
similar message is displayed if a shield is equipped and the player tries to equip a two-handed
weapon: Cannot equip (shield in use).

Quick Item Slots


These are slots available to each player that represent miscellaneous items that are kept at the
ready (potions, for example). These items can be easily accessed during combat, similar to Quick
Weapon slots.

Personal Inventory
Considered your backpack, you can carry only 16 different items or stacks of items, regardless
of your encumbrance.

Item Property
If an item is R-clicked, the view changes to the Item Property page. This page contains the items
icon, description and picture. Characters with high Lore scores will automatically be able to
identify certain magical items. If the item is currently unidentified, there will be a button to
allow you to try to magically identify it. Potions may be consumed from this page (note that the
potions effects will not occur until you have returned to the main game screen). If the item is a

64
scroll, wizards will have the opportunity to try to Write Magic and add the scroll spell to their
spellbook. Certain magical items may even have special Abilities that can be accessed from
this pageincluding the ability to configure the items magical powers.

Many a Mage has wasted their life seeking scrolls with spells to add to
their collection.
Volo

Do not underestimate the advantages of increasing ones knowledge.


Elminster
Character Appearance
Clicking on the colored boxes will allow you to pick from a palette of colors for your characters
clothing.

Gem Bags and Scroll Cases


Gem bags and scroll cases can be bought in stores or found while adventuring. These items are
used to store multiple gems and scrolls, respectively, and thus free up inventory space. To use
these bags and cases, simply R-click on the bag or case. Now press the Open Container button
to move to the next screen. From this screen, you can move your gems or scrolls from the right
hand column to the left hand column. This will move these items into your gem bag or scroll
case. You can also drag a gem or scroll to the appropriate container in the Personal Inventory
section to deposit it in the bag or case.

Character Record and Associated Screens


The Character Record screen shows all of the vital statistics and abilities of the currently
selected character.

Dual-Class
This button is only available for human characters with the required classes and ability scores;
after 2nd level, you can use this convert such a character to dual-class. When you do this, a dualclass interface screen will come up from which you can choose the new class for the selected
character. Characters not allowed dual-class status include Bards, Paladins, Sorcerers, Monks,
and Barbarians. The character must have at least a 15 in the prime requisite for the characters
first class and at least a 17 in the prime requisite for the characters second class (for instance, a
Thief wishing to become a Mage must have at least a 15 in Dexterity and at least a 17 in
Intelligence).

65
The dual-class page is very similar to the character generation pageand in fact, making a
character dual-classed can be seen as essentially starting a character over. A new dual-classed
character starts with only the 1st-level abilities and restrictions of his new class, though he retains
his hit point total from his prior class. After a character becomes dual-classed, he can only use
the abilities of his new class until he surpasses the level of his original class, at which point he
can freely use the abilities of either class. No further advancement is ever allowed in the first
class; all further development is in the new class.

Note: You are only allowed to have one kit in Baldurs Gate. When you first create your
character, you choose his or her kit. When you dual-class your character, you do NOT get to
choose a new kit.

Level Up
This button is dimmed until the player gains enough experience points to gain a level (this is
indicated on the portrait by a + symbol). When the player clicks the Level Up button, the
Level Up screen will be shown. For a Thief or Monk, the player must distribute new thieving
points. Sorcerers must select new spells known. A new proficiency slot requires a player to
choose a weapon class or style to improve. Changes such as modifiers to your THAC0, saving
throws, and so on will also be displayed here upon leveling up.

Information
This page allows you to compare how the various characters in your party are doing. Various
stats such as number of kills and favorite weapon are displayed.

Reform Party
This page allows you to remove characters from your party.

Customize
This page allows you to change a characters appearance, voice, clothing colors, or scripts (the
computer code that controls behaviors and reactions to environment). Each script also includes a
description of the scripts effects.

Export
This allows you to save a snapshot of the characters file to your computer for use in a
multiplayer game or a new game. The characters current status will be saved, including hit
points, experience points, level, class, inventory, and so on.

Wizard and Priest Spell Screens


The known spells of the wizard or priest are shown in the top section. If you R-click on a spell
icon, a display page will come up with a spell description. To memorize a spell, L-click on it. The

66
spell appears in the field at the bottom of the screen in the Memorized area, but remains shaded
(and unusable) until the character has had a chance to rest. Every time the caster sleeps, he will
memorize the spells in this area. If the memorized spell area is full and you want to memorize a
different spell, L-click on one of the currently memorized spells and it will vanish.

Note: For Sorcerers, only known spells are shown. Sorcerers use a point-based magic system and
do not need to memorize spells.

Options
This screen allows you to save, load, or quit your game as well as configure gameplay, sound, or
graphics options.

Save, Load, and Quit


These allow you to save games to your hard disk, discard your current game and load a
previously saved game, or quit to the main menu.

Graphics
Brightness and Contrast allows you to adjust the
brightness and contrast of the display. You can
also choose to run the game full screen or in
windowed mode.

Sound
This menu allows you to independently adjust the
volumes of various sounds in the game. Selecting
Character Sounds allows you to toggle on or off
some specific sound effects and set the frequency with which your characters verbally respond to
your orders.

Gameplay
Assign Keys
Selecting this button allows you to change the hot keys used during gameplay. The default hot
keys are listed in the table at the end of this guide. (You can assign additional hot keys for
specific spells; the default hot keys do not assign these actions automatically.)

Tooltip Delay
This adjusts how quickly the wizard tooltip appears. The left of the slider is the briefest period of
time. Note: you can always make the tooltip appear instantly by hitting the Tab key on your
keyboard.

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Mouse Scroll Speed


This adjusts how quickly the screen scrolls across the game world when the mouse is at the edge
of the screen.

Keyboard Scroll Speed


This adjusts how quickly the screen scrolls across the game world when you use the arrow keys.

Difficulty
This allows you to adjust hidden factors within the game to make the game more or less
difficult.

Dither Always
Enable this option if a character should always appear dithered when it is obscured by an object.
If this setting is disabled, the character is only dithered when the mouse cursor is over it or its
portrait. Otherwise, the character is not displayed at all.

Weather
Enable this option to see weather effects like rain and snow.

Gore
This toggles on and off the blood and excessive damage and death animations
in the game.

Group Infravision
Enable this option if you want infravision to be shown when any of the selected characters have
infravision. If this option is off, infravision will strictly be shown when only characters with
infravision are selected.

Rest Until Healed


Enable this option to cast healing spells during rest repeatedly until fully healed. Otherwise,
currently memorized healing spells are cast once on resting.

Note: Selecting Rest Until Healed may cause your party to rest for longer than the normal 8
hours, as healing spells are re-memorized and cast again as needed.

Watch out for surprise attacks where you rest, friend. Bandits and wolves
dont care if youre wounded; in fact, I understand thats rather to their
liking.
Volo
Feedback
This screen allows you to modify the frequency with which you see markers and locators, as well
as turn on and off the various messages that come up during the game.

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Auto-Pause
This screen allows you to set various conditions under which the game will pause automatically.
Using these options can help to give the game a more turn-based feel.

Miscellaneous Gameplay Information


In addition to the above controls and screens, the following information may be useful to you.

Fatigue
A character can continue to operate at peak efficiency for 24 hours in game-time (2 hours realtime). After that, the characters will start to complain and their attributes begin to suffer. For
every four hours beyond this 24-hour mark, the player will receive a 1 luck penalty (1 to all
rolls). As soon as the character rests, all penalties will disappear.

A Haste spell makes you fatigued. All that running around cant be good
for you.
Volo

Ah, but Improved Haste wont have this effect.

Elminster

Intoxication
A character becomes intoxicated after drinking enough alcoholic beverages. The average
character will be able to drink about five alcoholic beverages before becoming intoxicated, but
this amount may vary depending on the characters Constitution. Intoxicated characters gain a
morale bonus, but a luck penalty. The greater the level of intoxication, the greater the bonus
and penalty. The effects of intoxication diminish over time.

Infravision
Some characters and monsters have the power of infravision. Infravision allows you to see better
in the dark by revealing the heat of objects and creatures. A character without innate infravision
can gain the ability through spells or magical equipment. In the dark, creatures revealed with
infravision will appear to glow with a dim red light. Note that apart from the graphical effect
of creatures being limned in red, this ability has no effect on gameplay.

Effects of Wearing Armor


Different buttons may be dimmed in the bottom panel depending on what your characters are
wearing. Even if a multi-class or dual-class wizard is wearing armor, he can still memorize spells,
but he may not cast these spells until the armor is removed.

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Multiplayer
The multiplayer game is identical to the single player gameat least in terms of the games
content. The main differences between the single- and multiplayer games relate to who is
playing in the game; in the single player game, you create one character and through the course
of your adventure up to five NPCs join you. After they join, they are fully under your control. In
a multiplayer game, between one and six players adventure together, cooperatively controlling
both created characters and NPCs that join the party.
A few definitions are in order. The leader is the player who has control over such things as who
can join, what kinds of characters can be brought into the game, and what abilities the players
who are in the game actually have (in terms of gameplay; see Permissions, below). The leader
can control one or more characters in the game and has the ability to assign characters to the
other players. The server is the computer (usually, but not necessarily, the leaders computer),
which coordinates the various game states of the client machines of each player. A player is one
of the people who control one or more characters in the game. A character is an alter-ego,
analogous to the characters of the single player game, which is controlled by one player in a
multiplayer session.

Starting Out
When you start a multiplayer game (also known as a session), you will be presented with the
Connection screen. You can modify the protocol you are using by clicking TCP/IP after
connecting. (Note: Players using other platforms, such as Android or iPad, may use different
connection protocols.)

TCP/IP
A connection screen will come up in which you
can enter the host address you wish to connect to.
Once you do this, you will be connected to this
session if it is available.

Joining a Game
Whichever protocol is chosen, if you are not
creating a game but rather joining one, you will
be prompted to choose a player name by which
you can be identified by the leader and other players in the session. After this you will proceed to
the Character Arbitration screen (see below).

70

Creating a Game
If you choose to create a game that other players
can join, you will see a pop-up 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 previously saved game. If you choose to
create a new game, you must fill out the spaces
for the session name and the player name. After
you have created your game or loaded a game
from the list of available saved games, you will
proceed to the Character Arbitration screen.
When characters join your session at any point (whether in the steps outlined below or in the
actual game), you, the leader, are notified. The leader has the ability to stop listening to requests
to join (this is set in the Player Permissions window, described below).

Character Arbitration
The Character Arbitration screen is where players
are assigned control of character slots and create
the characters that they will role-play in the
game. From this screen, the leader also controls
permissions and other options for the game. The
player running the server is initially assigned as
the leader of the party. As the sessions host, he or
she has the ability to assign character slots to the
players who are in the session. This is achieved by
L-clicking on the player name slots, after which a
panel will pop up with the names of all players currently in the session. Control of a slot may be
assigned to any player, who can then use the Character Arbitration screen to load a character
into that slot. This is done by clicking on the Create Character button. Players may either import
an existing character or create an entirely new character, just as if starting a new single player
game.

The Protagonist
As in the single player game, there is one character who is the protagonist of the story. If this
character dies, the game is over and must be reloaded as in the single player game. The
protagonist in the multiplayer session will be the character in the first character slot on the
Character Arbitration screen.

71

Characters
The characters in multiplayer may be created from scratch or imported into the game using the
Import button. The character is created using the exact same screens as in the single player
game, subject to the restrictions set by the leader of the session in the Player Permissions
submenu.
Once a character is created, it can be modified by clicking on the player name, which brings up a
window allowing the player to create, import, export, or delete it (the active character must be
deleted before Create and Import options are available, and the Export and Delete options are
available only when there is a character in the slot).
When the player is satisfied with the character, he or she clicks on the large checkmark icon to
the right of the character slot to lock the character and prevent changes. If a player wishes to
change a character, that character must be unlocked by clicking on this icon again.

Player Permissions
Although both the leader and the other players in
the session can view permissions on the
Permissions screen, only players who have been
assigned leadership privileges are able to modify
permissions. The leader can assign these
permissions to any players that he or she chooses.
The permissions represent what players are able
to do in the game. The available permissions, in
order from left to right on the screen, are:

The ability to modify characters

The ability to spend party gold/purchase items

The ability to initiate an area transition (travel from one area to another)

The ability to initiate dialogue

The ability to view other characters records

The ability to pause the game

The ability to modify permissions or remove players from the game (leadership
permission)

Options
On the Permissions page, the leader is able to set the options for importing by clicking on the
Options button. This brings up a window with three settings: Stats Only; Stats and XP (that is,
experience points and levels); or Stats, XP, and Items. By choosing one of these settings, the
leader limits the types of characters that can be brought into the multiplayer session from the

72
single player game or other multiplayer sessions. You can also select an option to display
dialogue on all machines whenever dialogue is initiated by any player.

Listen to Join Requests


Also on the Permissions screen is an option, Listen to Join Requests, which allows the leader to
listen to requests to join the session or to turn off requests if there are enough players in the
game. For example, the leader might only want to have one or two people in the game, so
having people requesting to join could get annoying. An interesting facet of multiplayer is that
the player creating the session can choose to play solo. The advantage to this is that all
characters in the party can then be created from scratch.

Note: While we specifically included this option due to popular request, we actually recommend
playing the game with NPCs recruited into the party; theyll have more personality.

Starting a Multiplayer Game


When all players have locked their characters, the Done button will become active on the
leaders computer. The game launches when the leader clicks Done.

Changing Permissions
Both the Character Arbitration and Player Permissions screens are available on the
left side menu in the multiplayer game. These screens are treated identically in the
actual game to what is described above.

Playing a Multiplayer Game


Chatting
Players can chat between themselves through the chat window. To enter a comment, merely Lclick on the entry area. To address the comment to a specific person (and only that person), type
that players name followed by a colon (:) and then the comment; only that player will see your
comment.

Non-Pausing Dialogue and Stores


Certain characters in Baldurs Gate will not pause the game when spoken to. This means that
when you initiate dialogue with them, only you will be able to view their dialogue. Other players
will be able to continue playing. The characters that do not pause the game are usually
townsfolk, shopkeepers, and other non-critical NPCs. The characters that do pause the game are
crucial to the plot.

Note: if you enable the option in Permissions to pause the game and show dialogue for all
players, even these characters will pause the game for all players in the game.

73

General Notes
When you are playing a multiplayer session, keep in mind the following notes:

Asynchronous
Baldurs Gate is an asynchronous game. If you happen to be playing with somebody whose
system is very close by, you still might see slightly different things happen on each system. The
point to remember is that while things happen somewhat differently, the result of the actions is
always the same.

Explorable Area
When playing a multiplayer game of Baldurs Gate, you are limited to exploring one area in the
game at a time. That is, the characters in the game can spread out only within the same
aboveground area. While they can enter structures and underground areas individually, they
cannot travel to other above-ground areas until all characters are ready to do so. These moments
are marked by a message: You must gather your party before venturing forth.

Party Gold
Just as in the single player game, all gold is shared between members of the party.

Shared Experience
Just as in the single player game, all characters in the party share in the awarding of experience
points.

The Leader is in Charge


In case you havent figured it out by now, the leader has control over everything that the player
can do in the game, including kicking them out and reassigning their characters to other
players. Make sure that the leader is playing the type of multiplayer game that you want to play.
That is to say, if you want a hacked game, join that kind of game or start it up; if you want a
clean game according to AD&D ruleswithout interference from hacked or edited characters or
players who dont want to play as a teamthen you need to find players who want the same.

User Mods
If one player in a session is using a particular user-created mod, all players in the session must
use the same mod configuration.

74

iPad Controls
If you are playing Baldurs Gate on an iPad, many of the specific controls will work differently
because you are using a touchscreen instead of a mouse. As a general rule:

Any action requiring an L-click can be accomplished with a tap

Any action requiring an L-click and drag can be accomplished by merely dragging.

Any action requiring an R-click can be accomplished with a held tap

Zooming in and out is as simple as pinching, just like in any other iPad app.

In addition, there are two buttons in the bottom right panel, Select Tool and Help Tool, which
are designed specifically for iPad users:

Select Tool
After selecting this tool, the next touch on the screen will be a selection box; otherwise, touching
the screen moves the currently selected characters to the target area.

Help Tool
Selecting this tool briefly highlights all objects on the screen that can be manipulated, such as
chests, doors, or items on the ground. The current hit point totals for your party members will
also be displayed above their heads. (PC and Mac users can accomplish this by holding down the
Tab key.)

75

Hot Keys
Page Hot Keys
Screen

Default Hot Key

Inventory

Character Record

Return to Game

Journal

Map

Wizard Spells

Priest Spells

Options

Character Arbitration

Action Hot Keys


Action

Default Hot Key

Quick Load (loads most recent Quick Save)

Hide/Show Interface

Hide/Show Right Interface

Hide/Show Left Interface

Chat Window

Location

Quick Save

Toggle AI

Rest

Wizard Tooltips/Help Tool

Tab

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Hmm I dont recall writing that


Volo

2012 - 2013 Overhaul Games, a division of Beamdog. 2012 - 2013 Hasbro, Inc. All Rights
Reserved. Baldur's Gate, Dungeons & Dragons, D&D, Forgotten Realms, Wizards of the Coast,
and their respective logos are trademarks of Wizards of the Coast LLC in the U.S.A. and other
countries and are used with permission. Hasbro and its logo are trademarks of HASBRO, Inc.
and are used with permission. 1998 BioWare Corp. All Rights Reserved. BioWare, the BioWare
Infinity Engine and the BioWare logo are trademarks of Bioware Corp. Black Isle Studios and
the Black Isle Studios logo are trademarks of Interplay Entertainment Corp. Atari and the Atari
logo are trademarks owned by Atari Interactive, Inc. All other trademarks are the property of
their respective owners. 2013 Wizards of the Coast LLC.

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