Baldur's Gate Enhanced Edition Survival Guide
Baldur's Gate Enhanced Edition Survival Guide
Baldur's Gate Enhanced Edition Survival Guide
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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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.
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
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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
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
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!
Were not running a tavern here, mlord, sniffed one of the senior
servants to me, when I inquired as to why.
Volo
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.
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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.
Elminster
20
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.
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.
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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.
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.
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 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.
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
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.
Elminster
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.
30
mutton-chop whiskers and stands almost seven feet tall, with shoulders almost four feet broad.
He has a distinctive rolling stride.
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
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.
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
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.
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
Name
Colloquial Description
Gregorian Month
Hammer
Deepwinter
January
Alturiak
February
Cold
Ches
Of the Sunsets
March
Tarsakh
Of the Storms
April
The Melting
May
June
Summertide
July
Highsun
August
The Fading
September
Leafall
October
The Rotting
November
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
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.
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
Elminster
44
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.
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:
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.
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.
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.
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.
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.
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.
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.
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.
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.
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 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.
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.
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.
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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.
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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!
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.
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.
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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.
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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.
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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.
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.
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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.
Elminster
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
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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
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.
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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.
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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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.
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.
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
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.
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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).
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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.
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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 initiate an area transition (travel from one area to another)
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
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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.
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.
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.
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.
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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.
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.
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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 and drag can be accomplished by merely dragging.
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.)
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Hot Keys
Page Hot Keys
Screen
Inventory
Character Record
Return to Game
Journal
Map
Wizard Spells
Priest Spells
Options
Character Arbitration
Hide/Show Interface
Chat Window
Location
Quick Save
Toggle AI
Rest
Tab
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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.