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Games PC Baldur S Gate - Tales Of The Sword CoastBaldur's Gate: The Original Saga [PC Game]

Developed by BioWare Corp. - Black Isle Studios (2001) - Role-Playing - Rated Teen

Recipient of numerous Game of the Year awards in 1998, Baldur's Gate took role-players to the Forgotten Realms world with a dazzling storyline set in the Advanced Dungeons & Dragons universe. Building on the initial success, Baldur's Gate: Tales of the Sword Coast was released a year later to even more critical acclaim and expanded the territory that could be explored in the original game. Baldur's Gate: The Original Saga provides the two titles in one bundle.

Details
Platform: PC
Developer: BioWare Corp.
Publisher: Black Isle Studios
Release Date: November, 2001
Controls: Keyboard, Mouse
UPC: 040421011681
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Comments to date: 1. Page 1 of 1. Average Rating:
bilbophile 8:03am on Friday, July 30th, 2010 
I bought this game because all of my friends had recommended it to me. When I had bought it I bunged it in the CD-ROM and the game started to install.

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Documents

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2 August 2007

By: Alexandru Stanescu, Editor, Gaming Reviews (Consoles)
Baldur's Gate Secrets and Glitches (PC)
View all the movies and keep training items
Baldur's Gate is a computer role-playing game in a high fantasy setting, developed by BioWare and released in 1998 by Interplay Entertainment. It was the first game in the Baldur's Gate series, which spawned a further three software titles before the story arc was concluded. It was immediately followed by the expansion pack Tales of the Sword Coast (1999), as well as the sequel Baldur's Gate II: Shadows of Amn (2000) and its expansion pack Throne of Bhaal (2001). A three CD version, Baldur's Gate: The Original Saga, which includes the original game and expansion, was released in 2002. Sega planned to port the game to its Dreamcast console, but the project was canceled. Recently, Atari has been releasing a four-in-one package including Baldur's Gate, Baldur's Gate: Tales of the Sword Coast, Baldur's Gate II: Shadows of Amn, and Baldur's Gate II: Throne of Bhaal on DVD(s). The story follows the player character as he grows up following the cataclysmic Time of Troubles and it puts an emphasis on character development through dialog and battle. The game rewards the player character according to his or her moral choices.Easter EggsView All Movies1. Open the file called Baldur.ini in your Baldur's Gate folder. The default location of the file is: C:Program FilesBlack IsleBaldur's GateBaldur.ini 2. Copy the lines below (highlight them and use CTRL+C) and paste them below the [Movies] entry. DEATHAND=1 REST=1 BGSUNSET=1 BGENTER=1 IRONTHRN=1 PALACE=1 TAVERN=1 DUNGEON=1 BGSUNRIS=1 CAMP=1 WYVERN=1 BHAAL=1 SEWER=1 ENDMOVIE=1 ELDRCITY=1 MINEFLOD=1 ENDCRDIT=1 GNOLL=1 NASHKELL=1 BG4LOGO=1 TSRLOGO=1 BILOGO=1 INFELOGO=1 INTRO=1 FRARMINN=1 3. Save the files and run the game. You can now watch all the movies from the main menu! GlitchesKeep Training ItemsWhen fighting the monsters in the cellar during the Prologue, take the items you want from the NPCs that join you. Then export the character, then exit the game. Start a new game and import the character and you will still have the items. You can repeat this to get multiple copies of the item.SecretsBetter increase of HP on level upIf your PC or any of your companions with a constitution less than 18 levels up, have him/her consume a Potion of Fortitude (CLUA-code: POTN28) before hitting the Level Up button. Though the potion lasts for a limited time, the HP increase is permanent.Check out the game's ending FMV in the video below:
Page 1 Copyright (c) 2001-2011 Softpedia. All rights reserved. Softpedia and Softpedia logo are registered trademarks of SoftNews NET SRL.

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

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 chooses. The permissions represent what players are able to do in the game.
The permissions provided are: the ability to modify characters the ability to initiate dialogue the ability to spend party gold/purchase items the ability to view other characters records the ability to initiate an area transition the ability to pause the game the ability to modify permissions/remove players from the game (leadership permission) Import Options: On the Permissions page the leader is able to set the options for importing by clicking on the Import Options button. This brings up a window with three settings: Stats only, Stats and XP (i. e. 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 single player game or other multiplayer sessions. Listen to Join Requests: Also on the Player Permissions page is a button, Listen to Join Requests, which allows the leader to listen to requests to join the session or to turn off requests if there are enough players in the game. For example, the leader might only want to have one or two people in the game, so having people requesting to join could get annoying. An interesting facet of multiplayer is that the player creating the session can choose to play solo. The advantage of this is that all characters in the party can then be created from scratch. [Note: While we specifically included this option due to popular request,
we actually recommend playing the game with NPCs turned characters in the party theyll have more personality. ]
STARTING A MULTI-PLAYER GAME
When all players have L-clicked on the skull icons to the left of their characters slots, the Done button will become active on the leaders computer. The game launches when the leader clicks Done.
CHANGING PERMISSIONS IN THE GAME
Both the Character Arbitration screen and the Player Permissions screen are available on the left side menu in the multiplayer game. These screens are treated identically in the actual game to what is described above.
PLAYING A MULTI-PLAYER GAME

CHATTING

Players can chat between themselves. There is a chat window to enter a comment merely L-click on the entry area and enter a comment. To address the comment to a specific person (and only that person) type that players name followed by a colon (:) then the comment only that player will see your comment.

SAVING AND LOADING

The leader can Save games at any time during normal play, just as if playing the single player game. In order to Load a game, the leader must exit and reload the game. This involves restarting the session.
NON-PAUSING DIALOGUE AND STORES
There are certain characters in Baldurs Gate II that will not pause the game when spoken to. This means that when you initiate dialogue with them, only you will be able to view their dialogue. Other players will be able to continue playing. The characters that do not pause the game are usually townsfolk, storekeepers and other noncritical people. The characters that do pause the game are crucial to the central plot.
GENERAL NOTES CONCERNING MULTI-PLAYER
When you are playing a multiplayer session, keep in mind the following notes: 1. Asynchronous: Baldurs Gate II is an asynchronous game. If you happen to be playing with somebody whose system is very close by, you may 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. 2. Explorable Area: When playing a multiplayer game of Baldurs Gate II, you are limited to exploring one area in the game at a time. That is, the characters in the game can only spread out within the same above ground area. While they can enter structures and underground areas individually, they cannot travel to other above ground areas until all characters are at the edge of the area and ready to move on. 3. Loading Time: The loading time for any given level is slightly longer while playing multiplayer. This is because the interiors for each level must be loaded along with the exteriors for each area. The single player game does not need to do this, so loading is faster. Also, the multiplayer game is forced to wait for the system that loads the area the slowest. 4. Party Gold: Just as in the single player game, all gold is shared between the members of the party. 5. Shared Experience: Just as in the single player game, all characters in the party share in the awarding of experience points. 6. The Leader is in Charge: In case you havent figured it out by now, the leader has control over everything that the player can do in the game, including kicking them out and reassigning their characters to other players. Make sure that the leader is playing the type of multiplayer game that you want to play. That is to say, if you want a hacked game, join that kind of game or start it up; if you want a clean game according to AD&D rules without interference from hacked or edited characters or players who dont want to play as a team, then you need to find those players.
MANUAL 2 VOLOS GUIDE TO BALDURS GATE II: SHADOWS OF AMN
Volos Personal Introduction
This guidebook is one of the very finest in my ongoing tour of the Realms I can guarantee that youll find no more diligent guide than your humble servant Volothamp Geddarm. Ive spent the past six months journeying around the lands of Amn, suffering trials and tribulations the like of which you can only imagine! Lumpy mattresses, rude serving wenches and thin, tasteless ale such is the price I willingly pay to bring forth this fountain of knowledge. Forever in thy service, - Volothamp Geddarm

POWER GROUPS OF THE SWORD COAST

SHADOW THIEVES

The Shadow Thieves are a wide-ranging guild of thieves, spies and assassins who perform particularly dangerous, evil-aligned and lucrative ventures. Their activities, unlike those of most thieving guilds, are not

Athkatla - The Docks

limited to a single city and they range the length of the Sword Coast from Luskan to Calimport. The Shadow Thieves are based in Athkatla, in Amn (south of Baldurs Gate), where they have a massive training complex and a testing ground for the assassins they sponsor. This group was once the thieves guild of Waterdeep, until they were driven out of that city by the Lords of Waterdeep. This secretive organization appears to have reached some sort of agreement with the merchant lords of Amn, though no one knows of the agreements contents. Under this pact, the merchant lords leave the Shadow Thieves alone and
are in turn left alone. The Shadow Thieves operate up and down the Sword Coast; their trademark is a black silk mask impaled upon a stiletto blade (usually used in assassinations, or left behind at the scene if a garrotte or poison is employed instead). No names, descriptions, or even numbers of Shadow Thieves are known; extremely experienced operators are thought to be few.

COWLED WIZARDS

The Cowled Wizards are a mysterious group of immensely powerful mages operating throughout Amn. Ordinary citizens cannot even hope to fathom the political goals and alliances of this arcane organization, although their power and influence certainly puts them on even terms with the Shadow Thieves and even the Council of Six. The Cowled Wizards official function in Amnian society is to regulate and control the use of all magic within the Merchant Empire and the general populations inherent distrust of magic is reflected in the stringent prohibitions enforced by the group. Spellcasters foolish enough to practice their art in Amnian lands will undoubtedly receive a visit from the Wizards. If the mage is lucky, the first offense will warrant only a warning; if unlucky. The Cowled Wizards often imprison rogue magic users (and the occasional political prisoner) in Spellhold, a magically secured asylum located on an island near the city of Brynn Law.
Such organizations give wizards like me a bad name! - Volo
Your bad name is your own doing. - Elminster HARPERS

Restrictions: None. SPECIALTY PRIEST OF HELM (Priest Kit) Followers of the neutral God of Watchers and Protectors are warriors in their own right and are often seen as defenders of the innocent. Special Abilities: Casts True sight, Seeking sword. Restrictions: None. SPECIALTY PRIEST OF LATHANDER (Priest Kit) Lathander is the good god of renewal, creativity and youth, and is celebrated nearly everywhere. His followers are very popular throughout the Realms and there are numerous wealthy temples devoted to Him. Special Abilities: Casts Hold undead, Boon of Lathander. Restrictions: None.
The druid serves the cause of nature and neutrality; the wilderness is his community. He uses his special powers to protect it and to preserve balance in the world. Special Abilities: Shape Change, Spell Casting Restrictions: Human or Half-Elf only; leather armor and bucklers only; can only wield clubs, darts, spears, daggers, slings, and staffs. TOTEMIC DRUID (Druid Kit) This druid closely identifies with a particular animal, an animal that he feels represents his spirit. This grants him a special connection to the animal kingdom and he is able to call upon their spirits to aid him. Special Abilities: Summon spirit animal. Restrictions: Cannot shapeshift. SHAPESHIFTER (Druid Kit) This druid is not called Shapeshifter because he has access to a great variety of forms, rather because of his complete dedication to a single alternate form. This druid has willingly allowed himself to become infected with Lycanthropy, but due to intense study and training he has the ability to control his affliction. The creature he becomes is that of the Werewolf, the most famous of the lycanthrope shape changers. Special Abilities: Shape change into werewolf 88
Restrictions: Cannot wear armor, cannot shapechange into any other forms. AVENGER (Druid Kit) A member of a special sect within the Druidic order, a druid of this type is dedicated to fighting those who would defile nature. Avengers have powers the average druid does not; additional abilities that have been earned through extensive rituals, a process that is very physically draining. Special Abilities: May shapechange into normal forms, as well as those of sword spider, baby wyvern and lesser basilisk. May cast a limited selection of mage spells. Restrictions: -2 to strength and constitution.
Monks are warriors who pursue perfection through contemplation as well as action. They are versatile fighters, especially skilled in combat without weapons or armor. Though monks cannot cast spells, they have a unique magic of their own. They channel a subtle energy, called ki, which allows them to perform amazing feats. The monks best known feat is their ability to stun an opponent with an unarmed blow. Special Abilities: Martial arts, magic resistance, fast movement, lay on hands, thief abilities (stealth and detect traps). Restrictions: Cannot wear armor, cannot use two handed weapons.

SORCERER

Sorcerers are practitioners of magic who were born with the innate ability to cast spells. It is thought that the blood of some powerful creature flows through their veins; perhaps they are the spawn of the gods themselves, or even dragons walking in humanoid form. Regardless, the Sorcerers magic is intuitive rather than logical. They know fewer spells than mages, and acquire spells more slowly, but they can cast spells more often and have no need to select and prepare spells ahead of time. Sorcerers cannot specialize in magic the way mages do. Other than these differences, a Sorcerer is very similar to the mage. Abilities: Spell Casting, doesnt need to memorize spells. Restrictions: cannot wear armor, can only wield daggers, staffs, darts, and slings. Cannot learn new spells from scrolls.
The mage, in my humble opinion, is the noblest of professions. Practitioners of magic are respected throughout the Realms. Volo
Generally true; however, there are some notable exceptions. - Elminster

MULTI-CLASSED CHARACTERS

Fighter/Thief: This character can use the abilities of a thief and a fighter, though they cannot use their thieving skills while wearing more than studded leather armor. Fighter/Cleric: This character can use the abilities of a fighter and a cleric, though weapons are restricted to only those allowed by the clerics ethos. Fighter/Druid: This character can use the abilities of a fighter and druid, though weapons are restricted to only those allowed by the druids ethos. Fighter/Mage: This character can use the abilities of a fighter and a mage, though they cannot cast spells while wearing armor. Gnomes can choose this multi-class, but become fighter/illusionists by default. Gnomes are the only race that can combine a specialist mage class in a multi-class. Fighter/Mage/Cleric: This character can use the abilities of a fighter, mage, and cleric, though they cannot cast spells while wearing any armor, and are restricted to weapons allowed by the clerics ethos. Fighter/Mage/Thief: This character can use the abilities of a fighter, mage, and thief. They cannot use their thieving skills while wearing studded leather, and cannot cast spells while wearing any armor at all. Mage/Cleric: This character can use the abilities of a mage and a cleric, though weapons are restricted to only those allowed by the clerics ethos, and mage spells cannot be cast while wearing armor. Mage/Thief: This character can use the abilities of a mage and thief, though weapons are restricted to only those mage spells cannot be cast while wearing armor. Cleric/Ranger: This character can use the abilities of a cleric and ranger, though weapons are restricted only those allowed by the clerics ethos. 93
Thief/Cleric: This character can use the abilities of a thief and cleric, though weapons are restricted to only those allowed by the clerics ethos.

LORE Each character has a lore rating. Every item has a lore value. If a characters lore rating is equivalent or higher than an items lore value, then he may identify that item. As characters gain levels, they are able to identify items based on their experience. This is listed in the table below: Bard: 10 lore rating per level. Thief: 3 lore rating per level. Mage: 3 lore rating per level. All other classes: 1 lore rating per level. The player receives bonuses and penalties to their lore based on their Intelligence and Wisdom. The modifier is not cumulative with each level, but each ability bonus is applied separately. It is a one time bonus at character creation. See the tables in back of manual for ability bonuses and modifiers. (E. g. A character with 18 Wisdom (+10) and 15 Intelligence (+5) would have +15 to Lore. ) MAGIC RESISTANCE Magic resistance enables a creature to ignore the effects of spells and spell-like powers. If a creature fails to avoid a spell due to magic resistance, he or she can still make a saving throw against that spell to avoid the effects. OFFENSIVE SPIN This is an ability used by Blades. The ability can be selected from the special abilities bar. When this ability is activated the Blade goes into an intricate dance like attack, where he receives more attacks per round. POISON WEAPON This ability is used by Assassins. The ability can be selected from the special abilities bar. When it is used, the Assassin coats his weapon in poison, so that his next attack will poison his target. The lethality of the poison improves as the Assassin goes up in levels. PROTECTION FROM EVIL Paladins have an innate ability to provide protection from the forces of evil. They can use this ability at will through the Special Abilities button.
The effect is identical to the 1st-level wizard spell Protection from Evil. RACIAL ENEMY Rangers tend to focus their efforts against one particular type of creature. When the ranger encounters that enemy, he gains a +4 bonus to his attack rolls. However, the Ranger suffers a -4 penalty to all encounter reactions with these creatures as well. SPECIALIZATION Fighters, paladins and rangers can train and hone their weapons skills to higher levels than other classes. This is accomplished by assigning more proficiencies to a single weapon. The effects of specialization are shown below: Level of Proficiency Proficient Specialized Master High Master* Grand Master Points Spent Bonus to Hit Bonus to Damage Attacks per round 1 3/2 3/2 3/2 3/2

0 +1 +2 +2 +2

0 +2 +2 +2 +3
*Moving from Master level to High Master improves the speed factor of the specialized weapon. SPELL CASTING See Magic and the Spell System STEALTH Thieves can choose to enter the stealth mode effectively becoming invisible for a time by selecting the stealth mode. Once invisible, their next attack is a backstab for either 2x, 3x, or 4x damage depending on the level of the thief. Moving around risks detection. As well, once a thief attacks, the stealth mode is ended until successfully reselected. The thief must be out of his enemys direct line of sight before he can hide once more.

Range: 0 Casting Time: 1 Duration: 6 rounds Saving Throw: None Area of Effect: 10-foot radius
Defensive Harmony grants affected creatures a defensive bonus by bestowing an enchanted coordination of their attacks and defenses. This allows a group of creatures to act as a single unit for a single battle or encounter. The effect is always centered on the caster but affects all those within a 10 foot radius. The affected can move outside of this after the spell is cast and still enjoy the benefits of the harmony. While the spell is in effect, each affected creature gains a +2 bonus to his armor class. This lasts for 10 rounds or until successfully dispelled.
United we stand, divided we fall. - Elminster
Range: Special Saving Throw: None Casting Time: 4 Area of Effect: Special Duration: 3 rounds + 1 round/level When Farsight is cast, the caster is able to view an area of an unexplored map. After casting the spell simply click on a section of the map that you want to view. For the duration of the spell, the caster can spy on that area, noting creatures and fortifications.
Free Action (Abjuration/Enchantment)
Range: Touch Casting Time: 7 Duration: 1 turn/level Saving Throw: None Area of Effect: 1 creature
This spell enables the creature touched to move and attack normally for the duration of the spell, even under the influence of magic that impedes movement (such as Web or Slow spells) or while under water. It even negates or prevents the effects of Paralysis and Hold spells. Under water, the individual moves at normal (surface) speed and inflicts full damage, even with such smashing weapons as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. The Free Action spell does not, however, allow water breathing without further appropriate magic.

Holy Power (Evocation)

Through this spell, the caster imbues himself with the strength and skill of a fighter of the same level. The priests strength is set to 18/00, even if it is normally higher, his THAC0 becomes that of a fighter of the same level, and he gains 1 temporary hit point for every level he has attained. This will last for the duration of the spell or until successfully dispelled.
Lesser Restoration (Necromancy)
Range: Touch Casting Time: 2 Duration: Instant Saving Throw: None Area of Effect: 1 Creature
When this spell is cast, the life energy level of the recipient is raised. This reverses any previous life energy level drain of the creature by a force or monster. The casting of this spell is very draining on the priest and she will likely require rest immediately after the casting as it will cause days worth of fatigue almost instantaneously.

Mental Domination (Enchantment/Charm)
Range: Sight of caster Casting Time: 4 Duration: 3 rounds/level Saving Throw: Neg. Area of Effect: 1 creature
When cast upon a subject, he must make a save vs. spell at a -2 penalty in order to avoid the priest entering his mind. The effects of this spell are similar to the wizard spell domination, with a few minor differences. First, this spell gives the priest no access to the subjects thoughts, memory, or sensory apparatus. The priest simply is able to command the subject to perform certain tasks or functions during the spell duration. To control the subject the priest must be within range and must be able to see the subject.
Negative Plane Protection (Abjuration)
Range: Touch Casting Time: 3 Duration: 5 rounds Saving Throw: None Area of Effect: 1 creature
This spell affords the caster or touched creature partial protection from undead monsters with Negative Energy plane connections (such as vampires) and certain weapons and spells that drain energy levels. The negative plane protection spell opens a channel to the Positive Energy plane, possibly offsetting the effect of the negative energy attack. A protected creature struck by a negative energy attack is protected against any form of level draining for the duration of the spell. The protected creature suffers only normal hit point damage from the attack and does not suffer any drain of experience. This spell cannot be cast on the Negative Energy plane.
Neutralize Poison (Necromancy)
When this spell is placed on a poisoned individual, it immediately neutralizes any poison and restores 1 to 8 lost hit points. This spell will also cure any diseases that the target may be suffering from, as well as blindness and deafness.

Poison (Necromancy)

Range: 15 feet Casting Time: 4 Duration: 1 turn Saving Throw: Neg. Area of Effect: 1 creature
Through this spell the caster can poison victims who fail their save vs. poison. The effects depend upon the casters level and are detailed below: 7-9th level: 2d8 + 2/round 10-12th level: 3d8 + 3/round 13-14th level: 4d8 + 4/round 15-16th level: 6d8 + 5/round 17+ level: 8d8 + 6/round Those who make their saving throws are unnaffected.
Protection From Evil 10 Radius (Abjuration)
Range: 0 Casting Time: 7 Duration: 1 turn/level Saving Throw: None Area of Effect: 10-foot radius
When this spell is cast, all creatures within a 10 radius are affected individually by protection from evil. It creates a magical barrier around the recipients at a distance of one foot. The barrier moves with the recipient and has two major effects: First, all attacks made by evil or evilly enchanted creatures against the protected creature receive a penalty of - 2 to each attack roll, and second, any saving throws caused by such attacks are made by the protected creature with a +2 bonus.

Blade Barrier (Evocation)
Range: 0 Casting Time: 9 Duration: 1 turn Saving Throw: Special Area of Effect: Special
The priest employs this spell to set up a wall of circling, razor-sharp blades. These whirl and flash around the caster, creating an immobile barrier. Any creature attempting to pass through the blade barrier suffers 8d8 points of damage. Creatures within the area of the barrier when it is invoked are entitled to a saving throw vs. spell. If this is successful, the blades are avoided and no damage is suffered. The barrier remains for ten rounds.
Bolt of Glory (Invocation/Evocation)
Range: 20 yards Casting Time: 9 Duration: Instant Saving Throw: None Area of Effect: 1 Creature
By casting this spell, the priest channels a bolt of divine energy against 204
one creature. No attack roll is needed. Creatures struck suffer varying damage, depending on their plane of existence. Creature Type Damage Prime Material Plane 6d6 Elemental 3d4 Undead 8d6 Demon 10d6
Conjure Animals (Conjuration/Summoning)
This spell allows the caster to summon forth and control one or two massive mountain bears. The bears will respond to the casters every whim for the duration of the spell.
Upon casting a conjure fire elemental spell, the caster opens a special gate to the elemental plane of Fire, and a fire elemental is summoned to the vicinity of the spellcaster. It is 60% likely that a 12 hit dice elemental appears, 35% likely that a 16 hit dice elemental appears, and 5% likely that a 24 hit dice elemental appears. The elemental will do the bidding of the caster until it is slain, or the duration of the spell runs out. All of the commands given to the elemental are done telepathically so there is no time lost due to miscommunication and no need to know the language of the summoned creature.
Dolorous Decay (Alteration, Necromancy)
Range: 10 yards Casting Time: 1 Duration: Instant Saving Throw: Special Area of Effect: 1 creature
This spell affects a single living creature. Dolorous decay is a rotting and withering of the body that spreads throughout the afflicted creature
quickly. The target creature will automatically be slowed for two rounds. Furthermore, if the target fails the saving throw vs. poison at -2, each second it receives 1 point of damage, until a total of 50 hit-points of damage are inflicted.

False Dawn (Evocation)

Range: 0 Casting Time: 9 Duration: 5 rounds Saving Throw: None Area of Effect: 30-foot radius
False dawn calls into existence a bright reddish light, as if a sunrise were occurring, within the area of effect. All undead creatures within a false dawn suffer 6d6 points of damage. There is no saving throw against this damage. Affected undead also act confused on the round after the false dawn appears.

Unholy Word (Conjuration/Summoning)
Uttering an unholy word spell creates magic of tremendous power. The priest acts as a bridge between his god and the prime material plane causing a small explosion centered on the priest and reaching up to a 30 radius. It affects only good creatures or creatures of any good alignment that are caught in the area of effect. The effects differ according to the level of the target as follows: Hit Dice or levels Effects of Holy Word Less than 4 Death 4 to 7 Stunned for 1 turn 8 to 11 Slowed for 1 turn with 75% chance of spell failure 12 and up Deafened for 1 turn with 50% chance of spell failure There is no saving throw vs. this spell and the effects are instantaneous and last for the duration of the spell or until dispelled. Note this spell may not be cast by any priest of good alignment.

EQUIPMENT

The Inventory Page and how to equip items are discussed in the interface section on Inventory in the Game Guide. (See Tables 8a-b on page 142 for listings of Armor Class bonuses.)
Full Plate Armor: The best (and heaviest) armor a warrior can buy both in appearance and protection. The perfectly fitted interlocking plates are specially angled to deflect arrows and blows, and the entire suit is carefully adorned with rich engraving and embossed detail. Plate Mail: A combination of chain armor with metal plates covering the vital areas such as the chest, abdomen and groin. The weight is distributed over the whole body and the whole thing is held together with buckles and straps. Splint Mail: A variant of banded mail in which the metal strips are applied vertically to the backing of chain, leather, or cloth rather than horizontally as in banded mail. Since the human body does not swivel in mid-torso as much as it flexes back to front, splint mail is more restrictive in battle. Chain Mail: Chain mail is made of interlocking metal rings. It is always worn over a layer of padded fabric or soft leather to prevent chafing and lessen the impact of blows. Studded Leather: This armor is made from leather (not hardened as with normal leather armor) reinforced with closeset metal rivets. Leather: This armor is made of leather hardened in boiling oil and then shaped into breastplate and shoulder protectors. The remainder of the suit is fashioned from more flexible, somewhat softer materials.

Called Shot Casting Spells Casting Times Cavalier Cernd Changing Permissions in the Game Chaotic Evil Chaotic Good Chaotic Neutral Character Actions Character Arbitration Character Attributes Character Classes Character Generation Character Name Character Race Character Record Page Character Specific Buttons Charisma Chatting Class Kits Classes Cleric Cleric/Ranger Club Combat Composite Bow Configuration of Game Conjuration/Summoning 98 22,86 56-14 82-83 25, 104
Barbarian Bard Bard Song Bastard Sword Battle Axe Beast Master Beholder Berserker Blade Blocked Locations Blunt Weapons Bottom Menu Buttons Bounty Hunter 22 219-84-20, 21 90
Constitution Containers (Chests, Tables and Boxes) Cowled Wizards Creating a Game Credits Critical Hits Critical Misses Crossbow Customize

221 36

Enchantment/Charm Encounter Adjustments Encumbrance Enter Equipment (Inventory) Experience Experience for Multi and Dual-Classed Characters Experience Point Cap Export

105 70-71 32, 25, 80-36

Dagger Damage Dart Death Defensive Spin Detect Illusion Detecting Illusions Detecting Secret Doors Dexterity Dexterity Modifiers Dialogue Dialogue Window Difficulty Dither Always Divination Donate Done Quests Doors Drinks and Rumors Drizzt Do'Urden Druid Dual-Class Dwarves 67-28 53-35 82
Faerun Fatigue Feedback Fighter Fighter/Cleric Fighter/Druid Fighter/Mage Fighter/Mage/Cleric Fighter/Mage/Thief Fighting Find Traps Flail Fog-of-War Formations 48 68-68 13, 22, 98-20 24
Gameplay Gem Bags Gender Gnomes Golems Gore Graphics Group Experience Awards 37 80
Edwin Effects of Wearing Armor Ellesime Elves 54 82
Haer'Dalis Halberd Half-Elves Halflings Half-Orcs Harpers Healing Hide in Shadows Hiding the Interface Hit Dice Hit Points How to Get Help Human 58-83 52-53 29, 77-77-78 7,8 82

Journal Journal Entries

25, 31 31
Kai Shot Keldorn Kensai Keyboard Scroll Speed Korgan 55
Large Swords Lawful Evil Lawful Good Lawful Neutral Lay Hands Lay Hands L-Click Actions Legendary Items Level Up Levels Listen to Join Requests Locked Long Bow Long Sword Lore 44-100
Identify Items Illusion Imoen Import Options Importing Characters Importing Saved Games Information Infravision Initiative Inns Inquisitor Installation Intelligence Interface Intoxication Inventory Invocation/Evocation IPX Item Properties 29, 36 38, 82, 27 86-38, 34
Mace Mage Mage/Cleric Mage/Thief Magic Resistance Magical Armor Magical Healing Magical Items Magical Items and Treasure Magical Weapons Main Interface Description 220 91-222 17

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BALDUR'S GATE II: SHADOWS OF AMN: Developed and 2000 BioWare Corp. All Rights Reserved. Baldur's Gate, Shadows of Amn, Forgotten Realms, the Forgotten Realms logo, Advanced Dungeons & Dragons, the AD&D logo, and the Wizards of the Coast logo are trademarks owned by Wizards of the Coast, Inc. and are used by Interplay under license. All Rights Reserved. BioWare, the BioWare Infinity Engine and the BioWare logo are trademarks of BioWare Corp. All Rights Reserved. Black Isle Studios and the Black Isle Studios logo are trademarks of Interplay Entertainment Corp. All Rights Reserved. Exclusively licensed and distributed by Interplay Entertainment Corp. All other trademarks and copyrights are property of their respective owners. MN-C95-1098-0

 

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