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Old 05-21-2001, 08:22 PM   #61
Sazerac
Ironworks Moderator
 

Join Date: January 7, 2001
Location: Monroe, LA
Age: 60
Posts: 7,387
Yet another table by request (for those without manuals)

The Traits Table



TraitHow to ObtainWhat it does
Ancestral GuideBecome a SamuraiIncreases chance of making a successful strike (doesn't say by how much)
Ancient LoreBecome a Warlock, or purchase from Wizard, Priest, or Thieves' guilds at level 3 in the GuildAllows you to begin developing the Artifact skill. The level in Artifacts determine the level of Item the character can successfully identify.
Arcane VoidGive Jathil the scroll from the Priest's Guild (3rd Priest Guild quest in Ishad N'ha)Reduces by 25% all harmful magical spell affects on the character.
Arm of ArgusGet a wish from the Genie Alababa (from the Lamp), ask for "Power"Increases amount of damage inflicted with a hand weapon on monsters (doesn't say by how much)
BackstabBecome an Assassin, or purchase it from the Thieves' guild at level 5 guild level.If the character is invisible or hidden in shadows, any successful strike with a hand weapon will deal DOUBLE DAMAGE.
BerserkPossibly by donating the Boogre Brew at the Idol of Bongu (Boogre Caves)Increases all hand weapon damage to monsters by 25% and increases the chance of making a successful strike, but the character will receive 25% more damage from monster strikes with hand weapons as well.
BlacksmithPurchase through the Warrior's Guild at guild level 3.Allows the character to train in Forge, to be able to repair armor and weapons. The Forge skill level will determine the level of Item the character may successfully repair.
BloodscentGOURK INTRINSIC TRAITThe character can sense nearby monsters, and will alert the party to their presence. (Sort of like a low-level Scout ability).
BoogreismVisit the Boogre Caves The character is a Boogre. Gain +100 HP, but magic spell casting becomes highly unreliable, which may vary with Will and Sorcery skill. (You also turn OOGLY!)
CabalistPurchase through Priest Guild at Guild level 4.Allows you to train in Blessings for Armor, weapons, and other devices. The Blessings skill determines how many blessings the character may bestow on a single item. The character must have one or more Artifact spells in their spellbook.
Chi Master12th level Zenmaster, 6th level or higher standing in the Bushi Dojo Guild.All magic spells are cast as if your sorcery skill were two levels higher.
Cloak of NightBecome a Ninja, or purchase it through the Bushi Dojo or Thief Guilds at level 4.Grants the ability to hide in shadows. A character hidden in shadows enjoys increased ability to make successful strikes and reduces a monster's ability to target or strike.
CrusadeMay be purchased at the Priest Guild for Paladins and Valkyries ONLY, available at Guild level 5 or higher.Doubles all XP obtained by slaying undead beings. NOTE: In this game, Vampires are not considered "undead".
DeadfallPurchase from Thief or Bushi Dojo Guilds at level 4.Character takes less damage from falling.
Divine Aura18th level Valkyrie, with 6th or higher Priest guild standing, purchase from Priest GuildCharacter gets a 50% resistance to Death Spells.
DodgePIXIE INTRINSIC TRAITGreatly reduces a monster's ability to make a successful strike on the character.
Dragon FireInvoke the Heart of the Dragon Amulet found in Skull CastleGranst the special power to breathe fire on monsters (similar to Dragon Breath SUN spell)
Enlightenment18th level Zenmaster, purchased through the Bushi Dojo at 6th Guild level or higherEvery skill you have is increased by two full levels.
Evil EyeInvoke the Evil Eye in the Boogre Caves, can be recharged in the Ornate Orbistal.Grants the special power to cast gaze attacks on monsters, which give a wide array of effects, including stoning, paralysis, slaying, blinding, and/or damage. Similar to the gaze attack of the Naga.
Firebrand???Grants 25% resistance to all Sun spells.
FletcheryRangers ONLY may purchase this from the Warrior guild at Guild level 5.It the character is equipped with a bow and arrows/bolts, the character will make new ones (up to 50) while not engaged in combat. NOTE that both the bow and the arrows must be equipped!
FuryBecome a BarbarianGrants a 10% chance to deal double damage with hand weapons, but also confers a 10% chance to receive double damage from hand attacks from others.
Giant StrikePossibly by sacrificing Boogre Brew at the Idol of Bongu in the Boogre cavesGrants a 25% chance to deal double damage with hand weapons.
Gold DiggerRATTKIN INTRINSIC TRAITCharacter can find better items and more gold in treasure chests
Grave BindBecome a ValkyrieGreatly hinders undead monsters from attacking the character.
Guardian AngelInvoke Kerah's SwordIf the character has more than 1 HP remaining, any damage that would kill the character instead reduces the character's HP to 1: similar to a Vine of Life spell.
Guardian Ward???Reduces all damage from weapons by 25%
Hawk's BrowBecome a RangerIncreases chance of striking target with range (bow) weapons,k and all missiles (arrows) do 20% extra damage.
HealerPurchase from Priest Guild at Guild Level 5.All healing spells cast by the character heal an extra 25% HP.
Heroic Legacy???The character gains an additional attribute point when achieving new experience levels. The bonus is not applied when a character has change roles until the character advance to a level equal to or beyond the level of the previous role.
Invincible WillBecome a ZenmasterGrants 25% resistance to Mind spells and to paralysis.
Iron LungAvailable to Barbarians and Bards at Thieves' Guild Level 5 or higher.Character consumes air 50% slower when swimming underwater.
IronmightAvailable at Warrior's Guild at Guild Level 4.Grants 10% extra damage from any hand weapons.
Lethal FistMay be purchased from the Bushi Dojo at Guild level 5.Grants 10% chance to kill a monster with a critical strike.
Lucky CharmGNOME INTRINSIC TRAITThe character enjoys +10% resistance to all magical effects, and gains other additional special bonuses. (I've noticed considerably greater number of attribute points, for one).
Mana SeedOMPHAAZ INTRINSIC TRAITThe character regains all mana 25% faster.
MerchantPurchased through the Thieves' Guild at Guild Level 4.The character may purchase items at a reduced price and sell them at a higher price than normal.
Mercury's Heel??? (may be the same as Faerie Wing trait?)Allows the character to move 20% faster.
Mindspeak???Grants a 25% resistance to being silenced.
MusicianBecome a BardCharacter can train in Music Skill, which determines a character's ability to play magical instruments.
Natural LeaderHUMAN INTRINSIC TRAITThe ability to inspire others, automatically granting all party members combat bonuses to make successful strikes and avoid the strikes of others.
Nature's KeeperBecome a MonkGreatly reduces creatures of the forest from attacking the character.
Night VisionWHISKAH INTRINSIC TRAITCharacter has improved vision in the dark (similar to a Torchlight spell)
Noble CauseBecome a PaladinIncreases the chance of making a successful strike against the undead, and increases all weapons damage to undead by 20%.
Oath of ScrollsPurchase from Wizards' or Priests' Guilds at level 6 or higher.Reduces spell damage on character by 20%, but increases weapon damage on character by 20%.
Oath of SwordsPurchase from Warriors' Guild at Level 6.Reduces hand weapon damage inflicted on character by 20%, but increases damage inflicted by spells on character by 20%.
OccultistPurchase through the Wizards' Guild at Guild level 4.Allows the character to train in the Enchants skill to enchant items. The level of skill in Enchants determines how many enchantments may be placed on items. The character must have one or more Artifact spells in their spellbook.
Quick LearnerELVEN INTRINSIC TRAITThe character learns all skills 25% faster, and gains 10% more XP from killing monsters.
QuickspeakMay be purchased at Wizard's and Priest's guilds at Guild level 6 or higher.Spells may be cast 20% faster.
Regeneration???The character heals at double the normal rate, and all healing spells cast on the character are doubled.
Scroll LoreAvailable at Wizards' Guild at Guild Level 5Any scrolls used by the character have a 50% chance of not being destroyed so they may be used again.
SnakeskinLIZZORD INTRINSIC TRAIT or Accept the "Dark Nectar" from Elyssia in the Serpent Temple (must slip past Naga without killing her to do this).Grants a 50% resistance to poison.
SneakPurchase through the Thieves' Guild at Guild Level 2.Reduces chance of being targeted by monsters, reduces chance of being detected while hidden in shadows.
Soul Bane???Any undead creature that damages the character will take an equal amount of damage in return (like a Reflect Damage spell)
Soul Drain (a.k.a. Vampire Bite)Become a VampireThe character heals up when destroying a monster. The amount of healing is proportional to the monster's HP.
Spellfire???All spell effects increased by 20%
Spirit ShieldPurchase through Bushi Dojo at Guild Level 6 or higherIncreases armor rating by +4 when wearing robes. (NOTE: will only work with the patched game!)
Stunning BlowAvailable to Barbarians ONLY, purchased at the Warrior's GUild at Guild Level 5.Grants the ability to stun (paralyze) a monster with a single blow.
Tiger StrikePurchased at Bushi Dojo Guild at Level 5 or Higher, available to Samurai and Zenmasters ONLY.The character makes all weapons attacks 20% faster.
TrickeryAvailable to Rogues and Bards at Thieves' Guild level 5 or higher.Increases all thieving skills by 15%.
VampirismBecome a VampireThe character is a vampire. Vampires can no longer be healed with healing spells. They gain increased combat abilities at night, and suffer reduced ones during the day. All Vampires gain the special Vampire Bite power (see Soul Drain above), and when making a successful strike against red-blooded creatures, the character is healed up, and the monster may become paralyzed. The vampire's "bloodthirst" slowly drains their HP, forcing the Vampire to seek out new victims in order to heal.
War CryDWARVEN INTRINSIC TRAITThe character may cause monsters to become afraid after a successful strike is made, which reduces the monsters' ability to fight.


[This message has been edited by Sazerac (edited 05-21-2001).]
Wyv took out the reference to getting ANCIENT LORE in the Warriors Guild - which is not possible.

[ 10-08-2002, 05:35 PM: Message edited by: Wyvern ]
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Old 05-21-2001, 08:40 PM   #62
Sazerac
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Join Date: January 7, 2001
Location: Monroe, LA
Age: 60
Posts: 7,387
To beat the Serpent Temple Elevator Maze:

When you enter the maze from the Northwest Room, keep going straight. Take the west elevator from the NW room, walk down the corridor to the other elevator, down, STRAIGHT ACROSS the SE room to the other elevator, and down...through the tunnel and up the next elevator to the SW room.

To get back, retrace steps to SE room. When you get off the elevator there, turn LEFT, go up S elevator from the room, go down hallway, go down elevator at end to NE room, turn right and take N elevator to chute.

From the Serpent Master's room: the Rightmost elevator returns you to the NW room (to go get the Tome of Fire) and the Leftmost elevator returns you to the SW room (to open Elyssia's stairway).

-Sazerac

bsftcs' Map:


The elevators marked with the same number are interlinked with passages.
(Furthermore the passage interlinking the elevators marked 2 can be accessed
from the passage interlinking the elevators marked 4, but not vice versa).

A= Skull lever
B= Skull lock
C= Elevator leading to passage descending to the Serpent Masters chamber
D= Elevators ascending from the Serpent Masters Chamber

To pass the maze: 1) Take the passages leading to the skull lever (A) and
flip it. This will activate the elevator C. 2) Go to elevator C. 3) get the
key from the Serpent Master and take the elevator (D) back up to the skull
lock (B). 4) Unlock the skull lock."

About the maps: The letters indicate secret rooms. The sign "X?" marks a
lock, lever, or button opening the secret room with the middle of the X
marking the exact location.

As you can see, the secret area C on the "Crypt 2" map and the secret room D
on the "Serpent Temple" map do not appear on the map on Volberding's site.

[ 07-22-2003, 02:42 PM: Message edited by: Wyvern ]
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Old 05-22-2001, 12:04 PM   #63
Sazerac
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Join Date: January 7, 2001
Location: Monroe, LA
Age: 60
Posts: 7,387

Spellbook Availability by Guild



Wizard Guild offers:


Burn
Torchlight
Blinding Flash
Flamedrop
Illuminate
Dazzle
Reveal
Incinerate
Circle of Fire
Shock
Armorplate
Melt
Zap
Armored Realm
Negate Magic
Lavawalk
Dementia
Frighten
Sleep
Freeze
Invisibility

Thieves' Guild offers:


Shadow
Bloodlust
Pain
Frenzy

Priests' Guild offers:


Bless
Heal
Awaken
Charm
Spirit Eye
Heroic Might
Healing Realm
Slow
Repel
Stink Bomb
Haste
Lure
Pry
Toughen
Unbind
Cure
Breath of Air
Nimble
Vanish
Create Portal
Call of Home
Twisted Master

AFAIK, the Bushi Dojo and Warrior's guilds do not sell spellbooks.

These are all I can remember. You have to be at the appropriate spellcraft level to buy the book. It won't be offered if you a) are at a level below the level required to learn the spell or b) if you already know the spell. It also won't be offered if you are in a class that no longer supports knowledge of the spell (e.g., Samurai by nature can't learn Spirit Magic, although if you already have Spirit Magic, you can continue to develop spells...but you won't be offered any more books in Spirit.)

-Sazerac
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Old 05-22-2001, 02:23 PM   #64
Dragonrider
Dungeon Master
 

Join Date: March 7, 2001
Location: Phila, Pa
Age: 74
Posts: 60
These are the spells not available in the store.
Spirit Spells

Great Heal
Mind Leach
Dispel Undead
Force of Mind
Resurrect
Restore Health
Dust to Dust
Rebirth
Exorcism
Artifact of Spirit

Sun Spells

Flamedrop
Flamestrike
Dragon Breath
Artifact of Fire
Burning Haze
Magma Bomb
Firestorm

Vine Spells

Venom Bite
Binding Force
Artifact of Vines
Cure Poison
Locust Swarm
Disarm Trap
Poison Breath
Deadly Vapors
Whirling Dervish
Vine of Life

Stone Spells

Elemental Blast
Meteor
Artifact of Stone
Merlins Shield
Lightning
Petrification
Stone to Flesh
Meteor Swarm
Reflect Damage

I do not have the list for Moon and Fiend Spells. I hope that this will help someone in the future picking of Spells. If you choose the spell listed above in one of the catagories, the rest of the spells will be available in book form for that level. Sorry about the long post.


[This message has been edited by Dragonrider (edited 05-22-2001).]

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Old 05-24-2001, 05:14 AM   #65
Radek
Red Dragon
 

Join Date: April 3, 2001
Location: Prague, Czech Republic
Posts: 1,586
Less boring method of CREATING a super good character.
Create - poll - delete - create - poll - delete... oh well. You can have more fun. Create a good warrior (a lizzord seems to be ideal, no intelectual abilities required so that it should not be a problem) and send him for ankhs into the crypt. There are 2 mummies in the coffin area that can drop ankhs. Kill them repeatedly until you get the ankhs. Identify the ankhs. Reset adventures. Repeat. As a side effect, you gain some Witch Sticks and perhaps some Bronze Cuffs and magical rings.
This method allows you to gain some ankhs before you start to create your real character and lower your criteria on it. For example: if you want a wizard that is able to gain any elite role available in Valeia immediately, you will need the following attributes: 9 10 10 9 - 11 9 9 12. The character is "only" 79 but it takes a while until you get 79 AND a favourable distribution of attribute points.
Well, the method will not work for large groups (figure out the number of ankhs you would need) but a soloist or a duo could appreciate it.
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Old 05-24-2001, 10:52 AM   #66
Wyvern
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Join Date: January 7, 2001
Location: Rural Paradise, MI
Posts: 5,701
STATS NEEDED FOR ELITE ROLES







ELITE ROLE ST INT SP DEX AG FOR WL PR
Barbarian 12 - - 8 8 12 8 -
Bard - 10 - 10 8 - 8 -
Monk 8 8 10 8 10 8 10 8
Ninja 8 8 8 10 10 8 10 8
Paladin 8 - 10 8 8 8 - 10
Samurai 8 8 - 10 10 8 8 -
Warlock 10 10 - - - 8 10 10



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Old 05-25-2001, 12:23 AM   #67
Glandal Harmony
Elite Waterdeep Guard
 

Join Date: May 18, 2001
Location: NB, Canada
Posts: 9
Offensive Spells by Type

(#|name|damage/effect/duration|book|level)
A. -- Single Attacks --
1. Venom Bite ....| ? [+poison] ........| Vine .....| 2nd
2. Freeze ..........| 4-8 [+paralyse] ..| Moon ....| 4th
3. Burn .............| 4-9 ..................| Sun ......| 1st
4. Shock ...........| 4-9 ..................| Stone ...| 1st
5. Pain .............| 6-12 .................| Fiend ....| 2nd
6. Demonic Fist ..| 6-36 .................| Fiend ....| 4th

B. -- 3-way Attacks --
1. Zap ...............| (up to)14 ...........| Stone ..| 2nd
2. Force of Mind ..| 20 ....................| Spirit ....| 4th
3. Lifesteal .........| 36 [drained] .......| Fiend ...| 6th
4. Lightning ........| 48 ....................| Stone ...| 5th
5. Incinerate ......| 80 .....................| Sun .....| 6th
6. Dust to Dust ...| 250 [to undead] ..| Spirit ....| 6th

C. -- Breaths (4-way attacks) --
1. Poison Breath ...| (up to)18 [+poison][+gag] ..| Vine ...| 5th
2. Frost Breath ....| 32 [+paralyse] ..................| Moon ..| 5th
3. Dragon Breath ..| 36 ..................................| Sun ....| 5th

D. -- Area Attacks --
1. Dispel Undead .....| 4-10 [to undead] ..| Spirit ....| 3rd
2. Spectral Raven ...| 8-20 ...................| Moon ....| 3rd
3. Elemental Blast ...| 8-20 ...................| Stone ...| 3rd
4. Flamestrike ........| 7-22 ...................| Sun ......| 3rd
5. Meteor ..............| 9-30 ...................| Stone ...| 4th
6. Iceball ...............| 10-30 .................| Moon ....| 4th
7. Magma Bomb ......| 15-50 ..................| Sun ......| 6th

E. -- Clouds --
1. Flamedrop ........| 15 sec. .........................| Sun .....| 2nd
2. Burning Haze .....| 20 sec. .........................| Sun .....| 5th
3. Deadly Vapors ...| 20 sec. [+poison][+gag] ..| Vine .....| 6th
4. Circle of Fire .....| ? sec. ...........................| Sun .....| 7th

F. -- Storms --
1. Whirling Dervish ..| (massive damage...) ...| Vine ....| 7th
2. Firestorm ...........| 7-22 .......................| Sun .....| 7th
3. Icestorm ...........| 9-30 ........................| Moon ...| 7th
4. Meteorstorm ......| 12-48 ......................| Stone ...| 7th
5. Blood Bath .........| ˝ the caster's HP ......| Fiend ...| 7th


Locust Swarm is a combination of : C. Breaths (4-way attacks) & D. Area Attacks types.
- Locust Swarm ..| (up to)20 ..| Vine ...| 5th

[This message has been edited by Glandal Harmony (edited 05-25-2001).]
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Old 05-25-2001, 04:53 PM   #68
Wyvern
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Join Date: January 7, 2001
Location: Rural Paradise, MI
Posts: 5,701
Wow - this is really getting to be an impressive collection!!

Glandal Harmony - thanks for the contribution on spells!!!

Wyv
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Old 05-27-2001, 01:16 AM   #69
Sazerac
Ironworks Moderator
 

Join Date: January 7, 2001
Location: Monroe, LA
Age: 60
Posts: 7,387
To get through the Boogre Caves shocking rooms, follow this map. Basically, A teleports you to 1, B to 2, etc.



To get from the main dungeon into the Hag's room area, take this path: A to 1, C to 3, H to 8, J to 10.

To get from the Hag's rooms back to the Main dungeon, take this path: G to 7, C to 3, H to 8, K to 11, D to 4.

-Sazerac
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Old 05-27-2001, 05:30 PM   #70
Mr-Eiz
Drow Warrior
 

Join Date: March 14, 2001
Location: Astoria, New York USA
Posts: 297
-Sazerac
THAT IS THE best thing I have seen



------------------

Hi Ho Hi Ho
It's of to play we go

Note from Wyv: I removed the Quoted section from Saz's post as it displayed the whole map again.


T H A N K S
Eiz

[This message has been edited by Wyvern (edited 05-29-2001).]
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