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MiscellanyAnkheg shellsYou can sell these to:
AutographIt has no purpose, though you can sell it for 50gp to Officer Vai (for the duration of Chapter 3 only) in the Jovial Juggler in Beregost or for 25gp to any vendor who buy scrolls. Baldur's Gate IIIf you have completed Baldur's Gate & the Tales of the Sword Coast and your main character has certain items in his/her inventory they can carry them over into Baldur's Gate II. You can bring one item from each list (below) which is presented in order (i.e. if you have two items from one list, the item higher up the list is imported). There is a default item for each list so that if you never imported an item from each list you will still get something in BG2. You should consider carefully which is the best of each list if you are playing the whole saga through to Throne of Bhaal. Also note that you should hang onto the Golden Pantaloons (not listed below) as they will also carry over into BG2.
Not available in BG1 or TotSC, however if you use Dudleyville's Extra Merchant (from the DudleyFix - Custom Tweaks section) you will be able to carry over the Root of the Problem. Dudleyville's choice for melee characters. Bandit scalpsYou can sell these to:
Bounty noticesYou can sell these to:
Elminster's cameosThe enigmatic wizard and guide appears in the following locations:
Horn of KazgarothDoes 10 points of crushing damage each time it is used. Idol of KozahYou can sell this to:
Location, location, locationAt any time during the game you can establish your location by pressing "L". The dialogue area near the bottom of the screen will give you your Area (e.g. AR1700) and your Location (e.g. x=1025 y=629). Manuals and TomesOne of the most common questions asked: the locations of all the stat boosting books. Ask no more.
NPC ReactionAccording to the manual whenever you talk to an NPC the computer rolls a random number from 8 to 12. It then adds your Charisma and Reputation modifiers. A high numbered result may bring better rewards but equally could prevent NPCs from offering you unsavoury quests. Although the manual talks about random numbers, I have a theory that the number is actually 10. On this basis you can work out your NPC Reaction value as follows: value = 10 + (Reputation Reaction Adjustment + Charisma Reaction Adjustment) A Lawful Good starting character (Reputation 12, RRA = 0) would therefore need a Charisma of 18 (CRA = +5) to obtain Fuller's magic dagger in Candlekeep as a reward for his quest. A Chaotic Evil starting character who had killed a nobleman on the 2nd floor of the Candlekeep Inn (Reputation 6, RRA = -3) would need a Charisma of 19 (CRA = +8) to obtain the dagger. You can temporarily boost your Charisma with the Friends spell. The Reputation Reaction Adjustment values in the manual are incorrect. Below are the correct values:
Random encountersLocation code: AR2900 N: Peldvale (AR5900
- 20%) This indicates the chance of being "waylaid by enemies" when leaving the current map by the stated compass direction. In the example above if you leave AR2900 (Larswood) via the southern edge there is a 20% chance of being ambushed and ending up on map AR5900 instead of your chosen destination of Temple. ShopsA quick guide to who is out to make a profit from your endeavours. Here is a summary of the tables below:
Miscellaneous items include:Bandit Scalps (50gp), Bowl of Water Elemental Control (100gp), Butter Knife of Balduran (1000gp), Glittering Beljuril Gemstone (2500gp), Lock of hair from Kirinhale (500gp), Winter Wolf Pelts (500gp) and Wyvern heads (1000gp). Inns and Taverns
Lone vendors and other people
Shops and other businesses (SELL at 150% markup and BUY at 50% markup)
Temples (do not BUY items and cannot be STOLEN from)
Vampiric SwordTo clarify its description, this sword does 7 damage to the user and heals the opponent by 7 points. Winter Wolf peltsAll stores suffer from depreciation except where stated. You can sell these to:
Wyvern headsAll stores (not transactions done with the NPC directly) suffer from depreciation. You can sell these to:
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