Hidden Ring of Wizardy
Press L to see current X,Y coordinates for your
mouse cursor. Go to x-2546, y-3507 on the Friendly Arms Inn
Map to get a Ring of Wizardry which doubles 1st level spells
Quick Cash
First put potions in all of your quick item
slots.Now switch to the inventory screen and replace the rightmost
potion with a gem. Now return to the adventure screen. Notice
the picture of the potion you replaced with a gem still looks
like a potion. Click it multiple times and return to the inventory
screen. The number of gems should change from 1 to no number
at all. Switch back to adventure screen and repeat the process...now
you should have 65,000 gems.
Quick Level Gain and Easy Money
When starting the game in the Town of Candlekeep
do all the "Quests" (errands for guards, and other characters).
That means anything that gives experience. Once you have done
this go to the Character Screen and export your character. End
the game and start a new game and import character. This allows
you to start the game with the amount of experience that you
had gained. Repeat until satisfied. If you started game as thief
or strong warrior and thief has high enough lockpicking skills.
You may bust or unlock a chest in the starting Inn on the second
floor, that contains a gem that is worth 1,000 gold pieces.
Combat trick for low level party
This tactic requires two clerics/druids to be
effective. One cleric heads into a zone you know has a pack
of monsters, after casting sanctuary on himself. The monters
cannot harm him, but they all focus on him. Next the Druid drops
an entangle on the pack of monsters. Then the party opens up
with missle fire and kills the helpless creatures. This will
not work against enemies that have ranged attacks, but it helped
our first level party kill packs of wolves & spiders with
no trouble.
Getting the most out of your Bard
Equip your Bard with a bow. When you enter combat
start attacking a foe. After the first arrow fires click on
Bardsong. Your Bard should keep shotting at the current target
until it dies, plus you get the advantage of the song. You will
need to manually pick a target after the first monster drops,
and start the song over as well.
Thief Spotting to help low level party
Here is a strategy that I have been using to
help my 1st level party handle some pretty tough encounters...
Have a thief with high Stealth "spot" for your party (my thief
scouts everywhere finding enemies before the rest of my party
shows up). How do you get high stealth? Well, you could dump
all your starting points into it OR there is some boots available
early on that pump it up 35%, so getting a 70-80% stealth with
a 1st level character is easy.
Anyway, make sure your fighters can use bows
or crossbows. Your Stealthy thief can walk in range of enemies
to spot them, and your other party members will engage the enemy
with missiles 1 or 2 spaces OUTSIDE of the monsters visible
range, thereby the monster will **usually** just stand there
and get pummelled till he dies.
Try it, it works. My band of 1st level character
destroyed Bassilus' party without a single casualty in this
manner (heheh, took a couple tries tho :) Hope this helps.
How to handle ranged attacks
For those (extremely irritating) encounters
with ranged attack foes (of any variety, but mostly black talon
elite, ankheg, kobold commandoes), try keeping one character
equipped with all of your anti-ranged attack eq (e.g. girdle
of piercing defense, those boots you can pick up, large shield,
etc...). You can get this character to something like -12 against
ranged (even better against arrows). Have this character engage
the enemies by him/herself. The enemies will concentrate fire
on this person (to little effect) leaving you to bring in the
rest of the party to clean up....
...or, just use a couple fireballs...
p.s. I have found wands of monster summoning
to be about the most helpful items in the game...
Where to Find Characters to join in the Group
You can Find Two adventures right in the Start
after Gorion gets killed. They are a thief and a Mage on the
Eastern edge of the map, (This is after the Thief from Candle
keep Joins) They Insist that you take them to Nashkel, However
if you have the Spell Detect Evil you will find that they are
both Evil Characters. After they Join go to the Friendly Arms
Inn, there you have a Fighter/Druid, and a Regular Fighter,
the Druid/Fighter is a must do to the Entangle Spell, and Cure
Light Wounds. Then Journey South to Nashkel, in the Middle of
the Town there is a 2nd level Ranger for Service, he has the
Wonder Hamster Boo with him :), there is also another 2nd level
Ranger off to the western map from Bergeth, but you can only
find him at night.... After you descend into the Mines, and
Kill the Head Hancho at the Bottom level, there is a Second
level Magic user for Service, and he has a very nifty Sword
also. (this Magic User can use only this Special Sword, but
its nice because he has something else to fight with). As you
can tell there is more than 6 people I have mentioned, it's
up to you to mix and Match, The two in the Beginning are useless...
and Die easily, I just disgarded them after that to make room
for others. Here is a list of my Party
Sneak - Level 3 Paladin
Thief - Level 3 (This is the Girl who joins
in the beginning, she works best with a Bow)
Fighter/Druid - Level 2 (I give her a +1 Sling.)
Fighter - Level 3 (Good for a Sword and Shield)
Ranger - Level 3 ( excellent with a bow)
Magic User - Level 2 (With his Special Sword)
After moving up levels, My Paladin has gotten
the ability to cast Cure light Wounds Twice, therefore I have
to Healers, Also Cure Poison Is a MUST! If somone gets poisoned
then you can't rest, because they Die! You need that Spell or
Potion! Until you have it, don't go near Giant Spiders or Ghouls
Character selection logic
For your main character starting the game as
anything but a human fighter class is a waste of time. Here
is my logic ( I have been playing/ DMing DnD for 12 years) In
the end of the game the most powerful classes are spell casters,
but in the beginning they are by far the weakest. So since you
"lose" the game if you main guy dies you want to have him be
some thing that can take some hits, best for that is a straight
fighter type since they dont split hps like a multi class and
can wear some heavy armor. Once you get to the point in the
game where your party is all 3rd lvl + you can start to think
about changing your main guys class to one of the spellcasting
classes. This works out well for you for alot of reasons. First
your main guy now will have a ton more hps then he should for
being a mage or cleric, at this point you will be fighting stuff
that gives more exp so you will gain back those lower lvls very
fast, and once you pass your old fighter lvl you will be a mage
that can really do some good damage in combat with a weapon
if they have too. To do this think ahead and make sure that
you have either good Int or Wis when you make your guy so you
are ready when the time comes to change.
Combat Tips for Tougher Battles
I've found that the more creatures working on
your side, the better your chance of winning the battles. This
is becuase the tougher critters are less likely to target you
if they have a dozen others breathing down their necks. To achieve
this, have at least one cleric who memorizes nothing but animate
deads. Also, have at least one mage with a wand of summoning
creatures. For traveling in the outdoors, I camp immediately
after entering a new area, and upon waking, cast all the animate
dead spells I have (3 at the moment), which yields me an army
of 18 skeletons. Late in Chapters 4 and 5, however there are
some tough indoor battles. Again, rest before you go inside
to refresh your spells. Creatures won't follow you through doorways,
so you will have to cast them right when you enter. In combat
situations, have the cleric and the mage (equipped with the
wand of summoning) aim their first spells directly in front
of any enemy archer, mage, or cleric to distract the damage.
Repeat this immediately until all the enemies are surrounded,
and pull them back. Finally, you can have your fighters/thieves
equipped with bows starting picking off the enemies one by one
while the skeletons/wolves/hobgoblins/knolls nibble at their
heels.
Character Addition to your party/ Higher
levels quicker
The characters join up with you about 1 level
above your current level. We all know that party experience
is terrible, so here's how I beat the system. Start out as a
fighter. Kill smaller things until you reach level 2. Save your
game at the friendly arm inn. Go to the cleric. Attack her until
you manage to kill her without her releasing a spell, or until
you survive. Then go to the main inn keeper. Kill him. Together
they're worth 2,000 exp (enough to go to level 3). Then go hunt
Ankeg at the farm just below Baldur's Gate. Try doing this with
the Paladin. The skulls are worth 500 a piece to your group
at the town starting with a B which is below the beginning town(bad
with names). Go to the armorer and drop all of them on the ground.
Pick one up and sell it. Repeat until all sold. Go hunt more
Ankheg(sp). They give 499 exp and 500 gold. When you've managed
to gain a couple levels(I was level 4) Export your character.
Then quit out, begin a new game, and import your old character
w/out the bad rep for killing the innkeeper/cleric.
Second-Your not done yet. Go kill all the guards
in the first town. (You should be able to by now). Take their
armor and place it on the ground in one location. You should
get 10 or more Plate. When they're all piled up, pick them all
up. Export your character. Quit out, import, begin again with
all the armor. Take as many trips as it takes getting all the
armor into the square next to the inn keeper(you have too, that
armor's too heavy to move all at once.) And then pick it all
up. Sell it all at once to the inn keeper(or else the value
will go from 300 to 120). Next go spend that money on healing
potions. Both the blue ones and the more expensive purple ones
at the healer(get all 15 blue ones, you can stack them in your
inventory at 5 each). Repeat killing of all the guards for their
armor. (DO NOT KEEP MONEY IT DOES NOT EXPORT with YOU!!!)
Third/Final- Repeat selling process once you've
started over again.(Now with healing potions, money and more
exp) Now go to the healer and donate 200. Then donate 300, three
times. Then 400 then 500. You will get 18 popularity which will
help you to get things cheaper( and after a few basic quests,
one in the friendly arm retrieving a ring, you will get heroic
rating (20) and things will be much CHEAPER to buy) and you
should still have 1200 gold +.
The main thing is getting to level 3 so you
can effectively kill the guards. Save all your money and sell
everything on the first part of this so you can have the black
smith make you Ankheg armor (25 lbs., AC 1). To have him do
this, after you have 4000 gold(8 ankhegs :-) ), tell him you
do not wish to sell him the skull right now, but he's the one
you'll go to if you change your mind. He'll offer to make the
armor. You have to putz around for about 5-10 days (arg!) but
then you get awesome armor.
You can win the last battle without a scratch.
In order to do this, you need:
- A thief with shadow armor, high stealth,
and boots of speed
- 2. mages, each with wands of fire, and plenty
of summon monsters spells and 1 haste memorized
- 2-3 decent fighters/paladins/rangers
- . potions of giant strength (any variety
is fine)
Basically when you enter the citadel of Bhaal,
save the game. Then have the thief hide in shadows walk up to
Sarevok without setting off the traps, most of which are on
the skull image on the floor. Since the enemies cannot see you,
they will not attack. at this point, have one of your spell
casters cast a fireball right at the steps in front of Sarevok.
this should draw out one of the mages...make sure you only draw
out one mage, who will teleport really close to your party.
At this point, have everyone but the thief attack the mage before
he sets off a fireball. Killing him should be very easy. Then
(your theif is still spotting for your party) have your mages
cast fireballs continuously at the steps in front of Sarevok.
Although Sarevok will take no damage, the Ogre and other mage
will slowly take damage (like up to 100). You should expend
2 wands of fire doing this, but it doesnt matter since it is
the final battle. If the mage and ogre are still alive, have
your mage cast a summon monsters within visual range of Sarevok
Immediately have the monsters attack Sarevok. This is the funny
part because the mage and ogre will show themselves even though
they have like 10 hit points now. The dumb mage will cast a
huge fireball right at the summoned monsters and kill all the
summoned monsters, kill himself, and kill the ogre. Now have
your thief come back to the party (who should always remain
at the citadel's entrance, and save the game. Killing Sarevok
requires brute force because he is magic resistant. Haste every
one. Have your fighters drink the potions of giant strength.
Have your thief walk within visual range of him, and start shooting
arrows at him. He will follow the thief, so you should lure
sarevok within visual range of the party. Then have your mages
cast summon monsters right in front fo sarevok. He will begin
killing the monsters like crazy (1 hit = 1 kill) but while he
is distracted you can continue plinking him with the thief and
mages while your hasted, giant strength fighters walk up and
cut him to ribbons.
Stop those pesky Basilisks
Cast Animated dead to have some skeletons come
to your aid. They stay around for 8 game hours and you can command
them just like your normal characters. Send a scout (either
hidden in shadows or invisible) to find the basilisks. Have
the skeletons attack the Basilisks as they are not affected
by the flesh to stone attack (hehe they have no flesh you see).
While the basilisks are fighting the skeletons move you team
in and whack them with missiles.
As they last 8 hours, you can scout a whole
map area. You get one skeleton per level of caster.
pesky sirines
Send one character in preferably a fighter of
some sort. But leave the rest of your group well out of visual
range. The Sirene will try to dire charm your fighter, but since
the rest of your group is out of visual range of your fighter
he will just sit there. when the spell wear's off the sirine
will cast it again, (by this time their invisibility spell will
have worn off as well, and they can only cast it once). When
they run out of Dire charms ( I think it is 2 spells per creature)
then bring in the rest of the party to help with the slaughter.
Thief / Mage teamwork
Use your thief scout to spot the enemy. Then
use the Mage to cast Web at the end of his visible sight before
the enemy sees you. Then go to the edge of the web area and
pelt them with bows. also works with any area affect spells
as fireball and entangle. The thief NPC also does well with
with the boots of speed checking out new areas, cities, or those
pesky mines and sewers.
Combat trick for dealing with many creatures
Some of the battles in baldur's gate are really
hard. If your fighting lot's of bosses that are inside a room
you can pop in with a few archers and mages,kill a boss with
range attacks and pop back down the stairs or back out the door
before the rest realize what hit'em.Another trick is with high
level mages.Once you get minor globe of invulnerability you
can create some really cool effects.Especially on humaniod bosses.My
favorite is Stinking Cloud the bosses from off screen then put
globe on a wade into the cloud.Next pop off 3 fireballs at your
feet severely injuring if not killing anyone in the area.Any
survivors should fall very easily.
Mages are the way
Well, Unlike Robert bartelt I feel that mages
are the best choice for a Character. Imoen,The Thief that joins
you at the very beginning, is a excellent bow shot. Going to
the bottom of the first screen you start on ( not candlekeep)
you find the evil guys that protect you even more and you don't
have to go to Naskel at all, you just have to agree so they
will join. Take the spell blindness and you can beat any human
mages and fighters because they can't see you, and take Larloch's
minor drain to give you a ranged attack that additionally gives
you more hit points temporarily and leaves you back at full
if you were hurt before you cast it. I never used a healing
potion and I now have a much more well rounded party. The first
magical weapons you receive is a Quarterstaff(mage) and you
have 4 fighter/thief types to do the grunt work for you while
you stand back casting magic missles and Identifying all the
items you find. the mage is the only character type missing
from the party once you get rid of the evil guys. Additionally
when the going really gets tough later on you'll wish you could
save VS spell and wand and such a little easier. Oh, and the
fireballs are kinda nice too.
To gain good equipment, get rid of the evils,
and go up a level right away, you just go east one screen and
then go to the NE corner of that screen and go east to the Larwood
screen. Almost right away you fight a lone bandit or two that
go down quick and have Leather, a long sword, and bow&arrows.
go east to the druid mount and let the evils stand up front
during the first attack and you hang back. Let them die so that
the exp is split just between you and Imoen. Now have the Oil
o speed ready and confront the Shadow druid, drink down the
oil and run around doing ranged attack( magic missile wand for
the mages) and keep Imoen at a distance firing her bow at normal
speed. No. 2 dies and you've goten a total of 2,000 exp just
for those two druids. You will lose no rep and if you didn't
run right over to the screen you should have them both up a
level. now go to the Inn and blind the Mirror image mage and
let the guards kill him. You are now second level and you grap
your other two party members and start on your way.
Baldur's Gate (Update)
Extra Gold: Put a position on your belt so you
can use it quickly. Go to the main game screen to see it. Then
go back to your inventory replace it with a gem of an kind then
go back to the main game screen you should see the position.
Then click on the position go back to your inventory and the
gem should have no number by it then go back to the main game
screen click on the position again when you go back to the inventory
you should have 65555 or some where around that number buy the
gem. Then go sell the gem and you will get lots of money.
Cheat Codes: Use any text editor (Notepad, Word
Processor, etc.) and open the BALDUR.INI file in your Baldur's
Gate directory. Add the line Cheats=1 under the [Game Options]
entry then save the file and run the game.
Once in the game, hit Ctrl-Tab to bring up the
console in which you type the cheats. Ctrl-Tab will also close
this console. Type in the cheats exactly as they appear below
and hit the Enter key to activate. Any items created will be
placed in the inventory of the party's leader if the entire
group is selected when entering the cheat. A spawned defending
Drizzt will not join your party, but will simply wait until
there is a threat to your party and then attack the offender.
After a couple minutes of inactivity, Drizzt will disappear.
No experience is gained from killing Drizzt and he carries no
items to pick up when he is dead.
Cheat Code - Function
Cheats:CowKill() - creates a Summon Cow spell
(2nd lvl mage) Cheats:CriticalItems() - creates all the game
critical items (1 Letter, 1 Invitation, and 1 Book) Cheats:DrizztAttacks()
- spawns a hostile Drizzt (Drow Elf) who attacks your party
Cheats:DrizztDefends() - spawns a friendly Drizzt (Drow Elf)
who defends your party Cheats:FirstAid() - creates 5 healing
potions, 5 neutralize poison potions, and 1 stone to flesh scroll
Cheats:Hans() - moves your characters to a free adjacent area
Cheats:Midas() - creates 500 gold
---------------------------------------------------------------------
Open the file Baldur.ini in your Baldur's Gate
directory and add the line Cheats=1 under the [Game Options]
entry. Then save the file and run the game.
Once in the game, hit Ctrl-Tab to bring up the
console in which you type the cheats. Ctrl-Tab will also close
this console. Type in the cheats exactly as they appear below
and hit the [Enter] key to activate.
Cheats:TheGreatGonzo()
- Summons 10 killer chickens who defend you.
- Cheats:FirstAid() - Creates 5 healing potions,
5 neutralize poison potions, and 1 stone to flesh scroll.
Cheats:Midas() - Gives you 500 gold.
- Creates a CowKill spell if you're near a cow.
- Cheats:DrizztAttacks()
- - Creates a hostile Drizzt.
Cheats:DrizztDefends()
- Creates a friendly Drizzt.
Cheats:CriticalItems()
- Spawns all the game's critical items.
- Cheats:Hans()
- - Moves your characters to a free adjacent
area.
- Cheats:ExploreArea()
- - Marks entire area explored.
- After editing the Baldur.ini file in the
Bgate directory, (as was done for the other cheats), you can
use the following codes:
- CLUAConsole:CreateItem("xxx") where xxx is
the code for an item, see below
- CLUAConsole:CreateCreature("yyy") where yyy
is the name of a creature or NPC
- ie: CLUAConsole:CreateCreature("Ray") will
create a gibberling
- CLUAConsole:CreateCreature("Khalid") will
create Khalid
- CLUAConsole:CreateCreature("Noober") will
create the best NPC in the game ;)
- Note: The name you enter is limited to 6
characters, so some names are different, as in Jaheira would
have to be entered as blah:("Jaheir")
- CLUAConsole:SetCurrentXP("8900")
- Set the current Experience points for all
party members to 8900
- Item List (compiled by Joe D):
- AMUL01 - Necklace of Missiles
- AMUL02 - Necklace
- AMUL04 - Studded Necklace with Zios Gems
- AMUL05 - Bluestone Necklace
- AMUL06 - Agni Mani Necklace
- AMUL07 - Rainbow Obsidian Necklace
- AMUL08 - Tiger Cowrie Shell Necklace
- AMUL09 - Silver Necklace
- AMUL10 - Gold Necklace
- AMUL11 - Pearl Necklace
- AMUL12 - Laeral's Tear Necklace (3000 gp)
- AMUL13 - Bloodstone Amulet
- AMUL14 - Amulet of Protection +1
- AMUL15 - Shield Amulet
- AMUL16 - Amulet of Metaspell Influence (+1
2nd level spell)
- AROW01 - Arrow
- AROW02 - Arrow +1
- AROW03 - Arrow of Slaying
- AROW04 - Acid Arrow
- AROW05 - Arrow of Biting
- AROW06 - Arrow of Detonation
- AROW07 - Arrow or Dispelling
- AROW08 - Arrow of Fire
- AROW09 - Arrow of Ice
- AROW10 - Arrow of Piercing
- AROW11 - Arrow +2
- AROW1A - Arrow +2 (different graphic)
- AX1H01 - Battle Axe
- AX1H02 - Battle Axe +1
- AX1H03 - Battle Axe +2
- AX1H04 - Throwing Axe
- AX1H05 - Throwing Axe +2
- BELT01 - Girdle
- BELT02 - Golden Girdle
- BELT03 - Girdle of Bluntness
- BELT04 - Girdle of Piercing
- BELT05 - Girdle of Sex Change
- BLUN01 - Club
- BLUN02 - Flail
- BLUN03 - Flail +1
- BLUN04 - Mace
- BLUN05 - Mace +1
- BLUN06 - Morning Star
- BLUN07 - Morning Star +1
- BOLT01 - Bolt
- BOLT02 - Bolt +1
- BOLT03 - Bolt of Lightning
- BOLT04 - Bolt of Biting
- BOLT05 - Bolt of Polymorphing
- BOLT06 - Bolt +2
- BOOK01 - Magical Book
- BOOK02 - Spell Book
- BOOK03 - +1 con
- BOOK04 - +1 str
- BOOK05 - +1 dex
- BOOK06 - +1 int
- BOOK07 - +1 chr
- BOOK08 - +1 wis
- BOOK09 - Normal Book
- BOOT01 - Boots of Speed
- BOOT02 - Boots of Stealth
- BOOT03 - Boots of the North
- BOOT04 - Boots of Avoidance
- BOOT05 - Boots of Grounding
- BOW01 - Composite Long Bow
- BOW02 - Composite Long Bow +1
- BOW03 - Long Bow
- BOW04 - Long Bow +1
- BOW05 - Short Bow
- BOW06 - Short Bow +1
- BOW07 - Long Bow of Marksmanship
- BOW08 - Eagle Bow
- BRAC01 - Bracers of DefenseAC 8
- BRAC02 - Bracers of Defense AC 7
- BRAC03 - Bracers of Defense AC 6
- BRAC04 - Bracers of Archery
- BRAC05 - Bracers
- BRAC06 - Gauntlets of Ogre Power
- BRAC07 - Gauntlets of Dexterity
- BRAC08 - Gauntlets of Fumbling
- BRAC09 - Gauntlets of Weapon Skill
- BRAC10 - Gauntlets of Weapon Expertise
- BULL01 - Bullet
- BULL02 - Bullet +1
- BULL03 - Bullet +2
- CHAN01 - Chainmail
- CHAN02 - Chainmail +1
- CHAN03 - Chainmail +2
- CHAN04 - Splint Mail
- CHAN05 - Splint Mail +1
- CHAN06 - Mithril Chain Mail +4
- CLCK01 - Cloak of Protection +1
- CLCK02 - Cloak of Protection +2
- CLCK03 - Cloak of Displacement
- CLCK04 - Cloak of the Wolf
- CLCK05 - Cloak of Balduran
- CLCK06 - Cloak of Non-Detection
- CLCK07 - Nymph Cloak
- DAGG01 - Dagger
- DAGG02 - Dagger +1
- DAGG03 - Dagger +2
- DAGG04 - Dagger +2, Longtooth
- DAGG05 - Throwing Dagger
- DART01 - Dart
- DART02 - Dart +1
- DART03 - Dart of Stunning
- DART04 - Dart of Wounding
- HALB01 - Halberd
- HALB02 - Halberd +1
- HALB03 - Halberd +2
- HAMM01 - War Hammer
- HAMM02 - War Hammer +1
- HAMM03 - War hammer +2
- HELM01 - Helmet
- HELM02 - Helm of Opposite Alignment
- HELM03 - Helm of Glory
- HELM04 - Helm of Defense
- HELM05 - Helm of Infravision
- HELM06 - Helm of Charm Protection
- HELM07 - Helm of Balduran
- LEAT01 - Leather Armor
- LEAT02 - Leather Armor +1
- LEAT03 - Leather Armor +2
- LEAT04 - Studded Leather Armor
- LEAT05 - Studded Leather Armor +1
- LEAT06 - Studded Leather Armor +2, missile
attraction
- LEAT07 - Studded Leather Armor +2
- LEAT08 - Shadow Armor
- MISC01 - Winter Wolf Pelt
- MISC07 - Gold Piece
- MISC12 - Ankheg Shell
- MISC13 - Samuel (body)
- MISC16 - Fire Agate Gem
- MISC17 - Lynx Eye Gem
- MISC18 - Sunstone Gem
- MISC19 - Turquoise Gem
- MISC20 - Bloodstone Gem
- MISC21 - Skydrop Gem
- MISC22 - Andar Gem
- MISC23 - Jasper Gem
- MISC24 - Tchazar Gem
- MISC25 - Zircon Gem
- MISC26 - Iol Gem
- MISC27 - Moonstone Gem
- MISC28 - Waterstar Gem
- MISC29 - Ziose Gem
- MISC30 - Chrysoberyl Gem
- MISC31 - Star Diopside Gem
- MISC32 - Shandon Gem
- MISC33 - Aquamarine Gem
- MISC34 - Garnet Gem
- MISC35 - Horn Coral Gem
- MISC36 - Pearl
- MISC37 - Sphene Gem
- MISC38 - Black Opal
- MISC39 - Water Opal
- MISC40 - Moonbar Gem
- MISC41 - Star Saphire(sic)
- MISC42 - Diamond
- MISC43 - Emerald
- MISC44 - Kings Tears
- MISC45 - Rogue Stone
- MISC47 - Golden Pantaloons
- MISC48 - Idol
- MISC49 - Melicamp the Chicken
- MISC50 - Skull
- MISC51 - Lock of Nymph's Hair
- MISC52 - Wyvern Head
- MISC53 - Bowl of Water Elemental Control
- MISC54 - Child's Body
- MISC55 - Duke Eltan's Body
- MISC56 - Broken Weapon
- MISC57 - Broken Shield
- MISC58 - Broken Armor
- MISC59 - Broken Miscellaneous
- MISC60 - Spider Body
- MISC61 - Bottle of Wine
- MISC62 - Dead Cat
- MISC63 - Chew Toy
- MISC64 - Telescope
- MISC69 - Helshara's Artifact Fragment
- MISC70 - Delorna's Statue
- MISC72 - The Claw of Kazgaroth
- MISC73 - The Horn of Kazgaroth
- MISC74 - The Candle
- MISC79 - Female Body
- MISC80 - Male Body
- MISC83 - Key to River Plug
- MISC84 - Boo (GO FOR THE EYES BOO!)
- MISC85 - Mulahey's Holy Symbol
- MISC86 - Bandit Scalp
- MISC87 - Contaminated Iron
- MISC88 - Rabbit's Foot
- PLAT01 - Plate Mail Armor
- PLAT02 - Plate Mail +1
- PLAT04 - Full Plate Mail
- PLAT05 - Full Plate Mail +1
- PLAT06 - Ankheg Plate Mail
- POTN02 - Potion of Fire Resistance
- POTN03 - Potion of Hill Giant Strength
- POTN04 - Potion of Frost Giant Strength
- POTN05 - Potion of Fire Giant Strength
- POTN06 - Potion of Cloud Giant Strength
- POTN07 - Potion of Storm Giant Strength
- POTN08 - Potion of Healing
- POTN09 - Potion of Heroism
- POTN10 - Potion of Invisibility
- POTN11 - Potion of Invulnerability
- POTN12 - Potion of Stone Giant Strength
- POTN13 - Oil of Firey Burning
- POTN14 - Oil of Speed
- POTN15 - Red Potion
- POTN16 - Violet Potion
- POTN17 - Elixir of Health
- POTN18 - Potion of Absorption
- POTN19 - Potion of Agility
- POTN20 - Antidote
- POTN21 - Potion of Clarity
- POTN22 - Potion of Cold Resistance
- POTN23 - Oil of Speed
- POTN24 - Potion of Defense
- POTN25 - Potion of Healing
- POTN26 - Potion of Explosions
- POTN27 - Potion of Firebreath
- POTN28 - Potion of Fortitude
- POTN29 - Potion of Genius
- POTN30 - Potion of Infravision
- POTN31 - Potion of Insulation
- POTN32 - Antidote
- POTN33 - Potion of Magic Blocking
- POTN34 - Potion of Magic Protection
- POTN35 - Potion of Magic Shielding
- POTN36 - Potion of Master Thievery
- POTN37 - Potion of Mind Focusing
- POTN38 - Potion of Mirrored Eyes
- POTN39 - Potion of Perception
- POTN40 - Potion of Invulnerability
- POTN41 - Potion of Power
- POTN42 - Potion of Regeneration
- POTN43 - Potion of Insight
- POTN44 - Potion of Strength
- POTN45 - Potion of Freedom
- POTN46 - Potion of Stone Form
- RING01 - Ring
- RING02 - Ring of Fire Resistance
- RING03 - Ring of Animal Friendship
- RING04 - Ring of Clumsiness
- RING05 - Ring of Invisibility
- RING06 - Ring of Protection +1
- RING07 - Ring of Protection +2
- RING08 - Ring of Wizardry
- RING09 - Ring of Free Action
- RING10 - Gold Ring
- RING11 - Silver Ring
- RING12 - Onyx Ring
- RING13 - Jade Ring
- RING14 - Greenstone Ring
- RING15 - Bloodstone Ring
- RING16 - Angel Skin Ring
- RING17 - Flamedance Ring
- RING18 - Fire Opal Ring
- RING19 - Ruby Ring
- RING20 - Ring of Energy
- RING21 - Ring of Infravision
- RING22 - Ring of Holiness
- RING23 - Ring of Folly
- SCRL02 - Spell Scroll
- SCRL03 - Protection from Acid
- SCRL04 - Protection from Cold
- SCRL05 - Protection from Electricity
- SCRL06 - Protection from Fire
- SCRL07 - Protection from Magic
- SCRL08 - Protection from Poison
- SCRL09 - Protection from Undead
- SCRL10 - Cursed Scroll of Weakness
- SCRL15 - Protection from Petrification
- SCRL18 - Cursed Scroll of Stupidity
- SCRL1B - Agannazar's Scorcher
- SCRL1C - Ghoul Touch
- SCRL1D - Clairvoyance
- SCRL1E - Dispel Magic
- SCRL1F - Flame Arrow
- SCRL1G - Fireball
- SCRL1H - Haste
- SCRL1I - Hold Person
- SCRL1K - Lightning Bolt
- SCRL1L - Monster Summoning I
- SCRL1M - Non-Detection
- SCRL1N - Protection from Normal Missiles
- SCRL1O - Slow
- SCRL1P - Skull Trap
- SCRL1Q - Vampiric Touch
- SCRL1R - Wraith Form
- SCRL1S - Dire Charm
- SCRL1T - Ghost Armor
- SCRL1U - Confusion
- SCRL1V - Dimension Door
- SCRL1Y - Improved Invisibility
- SCRL1Z - Minor Globe of Invulnerability
- SCRL2A - Monster Summoning II
- SCRL2D - Animate Dead
- SCRL2E - Cloudkill
- SCRL2F - Cone of Cold
- SCRL2G - Monster Summoning III
- SCRL2H - Shadow Door
- SCRL2I - Letter
- SCRL2J - Letter
- SCRL3D - Letter
- SCRL56 - Cure Serious Wounds
- SCRL58 - Free Action
- SCRL59 - Neutralize Poison
- SCRL61 - Cure Critical Wounds
- SCRL62 - Flame Strike
- SCRL63 - Raise Dead
- SCRL66 - Grease
- SCRL67 - Armor
- SCRL68 - Burning Hands
- SCRL69 - Charm Person
- SCRL70 - Color Spray
- SCRL71 - Blindness
- SCRL72 - Friends
- SCRL73 - Protection from Petrification
- SCRL75 - Identify
- SCRL76 - Infravision
- SCRL77 - Magic Missile
- SCRL78 - Protection from Evil
- SCRL79 - Shield
- SCRL80 - Shocking Grasp
- SCRL81 - Sleep
- SCRL82 - Chill Touch
- SCRL83 - Chromatic Orb
- SCRL84 - Larloch's Minor Drain
- SCRL85 - Blur
- SCRL86 - Detect Evil
- SCRL87 - Detect Invisibility
- SCRL89 - Horror
- SCRL90 - Invisibility
- SCRL91 - Knock
- SCRL92 - Know Alignment
- SCRL93 - Luck
- SCRL94 - Resist Fear
- SCRL95 - Melf's Acid Arrow
- SCRL96 - Mirror Image
- SCRL97 - Stinking Cloud
- SCRL98 - Strength
- SCRL99 - Web
- SHLD01 - Small Shield
- SHLD02 - Small Shield +1
- SHLD03 - Medium Shield
- SHLD04 - Medium Shield +1
- SHLD05 - Large Shield
- SHLD06 - Large Shield +1
- SHLD07 - Large Shield +1, +4 vs Missiles
- SHLD08 - Buckler
- SHLD09 - Buckler
- SHLD10 - Buckler
- SHLD11 - Small Shield
- SHLD12 - Small Shield
- SHLD13 - Medium Shield
- SHLD14 - Medium Shield
- SHLD15 - Large Shield
- SHLD16 - Large Shield
- SLNG01 - Sling
- SLNG02 - Sling +1
- SPER01 - Spear
- SPER02 - Spear +1
- SPER03 - Spear +3, Backbiter
- STAF01 - Quarterstaff
- STAF02 - Quarterstaff +1
- SW1H01 - Bastard Sword
- SW1H02 - Bastard Sword +1
- SW1H03 - Bastard Sword +1, Shapeshifters
- SW1H04 - Long SwordS
- W1H05 - Long Sword +1
- SW1H06 - Long Sword +2
- SW1H07 - Short Sword
- SW1H08 - Short Sword +1
- SW1H09 - Short Sword +2
- SW1H10 - Short Sword of Backstabbing
- SW1H13 - Moonblade
- SW1H15 - Scimitar +3, Frostbrand
- SW2H01 - Two Handed Sword
- SW2H02 - Two Handed Sword +1
- SW2H03 - Two Handed Sword, Berserking
- SW2H06 - Spider's Bane
- WAND02 - Wand of Fear
- WAND03 - Wand of Magic Missiles
- WAND04 - Wand of Paralyzation
- WAND05 - Wand of Fire
- WAND06 - Wand of Frost
- WAND07 - Wand of Lightning
- WAND08 - Wand of Sleep
- WAND09 - Wand of Polymorphing
- WAND10 - Wand of Monster Summoning
- WAND11 - Wand of the Heavens
- XBOW01 - Heavy Crossbow
- XBOW02 - Heavy Crossbow +1
- XBOW03 - Heavy Crossbow of Accuracy
- XBOW04 - Light Crossbow
- XBOW05 - Light Crossbow +1
- XBOW06 - Light Crossbow of Speed