(format in Courier New, 12pt, 79 characters per line, .txt format) ---------=---------=---------=---------=---------=---------=---------=--------- BALDUR'S GATE II ENHANCED EDITION: THE BLACK PITS II, GLADIATORS OF THAY by Garth Rogerson (email: ge_rogerson@msn.com) Version 1, 03-04-2020 NOTES WALKTHROUGH Introduction The Facility Combats Fomenting Rebellion The Uprising GIFTS FROM YOUR UNKNOWN BENEFACTOR STORES REVISION HISTORY ==================== NOTES: ** WARNING: If you don't like spoilers, then don't read this walkthrough! ** This mini-game is part of the Baldur's Gate II - Enhanced Edition, and is for player created characters only - single or multi-player. If you import a game it will look for and show those from the BG EE Black Pits only. If you want to import your main character from Baldur's Gate or Baldur's Gate II, you must export the character, then import into a new Black Pits II game. You will lose all items when you do, however, so be prepared. If you play with a solo character, which I don't recommend, you can't get anyone to join your party. There are various characters, called "Performers," you can get to fight with you in the arena, but it's only for the next time into the arena, and most want remuneration for their time and trouble. Most require you to survive the arena before they'll tell you about themselves, and some won't join you in battle until you survive beyond a certain tier of combat. Once you survive the first tier of combat most quests begin opening up for you. There are two ways you can play this game. The first is to work toward your freedom. This is the path this walkthrough presents. The second is to become the ultimate gladiator and become the new master of the Black Pits of Thay. ==================== WALKTHROUGH INTRODUCTION - Suzail Tavern (OH8000): The game opens with a bard named Joker telling the end of the first Black Pits and Baeloth's fall. When some of the patrons ridicule her story she points you out as being the one who engineered Baeloth's demise. - At this time Najim, Baeloth's previously enslaved djinn, appears to warn you to flee some bounty hunters. He's too late, however, as the bounty hunters (Joker, Dormamus the Efreet, an adamantium golem named Bannor, Thassk Kun the Salamander, Pol Pyrrus the mage) appear in the tavern, and a fallen planetar named Winged seals the exit doors. - After a little discussion you have the choice to fight or surrender. If you fight it will be over quickly...and painfully. Either way you're taken. - The Facility (OH8100): For now you are limited to the areas listed below. Few of those you talk to in the beginning have anything to say to you, and that won't change until you prove yourself in the arena. Check the area map to see what rooms are where and who lives in them. - Bunks: You appear in this barracks area. The first thing you notice is that all spellcasting, special abilities and quick item slots are disabled, and you have no equipment. Voghiln the Vast has a brief dialog with you before moving on. - Move forward and you find Voghiln, Ellraish and Dulf talking with Mort who, having been warned, tries to teleport away and is killed. The remaining three then move on through a nearby door. Follow them. - Performers' Lounge: When you move far enough into this room a guard tells everyone to move to the dining area. The door in the far wall leads to the House of Worship, but is currenty locked. Follow everyone else down the far hall and down the steps near the large double doors, which are also locked. - Dining Hall: All the "Performers" are gathered here. After some introduction by Tartle, the manager of this facility speaks. Dennaton makes it clear you are to perform in gladiatorial fights or die. - At some point a fight will break out between Voghiln, Hort Il-D'rth and Feldrak Feldrak'i. After two guards are killed trying to break it up, the Fallen appears and ends it with a magic blast. Dinner ended, Dennaton leaves and you find yourself in the Market. So ends the introduction section. - A note on dealing with the others here: stay on their good side, even if they may not deserve it. Butter up Tartle and you can get information on what you face in your next fight, and Stannel Eibor can help with certain choices later. THE FACILITY (OH8100) - Market: Since you have nothing except 15,000gp, you need to buy some equipment. At four points in the game, as you advance in combat tiers, new items will be added to the merchants. Going clockwise around the Market, starting in the lower left you'll find: - Brother Ellraish: He claims to be a Sun Soul monk follower of Lathander, but talking with him gets confusing. He's actually an assassin who will join you without cost. - Magic Items Merchant: Above Brother Ellraish, Imascus is an enslaved illithid. He's silent...for now. - Exit to the Facility: If you need to rest, need healing, or talk to other "Performers" for information or help in the arena, this is the way to go. - Armor Merchant: Above and right of Imascus, Hue Greenleaf has little to say, but has what you need to protect yourself. - Treasury: These doors are locked and guarded. Leave them alone. - Weapons Merchant: Right of Hue Greenleaf, he has nothing to say but has what you need to deal with your adversaries. - Exit to Arena: Here you find Arzol (high level kensai), Tartle (high level fighter-thief) and Beryl (high level mage) guard this exit. When you're ready for your next challenge, talk to Tartle. - As you advance in challenges, Tartle will give you a chance to repeat previous combats, though doing so nets no experience and very little gold. - Scribe: Stannel Eibor is nearby. His sole purpose appears to be critiquing your performance in the arena. He sounds suspiciously like Bealoth... - Book Merchant: Directly below the Weapons Merchant, in the center area, he had his tongue cut out but has a full supply of mage scrolls available. - Potion Merchant: Bellowgulp Bluefingers and his companion the Concocter are directly left of the Book Merchant. He has a large supply of potions for sale, and can provide a few special potions as well. - Mercy Whitedove: Directly below Bellowgulp, this fighter wants 1,500gp for her services. - Dining Room: Voghiln the Vast, a skald, is here if you want his aid and it won't cost you a thing. You can loosen his tongue with a few drinks to get some information on Joker, the half-elf bard of the Planar Hunters. - Holding Pit: If you want to know who your next opponents will be, you can find them here. - Performers' Lounge: Dulf Ebonbeard is a conjurer, but with a failing mind. If you want his help (1,500gp) Bellowgulp can provide a useful potion. Gezzthemin is an enchanter, sarcastic even for a drow and requires 1,700gp to get his help. Lea Gosh'Aar is a fighter-mage who doesn't appear to be all there, but is quite capable if you shell out 1,500gp. - House of Worship: Here you find Timmoth Goodtree, a berserker turned cleric, who's aid you can enlist for 1,500gp once you've cleared the tier two combats, and Molzahn of Tymora, who provides temple services. Curell of Tempos and Laris of Garagos are constantly fighting each other and are of no help in the arena. Gerrold Darkfellow is in the far back, a wild mage who fears his inability to control his magic. He'll only charge 500gp for his help. - Bunk Room: The room is vacant. This is the only place you can rest, and the only room where spellcasting, special abilities and quick item slots aren't disabled. Go down the hall to the left. - Training Hall: The barbarian Hort Il-D'rth, fighter/thief Feldrak Feldrak'i, and dwarven defender Symm Haximus, who sees himself as a gladiator and no slave, are here. It will cost 1,000gp to enlist Hort's help once you've cleared tier one, Feldrak and Symm won't cost you anything since they love to fight. Brodle is cousin to Tortle, won't help you fight but keep on his good side since he is a source of valuable information and resources later. THE COMBATS - Arenas: When you fight, there are three possible circular battlefields. - Arena 1 (OH8200) - This area has four columns with a mosaic in the center. - Arena 2 (OH8300) - The floor is divided into five sections, connected by a bridge to each adjacent section. The center is circular with a column that has a gargoyle perched on top, and there are four outer arc sections. - Arena 3 (OH8400) - The center section is reachable by two bridged and has four glowing runes around a column. - Don't bother buffing for your combat, since any magic effects will be removed before entering the arena. - Before each combat starts Dennaton will offer you a chance to speak. Your choice of response can have beneficial, harmful or no consequences. You can portray yourself to the crowd as a hero, a Dennaton hater (not recommended), a poorly equipped gladiator asking for better equipment, remain silent, or a villain spitting in the face of the audience. If you appeal to the audience for equipment Brodle may meet you upon returning from the arena with a gift. Possible gifts are listed at the end of this walkthrough. This is the only way to get some of the most powerful items in this mini-game (see the list below). - When returning from the arena your group is healed and all cast spells restored as if you had rested. You can then level up and either return to the arena or rest, especially helpful if you decide to change known spells before entering the next battle. Tier 1, 500,000xp quest per battle (first time only). Battle 1: A Farewell to Orcs Arena 1, you face six orcs, a shaman, two fighters and three archers. Reward: 11,000gp. Battle 2: Of Minotaurs and Men Arena 2, things start with seven gladiators as your adversaries, but three attack Dennaton and die. The three dead are then replaced two minotaurs. Reward: 12,000gp. Battle 3: March of the Scales Arena 3, six lizardmen are your enemies, a shaman, chieftain and four elites. Reward: 13,000gp. Battle 4: Hulking Confusion Arena 1, six umber hulk elders attack you. Reward: 14,000gp. Battle 5: Call of the Underdark Arena 3, you must deal with six drow, but before the battle starts the Winged arrives. Seems Dennaton hasn't paid for them yet. The Winged threatens him before leaving and Dennaton is not pleased. You face a wizard, priestess, two scouts and two warriors. Warning: three small spiders appear when each drow falls. Reward: 15,000gp. **STORE NOTE: Upon returning from the arena Tartle informs you the merchants have some new magical items. Now is also the time to start preparations for a revolt. Read the "FOMENTING REBELLION" section below.** Tier 2, 250,000xp quest per battle (first time only). Battle 6: Interview with Vampires Arena 2, you are attacked by six vampires, including Gaul, a high level mage, and two thieves. Reward: 16,000gp. Battle 7: Gith is Madness Arena 1, a party of githyanki consisting of an anti-paladin, a gish, and four warriors, are your next foes. Reward: 17,000gp. Battle 8: Sahuagin's Garden Arena 2, you must deal with a sahuagin prince and five greater water weirds. The prince likes to disappear after striking, and the weirds require blunt magic weapons to get full damage. Reward: 18,000gp. Battle 9: Master of the Elements Arena 1, Mardii and a greater air, earth and fire elemental is what you start with. Mardii should be dealt with first, ignoring the elementals, since he is a very high level mage and will quickly keep summoning greater elementals if any of the first three are killed. Reward: 19,000gp. Battle 10: The Demons and Devils You Know... Arena 3, eight beings from the lower planes are your next challenge. Since four are from the Abyss and four from the Nine Hells, pull back quickly and let them fight it out, dealing only with those that attack you, then mop up the survivors. Reward: 20,000gp. **STORE NOTE: Upon returning from the arena Tartle again informs you the merchants have some new magical items.** Tier 3, 250,000xp quest per battle (first time only). Battle 11: The Twofold Faith Arena 3, waiting for you is a collection of three Sun Soul and three Dark Moon monks from the Cult of the Twofold. Reward: 21,000gp. Battle 12, Clay Division Arena 2, a single greater clay golem is what you face. It becomes five normal clay golems when destroyed, and each of them two lesser clay golems. Reward: 22,000gp. Battle 13, Undead...and Lurching It Arena 1, five greater bone golems are led by a lich. Reward: 23,000gp. Battle 14, Tiger Crush Arena 2, Rakshasa, a maharajah, two ruhk and three normal are your next opponents. Reward: 24,000gp. Battle 15, Mind and Flayers Arena 3, you are beset by illithid, a Ulitharid and three normal. You also face four thralls, two fighters, an archer and a mage. Reward: 25,000gp. **STORE NOTE: Upon returning from the arena Tartle informs you once more the merchants have some new magical items.** Tier 4, 250,000xp quest per battle (first time only). Battle 16, Dawn of the Devas Arena 1, this unpleasant battle is with six fallen devas. Constantly putting up mirror images, they are highly magic resistant and can cast Harm against their foes. Reward: 26,000gp. Battle 17, The Twin Demiliches of Azgoloth Arena 2, two demi-liches are your foes, dangerous since they require +4 weapons to hit, take 1hp damage per hit, and constantly cast Imprisonment. Reward: 27,000gp. **SPECIAL NOTE: If you have been doing the "FOMENTING REBELLION" work, consider this respite the last opportunity to deal with Joker. This is also a good time to enter Dennaton's chambers and read his journal, which is now complete.** Battle 18, Breathe Fire, and Enter Arena 1, dragons are bad at any time, and now there are three, an adult and two juveniles. Reward: 28,000gp. **SPECIAL NOTE: This can happen now, if some of the "FOMENTING REBELLION" items below aren't done, or after the next battle if they are. Tartle doesn't say anything about new items in the stores, but there are. He then calls for Brodle and the two have a heated discussion about the absence of the Winged and her Planar Hunters. Tartle then runs off to rally the guards. After he leaves Brodle tells you it's time to put the revolt into action, and to meet with all the "performers" in the Bunk Room. He then leaves. If there are any items to finish for the rebellion, this is your last chance to do them. Once you return from the next battle the revolt begins.** Battle 19, Small Bhaal Arena 1, Cultists of Bhaal, two Bhaalspawn and four followers, will try to kill you next. Enegar has a vorpal weapon and will become a Ravager, Kastulor a Slayer. You'll want to force Enegar and Kastulor into their avatar forms quickly to negate Engar's vorpal attack and Kastulor's speed and back attacks. Reward: 29,000gp. FOMENTING REBELLION - Things don't start until you complete all tier one combats. Talk to Brodle and if you promise not to harm his cousin Tartle he'll ask you if you want to help in a rebellion. If you agree he can give you information on the Planar Hunters, and might be able to sway one of the lieutenants to support the rebellion. He'll need some time, and will inform you when eveything is set up. This also sets things up for several other quests. - For me it took six times into the arena for Brodle to get the meeting set up with the guard lieutenant, whose name is Leokas. Brodle can either take you to him or you can find him in the Guard Room. To get talks started give him 100gp. Don't threaten him. He requires 20,000gp to pay off his mercenaries, but you can talk him down to 15,000gp if you have a high enough charisma. Too Many Cooks - There are two ways to do this: Side with Marduuk or side with the cook. - Enter the Dining Hall and talk to Marduuk and Short-Order. They have a problem with the cook and want your help. The cook is alergic to funguswood, and they need some to make him sick. Marduuk thinks Bellowgulp might have some funguswood powder and asks you to get it. They then enter the Kitchen. - Go to Kitchen. The cook wants a bit of the Concocter to make a soup with. You must agree to this if you are to help either side. - Ask Bellowgulp for a small piece of the Concocter. Tell him the cook might stop trying to get ALL the Concocter if he got a little bit more. With that he gives you a small piece. - Return to the Kitchen and give the cook the piece of the Concocter and he gives you some of the Cooks Special Dumplings. You can also tell him of Marduuk's plan if you want to help the cook. Don't worry. Nothing will happen to his helpers. - If you want to help Marduuk, Bellowgulp needs 750gp and a potion of barkskin to create funguswood powder. He thinks one of the priests might have a potion. - Talk to Molzahn in the House of Worship. His store now has a potion of Barkskin. - Return to Bellowgulp with the potion, pay him and get some funguswood powder. - Later, after the cook makes his Myconid soup, you can put the powder into the soup. It kills the cook and Marduuk manages to kill Short-Order as well. Hunter's Lounge - Talk to Brother Ellraish and tell him you need some help with a delicate situation - getting the key to the Hunter's Lounge. He can help, but needs a rune from the magic items merchant. - Talk to the Illithid and he agrees to give the rune, but only if you give him the ring of Stannel Eibor. A high level thief should have no problem pickpocketing it. Once you have it, give it to the illithid to get the rune, then give the rune to Ellraish to get the key. - Go through the Kitchen. The key opens the doors to the Hunters area. The left door leads to a room with a Noser who will sell you noser uniforms for 500gp each, but don't bother since the Guard Captain will recognize you. The right door goes into the Guard's Quarters. Both rooms have doors into the hallway to the Hunter's Lounge area. - There are four traps in the hallway and on the stairs. Before you reach the Hunter's Lounge you'll be confronted by a Guard Captain. - The Guard Captain knows you don't belong here, but gives you two options. You can pay him 5,000gp, or choose a second option, but just telling you the second option takes the 5,000gp off the table. The second choice is to elimiate a guard named Branson talks too much, but he's one of Dennaton's nephews so he can't fire him. He doesn't care how you take Branson out, and he and his guards will turn a blind eye to your comings and goings. - You can find Branson on a bunk in the Guard Room. Tell him the captain asked you to kill him, verify when he doubts it, and then either tell him to run and he gives you his family ring before leaving, or tell him to pay 2,000gp and get his family ring and key to his foot locker before he leaves. - Take the ring to the Guard Captain and he lets you pass. The journals are unnecessary except to give insight into the writer's motives and character. - The first door leads to Dennaton's quarters. The only item of interest is his journal. Wait until much later to take it, though. - The second door is Bannor's room. Read his journal if you wish, and take the mirror shard. The bookcase also has some spells [Shadow Door; Mental Domination; Symbol, Stun]. - The third door his the room of Pol Pyrrus, and has two chests (spells[Delayed Blast Fireball; Summon Lesser Fire Elemental]; long sword +1 [Burning Earth]; 1,200gp]). He may also have a journal you can read. - The fourth door houses the Winged. Be sure to take the Feather from a Planatar's Wing from the table and The Winged's Gauntlet from the chest. - The fifth door opens on a room fit for the fire salamander Thassk Kun. His journal is the only thing of note. - The sixth door is where Dormamus resides and should be done last. The dancer outside his door will stop you, but tell her Dormamus wants you to get something from his room and she opens the door for you. - Open the bottle on the table and Najim appears, as does Dormamus shortly thereafter. Dormamus kills all the dancers and attacks you. Remember you are at a disadvantage since no spells, quick item slots or special abilities can be used where Dormamus is not so encumbered. You can, however, use potions from your backpack. - The seventh and last door leads to Joker's room. When you open the door a trap is triggered, and the one who openned it will be hit with some acid a few moments after. The two piles inside are trapped. All she has is a bottle of wine and some distilled alcohol. - Now it's time to return to the Performer's area. Balancing the Scales: Trading Places - Talk to Dulf, give him the Concoctor's potion, ask what he makes of this place, and he and Gezzthemin soon talk about Bannor. He could make a scroll to transfer his mind (and spirit) into the adamantium golem, but he requires a wyrm tooth, carrion crawler egg and ettin skin parchment. - Ask Brodle and he'll procure three of the items Dulf requires, but it will require some time. As with the guard meeting, it took six times into the arena for Brodle to get the items. - When you get the items, take them to Dulf. You'll need another of Concocter's potions of course. He will ask for something belonging to Bannor (the piece of broken mirror will do) and 12,000gp, though you can talk him down to 8,000gp. He will also need more time to make the scroll. - You can also ask Gerrold to craft the same scroll, requiring only an item belonging to Bannor and 4,000gp. You only have one piece of broken mirror, so chose which mage to create the scroll. Also, remember Gerrold is a wild mage and the scroll may not function as planned. - The Scroll of Spirit Transference won't be ready until after the rebellion begins. Balancing the Scales: The Joke's on Who - Talk to Voghiln, and after a couple of drinks he'll tell you about Joker, her penchant for drinking, and his desire to get her back. There are several ways to get poison. - Bellowgulp and the Concocter have a poison for 100gp. - Ask Ellraish for a poison and offer 1,000gp. He needs powdered quartz and rat droppings. You can find the rat droppings in the lower left corner of the kitchen or in Bellowgulp's store, the powdered quartz is in Molzahn's store. - Feldrak can also create a poison, but needs rose petals, wine vinegar and 1,200gp. The cupboard in the Kitchen has some wine vinegar, as does Bellowgulp, and again Molzahn will have the rose petals. - Gezzthemin requires lotus root, distilled alcohol and 1,200gp. Molzahn has the distilled alcohol in his store, thought the one in the Kitchen cupboard won't cost you anything, and the lotus root is in Bellowgulp's store. - Finally some rat poison can be found on the cupboard in the Kitchen. - There are two ways to get Joker to join you in a drink. - While talking with Voghiln you may have the opportunity to challenge her to a drinking contest, but make sure the challenger has high constitution. A high charisma is also helpful to get information on some of the Planar Hunters, but not necessary. Don't wait too long or she will leave and your opportunity to poison her will be lost. - If you have the wine from Joker's room or Ceremonial Ale from Molzahn (he'll give it to for free you if you tell him it's to poison Joker), talk to Voghiln. Tell him you want his help to poison Joker and you have a drink that will knock her on her rear, or play to his knowledge of alcohol and tell him you have a very rare one with you. Either way Joker will appear shortly and you can put the poison in her drink. After that all you need to do is wait. Balancing the Scales: Clipping Winged's Wings - Curell or Timmoth can read the Winged's Gauntlet to get an idea of how far the mighty has fallen. It is also a powerful artifact she won't be able to use as long as you have it. - Talk to Gezzthemin, and when you mention you have a Feather from a Planetar's Wing he warms up to you considerably. He can make a scroll to use against Winged by using her feather. - After two battles he should have it finished, but only a bard can use it. Since the magic has a short duration, talk to him after every battle for additional scrolls. THE UPRISING - Once the battle with the Bhaalspawn is finished Brodle will approach and tell you to meet with all the other Performers in the Bunk Room. If you need anything from the merchants, get them now since they won't be here once you enter the Bunk Room. - Once in the Bunk Room the meeting starts. Brodle notes several Performers are missing, specifically Symm, Voghiln, Lea and Gerrold, and he once again asks you to not kill Tartle. Agree, since it's the only way to keep his help. If everything is prepared you can chose to go after Denneton or let the uprising begin. No matter your choice guards arrive, the alarm is sounded, and all doors are closed and locked. Deal with the few guards here. NOTE: all limitations you had outside the Bunk Room are now removed, so now you can cast spells, use quick item slots and access any special abilities, and any fallen leave items behind you may want. - Go to the Guard Room. If you bribed Leokas he opens the door and his guards help you deal with the rest here, otherwise you must pick the lock. There is a switch on the wall left of the door that unlocks the door to the Training Room. - There are two ways into the Training Room, a frontal assault or through the Kitchen and the pens with the menagerie from the now open cages. Either way take the guards there out and be sure to take the Guard Captain's Key. You'll need it to open all the doors between the Training Room and the Market. - Move up to the Performer's Lounge where you are greeted and healed by Molzahn, Curell and Laris, now having set aside their differences in your bid for freedom. - Now go to the Market where everyone is waiting. Brodle is trying to get everyone ready to defend the area, then he informs you the Vault door has been blown open probably by Elraish since his body is just inside. Raid it (Cloak of the Lich, Enforcer Bracers; Rod of Resurrection [5], Wand of Spell Striking [2/2]; spells [Wish, Time Stop]; potions [Magic Shielding, Storm Giant Strength, Regeneration, Absorption]; Kazrah's Shield +5), then talk to Dulf whether he is clear headed or not (Scroll of Spirit Transference). Before you head to the arena talk to Brodle and let him know you are ready to face Dennaton. Molzahn, Curell and Laris gives you some potions [Magic Shielding, Defense; Heroism, Fire Giant Strength; Superior Healing] before you move to the arena. - Arena 1: Eight umber hulk elders are attacking Voghiln, Lea and Gerrold. For saving them they give you some items (potions [Speed, Absorption, Power, Health], scroll [Protection from Magic]). Take either the stairway to the south or the doors to the east. - Arena 2: Tartle is here with Beryl, Arzol, Symm and seven guards. Before the fighting begins you can convince Tartle to flee by telling him he's no equal to Dennaton, of your promise to Brodle if he doesn't interfer, and that Dennaton the the arena is about to be destroyed. Ask him to stand aside once more and Symm challenges you. No matter what you say Symm attacks, as does everyone else but Tartle who leaves the field. Again when the battle is over take either the stairway to the south or the doors to the east. - Arena 3: This is the final battle where you are confronted by the Winged and the Planar Hunters. When you enter the area Dennaton will talk to you, stalling until the Hunters arrive. This will be a next to impossible combat to win if you have not prepared for it as described above. Trust me, I tried it once... - If you have, have a thief with Use Any Item skill use the Scroll of Spirit Transference on Bannor, since the user and Bannor change bodies and you don't want to lose any spellcasters. You will have a few moments to kill Bannor before he can put up any magical defenses. - If you freed Najim and bottled Dormamus, Najim appears in Dormamus' place a moment after the battle starts just as he said he would. - If you managed to poison Joker, preferably with Concocter's concoction, she soon becomes a Myconid with no magic abilities to defend herself. The joke on Joker? The Cook enters the arena and makes a beeline to her, and when she falls he declares an extra bowl of Myconid soup to whoever takes the remains to the kitchen. - This leaves Thassk Kun, Pol Pyrrus and the Winged. The first two are high level spellcasters, easy to deal with when their magic protections are removed. The Winged is another matter. Summon a Deva or Planetar early to keep him occupied while dealing with the others. Without his gauntlet his defensive power is greatly weakened, but he is still a tough opponent with a chance for a vorpal strike. - Once all six Planar Hunters are dealt with the final cutsceens begins. First, Stannel Eibor reveals himself to be Baeloth (no surprise) before sending you home. Second, you get to see the demise of Dennaton, who's master does not like loose ends. ==================== GIFTS FROM YOUR UNKNOWN BENEFACTOR Battle Good Great Tier 1 Battle 1: Orc Leather +3 Club +2, Gnasher Battle 2: Halberd +2, Duskblade Golden Calf Idol Battle 3: Cloak of the Sewers Spear of the Unicorn +2 Battle 4: Aeger's Hide +3 Two-Handed Sword +3, Lilarcor Battle 5: Bladesinger Chain +4 Cloak of Balduran Tier 2 Battle 6: Adjatha the Drinker +2 Amulet of Power Battle 7: The Equalizer Silver Sword +3 Battle 8: Spear +3, Impaler Firetooth +4 Battle 9: Halberd +4, Wave Flail of the Ages +4 Battle 10: Blackrazor +3 Celestial Fury +3 Tier 3 Battle 11: Gauntlets of Crushing Wong Fei's Ioun Stone Battle 12: Shuruppak's Plate Crom Faeyr +5 Battle 13: Shadow Dragon Scale Staff of the Magi Battle 14: Hindo's Doom +4 Gauntlets of Extraordinary Specialization Battle 15: Circlet of Netheril Psion's Blade +5 Tier 4 Battle 16: The Answerer +4 Carsomyr +5 Battle 17: Ring of Gaxx Cloak of Mirroring Battle 18: Angurvadal +5 Foebane +5 Battle 19: Short Sword of Mask +5 Ravager +6 ==================== STORES Notes: A) At specific points during this mini-game, the stores will add inventory. Prices don't change since your reputation won't change. B) The number in (parenthesis) shows the initial quantity of that item, no number indicates infinite quantities exist. C) Items with charges (indicated by bracketed numbers, i.e. [5/5]), can be fully charged by selling them back (for a low price), then buying them back (for a much higher price, of course). D) Prices are based on the person talking being of lawful good alignment (12 reputation) with an 18 charisma. The higher either is, the lower the price, and likewise the lower either is the higher the price. E) Items marked with a dollar sign ($) appear when called for as quest items. F) Items marked with a question mark (?) did not appear on restock, though the file code indicates it should. Possible bug? Magic Item Merchant (OHBIMIM.CRE - magic item merchant) (OHBIMIM.STO) Pearly White Ioun Stone (1) 6350 Dusty Rose Ioun Stone (1) 6350 Mage Robe of Fire Resistance (6) 381 Cold Resistance (6) 381 Electric Resistance (6) 381 Traveler's Robe (6) 762 Adventurer's Robe (6) 762 Knave's Robe (6) 762 Cloak of Protection +1 (6) 6350 Cloak of Displacement (1) 4445 Nymph Cloak (1) 5715 Boots of the North (1) 1143 Boots of Grounding (1) 1143 Boots of Stealth (1) 1905 Boots of Avoidance (1) 3175 Girdle of Piercing (1) 1905 Girdle of Bluntness (1) 1905 Golden Girdle (1) 1905 Girdle of Fortitude (1) 8382 Bracers of Defense AC 8 (6) 1270 Bracers of Defense AC 7 (6) 3175 Bracers of Defense AC 6 (6) 3810 Bracers of Archery (1) 5080 Gauntlets of Ogre Power (1) 8255 Gauntlets of Dexterity (1) 6350 Gauntlets of Weapon Skill (1) 5080 Gloves of Pickpocketing (1) 6350 Gloves of Missile Snaring (1) 6350 Gloves of Healing (1) 6350 Necklace of Missiles [25] (1) 6350 Amulet of Protection +1 (6) 3810 Shield Amulet [50] (1) 3175 Amulet of Metaspell Influence (1) 2286 Amulet of 5% Magic Resistance (1) 2286 Periapt of Life Protection (1) 2286 Necklace of Form Stability (1) 2286 Amulet of Spell Warding (1) 2286 Ring of Fire Resistance (1) 1905 Ring of Animal Friendship [100] (1) 4445 Ring of Invisibility (1) 3810 Ring of Protection +1 (6) 1905 Ring of Energy [50] (1) 9525 Ring of Infravision (1) 952 Ring of Regeneration (1) 5080 Ring of Lock Picks (1) 3810 Ring of Danger Sense (1) 3810 Harp of Discord [3] (1) 1270 Azlaer's Harp [3] (1) 1270 Methild's Harp [3] (1) 1270 Harp of the Captive Audience [20] (1) 7493 Glasses of Identification [3] (1) 2540 Wand of Magic Missiles [50](1) 3175 Fire [50/50] (1) 10795 Frost [50] (1) 5080 Lightning [50] (1) 10160 Cloudkill [50] (1) 11430 the Heavens [50] (1) 9525 Sleep [50] (1) 4762 Fear [50] (1) 5715 Paralyzation [50] (1) 5080 Polymorphing [50] (1) 9525 Monster Summoning [50] (1) 15875 Hue Greenleaf (OHBHUEGR.CRE - armor merchant) (OHBHUEGR.STO) Leather Armor (5) 6 Leather Armor +1 (5) 1270 Leather Armor +2 (3) 4445 Leather Armor +3 (3) 6985 Studded Leather Armor (5) 25 Studded Leather Armor +1 (5) 1905 Studded Leather Armor +2 (3) 5715 Studded Leather Armor +3 (3) 7620 Hide Armor (5) 8 Hide Armor +1 (5) 1905 Hide Armor +2 (3) 5715 Hide Armor +3 (3) 8255 Shadow Armor +3 (1) 13335 Skin of the Ghoul +4 (1) 8890 Chain Mail (5) 95 Chain Mail +1 (5) 2032 Chain Mail +2 (3) 6350 Chain Mail +3 (3) 8255 Splint Mail (5) 101 Splint Mail +1 (5) 2540 Splint Mail +2 (3) 7620 Dark Mail +3 (1) 8255 Ashen Scales +2 (1) 3175 Elven Chain Mail (1) 6350 Plate Mail (5) 762 Plate Mail +1 (5) 6350 Plate Mail +2 (3) 8255 Full Plate Mail (5) 7620 Full Plate Mail +1 (5) 10160 Full Plate Mail +2 (3) 19050 Ankheg Plate Mail (1) 6350 Buckler (5) 1 Buckler +1 (5) 317 Buckler +2 (3) 2857 Buckler +3 (3) 5397 Small Shield (5) 3 Small Shield +1 (5) 1270 Small Shield +2 (3) 3175 Medium Shield (5) 8 Medium Shield +1 (5) 1905 Medium Shield +2 (3) 3175 Large Shield (5) 12 Large Shield +1 (5) 2540 Large Shield +2 (3) 4445 Kiel's Buckler (1) 2540 Shield of the Lost +2 (1) 3492 Dragon Scale Shield +2 (1) 3175 Shield of the Falling Stars +1 (1) 4445 Helmet, Winged (5) 6 Helmet (5) 1 Helm of the Noble +1 (1) 4445 Helm of Defense +1 (1) 2540 Helm of Infravision (1) 1016 Helm of Charm Protection (1) 1016 Weapons Merchant (OHBSDWM.CRE - weapons merchant) (OHBSDWM.STO) Club (5) 1 Club +1 (5) 1016 Club +2 (5) 2857 Club +3 (3) 3810 Club +1, Root of the Problem (1) 3492 Bone Club +2, +3 vs Undead (1) 1270 War Hammer (5) 2 War Hammer +1 (3) 1905 War Hammer +2 (3) 3810 War Hammer +3 (3) 5334 War Hammer +2, Ashideena (3) 3810 Mace (5) 10 Mace +1 (3) 1905 Mace +2 (3) 3175 Mace +3 (3) 4445 Mace +1, Ardulia's Fall(1) 3810 Mace +2, Mauler's Arm (1) 4445 Flail (5) 19 Flail +1 (3) 2540 Flail +2 (3) 3810 Flail +3 (3) 5080 Morning Star (5) 12 Morning Star +1 (3) 2286 Morning Star +2 (3) 3175 Morning Star +3 (3) 4445 Morning Star +2, Sleeper (1) 4445 Morning Star +2, Wyvern's Tail (1) 4445 Spear (5) 1 Spear +1 (3) 1270 Spear +2 (3) 1905 Spear +3 (3) 2540 Spear +1, Halcyon (1) 4191 Quarterstaff (5) 1 Quarterstaff +1 (3) 635 Quarterstaff +2 (3) 3175 Quarterstaff +3 (3) 4445 Staff of Curing [1/10] (1) 3175 Staff Mace +2 (1) 1905 Staff Spear +2 (1) 5080 Staff of Striking +3 [25] (1) 3175 Halberd (5) 12 Halberd +1 (3) 2540 Halberd +2 (3) 4445 Halberd +3 (3) 5715 Dagger (5) 2 Dagger +1 (3) 381 Dagger +2 (3) 2540 Dagger +3 (3) 3810 Dagger +2, Grave Binder (1) 5080 Dagger of Venom +2 (1) 12700 Stiletto of Demarchess +2 (1) 2540 Boomerang Dagger +2 (1) 4445 Short Sword (5) 12 Short Sword +1 (3) 1016 Short Sword +2 (3) 3810 Short Sword +3 (3) 5080 Short Sword +1, Ilbratha (1) 9525 Short Sword +2, Arbane's (1) 12700 Long Sword (5) 19 Long Sword +1 (3) 1587 Long Sword +2 (3) 5397 Long Sword +3 (3) 7937 Long Sword of Flame +1 (1) 6032 Long Sword +2, Varscona (1) 5397 Sword of Balduran +2 (1) 17780 Bastard Sword (5) 31 Bastard Sword +1 (3) 3175 Bastard Sword +2 (3) 6350 Bastard Sword +3 (3) 6985 Bastard Sword +1, Albruin (1) 12700 Two-Handed Sword (5) 63 Two-Handed Sword +1 (3) 1143 Two-Handed Sword +2 (3) 3810 Two-Handed Sword +3 (3) 6350 Two-Handed Sword +2, Spider's Bane (1) 13970 Two-Handed Sword +2, Flame of the North (1) 6350 Battle Axe (5) 6 Battle Axe +1 (3) 1905 Battle Axe +2 (3) 3810 Battle Axe +3 (3) 5080 Battle Axe, Bala's Wizard Slayer (1) 3810 Battle Axe +2, Hangard's (1) 3175 Scimitar (3) 69 Scimitar +1 (2) 1270 Scimitar +2 (2) 3048 Scimitar +3 (2) 6350 Wakizashi (3) 63 Wakizashi +1 (2) 1905 Wakizashi +2 (2) 2921 Wakizashi +3 (2) 6985 Ninja-To (3) 15 Ninja-To +1 (2) 1270 Ninja-To +2 (2) 2413 Ninja-To +3 (2) 6223 Katana (3) 635 Katana +1 (2) 1270 Katana +2 (2) 2794 Katana +3 (2) 6604 Short Bow (5) 38 Short Bow +1 (3) 444 Short Bow +2 (3) 2794 Short Bow +3 (3) 4191 Short Bow +1, Tuigan (1) 4445 Long Bow (5) 95 Long Bow +1 (3) 2032 Long Bow +2 (3) 2540 Long Bow +3 (3) 3810 Composite Long Bow (5) 127 Composite Long Bow +1 (3) 3175 Composite Long Bow +2 (3) 3492 Composite Long Bow +3 (3) 4762 Composite Long Bow +2, Ripper (1) 4699 40 Arrow 1 40 Arrow +1 254 40 Arrow +2 508 40 Arrow +3 1016 40 Arrow of Biting 7620 10 Arrow of Dispelling (1) 3810 5 Arrow of Detonation (1) 1905 40 Arrow of Piercing +1 2540 40 Acid Arrow +1 1016 Light Crossbow (5) 44 Light Crossbow +1 (3) 3175 Light Crossbow +2 (3) 3810 Light Crossbow +3 (3) 5080 Heavy Crossbow (5) 63 Heavy Crossbow +1 (3) 3810 Heavy Crossbow +2 (3) 5715 Heavy Crossbow +3 (3) 6985 Heavy Crossbow +1, Army Scythe (1) 7620 Heavy Crossbow +1 of Searing (1) 8890 40 Bolt 1 40 Bolt +1 254 40 Bolt +2 508 40 Bolt +3 1016 40 Bolt of Lightning 1524 40 Bolt of Biting 3810 Sling (5) 1 Sling +1 (3) 127 Sling +2 (3) 952 Sling +3 (3) 1968 Sling of Seeking +1 (1) 3810 40 Bullet 1 40 Bullet +1 406 40 Bullet +2 762 40 Bullet +3 1016 40 Bullet +4 1270 40 Sunstone Bullet +1 406 5 Throwing Axe 12 5 Throwing Dagger 31 40 Dart 1 40 Dart +1 406 40 Dart +2 609 40 Dart +3 1117 40 Dart +1, Asp's Nest 7620 40 Dart of Stunning 5080 40 Dart of Wounding 2540 Scroll Merchant (OHBMHSM.CRE - book merchant) (OHBMHSM.STO) Armor (6) 127 Blindness (6) 127 Burning Hands (6) 127 Charm Person (6) 127 Chill Touch (6) 127 Chromatic Orb (6) 127 Color Spray (6) 127 Find Familiar (6) 127 Friends (6) 127 Grease (6) 127 Identify (6) 127 Infravision (6) 127 Larloch's Minor Drain (6) 127 Magic Missile (6) 127 Protection from Evil (6) 127 Protection from Petrification (6) 127 Reflected Image (6) 127 Shield (6) 127 Shocking Grasp (6) 127 Sleep (6) 127 Spook (6) 127 Agannazar's Scorcher (6) 254 Blur (6) 254 Detect Evil (6) 254 Detect Invisibility (6) 254 Ghoul Touch (6) 254 Horror (6) 254 Invisibility (6) 254 Knock (6) 254 Know Alignment (6) 254 Luck (6) 254 Melf's Acid Arrow (6) 254 Mirror Image (6) 254 Power Word, Sleep (6) 254 Ray of Enfeeblement (6) 254 Resist Fear (6) 254 Stinking Cloud (6) 254 Strength (6) 254 Web (6) 254 Deafness (6) 381 Glitterdust (6) 381 Vocalize (6) 381 Clairvoyance (6) 381 Detect Illusion (6) 381 Dire Charm (6) 381 Dispel Magic (6) 381 Flame Arrow (6) 381 Ghost Armor (6) 381 Hold Person (6) 381 Hold Undead (6) 381 Invisibility, 10' Radius (6) 381 Melf's Minute Meteors (6) 381 Minor Spell Deflection (6) 381 Monster Summoning I (6) 381 Non-Detection (6) 381 Protection from Cold (6) 381 Protection from Fire (6) 381 Remove Magic (6) 381 Skull Trap (6) 381 Slow (6) 381 Spell Thrust (6) 381 Vampiric Touch (6) 381 Fireball (6) 1143 Haste (6) 1143 Lightning Bolt (6) 1143 Protection from Normal Missiles (6) 508 Remove Curse (6) 635 Confusion (6) 635 Contagion (6) 635 Emotion (6) 635 Enchanted Weapon (6) 635 Fireshield (Blue) (6) 635 Fireshield (Red) (6) 635 Greater Malison (6) 635 Ice Storm (6) 635 Improved Invisibility (6) 635 Minor Globe of Invulnerability (6) 635 Minor Sequencer (6) 635 Monster Summoning II (6) 635 Otiluke's Resilient Sphere (6) 635 Polymorph Other (6) 635 Polymorph Self (6) 635 Secret Word (6) 635 Spider Spawn (6) 635 Spirit Armor (6) 635 Stoneskin (6) 635 Teleport Field (6) 635 Wizard Eye (6) 635 Farsight (6) 889 Protection from Electricity(6) 635 Animate Dead (6) 1270 Breach (6) 1270 Chaos (6) 1270 Cloudkill (6) 1270 Cone of Cold (6) 1270 Conjure Lesser Air Elemental (6) 1270 Conjure Lesser Earth Elemental (6) 1270 Conjure Lesser Fire Elemental (6) 1270 Domination (6) 1270 Feeblemind (6) 1270 Hold Monster (6) 1270 Lower Resistance (6) 1270 Minor Spell Turning (6) 1270 Monster Summoning III (6) 1270 Oracle (6) 1270 Phantom Blade (6) 1270 Protection from Acid (6) 1270 Protection from Normal Weapons (6) 1270 Shadow Door (6) 1270 Spell Immunity (6) 1270 Spell Shield (6) 1270 Sunfire (6) 2222 Carrion Summons (6) 2540 Chain Lightning (6) 2540 Conjure Air Elemental (6) 2540 Conjure Earth Elemental (6) 2540 Conjure Fire Elemental (6) 2540 Contingency (6) 2540 Death Fog (6) 2540 Death Spell (6) 2540 Disintigrate (6) 2540 Flesh to Stone (6) 2540 Globe of Invulnerability (6) 2540 Improved Haste (6) 2540 Invisible Stalker (6) 2540 Mislead (6) 2540 Pierce Magic (6) 2540 Power Word, Silence (6) 2540 Protection from Magic Energy (6) 2540 Protection from Magical Weapons (6) 2540 Spell Deflection (6) 2540 Stone to Flesh (6) 2540 Summon Nishruu (6) 2540 Tenser's Transformation (6) 2540 True Sight (6) 2540 Wyvern Call (6) 2540 Cacofiend (6) 3810 Control Undead (6) 3810 Delayed Blast Fireball (6) 3810 Finger of Death (6) 3810 Limited Wish (6) 3810 Mantle (6) 3810 Mass Invisibility (6) 3810 Mordenkainen's Sword (6) 3810 Power Word, Stun (6) 3810 Prismatic Spray (6) 3810 Project Image (6) 3810 Protection from the Elements (6) 3810 Ruby Ray of Reversal (6) Spell Sequencer (6) 3810 Spell Turning (6) 3810 Sphere of Chaos (6) 3810 Summon Djinni (6) 3810 Summon Efreeti (6) 3810 Summon Hakeashar (6) 3810 Khelben's Warding Whip (6) 3810 Symbol, Death (6) 5080 Symbol, Stun (6) 5080 Abi-Dalzim's Horrid Wilting(6) 6350 Bigby's Clenched Fist (6) 6350 Improved Mantle (6) 6350 Incendiary Cloud (6) 6350 Maze (6) 6350 Pierce Shield (6) 6350 Power Word, Blind (6) 6350 Protection from Energy (6) 6350 Simulacrum (6) 6350 Spell Trigger (6) 6350 Summon Fiend (6) 6350 Symbol, Fear (6) 6350 Freedom (6) 635 Bigby's Crushing Hand (6) 6350 Spell Trap (6) 6350 Wish (6) 6350 Absolute Immunity (6) 12700 Black Blade of Disaster (6) 12700 Chain Contingency (6) 12700 Energy Drain (6) 12700 Gate (6) 12700 Imprisonment (6) 12700 Meteor Swarm (6) 12700 Power Word, Kill (6) 12700 Shapeshange (6) 12700 Spellstrike (6) 12700 Time Stop (6) 12700 Wail of the Banshee (6) 12700 Bellowgulp Bluefingers (OHBBELLO.CRE - potion merchant) (OHBCONCO.STO) Healing 79 Extra Healing 477 Antidote 106 Elixir of Health 265 Regeneration 530 Strength 371 Agility 318 Fortitude 530 Genius 318 Insight 318 Mind Focusing 530 Hill Giant Strength (10) 318 Stone Giant Strength (5) 530 Frost Giant Strength (4) 795 Fire Giant Strength (3) 1060 Cloud Giant Strength (2) 1325 Storm Giant Strength (1) 1590 Heroism (10) 848 Oil of Speed (5) 530 Power (5) 1802 Cold Resistance 265 Insulation 180 Fire Resistance 424 Magic Protection (5) 1060 Magic Shielding (5) 1325 Mirrored Eyes 424 Defense 742 Invulnerability (5) 1272 Stone Form 530 Absorption 636 Infravision 106 Perception 371 Master Thievery 424 Invisibility (15) 265 Clarity (10) 742 Freedom (10) 265 Oil of Fiery Burning 530 Fire Breath 265 Explosions 477 $Rat Droppings (1) 2 $Lotus Root (1) 1060 $Wine Vinegar (1) 63 Molzahn of Tymora (OHBMOLZA.CRE - temple services) (OHBMOLZA.STO) (Healing) Cure Light Wounds 25 Dispel Magic 200 Remove Curse 500 Cure Medium Wounds 50 Cure Disease 300 Cure Serious Wounds 75 Neutralize Poison 300 Lesser Restoration 750 Cure Critical Wounds 100 Raise Dead 1400 Heal 1000 Resurrection 2100 Greater Restoration 2000 (Store) Stone to Flesh (10) 190 Protection from Petrification (10) 762 Protection from Acid (10) 952 Protection from Cold (10) 952 Protection from Electricity (10) 952 Protection from Fire (10) 952 Protection from Poison (10) 952 Cure Serious Wounds (10) 508 Defensive Harmony (10) 508 Free Action (10) 508 Neutralize Poison (10) 508 Protection from Evil, 10' Radius (10) 508 Protection from Lightning (10) 508 Restoration (10) 952 Champion's Strength (10) 635 Chaotic Commands (10) 635 Cure Critical Wounds (10) 635 Flame Strike (10) 635 Raise Dead (10) 4445 $Potion of Barkskin (1) 381 $Powdered Quartz (1) 2
$Rose Petals (1)               2
$Distilled Alcohol (1)         127

====================

Restock #1 (this happens after completing all five Tier 1 battles - items marked
with a pound symbol (#) will not be replenished if any exist in stock)

Magic Item Merchant (OHBIMIM.CRE - magic item merchant) (OHBIMIM.STO)
Golden Ioun Stone (1)          6350
Silver Ioun Stone (1)          6350
Obsidian Ioun Stone (1)        13970
Robe of the Good Archmagi (1)  26035
Robe of the Neutral
  Archmagi (1)                 26035
Robe of the Evil Archmagi (1)  26035
Cloak of Protection +2 (1)     3810
Cloak of Elvenkind (1)         9525
Boots of Speed (1)             2921
Boots of Elvenkind (1)         3175
Boots of the West (1)          2921
Boots of Etherealness (1)      6350
Bracers of Defense AC 5 (3)    4572
Bracers of Defense AC 4 (2)    6350
Bracers of Defense AC 3 (1)    8255
Bracers of Blinding Strike (1) 8890
Legacy of the Masters (1)      7720
Girdle of Hill Giant
  Strength (1)                 12700
Belt of Inertial Barrier (1)   15875
Periapt of Proof Against
  Poison (1)                   3175
Sensate Amulet (1)             17780
The Guard's Ring +2 (1)        8890
Mercykiller Ring (1)           12700
Ring of Spell Turning (1)      9525
Ring of Air Control (1)        3810
Ring of Earth Control (1)      3810
Ring of Regeneration (1)       5080
Ring of Acuity (1)             5080
Honorary Ring of Sune (1)      3810
?Rod of Resurrection [10] (1)  .
?Rod of Reversal [10] (1)      .

Hue Greenleaf (OHBHUEGR.CRE - armor merchant) (OHBHUEGR.STO)
Helm of Balduran (1)           8890
Helm of Brilliance (1)         10200
Skull of Death (1)             6350
Dragon Helm (1)                6350
Fortress Shield +3 (1)         11430
Shield of Harmony +2 (1)       6350
Saving Grace +3 (1)            6350
The Night's Gift +5 (1)        10795
Armor of Deep Night +4 (1)     12700
Armor of the Viper +5 (1)      8890
Jester's Chain +4 (1)          8890
Sylvan Chain +2 (1)            9779
Melodic Chain +3 (1)           12700
Armor of Faith +3 (1)          4445
Gorgon Plate +4 (1)            9525
Pride of the Legion +2 (1)     12700
Plate of Balduran (1)          44450

Weapons Merchant (OHBSDWM.CRE - weapons merchant) (OHBSDWM.STO)
Dagger +3, Pixie Prick (1)     3810
Dagger +3, Firetooth (1)       6925
Long Sword +1, Burning
  Earth (1)                    6032
Long Sword +2, Daystar (1)     12700
Long Sword +2, Namarra (1)     12700
Long Sword +2, Peridan (1)     15875
Bastard Sword +2, Jhor the
  Bleeder (1)                  13970
Bastard Sword +3, Blade of
  Searing (1)                  12700
Long Sword +2, Blade of
  Roses (1)                    8890
Katana +2, Malakar (1)         3175
Battle Axe +3, Stonefire (1)   6070
Battle Axe +3, Frostreaver (1) 5969
Battle Axe +3, Azuredge (1)    4445
Halberd +3, Dragon's Bane (1)  6985
Halberd +3, Harmonium
  Halberd (1)                  12700
Two Handed Sword +3, Joril's
  Dagger (1)                   29210
Spear of Kuldahar +3 (1)       15240
Staff of Arundel +3 (1)        25400
Staff of Thunder and
  Lightning +2 (1)             3175
Serpent Shaft +2 (1)           3175
Staff of Air +2 (1)            3175
Staff of Earth +2 (1)          19050
Staff of Fire +2 (1)           3175
Mace +3, Skullcrusher (1)      6350
Club +3, Blackblood (1)        12700
Long Bow +2, Strong Arm (1)    6985
Long Bow +3, Elven Court
  Bow (1)                      3175
Short Bow +3, Tansheron's
  Bow (1)                      6350
Crimson Dart +3 (1)            1587
Quiver of Plenty +1 (1)        2540
Case of Plenty +1 (1)          2540
Bag of Plenty +1 (1)           2540
#Arrow of Detonation (5)       381
#Arrow of Dispelling (10)      381

Bellowgulp Bluefingers (OHBBELLO.CRE - potion merchant) (OHBCONCO.STO)
Superior Healing               689
#Hill Giant Strength (10)      318
#Stone Giant Strength (5)      530
#Frost Giant Strength (4)      795
#Fire Giant Strength (3)       1060
#Cloud Giant Strength (2)      1325
#Storm Giant Strength (1)      1590
#Heroism (10)                  848
#Oil of Speed (5)              530
#Power (5)                     1802
#Magic Protection (5)          1060
#Magic Shielding (5)           1325
#Invulnerability (5)           1272
#Invisibility (15)             265
#Clarity (10)                  742
#Freedom (10)                  265

====================

Restock #2 (this happens after completing all five Tier 2 battles - items marked
with a pound symbol (#) will not be replenished if any exist in stock)

Magic Item Merchant (OHBIMIM.CRE - magic item merchant) (OHBIMIM.STO)
Lavender Ioun Stone (1)        6350
Cloak of Non-Detection (1)     1270
#Boots of Speed (1)            2921
Blessed Bracers (1)            19050
Wondrous Gloves (1)            6350
Girdle of Stone Giant
  Strength (1)                 15875
Kaligun's Amulet of Magic
  Resistance (1)               2286
Amulet of Cheetah Speed (1)    3175
Ring of the Ram (1)            5715
Ring of Fire Control (1)       3810
Ring of Free Action (1)        6985
Ring of Improved
  Invisibility (1)             7620
Ring of Anti-Venom (1)         1524

Hue Greenleaf (OHBHUEGR.CRE - armor merchant) (OHBHUEGR.STO)
Sentinel +4 (1)                12700
Red Dragon Scale (1)           15875
Crimson Chain +5 (1)           15875
Armor of the Hart +3 (1)       15875
?Helm of the Rock (1)          .

Weapons Merchant (OHBSDWM.CRE - weapons merchant) (OHBSDWM.STO)
Short Sword +2, Kundane (1)    5080
Scimitar +2, Belm (1)          3810
Katana +2, Dak'kon's Zerth
  Blade (1)                    24130
Ninja-To of the Scarlet
  Brotherhood +3 (1)           25400
Wakizashi +4, Yamato (1)       57150
Short Sword +4, Cutthroat (1)  13970
Dagger +4, Boneblade (1)       7620
Two-Handed Sword +4,
  Warblade (1)                 22225
Halberd +4, Blackmist (1)      14605
Spear of Withering +4 (1)      12573
Hammer +3, Dwarven Thrower (1) 15240
Flail +3, Defender of
  Easthaven (1)                38100
Staff of Power +2 [10/10] (10) 3175
Rod of Smiting +3 (1)          12573
Staff of Rhynn +4 (1)          17145
Long Bow +3, Heartseeker (1)   9906
Long Bow +4, Mana Bow (1)      4445
#Arrow of Detonation (5)       381
#Arrow of Dispelling (10)      381

Bellowgulp Bluefingers (OHBBELLO.CRE - potion merchant) (OHBCONCO.STO)
#Hill Giant Strength (10)      318
#Stone Giant Strength (5)      530
#Frost Giant Strength (4)      795
#Fire Giant Strength (3)       1060
#Cloud Giant Strength (2)      1325
#Storm Giant Strength (1)      1590
#Heroism (10)                  848
#Oil of Speed (5)              530
#Power (5)                     1802
#Magic Protection (5)          1060
#Magic Shielding (5)           1325
#Invulnerability (5)           1272
#Invisibility (15)             265
#Clarity (10)                  742
#Freedom (10)                  265

====================

Restock #3 (this happens after completing all five Tier 3 battles - items marked
with a pound symbol (#) will not be replenished if any exist in stock)

Magic Item Merchant (OHBIMIM.CRE - magic item merchant) (OHBIMIM.STO)
Cloak of Reflection (1)        6985
Montolio's Cloak (1)           9525
#Boots of Speed (1)            2921
Tzu-Zan's Bracers (1)          11430
Girdle of Frost Giant
  Strength (1)                 16510
?Greenstone Amulet (10)        .
Amulet of the Master Harper(1) 4699
The Warder's Signet +3 (1)     11430
Heartwood Ring (1)             6350
Reaching Ring (1)              8890

Hue Greenleaf (OHBHUEGR.CRE - armor merchant) (OHBHUEGR.STO)
?Thieves' Hood (1)             .
Vhailor's Helm (1)             26670
Darksteel Shield +4 (1)        13970
Studded Leather of
  Thorns +6 (1)                18415
?White Dragon Scale (1)        .
Blue Dragon Plate (1)          12700

Weapons Merchant (OHBSDWM.CRE - weapons merchant) (OHBSDWM.STO)
Dagger +4, Life-Stealer (1)    7620
Bastard Sword +4, Purifier (1) 12065
Ninja-To +4, Usuno's Blade (1) 7620
Scimitar +4, Spectral Brand(1) 12128
Battle Axe +4, K'logarath (1)  31750
Two-Handed Sword +4,
  Soul Reaver (1)              15875
Halberd +4, Dragon's Breath(1) 8255
Mace of Disruption +2 (1)      9525
Morning Star +4, Ice Star (1)  6858
Club of Detonation +5 (1)      15240
Staff of the Woodlands +4 (1)  8890
Staff of the Ram +4 (1)        5715
Shortbow of Gesen (1)          9525
Long Bow +4, Taralash (1)      4699
Short Bow +5, Darkfire (1)     8255
Erinne Sling +4 (1)            3175
Sling of Everard +5 (1)        31750
Arrow +4                       44
Bolt +4                        44
#Arrow of Detonation (5)       381
#Arrow of Dispelling (10)      381

Bellowgulp Bluefingers (OHBBELLO.CRE - potion merchant) (OHBCONCO.STO)
#Hill Giant Strength (10)      318
#Stone Giant Strength (5)      530
#Frost Giant Strength (4)      795
#Fire Giant Strength (3)       1060
#Cloud Giant Strength (2)      1325
#Storm Giant Strength (1)      1590
#Heroism (10)                  848
#Oil of Speed (5)              530
#Power (5)                     1802
#Magic Protection (5)          1060
#Magic Shielding (5)           1325
#Invulnerability (5)           1272
#Invisibility (15)             265
#Clarity (10)                  742
#Freedom (10)                  265

====================

Restock #4 (this happens after completing the first three Tier 4 battles - items
marked with a pound symbol (#) will not be replenished if any exist in stock)

Magic Item Merchant (OHBIMIM.CRE - magic item merchant) (OHBIMIM.STO)
Robe of Vecna (1)              25400
#Boots of Speed (1)            2921
?Gargoyle Boots (1)            .
Girdle of Fire Giant
  Strength (1)                 19050

Hue Greenleaf (OHBHUEGR.CRE - armor merchant) (OHBHUEGR.STO)
Shield of the Order +4 (1)     12446
Grandmaster's Armor +6 (1)     17145
Aslyferund Elven Chain +5 (1)  40640
Enkidu's Full Plate +3 (1)     41275

Weapons Merchant (OHBSDWM.CRE - weapons merchant) (OHBSDWM.STO)
Axe of the Unyielding +5 (1)   9779
Runehammer +5 (1)              15875
Gram the Sword of Grief +5 (1) 17145
Ixil's Spike +6 (1)            13970
#Arrow of Detonation (5)       381
#Arrow of Dispelling (10)      381

Bellowgulp Bluefingers (OHBBELLO.CRE - potion merchant) (OHBCONCO.STO)
#Hill Giant Strength (10)      318
#Stone Giant Strength (5)      530
#Frost Giant Strength (4)      795
#Fire Giant Strength (3)       1060
#Cloud Giant Strength (2)      1325
#Storm Giant Strength (1)      1590
#Heroism (10)                  848
#Oil of Speed (5)              530
#Power (5)                     1802
#Magic Protection (5)          1060
#Magic Shielding (5)           1325
#Invulnerability (5)           1272
#Invisibility (15)             265
#Clarity (10)                  742
#Freedom (10)                  265

====================
REVISION HISTORY:

03-04-2020   Initial release.