Elminster Aumar, also known as the Sage of Shadowdale, is one of the most famous and powerful wizards in all of Faerûn, a fair fighter and thief, and a founding member of the Harpers. He is also the chosen of Mystra, goddess of magic, which grants him extended longevity and magic prowess.
Biography[]
“ | (El-MINN-ster) Elminster the Sage (Chaotic Good, Human Male, Wizard 29th level). The exact age of Elminster is unknown and his year of birth unrecorded. From his tales, it is suspected he learned his magical arts at the feet of Arkhon the Old, who died in what is now Waterdeep over five hundred years ago, and he may have been in Myth Drannor near that magical realm’s final days. The exact nature of these claims remains unproven, but most Realms natives who know him consider Elminster an eternal force in the world. The Sage currently makes his abode in the tiny farm community of Shadowdale, living in a two - story house overlooking a fish pond with his aide and scribe, Lhaeo. He is often abroad, both elsewhere in the Realms and in other planes, where he hobnobs with the great and the not-so-great in a relentless pursuit of knowledge. Elminster may be the most knowledgeable and well - informed individual in the Realms. His areas of specialization are the Realms and its people, ecologies of various creatures, magical items and their histories, and the known planes of 29 existence. Elminster no longer tutors or works for hire save in the most pressing cases. He seems to prize his independence and solitude, but on several occasions he has opened his tower to newcomers and visitors. Elminster’s former students and allies include some of the most powerful good individuals in the Realms, including some of the Lords of Waterdeep; the Simbul, ruler of Aglarond; and the group known as the Harpers. |
” |
Baldur's Gate[]
Locations[]
Note: Every time, it's Elminster who seeks talks with a party member.
- Chapter One – Gorion's Ward first meets him after setting foot on the Coast Way. (AR2800 | 351.1717)
- Chapter Three – When returning to Beregost during Chapter Three, he waits near the Thunderhammer Smithy. (AR3300 | 4710.3091)[1]
- Chapter Four – The third meeting occurs just in front of the steps to the Friendly Arm if the area is visited during Chapter Four. (AR2300 | 3233.2533)[2]
- This will not happen in the original Baldur's Gate if Beregost was visited during Chapter Three.[b]
- Baldur's Gate (1998)
Content from the original Baldur's Gate main campaign In the unlikely case, Beregost was indeed not visited during Chapter Three, in the original game Elminster will stay here until finally talked with, no matter the chapter. - Baldur's Gate:
Enhanced Edition (2012)
Content from the Enhanced Edition campaign Baldur's Gate In the Enhanced Edition, he will vanish if the Arm is visited again during another chapter.
- Chapter Five – He welcomes the party to the Gate. (AR0800 | 3329.1478)
- It's almost impossible to avoid this encounter. However, Elminster will stay there until he finally had the opportunity to speak to the group.
- Chapter Six – Disguised as him, a greater doppelganger tries to set up an ambush in the lower level of the Candlekeep Catacombs. (AR2619 | 1939.378)
Gameplay[]
- Elminster is one of the "difficult but not impossible" to kill NPCs in Baldur's Gate. Like Ulcaster and the Ghost Knights in the Firewine Ruins he has such low AC that the only way to hit him is a critical hit. Unlike those two, however, he will fight back. Once hostile he will target the nearest party member with either a Polymorph Other spell that turns the target into a chicken (Save vs. Spell negates), or the Cow spell from the Wild Surge effect list. Then he will disappear in a cloud of smoke.
- Elminster is worth 26,000 XP when killed, which is extremely useful for getting characters and companions to max XP quickly. However, he has the same built-in 100% Magic Resistance as the Ghost Knights and since he disappears so quickly he cannot be killed with methods like the Dagger of Venom or the poison abilities of a Blackguard or Assassin. He must be killed extremely quickly lest he teleport away. Thus far the only method (as of EE ver. 2.6.6) that seems to work is seven traps from the Thief class's Set Snare ability. Each one does 2d8+5 missile damage, meaning a stack of seven (the maximum allowed on any map) will average ((1+8)+5)*7 = 98 damage. Elminster has 96 HP, so it may take some reloading to ensure that the dice roll high enough to kill him. In order for the traps to work they must be set outside his detection range since he will automatically attempt to initiate dialogue with party members who are in his sight. Once he is within range of the traps, attacking him with a bow will cause him to turn hostile and thus the traps will fire. With a slightly above-average roll he will die, and the party will get 26k XP (note that while you can still hurt him with ranged attacks, the odds of a party hitting him is ridiculously low given the need to roll a critical hit).
- Elminster first appears in the third map of the game, Coast Way, in Chapter 1 as the NPC named "Old Man" and will immediately attempt to speak to the player. The player can run from this to the north or south and avoid speaking with him until they can set the necessary traps out of his sight. Given there is no shortage of Thief companions in the first couple chapters (Imoen, Montaron, Safana, and Shar-Teel if dual-classed) the player can safely dedicate one of these to investing their skill points into Set Traps. This can even be done after utilizing quick level gains in Mutamin's Garden to ensure everyone joining starts with 32,000 XP. If the player doesn't have a dedicated trap-setter, they can visit the Gnoll Stronghold and kill the Ogrillions on the bridge to get The Brawling Hands. It isn't optimal, but since it sets a character's Dexterity to 18 that will give any Thief character a minimum Set Traps score of 5 while equipped (which is a 1 in 20 chance to set a trap successfully, but for a player who hasn't invested into the skill and doesn't want to edit characters with a program or start over completely but still wants to farm Elminster for experience this is a workable last-resort).
- Once the player has killed the boss of Nashkel Mines (thus beginning Chapter 3) Elminster will appear (from now on under his real name) outside Thunderhammer Smithy in Beregost. This can be easily circumvented since the player can set traps of their own accord long before he is spawned in.
- After looting the chest in the main hut of the Bandit Camp (which starts Chapter 4) Elminster spawns directly outside the front door of the Friendly Arm Inn. This can be prepared for with a trap stack long in advance, but players who use the Friendly Arm Inn as a base of operations (given the fact the game directs the player there, the inn has dozens of safe storage containers to store equipment, and three of the Enhanced Edition companions return there upon dismissal with two returning to the inside of the building) will want to avoid having all their Thief companions dismissed inside the Inn, lest they be forced to kite Elminster around the entire inn to avoid him initiating dialogue while they try to get inside.
- The fourth and final appearance of Elminster in Baldur's Gate I occurs at the main gate of East Baldur's Gate. This encounter is a little trickier - the player spawns into the map directly inside his detection range and they have no method whatsoever of kiting him around due to the small enclosed area of the map they start in. However, despite being a level 29 Mage Elminster isn't able to see invisible creatures, nor will he cast True Sight when the player is within detection range. Therefore the only safe way to get around him in order to set a trap stack is for the entire party to be invisible. Stealth will wear off if used in Wyrm's Crossing, and fails if used while in the line-of-sight of NPCs (unless the player themselves is a Shadowdancer). The player has a few options here: if they were extremely lucky with random drops (or if Baeloth is in the party and selected the spell upon leveling up) they can cast Invisibility, 10' Radius and then travel past Elminster's detection range. Otherwise, the player will require some combination of 6 castings of Invisibility or Potions of Invisibility to achieve the same effect. Alternatively, the player can just remove party members down to themselves and/or one Mage (other than Xzar who is banned from using Illusion spells) to sneak past him, and enter other areas of Baldur's Gate like Central Baldur's Gate or Southeast Baldur's Gate, then go back to pick up the other companions and fast-travel from the map to one of these other areas, so when they re-enter Baldur's Gate East they appear on the opposite side of the map from Elminster. From there trap stacks can be set, and he can be killed a fourth and final time.
- While traps aren't the only way to harm Elminster, other methods are definitely less reliable, if not absurdly improbable. He could be brought to an extremely low HP value with a Bolt of Polymorphing, however this would require an extremely unlikely drop from a monster (since Bolts of Polymorphing do not spawn anywhere in the game), then a critical hit from the character firing it, and a failed save from Elminster, and another character shooting Elminster. Arrows of Detonation hit him reliably given their insane bonus of -65,535 to THAC0 rolls but alone these cannot kill him even with a party of 6 archers. At best these can be combined with said Bolt of Polymorphing to only require one critical hit and one failed save (and for the Arrow of Detonation user to roll anything other than a natural 1) to kill him, but this also carries the added danger of killing more Innocents than just Elminster with the blast radius, which could drop a player's Reputation extremely low and risks either Reputation-based attacks from the law or Good-aligned characters leaving the party forever.
Quotes[]
"Ho there wanderer, stay thy course a while and indulge an old man"
Ho there, wanderer. Stay thy course a moment to indulge an old man. | Initial meeting | |
---|---|---|
Oh, it is most distressing that this is the course thou've chosen. I remove my support and will have no further dealings with thee. | Battlecry1 | |
Damage | ||
Dying | ||
I can offer some guidance, but I will not interfere in your destiny. | Select1 | |
Thy mission is urgent! Must thou waste time poking the elderly? | Select2 | |
The years I have seen number hundreds, and yet I put up with thy prodding. | Select3 | |
Whoa, lord, it is hard to be humble when you're perfect in every way. | Action4 |
Baldur's Gate II[]
Locations[]
- Any time during Baldur's Gate II: Shadows of Amn – if Gorion's Ward is romancing Jaheira, she will be forced to renounce her Harper's membership. Then, roughly two weeks after this event has occurred, a mage by the name Terminsel will appear somewhere outdoors, grant her a pardon, restore her membership and gift her with the Harper Pin. "Terminsel" is an anagram of Elminster.
- Terminsel also appears to give you a note after Jaheira leaves your party during Summoned to the Harper Hold.
- Chapter 4 – an illusion of Elminster, created by two imps for their riddle game, appears in the Sahuagin City.
- Chapter 9 – you'll see him on your way back to the surface near the entrance to either Abazigal or Sendai, depending on which one is the fourth to fall to the might of Gorion's Ward.
Spell books[]
Elminster has a lot of spells memorized when appearing during Baldur's Gate II. Really – a lot. And each of them three times, if not stated otherwise.
- Armor of Faith
- Bless
- Command
- Cure Light Wounds
- Detect Evil
- Doom
- Entangle
- Magical Stone
- Protection From Evil
- Remove Fear
- Sanctuary
- Shillelagh
- Aid
- Barkskin
- Chant
- Charm Person or Mammal
- Draw Upon Holy Might
- Find Traps
- Flame Blade
- Goodberry
- Hold Person
- Know Alignment
- Resist Fire and Cold
- Silence, 15' Radius
- Slow Poison
- Spiritual Hammer
- Animate Dead
- Call Lightning
- Cure Medium Wounds
- Dispel Magic
- Glyph of Warding
- Hold Animal
- Holy Smite
- Invisibility Purge
- Miscast Magic
- Protection From Fire
- Remove Curse
- Remove Paralysis
- Rigid Thinking
- Strength of One
- Unholy Blight
- Animal Summoning I
- Call Woodland Beings
- Cause Serious Wounds
- Cure Serious Wounds
- Death Ward
- Defensive Harmony
- Free Action
- Holy Power
- Mental Domination
- Negative Plane Protection
- Neutralize Poison
- Poison
- Protection From Evil, 10' Radius
- Protection From Lightning
- Animal Summoning II
- Cause Critical Wounds
- Champion's Strength
- Chaotic Commands
- Cure Critical Wounds
- Flame Strike
- Greater Command
- Iron Skins
- Magic Resistance
- Mass Cure
- Raise Dead
- Righteous Magic
- Slay Living
- True Seeing
- Aerial Servant
- Animal Summoning III
- Blade Barrier
- Conjure Animals
- Conjure Fire Elemental
- Fire Seeds
- Heal
- Harm
- Confusion
- Conjure Earth Elemental
- Finger of Death
- Fire Storm
- Gate
- Holy Word
- Nature's Beauty
- Regeneration
- Resurrection
- Shield of the Archons
- Sunray
- Symbol, Fear
- Armor
- Blindness
- Burning Hands
- Charm Person
- Chill Touch
- Chromatic Orb
- Color Spray
- Find Familiar
- Friends
- Grease
- Identify
- Infravision
- Larloch's Minor Drain
- Magic Missile
- Protection From Evil
- Reflected Image
- Shield
- Shocking Grasp
- Sleep
- Spook
- Agannazar's Scorcher
- Blur
- Detect Evil
- Detect Invisibility
- Ghoul Touch
- Horror
- Invisibility
- Knock
- Know Alignment
- Luck
- Melf's Acid Arrow
- Mirror Image
- Protection From Petrification
- Power Word, Sleep
- Ray of Enfeeblement
- Resist Fear
- Stinking Cloud
- Strength
- Vocalize
- Web
- Clairvoyance
- Detect Illusion
- Dire Charm
- Fireball
- Flame Arrow
- Ghost Armor
- Haste
- Hold Person
- Invisibility, 10' Radius
- Lightning Bolt
- Minor Spell Deflection
- Monster Summoning I
- Non-Detection
- Protection From Cold
- Protection From Fire
- Protection From Normal Missiles
- Remove Magic
- Skull Trap
- Slow
- Spell Thrust
- Vampiric Touch
- Confusion
- Contagion
- Dimension Door
- Emotion: Hopelessness
- Enchanted Weapon
- Fireshield (Blue)
- Fireshield (Red)
- Greater Malison
- Improved Invisibility
- Minor Globe of Invulnerability
- Minor Sequencer
- Monster Summoning II
- Otiluke's Resilient Sphere
- Polymorph Other
- Polymorph Self
- Remove Curse
- Secret Word (×4)
- Spirit Armor
- Stoneskin
- Teleport Field
- Animate Dead
- Breach
- Chaos (×4)
- Cloudkill
- Cone of Cold
- Conjure Lesser Air Elemental
- Conjure Lesser Earth Elemental
- Conjure Lesser Fire Elemental
- Domination (×4)
- Feeblemind (×4)
- Hold Monster (×4)
- Lower Resistance
- Minor Spell Turning
- Monster Summoning III
- Oracle
- Phantom Blade
- Protection From Acid
- Protection From Electricity
- Protection From Normal Weapons
- Shadow Door
- Spell Immunity
- Spell Shield
- Chain Lightning
- Conjure Air Elemental
- Conjure Earth Elemental
- Conjure Fire Elemental
- Contingency
- Death Fog
- Death Spell
- Disintegrate
- Flesh to Stone
- Globe of Invulnerability
- Improved Haste
- Invisible Stalker
- Mislead
- Pierce Magic
- Power Word, Silence
- Protection From Magic Energy
- Protection From Magical Weapons
- Spell Deflection
- Summon Nishruu Baldur's Gate II: Enhanced Edition – Shadows of Amn (2013)
This icon indicates content from the Shadows of Amn campaign of the Baldur's Gate II: Enhanced Edition.Baldur's Gate II: Enhanced Edition – Throne of Bhaal (2013)
This icon indicates content from the Throne of Bhaal campaign of the Baldur's Gate II: Enhanced Edition. - Tenser's Transformation
- True Sight
- Wyvern Call
- Cacofiend
- Delayed Blast Fireball
- Finger of Death
- Khelben's Warding Whip
- Mantle
- Mordenkainen's Sword
- Power Word, Stun
- Prismatic Spray
- Project Image
- Protection From The Elements
- Ruby Ray of Reversal
- Spell Sequencer
- Spell Turning
- Sphere of Chaos
- Summon Djinni Baldur's Gate II: Enhanced Edition – Shadows of Amn (2013)
This icon indicates content from the Shadows of Amn campaign of the Baldur's Gate II: Enhanced Edition.Baldur's Gate II: Enhanced Edition – Throne of Bhaal (2013)
This icon indicates content from the Throne of Bhaal campaign of the Baldur's Gate II: Enhanced Edition. - Summon Hakeashar Baldur's Gate II: Enhanced Edition – Shadows of Amn (2013)
This icon indicates content from the Shadows of Amn campaign of the Baldur's Gate II: Enhanced Edition.Baldur's Gate II: Enhanced Edition – Throne of Bhaal (2013)
This icon indicates content from the Throne of Bhaal campaign of the Baldur's Gate II: Enhanced Edition. - Abi-Dalzim's Horrid Wilting
- Improved Mantle
- Incendiary Cloud
- Maze
- Pierce Shield
- Power Word, Blind
- Protection From Energy
- Simulacrum
- Spell Deflection
- Spell Trigger
- Summon Fiend
- Symbol, Death
- Symbol, Fear
(SPWI811.spl)
- Symbol, Fear
(SPWI899.spl)
- Symbol, Stun
(SPWI816.spl)
- Symbol, Stun
(SPWI898.spl)
- Absolute Immunity
- Black Blade of Disaster
- Chain Contingency
- Energy Drain
- Freedom
- Gate
- Imprisonment
- Meteor Swarm
- Power Word, Kill
- Shapechange
- Spell Trap
- Spellstrike
- Time Stop
- Wail of the Banshee
- Berserk
- Charm Animal
- Charm Person
- Create Poisoned Arrows
- Cure Light Wounds
- Detect Evil
- Dispel Magic
- Draw Upon Holy Might
- Horror
- Invisibility
- Larloch's Minor Drain
- Lay on Hands
- Protection From Evil
- Shapeshift: Black Bear
- Shapeshift: Brown Bear
- Shapeshift: Wolf
- Slow Poison
- Spiritual Hammer
- Summon Dread Wolf
- Summon Ghast
- Vampiric Touch
Gameplay[]
- Tactics for killing Elminster?
Quotes[]
I must fall back! | Morale failure | |
---|---|---|
So it's come to this, has it?! | Battlecry1 | |
Mystra, aid your devoted servant! | Battlecry2 | |
Damage | ||
Dying |
Dialogues[]
Greetings, old friend. Ha! Fancy meeting you here. | |
Oh ho! So you do know who I am now? I must admit, you've changed more than a little since the last time we met, before you were straddling the world with your power... so to speak. | |
Watching your progress? Well, not as much as I likely should have. I wish I had known long ago that Gorion would be right. I would have done more than just warn you about your destiny, I think. | |
No need to be bashful. There's only a handful of folks who'd be willing to take you on at this point. Not even I would dare... ho ho ho! And I've had considerable time to practice. | |
There's no need for your temper, child. I wouldn't dare fight you. Tch. I would have done more than simply warn you of your destiny had I known Gorion would be right. Ah well. | |
Have you any idea of the havoc the Bhaalspawn have caused up and down the Coast? The havoc you've caused personally? No, I don't suppose you have. Not that it's entirely your fault. | |
We Harpers have been working tirelessly for weeks now to prevent the panic from reaching a boiling point. Not a simple task. As I understand it, though, your quest is nearly at an end, correct? | |
I have to leave again soon, so I can't help you much. But I can help you a little, whether you like it or not. It's important that this all ends soon, but that doesn't mean I won't lift a finger over it. | |
There may be another way in, but you'll have to find it on your own. Now... I must go. From this point on, attaining your destiny is completely your own affair. I wish you well. |
Bugs[]
- Baldur's Gate (1998)
Content from the original Baldur's Gate main campaign Due to a global variable,ElminsterSpawn
, being set to "1" in the original Baldur's Gate when Beregost is visited during Chapter Three,[1] but being checked for having the value "0" when traveling to the Friendly Arm Inn during Chapter Four,[2] only one of these two encounters will happen. The Enhanced Edition fixes this by setting the check to "1" in the Friendly Arm script.
Gallery[]
External links[]
- Elminster Aumar on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.