Gul Dukeem is located within the Red Wizard Enclave in the Merchant Area of the map.
| “ | You are not one of our clients! Who let you in? | ” |
— Gul Dukeem | ||
Gameplay[]
Gul will challenge the party when they first enter the Red Wizard Enclave, from behind his store counter.
Dialogue with the merchant can lead to almost instant hostility, or a chance to convince Gul to open the barred/locked door to the interior of the enclave to inspect some potential slave purchases (must work through the dialogue to do this).
Also, diplomatic dialogue can allow the party to access his store, as well as the other three merchants in this area - a smart move by the party to do some trading/stealing before things here turn sour (and they will) - just hold off on any rash attacks or attempts to open the door to the enclave interior until after the merchant trading has taken place - the party will not be able to access the other three merchants once certain actions are set in motion - because they'll be hostile and fighting the party soon enough.
Gul Dukeem isn't automatically going to be hostile unless through dialogue the party directly threatens to harm/kill him (or actually attacks the mage obviously).
This mage/merchant can remain neutral and serve as a shopkeeper even if the Red Wizards are destroyed - assuming no one harms him or threatens him.
However, if Dukeem is made hostile, he'll attempt to fight back with his mage spell casting, and by turning hostile, so will Dukeem's Guard, and the Potions Merchant (Red Wizard Enclave), Scroll Merchant (Red Wizard Enclave), and the Wand Merchant.
The mage will use the spells summarized in the InfoBox.
He can attempt to hurl Dart of Stunning ammunition, but his THAC0 is poor - if pressed in close quarters, he'll switch to his enchanted quarterstaff.
Gul can be pickpocketed for a key on his person, but that key doesn't unlock the door to the enclave interior but instead is labelled Slave Pen Key. Hmmm, slave pens, that points to illegal activity in Athkatla.
Later, dialogue with Fadell Ironeye allows the Ward to question her about certain subjects, including what's Gul Dukeem's role with the Red Wizards - this information will show that he isn't some neutral merchant that just happened to set up a shop here, and his business actions are not kind nor particularly good.
Buy and Sell[]
| Sells for [wpn 1] | 165% | Buys for | 25% |
| Depreciation | 5% | ||
| Identifies for | 100 | Shopkeeper's lore | 100 |
| Item | Stock | Base price | Cheapest | |
|---|---|---|---|---|
| Knave's Robe | 1 | 990 | 444 | |
| Traveller's Robe | 1 | 990 | 444 | |
| Adventurer's Robe | 1 | 990 | 444 | |
| Tunic of Blindeye | 1 | 12,375 | 5,550 | |
| Robe of the Neutral Archmagi | 1 | 33,825 | 15,170 | |
| Quarterstaff +1 | 5 | 825 | 370 | |
| Quarterstaff +2 | 2 | 4,125 | 1,850 | |
| Staff of Striking +3 | 1 | 4,125 | 1,850 | |
| Dagger +1 | 5 | 495 | 222 | |
| Heart of the Golem +2 | 1 | 3,300 | 1,480 | |
| The Grave Binder +2 | 1 | 6,600 | 2,960 | |
| Dagger of Venom +2 | 1 | 16,500 | 7,400 | |
| Sling +1 | 5 | 165 | 74 | |
| Sling +2 | 3 | 1,237 | 555 | |
| Bullet +1 (×40) | 5 | 528 | 236 | |
| Bullet +2 (×40) | 3 | 990 | 444 | |
| Dart +1 (×40) | 5 | 528 | 236 | |
| Dart of Stunning (×40) | 2 | 6,600 | 2,960 | |
| Dart of Wounding (×40) | 2 | 3,300 | 1,480 | |
| Asp's Nest +1 (×40) | 1 | 5,280 | 2,368 | |
| Bolt of Lightning (×40) | 4 | 1,980 | 888 | |
| Bolt of Biting (×40) | 3 | 4,950 | 2,220 | |
| Arrow of Fire (×40) | 3 | 990 | 444 | |
| Acid Arrow +1 (×40) | 3 | 1,320 | 592 | |
| Arrow of Ice (×40) | 3 | 990 | 444 | |
| Arrow of Dispelling (×10) | 1 | 4,950 | 2,220 |
- ↑ - Base price applies to charisma ≤ 15 and reputation between 10-14. See shop prices for details.
- Cheapest price applies to charisma ≥ 20 and reputation 20.
- See also: Stores that buy items by type
- Hats
- Miscellaneous
- Amulets and necklaces
- Armor
- Belts and girdles
- Boots
- Arrows
- Bracers and gauntlets
- Headgear
- Keys
- Potions
- Rings
- Scrolls
- Shields
- Food
- Bullets
- Bows
- Daggers
- Maces
- Slings
- Small swords
- Large Swords
- Hammers
- Morning stars
- Flails
- Darts
- Axes
- Quarterstaves
- Crossbows
- Hand-to-hand weapons
- Spears
- Halberds
- Bolts
- Cloaks and Robes
- Gems
- Wands
- Containers
- Books
Mod content[]
This section is about unofficial content that is only available via fan-made mods.
Mods:[]
The Sword Coast Stratagems mod revises the mage's default AI script, to install smarter spell casting behavior and item use.
Revised spells are added, new Minor Sequencer, and Spell Sequencer are assigned and scripted for use. If the Icewind Dale spell pack is installed, there will be several spells from that component included in his repertoire.
Addition random items are placed in the inventory (such as scrolls and potions).
All of the above is applicable with the Spell Revisions mod installed alongside SCS.
The Golem Construction for Spellcasters mod adds components and items applicable to the construction of golems to his store for purchase (or stealing).