That entirely depends on the setting your DM is using or has created.
Apart from setting-specific languages, it is typical (though not guaranteed as it's again up to your DM) for there to be one language for each major race; i.e. elvish for elves, goblin for goblins, dwarvish for dwarves, etc., etc. This is typical of AD&D simply because such "racial languages" are mentioned in the write-ups for the playable races in the Players' Handbook and the entries for creatures in the Monstrous Manual.
When considering what languages to choose, always consult with your DM.
There are major differences, but nothing too insurmountable.
- AD&D 1E adds non-weapon proficiencies in DSG, WSG, and OA, while they are core in AD&D 2E
- 2E allows points to be spread amongst thief skills, rather than using a fixed table per skill.
- 2E groups classes differently, and lacks the assassin and monk.
- Minor differences in several tables
- several spell changes.
- minor NWP changes
- Psionics are incompatible between editions - pick one, and only one, and use it exclusively.
- 1E Class List: Fighter, Magic User, Cleric, Illusionist, Thief, Druid, Paladin, Ranger, Monk, Assassin, Fighter/Thief/Bard; adding UA adds thief-acrobat, Cavalier and Barbarian. Dragon adds a dozen or more NPC classes of various quality levels. DLA adds 4 classes of knights ad 3 of wizards, plus tinkers. OA adds several oriental classes as well
2E class list Fighter, Magic User, Cleric, Thief, Bard, Paladin, Druid, Ranger, PsiHB adds Psionicist. Sages and Specialists adds a dozen NPC classes, all pretty consistent power levels, and many playable as adventurers. Dark Sun adds a few more classes, including Gladiator, and in Dragon Kings, adds more thief abilities; the Thief abilities are in some later 2E Player's Option series books.
Most 2E DM's used some 1E materials. THe key is picking your core edition, and what you'll cross over. Monks and Assassins crossed over VERY easily. DSG/WSG non-character rules can be used as is.
Again, Pick your reference edition: the rules are subtly different in many places, and it trips people up. So use one as your ruleset, but allow the stuff you want from the others as a port-in.
Also, note that monsters from other 3E/3.5E/PF can be used easily enough simply by looking up THAC0 from HD, finding the AD&D AC by taking 20–(d20 AC), and spells directly across by name (even when they do very different things).
Note also, porting in monsters from 5E is equally as doable, with the same basic caveats as from d20. Advantage/Disadvantage is also easily imported. Magic weapons and armor are far less portable, because the scale of AD&D magic items is +1 to +5, with a few very rare +0's; 5E is +0 to +3, and +0 with a bonus of some kind is extremely common (eg: Flametongue weapons are +0 to-hit, but do +2d6 fire damage).
Best Answer
From this archived forum post.
It using the 3.5 D&D rules.
The Infinite Wish Loop!
Per Gate spell you going to have to have be caster level 5 or above to control the efreet
For AD&D 1st Edition the candle is 5,000 gp. However this sequence has a problem. Unlike the 3.5 Gate spell the AD&D gate spell does not place the summoned being under any type of compulsion.
I also found a combination that would work with AD&D 1st edition that involves two items:
As long as you stay within the conditions of the Rod of Beguiling you should be able to gain infinite wishes.