The poison creatures book is read when clicked on, but should not disappear. If you dragged and dropped it into your hero's inventory (or onto the character portrait), the book should remain, otherwise it should still be in the left cell in the arena.
If you picked the book up, but can not find it, you should be able to use the procedure in the
Lost Items topic to replace it (you don't need to drop all your stuff first, since you will be backing up and restoring your original inventory files).
Also, if you picked it up, check your inventory for the book. Occasionally if you find a quest item before getting the quest, the game sometimes has trouble recognizing it. In this case, if you drop the book on the ground, have your hero pick it up again and talk to the medic, you should be able to give it to him.
Do all the barrels you have found require more than level 10 Lockpick? I know some get a higher level than you'd expect for the area of the game they are in (a couple people have mentioned storing barrels they couldn't open in the BF for later, but I haven't played much since the patch that fixed Lockpick). Playing again, I'd be tempted to cheat (by
hex editing - changing skills is described in a reply to the original post) and give myself level 20 to start with, though there isn't really anything of value stored in barrels.
I liked the locked barrels and vases in DD, that you could just smash open.
Weapons that do spiritual damage get a damage bonus based on intelligence, but have no weapon specialities (possibly because they are primarily a mage's weapon, and the weapon specialities are under the warrior, melee skill section).
Monsters do not respawn, in the main game or BF.
BF quest items and monsters are placed randomly on the third levels of the dungeons, so it is possible for any particular dungeon to have none, one or multiple items or boss monsters. Your remaining quests should be solvable in the second or third dungeon.
Once you are done with the barracks and are ready to head to the next act, feel free to replace your citadel guard armour (so everyone turns hostile after they see you) and kill whoever you want. You can not get back to the first act after you leave, so this will not effect the rest of the game. Depending on the method you use to leave the act (listen to the cutscenes as you approach the smith's door in the citadel...), you could be doing them a favour by killing them.
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Summoning dolls do not drop anything when killed, so feel free to load them with loot. If they are not over-loaded, you can also run them around to trigger area effect traps (they can not open trapped containers for you).
Incidentally, the act 1 summoning doll is the only one that can use a ranged weapon (crossbow). If kept out of the way of opponents (summoning dolls are not particularly tough), it can provide support for the more difficult fights.
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