This guide is set at a width of 72 characters. For ease of use, make sure your browser is displaying all the numbers on the line below. 123456789012345678901234567890123456789012345678901234567890123456789012 o======================================================================o | | | Baldur's Gate: Enhanced Edition | | | o======================================================================o "Beating Baldur's Gate: Enhanced Edition in 627 Easy Steps!" Version 1.07 Written by: Nathan Garvin (Haeravon) Edited by: Lee Kadel (original guide v1.04) Wim Vlayen (aka Zenryo) (Enhanced Edition guide v1.02) Email: Theendbringer (at) Hotmail (dot) com If you're going to email me about this guide, make sure you put "BALDURS GATE" in the title, or I'll probably end up deleting it as junk. It would also be nice if you put "ENHANCED EDITION" somewhere in your title, too, so I can tell which guide you're talking about. Guide Information <----------------------------------------------------------------------> This FAQ was made in Notepad, and is best viewed in a simple text editor. The default text is Lucida Console at size 10 font, but any fixed-width font will work... if not with the intended aesthetics intact. Note that this is an incredibly large FAQ, and depending on your computer, internet speed, and the restlessness of computer gremlins, you may have to refresh this file several times to get the whole thing to load. Look for the ***END OF FILE*** line at the bottom to ensure you've got the whole thing. Legal <----------------------------------------------------------------------> I have no affiliation with Bioware, Black Isle, Interplay, Atari, Wizards of the Coast, Beamdog, Overhaul Games or any other parties involved with this game. This is a not-for-profit fan-made guide. If you wish to post, mirror, or quote this guide, feel free to do so. Credit would make me happy, an email would make me feel good. Let your conscience be your guide, just like all good people. HaeravonFAQs on Facebook <----------------------------------------------------------------------> If you liked this FAQ, if you like talking about video games, if you think sunshine was for people who were born before they had the good sense to invent pixels, then you're not alone. Check out my Facebook page at (www.facebook.com/HaeravonFAQs) for mindless video game chatter, information about updates and upcoming FAQs, or for just a more direct connection to yours truly, so you can tell me in person about all the mistakes, typos, and other imperfections you've found. HaeravonFAQs on Youtube <----------------------------------------------------------------------> Text just doesn't cut it for you? You ever wish you could watch Haeravon play, and hear his soothing voice as he enlightened you with gaming wisdom? Your wish has been granted. Check out the HaeravonFAQs Youtube channel at http://www.youtube.com/user/HaeravonFAQs for video walkthroughs and gameplay videos. Table of Contents o======================================================================o >>>>>>>>>>>>>>GAMEPLAY INFORMATION<<<<<<<<<<<<<< I. Introduction {INT001} 1. HaeravonFAQS on Youtube {INT002} 2. Using this FAQ {INT003} 3. Continuity {INT004} 4. Items {INT005} 5. Rewards {INT006} 6. Traps {INT007} 7. Active Pause {INT008} 8. Difficulty Settings {INT009} 9. Enhanced Edition Notes {INT010} II. 2nd Edition Dungeon and Dragons Mechanics (character Creation) {DND001} 1. Composition {DND002} 2. Gender {DND003} 3. Race {DND004} 3.1 Class Restrictions by Race{DND005} 3.2 Human {DND006} 3.3 Elf {DND007} 3.4 Half-Elf {DND008} 3.5 Gnome {DND009} 3.6 Halfling {DND010} 3.7 Dwarf {DND011} 3.8 Half-Orc {DND012} 4. Class {DND013} 4.1 Dual-Classing {DND014} 4.2 Multi-Classing {DND015| 4.3 Dual-and-Multi-Classing {DND016} in Baldur's Gate 2 4.4 Class Kits {DND017} 4.5 Barbarian {DND018} 4.5 Bard {DND019} 4.6 Blade {DND020} 4.7 Jester {DND021} 4.8 Skald {DND022} 4.9 Cleric {DND023} 4.10 Priest of Talos {DND024} 4.11 Priest of Helm {DND025} 4.12 Priest of Lathander {DND026} 4.13 Cleric/Ranger {DND027} 4.14 Druid {DND028} 4.15 Totemic Druid {DND029} 4.16 Shapeshifter {DND030} 4.17 Avenger {DND031} 4.18 Fighter {DND032} 4.19 Berserker {DND033} 4.20 Wizard Slayer {DND034} 4.21 Kensai {DND035} 4.22 Dwarven Defender {DND036} 4.23 Fighter/Cleric {DND037} 4.24 Fighter/Druid {DND038} 4.25 Fighter/Mage {DND039} 4.26 Fighter/Mage/Cleric {DND040} 4.27 Fighter/Mage/Thief {DND041} 4.28 Fighter/Thief {DND042} 4.29 Mage {DND043} 4.30 Mage/Cleric {DND044} 4.31 Mage/Thief {DND045} 4.32 Monk {DND046} 4.33 Dark Moon Monk {DND047} 4.34 Sun Soul Monk {DND048} 4.35 Paladin {DND049} 4.36 Cavalier {DND050} 4.37 Inquisitor {DND051} 4.38 Undead Hunter {DND052} 4.39 Blackguard {DND053} 4.40 Ranger {DND054} 4.41 Archer {DND055} 4.42 Stalker {DND056} 4.43 Beast Master {DND057} 4.44 Sorcerer {DND058} 4.45 Dragon Disciple {DND059} 4.46 Thief {DND060} 4.47 Assassin {DND061} 4.48 Bounty Hunter {DND062} 4.49 Swashbuckler {DND063} 4.50 Shadowdancer {DND064} 4.51 Thief/Cleric {DND065} 4.52 Wild Mage {DND066} 4.53 Wild Surge Table {DND067} 5. Alignment {DND068} 5.1 Reputation Effects {DND069} 6. Abilities {DND070} 6.1 Strength {DND071} 6.2 Dexterity {DND072} 6.3 Constitution {DND073} 6.4 Intelligence {DND074} 6.5 Wisdom {DND075} 6.6 Charisma {DND076} 6.7 Tomes {DND077} 6.8 Suggested Abilities {DND078} by Class 7. Proficiencies {DND079} 7.1 Weapon Proficiencies {DND080} by Class/Level 7.2 Weapon Class Perks by Rank{DND081} 7.3 Fighting Style Perks by {DND082} Rank 7.4 Proficiency Selection by {DND083} Class 8. Thieving Abilities {DND084} 8.1 Pick Pockets {DND085} 8.2 Open Locks {DND086} 8.3 Find Traps {DND087} 8.4 Move Silently/Hide In {DND088} Shadows 8.5 Detect Illusion {DND089} 8.6 Set Traps {DND090} 9. Hit points {DND091} 10. THAC0 and Armor Class {DND092} 10.1 THAC0 by Class/Level {DND093} 10.2 Armor Class Modifiers {DND094} by Weapon Type 11. Saving Throws {DND095} 12. Spells {DND096} 13. Lore {DND097} 13.1 Lore by Class/Level {DND098} 14. Experience Points (EXP Cap) {DND099} 15. My Protagonists {DND100} 15.1 The Fighter/Mage {DND101} 15.2 The Fighter/Mage/Thief {DND102} 15.3 The Benchmark {DND103} III. Characters {CHR001} 1. Note about Character Quests {CHR002} 2. Character Stats {CHR003} 3. Ajantis {CHR004} 4. Alora {CHR005} 5. Baeloth {CHR006} 6. Branwen {CHR007} 7. Coran {CHR008} 8. Dorn {CHR009} 9. Dynaheir {CHR010} 10. Edwin {CHR011} 11. Eldoth {CHR012} 12. Faldorn {CHR013} 13. Garrick {CHR014} 14. Imoen {CHR015} 15. Jaheira {CHR016} 16. Kagain {CHR017} 17. Khalid {CHR018} 18. Kivan {CHR019} 19. Minsc {CHR020} 20. Montaron {CHR021} 21. Neera {CHR022} 22. Quayle {CHR023} 23. Rasaad {CHR024} 24. Safana {CHR025} 25. Shar-teel {CHR026} 26. Skie {CHR027} 27. Tiax {CHR028} 28. Viconia {CHR029} 29. Xan {CHR030} 30. Xzar {CHR031} 31. Yeslick {CHR032} 32. Table of Character {CHR033} Attributes 33. Chart of Characters by Role {CHR034} 34. Suggested Parties by Role {CHR035} IV. Spell Tactics {SPT001} 1. Healing Spells {SPT002} 2. 1st Level Cleric Spells {SPT003} 3. 2nd Level Cleric Spells 4. 3rd Level Cleric Spells 5. 4th Level Cleric Spells 6. 1st Level Druid Spells 7. 2nd Level Druid Spells 8. 3rd Level Druid Spells 9. 4th Level Druid Spells 10. 5th Level Druid Spells 11. 1st Level Arcane Spells 12. 2nd Level Arcane Spells 13. 3rd Level Arcane Spells 14. 4th Level Arcane Spells 15. 5th Level Arcane Spells V. Map VI. General Tips {SPT004} {SPT005} {SPT006} {SPT007} {SPT008} {SPT009} {SPT010} {SPT011} {SPT012} {SPT013} {SPT014} {SPT015} {SPT016} {MAP001} {TIP001} >>>>>>>>>>>>>>>>MAIN WALKTHROUGH<<<<<<<<<<<<<<<< VII. Prologue 1. Sequence #1 {WLK001} Leaving Candlekeep (15 Steps) VIII. Chapter 1 1. Sequence #1 {WLK002} Friendly Arm Inn (17 Steps) 2. Sequence #2 {WLK003} Beregost (23 Steps) 3. Sequence #3 {WLK004} Party-Building (9 Steps) 4. Sequence #4 {WLK005} High Hedge and En Route to Nashkel (10 Steps) IX. Chapter 2 1. Sequence #1 {WLK006} Nashkel and the Carnival (21 Steps) 2. Sequence #2 {WLK007} The Gnoll Stronghold Expedition (15 Steps) 4. Sequence #3 {WLK008} South-Western Areas (10 Steps) 5. Sequence #4 {WLK009} Northern Areas (10 Steps) 6. Sequence #5 {WLK010} Middle Areas (9 Steps) 7. Sequence #6 {WLK011} Temple Area and the Nashkel Mines (exterior) (12 Steps) [PARTY STATS: NASHKEL MINES] 8. Sequence #7 {WLK012} Nashkel Mines (interior) (21 Steps) X. Chapter 3 1. Sequence #1 {WLK013} Back to Beregost (13 Steps) 2. Sequence #2 {WLK014} Western Areas and the Northern Farmhouse (27 Steps) 3. Sequence #3 {WLK015} Tranzig and the North-Eastern Areas (17 Steps) 4. Sequence #4 {WLK016} Bandit Camp (11 Steps) XI. Chapter 4 1. Sequence #1 {WLK017} South-Eastern Areas (20 Steps) 2. Sequence #2 {WLK018} Cloakwood Forest (22 Steps) 3. Sequence #3 {WLK019} Cloakwood Mines (21 Steps) [PARTY STATS: CLOAKWOOD MINES] XII. Chapter 5 1. Sequence #1 {WLK020} Foiling the Throne's Assassination Attempt (33 Steps) 2. Sequence #2 {WLK021} Baldur's Gate: Eastern and South-Eastern Areas (20 Steps) 3. Sequence #3 {WLK022} Baldur's Gate: Southern, Northern, and Western Areas (26 Steps) 4. Sequence #4 {WLK023} Baldur's Gate: South-Western North-Western Areas (28 Steps) 5. Sequence #4 {WLK024} Baldur's Gate: Balduran's Gear and the Iron Throne Headquarters (17 Steps) XIII. Chapter 6 1. Sequence #1 {WLK025} Return to Candlekeep (9 Steps) 2. Sequence #2 {WLK026} Candlekeep Catacombs (14 Steps) 3. Sequence #3 {WLK027} Enhanced Edition Character Quests (28 Steps) [PARTY STATS: TALES OF THE SWORD COAST] XIV. Tales of the Sword Coast 1. Sequence #1 {WLK028} Ulgoth's Beard, Shandolar's Request (13 Steps) 2. Sequence #2 {WLK029} To Durlag's Tower and the Upper Levels (14 Steps) 3. Sequence #3 {WLK030} Durlag's Tower, First Lower Level (14 Steps) 4. Sequence #4 {WLK031} Durlag's Tower, Second Lower Level (10 Steps) 5. Sequence #5 {WLK032} Durlag's Tower, Third Lower Level (11 Steps) 6. Sequence #6 {WLK033} Durlag's Tower, Fourth Lower Level (13 Steps) 7. Sequence #7 {WLK034} Cult of Aec'Letec (6 Steps) 8. Sequence #8 {WLK035} Balduran's Isle (30 Steps) XV. Chapter 7 1. Sequence #1 Thwarting Sarevok {WLK036} (18 Steps) 2. Sequence #2 The Endgame {WLK037} (20 Steps) [PARTY STATS: FINAL] Total Walkthrough: 624 Steps >>>>>>>>>>>>>>>>>>>>>VIDEOS<<<<<<<<<<<<<<<<<<<<< XVI. Walkthrough Videos 1. Stinking Cloud Ambush {VID001} (Good Party) 2. Sarevok's Acolytes Fight {VID002} (Good Party) 3. Sarevok's Acolytes Fight {VID003} (Evil Party) 4. Warder Fight {VID004} (Evil Party) 5. Chess Fight (Evil Party) {VID005} 6. Demon Knight Fight {VID006} (Good Party) 7. Aec'Letec Fight (Good Party) {VID007} 8. Sarevok Fight (Good Party) {VID008} >>>>>>>>>>>>>>>>>MISCELLANEOUS<<<<<<<<<<<<<<<<<< XVII. Items {ITM001} 1. Finding Recorded Items in {ITM002} the Walkthrough 2. Item List {ITM003} 3. Item Description {ITM004} XVIII. Experience List {EXP001} XIX. List of Mage Spells {SPL001} 1. 1st-Level Mage Spells {SPL002} 2. 2nd-Level Mage Spells {SPL003} 3. 3rd-Level Mage Spells {SPL004} 4. 4th-Level Mage Spells {SPL005} 5. 5th-Level Mage Spells {SPL006} XX. Updates/Thanks {UPD001} *Note: When searching for items in the FAQ, be sure to include the {} brackets. When I reference other parts of the FAQ outside of the index, I put them in [] brackets, so as to make general searches using the index more efficient. For example, when I refer to later parts of the Walkthrough in the Walkthrough, I'll refer to those referred sections as [WLK###], when it should be understood to search for {WLK###}. This is an organizational scheme used to prevent you from having to scroll through several referential brackets in order to find what you're looking for, as I reference other parts of the FAQ much more frequently in this guide than I do in other FAQs I have written. o======================================================================o | | | Introduction {INT001} | | | o======================================================================o Welcome to the HaeravonFAQs guide "Beating Baldur's Gate: Enhanced Edition in 627 Steps" of varying length, complexity, and importance! I love the Baldur's Gate games, I won't even try to hide it. So when I heard there was an Enhanced Edition being made... well, I approached it with a bit of skepticism. Mostly because I'm a pessimist, not because I'm a classics snob. A rebirth of the Fallout franchise was something I warmly embraced, certainly something similar for Baldur's Gate would have potential, right? Sure, but this isn't a remake. It's a slight improvement, better menus to take some of the age off and a bunch of minor tweaks (many of which have already appeared in fan-made mods). Essentially, this game takes the original Baldur's Gate and freshens it up a bit. The biggest changes? They made the Baldur's Gate 1 rules match the Baldur's Gate 2 system... again, something already done. Still, I am giddy. I didn't start writing FAQs until a few years ago, and I devoted no small amount of time to the games I loved most of all-the Baldur's Gate saga. The Enhanced Edition is the closest thing to being able to go back in time and write about this game when it's fresh. For that alone, the Enhanced Edition was worth the $20 download-my first ever digital purchase. I know, I know, I'm a dinosaur. Anyways, this guide is built right on top of my old Baldur's Gate guide, with changes made wherever necessary. Call it lazy or resourceful as you wish-my organizational schemes work for me and-if feedback is any indicationit works for most of my readers, too. Why fix what's not broken? Most of all, have fun and enjoy a slightly improved and expanded version of one of the best RPGs ever made. HaeravonFAQs on Youtube {INT002} o======================================================================o In the beginning of June, 2013, I was finally able to scrape enough money together to get a good game-capture device. Later that month, I began my much dreamed-of venture into making gameplay videos. I intend for the videos on HaeravonFAQs to enhance-not replace-the text-based guides you all know and love. Starting 6/29/2013, I began shooting videos based off of saves I had made when I wrote this guide, showing the tactics contained in this guide. The links to the videos can be found throughout the guide, and will be added as they are uploaded, instead of in one massive version update-my usual way of doing things. You can find the videos as you play the game and read the guide, or you can search for them with the search tags [VID###]. For more videos, visit (http://www.youtube.com/user/HaeravonFAQs). If you want to have access to all our gameplay videos, pictures, and, yes, guides, all on one site, visit www.haeravon.com. Using this FAQ {INT003} o======================================================================o Below I will list some of my quirks, organizational methods, and various other tidbits that will help you navigate this guide. For starters, during the main FAQ I'll break up the various chapters and organizational components of the guide with a large heading: o======================================================================o | | | Large Heading | | | o======================================================================o During the FAQ, I'll break up different areas with a thick line: Thick line o======================================================================o Multiple parts of a mission in the same area will be broken up with a thin line. This breaks up the missions into a series of steps, and limits how much unbroken text you'll have to read at once. Nobody likes wordiness: Thin line <----------------------------------------------------------------------> Of course, I reserve the right to break my own rules during the FAQ... mostly due to being scatter-brained and working on the FAQ in shifts over the course of time. Life and all. So cut me some slack. Besides, this organizational scheme is mostly for consistency and ease-of-use. Sequence of Events <----------------------------------------------------------------------> Unlike some of my other guides, this FAQ does hold your hand through the game. As I go through areas I will list what I do sequentially. To help streamline the guide and make your life easier, I've included a list of steps at the beginning of each section, so you can see in what order I am about to do things. Each different Sequence of Events is separated by a large heading, while each step is divided by a thick line (if we travel to a different area) or a thin line (if we don't.) Continuity {INT004} o======================================================================o One of the things to keep in mind about Baldur's Gate is... Baldur's Gate 2. I keep this in the back of my mind every time I play the game, since it seems like a waste to go through the game and NOT continue with my character onto the sequel. Since the first game was made to resemble the second game more in the Enhanced Edition, we can assume the Enhanced Edition of the second game will be... less changed. After all, why change the first game to match the second if you're going to change the second game-hence reintroducing the original mis-match you were presumably trying to remove in the first place? With that in mind, building our protagonist with the sequel in mind makes even more sense in the Enhanced Edition than it did in the original game. If you don't plan to follow through to the Enhanced Edition of the second game, this might not be the right guide for you, as my suggestions for the protagonist's race, class, and proficiency allocations are made with the sequel in mind. Items {INT005} o======================================================================o I'll list items found in containers-bookshelves, chests, environmental bodies, etc. in the ***ITEMS*** category, I'll also list the (x=, x=) coordinates the container is found at. The container could be quite large, but I try to find areas in the 100s or at least the 10s if possible. For example, I won't give you (x=1996, y=217) when I could give the coordinates (x=2000, y=200). Rewards {INT006} o======================================================================o When you complete a quest, or otherwise gain some story award, I will list it in the ***REWARDS*** section in the appropriate step in the FAQ. I won't go out of my way to label the start and end of quests, as some quests have long stretches of game in between their assignment and completion. I will tell you to go activate the quest (even if you don't need to activate it to complete), but I typically include the reward upon the quests conclusion, occasionally requiring you to go back to the assigner on your own. Traps {INT007} o======================================================================o I list the location of traps in a section similar to the items section. Except it's wisely called ***TRAPS***. I didn't bother recording what sort of trap it was, I intended to disarm traps I come across, and frankly, it's just too much of a bother determining the sort of trap. If you think you can figure out how to use traps to cause collateral damage, that's fine with me, I'll point as many out to you as I found. Active Pause {INT008} o======================================================================o You can pause the game any time by pressing the 'space bar' button. In the original game, the game would not remained paused in your inventory screen (which was just Bioware's idea of being hardasses.) In the Enhanced Edition, they rightfully allowed the game to remained paused in your inventory screen (like in Baldur's Gate 2). Anyways, you'll use this option often to reorganize during battles, select new targets... you know, make tactical decisions. It's not just helpful, it's vital. If you plan to play any other old school Black Isle games, like Planescape or Icewind Dale, they'll also use the same system. Difficulty Settings {INT009} o======================================================================o The game always had difficulty settings, so why bother mentioning it for the Enhanced Edition? Well... because they might actually be worth toggling every so often now. There are five difficulty settings as follows: INSANE (far right): Hit Point rolls are random, characters can permanently die, scribing spells can fail, enemies do 200% normal damage. HARD (middle-right): Hit Point rolls are random, characters can permanently die, scribing spells can fail, enemies do 150% normal damage. CORE RULES (middle): Normal rules. Hit Point rolls are random, characters can permanently die, scribing spells can fail, enemies do 100% normal damage. NORMAL (middle-left): All Hit Point rolls are maxed, characters cannot permanently die, all spells are automatically learned, enemies do 75% normal damage. NOVICE (far left): All Hit Point rolls are maxed, characters cannot permanently die, all spells are automatically learned, enemies do 50% normal damage. My suggestion? Play the game under CORE RULES, but when you level up or scribe scrolls, switch to NORMAL. Look, I don't know about you, but in the original game I always save/loaded to get maximum Hit Points per level and to ensure I always succeeded at scribing scrolls. Manipulating the difficulty settings just saves time, and life is too short (as is my patience) to waste it save/loading Baldur's Gate. Enhanced Edition Notes {INT010} o======================================================================o I will admit, I am too much of a fan to resist pointing out story/event changes throughout the guide as I notice them. These changes (usually inconsequential stuff) will be noted under the ***ENHANCED EDITION*** heading. This is just me showing off what knowledge I have of the game and is entirely useless fluff... But, it interests me, so it's in there. It may contain spoilers (although I've tried to keep them fairly minor) but if you want to play it safe, just ignore them. I've also started to use them to discuss various changes between Enhanced Edition patches, as well. o======================================================================o | | | 2nd Edition Dungeons and Dragons Mechanics | | (Character Creation) {DND001} | o======================================================================o Below are some suggestions for character creation in Baldur's Gate, Along with a number of tables, charts, and rules used by the game. My character's advancement through the game and its sequel greatly affects my choices... along with a good bit of aesthetic prejudice and personal opinions. Either blindly follow my lead or read up on the section below and make your own choices. I'll give opinions and brute facts, but I won't be rating anything. Feel free to make you own-informed-decisions. Composition {DND002} o======================================================================o Unlike in Icewind Dale, you only create one character-the protagonist. This means your character will need some help on their journey through Baldur's Gate. In any Dungeons and Dragons game you need a Cleric, Fighter, Mage, and a Thief, the four 'base' classes. No matter what character you make, you NEED one representative of each of those four base classes in your party. A party without a front line, spell buffs, healing, and trap finding is a party that is probably losing. Gender {DND003} o======================================================================o Gender only matters when it comes to romancing various potential party members... and even then, only in the sequel. It might change a few bits of dialogue here and there (mostly gender-based pronouns, or maybe a bit of abortive flirting/womanizing, but nothing serious). Since romances are the big deal with gender, then, I'll include a list of romancable allies, and some gender/alignment information about said allies, so you can plan ahead... you know, in case you want to go after a specific paramour. Just keep in mind that most characters in the sequel are heterosexual (with the notable exception of Hexxat), so pick the opposite gender if you want magic to happen. I'll freely admit I haven't done enough research to know everybody's racial qualms-I tend to play either an Elf or Half-Elf for multi-classing purposes, so I can't promise that, say, Dorn will go after a Gnomish protagonist, or something strange like that. Also, alignment may or may not come into play-Anomen and Viconia can both have their alignment swayed by a combination of banter and quest choices, but there's no guarantee that Dorn'll put up with a good-aligned protagonist. Again, I've been lazy and haven't thoroughly explored all the romantic options with all the possible race/alignment combinations. I have a good party and an evil party, and I avoided mixing and matching alignments as much as possible. Aerie (Female) Lawful Good, Elf Anomen (Male) Dorn (Male) Neutral Evil, Half-Orc Hexxat (Female) Neutral Evil, Human (will not romance males!) Jaheira (Female) Neutral, Half-Elf Neera (Female) Chaotic Neutral, Half-Elf Rasaad (Male) Lawful Good, Human Viconia (Female) Neutral Evil, Elf (will not romance Elves!) Race {DND004} o======================================================================o There are more pronounced differences between the races in the Enhanced Edition, but the big restrictions are still what they were in the original. Humans can dual-class, everybody else cannot. All the other races can multi-class (to varying degrees), but Humans cannot. I STRONGLY advocate either dual-classing as a Human, or multi-classing. Class restriction by race are shown on the table below. Class Restrictions by Race {DND005} <----------------------------------------------------------------------> |Human | |Elf | | |Half-Elf | | | |Gnome* | | | | |Halfling | | | | | |Dwarf | | | | | | |Half-Orc o===o===o===o===o===o===o===o Barbarian |x|x|x|x|x|x|x| |---|---|---|---|---|---|---| Bard |x| |x| | | | | |---|---|---|---|---|---|---| Cleric |x|x|x|x|x|x|x| |---|---|---|---|---|---|---| Cleric/Mage |d| |x|x| | | | |---|---|---|---|---|---|---| Cleric/Ranger |d| |x| | | | | |---|---|---|---|---|---|---| Cleric/Thief |d| | |x| | |x| |---|---|---|---|---|---|---| Druid |x| |x| | | | | |---|---|---|---|---|---|---| Fighter |x|x|x|x|x|x|x| |---|---|---|---|---|---|---| Fighter/Cleric |d| |x|x| |x|x| |---|---|---|---|---|---|---| Fighter/Druid |d| |x| | | | | |---|---|---|---|---|---|---| Fighter/Mage |d|x|x|x| | | | |---|---|---|---|---|---|---| Fighter/Mage/Cleric | | | x | | | | | |---|---|---|---|---|---|---| Fighter/Mage/Thief | | x | x | | | | | |---|---|---|---|---|---|---| Fighter/Thief |d|x|x|x|x|x|x| |---|---|---|---|---|---|---| Mage |x|x|x|x| | | | |---|---|---|---|---|---|---| Mage (Abjurer) |x| | | | | | | |---|---|---|---|---|---|---| Mage (Conjurer) |x| |x| | | | | |---|---|---|---|---|---|---| Mage (Diviner) |x|x|x| | | | | |---|---|---|---|---|---|---| Mage (Enchanter) |x|x|x| | | | | |---|---|---|---|---|---|---| Mage (Illusionist) |x| | |x| | | | |---|---|---|---|---|---|---| Mage (Invoker) |x| | | | | | | |---|---|---|---|---|---|---| Mage (Necromancer) | x | | | | | | | |---|---|---|---|---|---|---| Mage (Transmuter) | x | | x | | | | | |---|---|---|---|---|---|---| Mage/Thief |d|x|x|x| | | | |---|---|---|---|---|---|---| Monk |x| | | | | | | |---|---|---|---|---|---|---| Paladin |x| | | | | | | |---|---|---|---|---|---|---| Ranger |x|x|x| | | | | |---|---|---|---|---|---|---| Sorcerer |x|x|x| | | | | |---|---|---|---|---|---|---| Thief |x|x|x|x|x|x|x| o===o===o===o===o===o===o===o * = Instead of a Mage, they are always an Illusionist. x = Race/Class combo is allowed. d = Can dual class, not multi-class. Human {DND006} <----------------------------------------------------------------------> Humans are the vanilla race of the fantasy genre. I'll bet most of my readers are Human (the rest are whatever race Anne Coulter belongs tothe reptilians), which begs the question... why play it? Doesn't it just inject a bit of mundanity into a fantasy setting? And why would you do that? Whatever, the only thing special about Humans is that they can (and should) dual-class. Oh, and they can be every class in the game. So if you're really hard up for a Monk, Paladin, or some types of specialist Mage... well... this is your only option. Humans have the following traits: --> Thief Skills: +15% Pick Pockets, +10% Open Locks, +5% Find Traps, +10% Move Silently, +5% Hide in Shadows. Elf {DND007} <----------------------------------------------------------------------> Everybody hates Elves these days. Probably because of Orlando Bloom. Anyways, Elves are a staple of the fantasy genre. Without giving anything away, playing an Elf adds a bit of... tension... with the antagonist of the sequel (to which there is as of yet no Enhanced Edition for). At least, it does in my mind, which is what matters. Elves have some solid multi-class options, and are decent characters all around. The Dexterity bonus is nice... but it's not nearly as helpful as the Constitution bonus is harmful. Still, considering all the stat boosts you'll find in the game, it's not a big deal. Elves have the following traits: --> 90% resistance against charm and sleep magics. --> Infravision. --> +1 THAC0 bonus with bows, short swords, and long swords. --> Thief Skills: +20% Pick Pockets, +5% Open Locks, +5% Find Traps, +15% Move Silently, +15% Hide in Shadows. --> +1 Dexterity, -1 Constitution. Half-Elf {DND008} <----------------------------------------------------------------------> The bastard off-spring created by Humans and Elves... nobody seems to care that an Elf boning a Human is just kind of... weird. I mean, how much older is the Elf, on average? It would make for great a fantasy Maury show... They've got a few bonuses that Humans don't have-stuff you won't really miss-but they trade the ability to dual-class for the most extensive multi-class options in the game. They're a great choice for any protagonist. Half-Elves have the following traits: --> 30% resistance against charm and sleep magics. --> Infravision. --> Thief Skills: +25% Pick Pockets, +10% Open Locks, +5% Find Traps, +10% Move Silently, +10% Hide in Shadows. Gnome {DND009} <----------------------------------------------------------------------> Gnomes are retarded and everybody should hate them. They're nothing but incompetent Dwarves without any of the cool Dwarfiness. Gnomes have one advantage over Dwarves-they can become Mages. But... since they default to Illusionists, it's not so great of a bonus. Gnomes have the following traits: --> +2 bonus to Saving Throws vs. Rod/Staff/Wand and vs. Spell with additional bonuses based on Constitution. --> Infravision. --> Thief Skills: +15% Pick Pockets, +15% Open Locks, +15% Find Traps, +15% Move Silently, +10% Hide in Shadows, +10% Detect Illusion, +5% Set Traps. --> +1 Intelligence, -1 Wisdom. Halfling {DND010} <----------------------------------------------------------------------> If you wanted my opinion on Halfings... well... look at my opinion about Gnomes. It's not a short person thing, I'm not too tall myself, but... their class options suck and their racial traits just aren't very good. Honestly, I've always hated Halflings. They seem like a waste of a race, and in my gaming sessions, I've never been able to find a use for them. What are they, always? Wandering thieves and pranksters. Almost without variation. Who always plays them? The annoying kid who just wanted to be a pain in the ass and slow things down. Halflings have the following traits: --> +2 bonus to Saving Throws vs. Paralyzation/Poison/Death, vs Rod/Staff/Wand, and vs. Spell, with additional bonuses based on Constitution. --> +1 THAC0 bonus with slings. --> Thief Skills: +20% Pick Pockets, +15% Open Locks, +10% Find Traps, +20% Move Silently, +20% Hide in Shadows. --> +1 Dexterity, -1 Strength, -1 Wisdom. Dwarf {DND011} <----------------------------------------------------------------------> Now Dwarves are where it's at. Who doesn't love Dwarves? They're always awesome. Nothing's better than a heavily-armed, ill-tempered, hairy, drunk demi-human. Fortunately for you, the game does a decent job in supplying you Dwarves to tag along with-leave the Dwarfing to your allies and pick stronger multi-or-dual-class options, instead. Dwarves have the following traits: --> +2 bonus to Saving Throws vs. Paralyzation/Poison/Death, vs. Rod/Staff/Wand, and vs. Spell, with additional bonuses based on Constitution. --> Infravision. --> Thief Skills: +15% Pick Pockets, +20% Open Locks, +20% Find Traps, +10% Move Silently, +5% Hide in Shadows, +5% Detect Illusion, +10% Set Traps. --> +1 Constitution, -1 Dexterity, -2 Charisma. Half-Orc {DND012} <----------------------------------------------------------------------> Not much to say about this class-they have the same appeal as Dwarves in my book. Fugly warriors that almost always seem to fall into a welltrod stereotype. In this, they excel, and if you plan to make any single-class warrior type, go with a Half-Orc. You won't miss that Intelligence. Half-Orcs have the following traits: --> +1 Strength, +1 Constitution, -2 Intelligence. --> Thief Skills: +15% Pick Pockets, +10% Open Locks, +5% Find Traps, +10% Move Silently, +5% Hide in Shadows. Class {DND013} o======================================================================o Since you can recruit a character that pretty much covers whatever you may lack, you have the freedom to create a character that plays how you want (at least in this game, Baldur's Gate 2 isn't nearly as nice in that regards). Versatility and power are my goals in character creation, and that pretty much cries out for dual-or-multi classing. Also, if the developers were so kind as to provide you with a recruitable ally with their own unique voice, portrait, history, and statistics, why bother making a similar character? Since dual-or-multi class characters are invariably stronger in Baldur's Gate 2, they are what I suggest. You simply get stronger, more versatile characters if you dual-or-multiclass. A Fighter/Mage is arguably the strongest class in the game by the end of Baldur's Gate 2, and with all the new defensive spells from the sequel fleshing out the spellbooks of the Enhanced Edition, they're stronger than ever in the first game. (Stoneskin, anybody?) Magic in Baldur's Gate is incredibly important and deep, and controlling a protagonist who cannot cast spells seems rather... blasphemous. And if you can destroy any foe in melee combat as well, all the better. Alternatively there's the Fighter/Mage/Thief, who isn't as much of a Fighter or Mage, but you don't have to rely upon a recruitable Thief to do your trapfinding. There's also the Fighter/Cleric, but the spell buffs a Mage can cast are more powerful, and a Mage won't be limited to blunt weapons like a Cleric. If you're at all interested in making a Fighter/Cleric, try a Ranger/Cleric instead. Pretty much the same thing in terms of weapon selection, and Hit Points, but they'll also get Druidic spells, in addition to their Clerical spells. This means Insect Plague, Elemental Summoning, and Iron Skins in the sequel... it's something to get excited about, trust me. I've never played as a Fighter/Mage/Cleric, but... it certainly sounds interesting. In the end I feel a Fighter/Mage is a great protagonist, a great play, and certainly a good choice to write a guide around. For the evil party play-through (Version 1.02 of the original guide) I created a Fighter/Mage/Thief so I could use many of the strategies with which I am familiar, but also because of how desperately the evil party needs a Thief in Baldur's Gate 2. My girlfriend's choice was much the same, except she used a Fighter as her protagonist and created a Fighter/Mage/Thief sidekick in the sequel to overcome the crippling Thief-shortage. It might be cheap, but it's better than dragging around Haer'Dalis. Dual-Classing {DND014} <----------------------------------------------------------------------> To dual-class you must be a Human, and you must be at least 2nd level in the class you started out as to dual-class. You must have a 15 in the prime requisites of your current class, and 17 in the prime requisites of the class you want to change to. The prime requisites for each of the potential dual-class combos are listed below: Cleric: Druid: Fighter: Mage: Ranger: Thief: Wisdom Wisdom, Charisma Strength Intelligence Strength, Dexterity, Wisdom Dexterity Once you dual-class the experience of your previous class will be capped at the minimum required to meet the last level you attained, and it will go inactive. You can no longer gain levels in this class, or use any of the class abilities. The only thing you keep from that class are the Hit Points, you temporarily lose weapon and armor proficiencies, skills, spells, THAC0, and even saves. You now begin advancing as your second class, following all its rules. You pick new proficiencies, and spells or thief abilities, if applicable. For example, if you were a Fighter and dual-classed into a Mage, you would be bound by the weapon and armor restrictions of the Mage. You'd have the saves, THAC0, proficiencies, and spells of a 1st level Mage, but you'd have your Fighter Hit Points. Once your level in your new class exceeds your level in your old class, your old class becomes active again. You cannot gain experience in your old class, but you gain back any previously attained abilities, weapon and armor proficiencies, skills, spells, THAC0, and saves, if they are better than what you have now. Keep in mind that proficiencies are not cumulative. For example, take the following case. Start out with a level one Fighter and you'll get four weapon proficiencies to spend-you can spend up to two points (become Specialized) in any one weapon class or fighting style. Let's say the proficiencies were allocated as follows: Long Sword Two-Weapon Style ++ ++ At level two, the character dual-classes to a Thief. They temporarily lose those proficiencies, but being a brand-spanking almost new Thief, they get two points to distribute. Let's say it goes as follows: Katana Short Sword + + Once the newly dualed Thief becomes level three, they'll get their Fighter stats back... at least until their Thief THAC0 and Saving Throws surpass whatever their Fighter level gave. Their proficiencies now look like this: Katana Long Sword Short Sword Two-Weapon Style + ++ + ++ So, when dual-classing, do NOT overlap proficiencies. Any overlap results in wasted points. On the other hand, one of the bonuses you will retain while dual-classing is Weapon Proficiency progression-a Fighter/Thief dual-class will, for example, still be able to attain Grand Mastery, a Ranger/Cleric can attain Specialization, and so on. A good tactic is to start out as a Thief and gain their Find Traps skill, get it as high as you need, and then dual-class into something more useful, like a Fighter or Mage. This gets you the essential Thief skill without having to waste an entire character on a class that, frankly, isn't great on its own. Another option is to make a Fighter, get up to a high level and attain its high Hit Points, THAC0, and maybe even Grand Mastery, then dual-class into something else to retain those excellent combat stats to make a more 'hardy' version of that class. The experience gained by the first class does count towards your total experience, and hence towards the experience cap. If you dual-class a character, be sure to dual class early enough so you have enough experience left to exceed your previous classes' level with your new class. If you never exceed your first class with your second, it will never become active, making the whole process a waste and stunting your character. This is obviously more of a preparatory tactic for the sequel, as you will not gain enough experience to get the most out of dual-classing for some combos in the first game. If you want to make a dual-class Fighter or an Assassin/Fighter, you'll have to play through this game as a single-classed character. For characters like Imoen, dual class away, but for your main character I do not suggest dual-classing until the sequel. Multi-Classing {DND015} <----------------------------------------------------------------------> Mutli-classing is a bit simpler than dual-classing. Most races besides human can multi-class into something, but half-elves are by far the most versatile multi-classers. Whereas dual-classing means dropping one class in favor of another, only to gain the benefits of the previous class back after you exceed its level with the second class, multiclassing means pursuing both classes simultaneously. You get the better choice of THAC0 and saves between the classes, meaning a Fighter/Mage would use their better Fighter THAC0 instead of their worse Mage THAC0 or some composite. Hit points, however, are a composite, essentially halving the dice rolls of both classes and giving them to you. If a Fighter/Thief levels up in both classes, they get a maximum of eight hitpoints (10 + 6 = 16/8 = 8.) Note, however, that if you are a Fighter multi-class, you get the highest benefit of your Constitution, meaning a Fighter/Cleric with a Constitution score of 18 would get a +4 bonus to their Hit Points per composite level, instead of only +2 as a singleclassed Cleric would. Experience is split evenly between the two classes, which can level up independently. This results in a slower rate of leveling than a singleclassed character. Multi-classed characters typically make up for it with versatility, being able to effectively combine multiple class abilities to maximum effect. After all, a Thief who can hide in shadows and backstab with a Fighter's THAC0 and higher weapon proficiencies is better than just a Thief, and a Fighter who can use Mage spells to spell buff themselves with Mirror Image, Haste, and Improved Invisibility will be MUCH more effective than just a Fighter. The big consideration for a multi-classed character is the fact that they will not be able to progress as far as a single-classed character under the experience cap. This isn't a big deal in this game, where a Fighter/Mage can hit level 7/7, while a normal Fighter and Mage can only hit levels 8 and 9, respectively. In the sequel, however, it'll cost you major levels, which is worth the tradeoff (by the end of TOB you'll hit level 24/20 as a Fighter/Mage, which really gets you the best of both classes.) The only thing to worry about is that you won't have access to as many epic feats in the sequel... but again, this is a minor concern, especially in this game. And unless you triple-class, it won't even be that big of a deal. Multi-classed characters must abide by the restrictions of BOTH classes. A Fighter/Mage could wear Fighter armor, but not cast spells while so doing. A Fighter/Cleric could not use swords or bows. A Thief/Cleric could sneak, but not in heavy armor, and so on. Dual-and-Multi-Classing in Baldur's Gate 2 {DND016} <----------------------------------------------------------------------> There is one significant advantage to multi-classing over dual-classing in Baldur's Gate 2, namely in the selection of Epic Level Feats. Upon reaching a certain experience threshold (and every level thereafter) you'll get to pick a feat, many of which are phenomenally strong. If you dual-class, you'll never again level up with your dormant class, meaning you'll never get these feats. A dual-class Fighter/Thief might have all the perks of a Fighter, and unimpeded progression in thieving skills as well, but they will never get the Epic Fighter feats. A multi-classed Fighter/Thief will, however. This is something to keep in mind for later, if you plan on making a character that imports to the sequel. Consider yourself duly warned-if your 'uber' Fighter/Thief dual-classer turns out to be a sissy late in the sequel because you can't get Greater Whirlwind Attack(s)... it's on you. Class Kits {DND017} <----------------------------------------------------------------------> In Baldur's Gate most single-classes have 'kits' which are basically variants of the normal class. These include everything from shape shifting Druids, combat-focused Bards, Paladins skilled at thwarting Mages, sword saint Fighters, and Rangers who are truly dedicated archers. For the most part the kit functions like the normal class, with a few advantages and disadvantages thrown in. Note that you cannot multi-class with a kit, but you can start out with a kit or specialization and then dual class into a class without a kit or specialization. o==========================o |Barbarian | o==========================o CLASS FEATURES: --> May not wear armor heavier than splint mail. {DND018} --> May not exceed Specialization (two slots) with any weapon class. --> May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style. --> Moves 2 points faster than other characters. --> Immune to Backstab. --> May use the Rage ability once per day every 4 levels (starts at 1st level with one use). RAGE: The enraged status lasts for five rounds and provides a +4 bonus to Strength and Constitution, a -2 penalty to Armor Class and a +2 bonus to Saving Throws vs. Spell, as well as immunity to all Charm, Hold, Fear, Maze, Stun, Sleep, Confusion, and Level Drain spells. --> 11th level: Gains 10% resistance to crushing, slashing, piercing, and missile damage. An additional 5% is gained at level 15 and 19. --> Hit Dice: d12 <----------------------------------------------------------------------> A Barbarian certainly looks like a viable choice for any warrior, but keep in mind that they aren't great on defense, as they can't use the heaviest armor in the game. It doesn't help that one of their key abilities actually lowers their Armor Class further, so don't rely on them to 'hold the line', although the extra Hit Points gained from raging will certainly help, even more so considering that Overhaul Games had to good sense to actually give them the d12 Hit Dice they were supposed to have had in the original Baldur's Gate 2. Their rage ability raises their Strength and Constitution by 4 points, which is HUGE, but since it lasts only five rounds... well... you'll need to burn through a lot of them just to finish a fight, while a normal Fighter could do just fine with potions of giant Strength, and later on in a sequel that Strength superiority will be rendered less impressive. Girdles of Giant Strength means any Fighter can enjoy being part of the high-Strength club... all the time... with no fatigue. All things considered, it might be better to just get a Fighter with Grand Mastery. They keep those combat bonuses all the time, and can wear heavier armor. Unless you're really into role-playing a baba, I can't really recommend them over a Fighter, even though they move faster and gain some resistances to slashing, piercing, crushing, and missile damage. Of course, if you're patient and you get your hands on some sweet White Dragon Scale armor in the sequel, those Armor Class woes will become a thing of the past... Barbarian Level EXP HP <----------------------------------------------------------------------> 1 n/a 1d12 2 2,000 2d12 3 4,000 3d12 4 8,000 4d12 5 16,000 5d12 6 32,000 6d12 7 64,000 7d12 8 125,000 8d12 o==========================o |Bard | {DND019} o==========================o CLASS FEATURES: --> May not wear armor heavier than chain mail. (Spells canont be cast while wearing armor.) --> May not equip shields larger than bucklers. --> May only become Proficient (one slot) in any weapon class. --> May only become Proficient (one slot) in any fighting style. --> Thieving abilities: Pick Pockets. --> Increased Lore score. --> May cast arcane spells starting at 2nd level. --> May use Bard Song ability. While active, the Bard Song has the following effects: Restore Morale to its average value Remove Fear Protection From Fear --> Alignment restricted to any neutral. --> Hit die: d6 <----------------------------------------------------------------------> Bards are rogues with a flair for the dramatic. They sing, they dance, they cast spells... they just aren't as good at the whole Thiefy thing. Not being a self-contained game anymore, Bards are no longer even worth a glance in the first Baldur's Gate. Their fighting abilities are sub-par, and their spells will become limited in the sequel. Granted, they'll get a good number of great spells, but when you compare them to a Fighter/Mage or Fighter/Mage/Thief, they're woefully under-powered. Even with their best Bard Songs in the sequel, their effects fail to compare to the devastation a Fighter/Mage can bring about. In the first game, however, their Bard Song is laughably the equivalent of a 1st-level Cleric spell. Bard Level EXP HP Spells Pick Pockets <----------------------------------------------------------------------> 1 n/a 1d6 40% 2 1,250 2d6 1 45% 3 2,500 3d6 2 50% 4 5,000 4d6 2/1 55% 5 10,000 5d6 3/1 60% 6 20,000 6d6 3/2 65% 7 40,000 7d6 3/2/1 70% 8 70,000 8d6 3/3/1 75% 9 110,000 9d6 3/3/2 80% 10 160,000 9d6+2 3/3/2/1 85% Blade {DND020} <----------------------------------------------------------------------> A Blade might seem like a good idea on paper, as it gets Offensive Spin and Defensive Spin abilities... but let's look at them critically. Offensive Spin doesn't stack with Haste, so it's really only giving you a +2 bonus to attack and damage, which will not make a you a competitive front-liner, even if the max damage is nice. Defensive Spin might not go past a +10 bonus, but for a Bard that's still a pretty hefty benefit. As for the 'disadvantages' Pick Pockets can be raised with potions, and won't be a huge issue, and Lore is pretty useless anyways. Just keep in mind that these benefits are largely going to be redundant by the time you get deep into the sequel. Defensively, you're fine, but you'll never be able to compete with a Fighter's THAC0 (single, dual, or multiclassed), and lacking Greater Whirlwind... well, it's not much of an offensive character after long. Don't get me wrong, this class is wretchedly powerful in the first game-when Fighters haven't really broken away from pretenders with their THAC0s yet, and when that bonus to Armor Class will be an absolute game-breaker, but in the sequel, they'll lose most of their bite. Advantages: --> May play 3 slots in Two-Weapon Style. --> May use the Offensive Spin and Defensive Spin abilities once per day per 4 levels. OFFENSIVE SPIN: During the next 24 seconds, the Blade's movement rate doubles and she gains a +2 bonus to hit and damage rolls as well as an extra attack per round. All attacks deal maximum damage for the duration. Offensive spin may not be used in conjunction with the Haste or Improved Haste spells. DEFENSIVE SPIN: During the next 24 seconds, the Blade is rooted to the spot and gains a +1 bonus to Armor Class per level, up to a maximum of +10. Disadvantages: --> Only has one half normal Lore value. --> Only has one half normal Pick Pockets score. Jester <----------------------------------------------------------------------> {DND021} The Jester has been improved somewhat in recent patches, but still suffers from a number of problems. First, Bards aren't terribly hardy, and forcing them to be within 30 feet of foes is just asking for trouble. Instead of forcing a save at +4 for their confusion effect (as they used to), they now do so at a +2, and as they level up they apply additional effects to their song. Confusion and Slow are pretty good effects, but even at a +2 bonus, I'd rather just use the arcane spell, both of which impose a penalty to saves, instead of a wussy +2 version. Their 20th level bonus is just absurd-knocking a foe unconcious entirely renders the confusion and slow useless, so why bother? Confusion might be a good ability to affect foes with early on, especially when saves are generally high, but later in the game any Mage will debilitate foes better. Heck, by that time I'd rather have the Jester itself doing better things. The Slow by 15th level is too little, too late. If you must play a bard, you'd be better off with a Skald or a Blade. Advantages: --> Jester's song does not help allies. Instead, every opponent within 30 feet must save once per round to avoid falling under its effects: 1st level: Enemies must save vs. Spell with a +2 bonus or be be confused 15th level: Enemies must save vs. Spell with a +2 bonus or be confused, and must save vs. Spell or be slowed. 20th level: Enemies must save vs. Spell with a +2 bonus or be confused, must save vs. Spell at +2 or be knocked unconsious, and must save vs. Spell or be slowed. Disadvantages: --> None. Skald {DND022} <----------------------------------------------------------------------> Now if you want a melee handy Bard, this is the way to go. +1 to hit and damage all the time beats a Blade's offering. And what about their Bard song? Those bonuses are absolutely awesome! I mean, you can't get the really, really good bonuses in this game, but even the lower-level version is pretty damn good. As for their disadvantage? Pick pockets is useless anyways, so don't worry about having a low value there. You can always use potions when you need to. Overall, this is probably the best Bard kit... in the long run. Advantages: --> +1 to hit and +1 to damage rolls. --> The Skald's song is different from the typical Bard's and varies with level: 1st: Grants allies a +2 to hit and damage rolls, and a +2 bonus to AC. 15th: Grants allies a +4 to hit and damage rolls, a +4 bonus to AC, and immunity to fear. 20th: Grants allies a +4 to hit and damage rolls, a +4 bonus to AC, and immunity to fear, stun, and confusion. Disadvantages: --> Only has one quarter the normal Pick Pockets score. o==========================o |Cleric | o==========================o CLASS FEATURES: --> May wear helmets. {DND023} --> May wear any armor. --> May only use non-bladed, non-piercing weapons (war hammer, club, flail, mace, quarterstaff, sling). --> May only become Proficient (one slot) in any weapon class. --> May only become Proficient (on slot) in any weapon fight style. --> May Turn Undead. --> May cast priest spells. --> Hit Die: d8 Prime Requisite for Dual-Classing: Wisdom <----------------------------------------------------------------------> The Cleric is a spell caster who is more melee-capable, with mostly defensive, healing, and status-affecting spells. They might not have the sheer versatility of a Mage, but they've got a number of great spells, especially in the sequel. And of course, if you want to have healing power at your fingertips, this is the best way to get it. On the other hand, the developers give you plenty of recruitable Clerics to choose from, and there's not much you'll gain by making your own singleclassed Cleric compared to what your allies can provide. If you make a multi-classed Fighter/Cleric, however... ugh... you know, Jaheira and Anomen will do a fine job with that, and Viconia is a great singleclassed Cleric. You don't really need to make yourself a Cleric. If you do, however, just don't forget that Clerics are restricted to blunt weapons, so don't expect to dual-or-multi-class into a bow-wielding sword-swinging Fighter type with Cleric spells. Clerics can turn undead, which is useful in... well, making undead flee. But the undead this works on are so weak, it's more of a chore to have to chase them down than to simply kill them, and it likely won't work on more powerful undead, so I can't recommend using it often. Cleric Level EXP HP Spells <----------------------------------------------------------------------> 1 n/a 1d8 1 2 1,500 2d8 2 3 3,000 3d8 2/1 4 6,000 4d8 3/2 5 13,000 5d8 3/3/1 6 27,500 6d8 3/3/2 7 55,000 7d8 3/3/2/1 8 110,000 8d8 3/3/3/2 Priest of Talos {DND024} <----------------------------------------------------------------------> Lightning Bolt isn't a great spell, but Storm Shield provide some interesting bonuses to your resistances, at least. Once per day per ten levels of the caster means... once... but at least it lasts a long time. Advantages: --> May cast Lightning bolt once per day per 5 levels of the caster (starts at 1st level with one use.) --> May cast 'Storm Shield' once per day per 10 levels of the caster (starts at 1st level with one use), as detailed below. STORM SHIELD: This spell lasts 1 round per level of the caster. It protects the caster from lightning, fire, cold, and normal missiles. Disadvantages: --> Alignment restricted to evil. Priest of Helm {DND025} <----------------------------------------------------------------------> The Priest of Helm may be the best variant, especially for evil parties. Having some extra True Sight spells cannot be underestimated. Seeking Sword is a little lame, but it does give you a +4 weapon, allowing you to strike foes that require highly enchanted weapons... mostly a sequel concern. Its damage doesn't stand up, but it does give you three attacks per round, even though it takes away your ability to cast spells for its duration, which blows. Alright, it's really all about the True Sight, but dammit, that spell is good enough that it's worth it. It's like having a Cleric with an extra 5th-level spell slot per five levels! Advantages: --> May cast True Sight once per day per 5 levels (starts at 1st level with one use). --> May cast Seeking Sword once per day per 10 levels (starts at 1st level with one use), as detailed below. SEEKING SWORD: This spell creates a sword in the Cleric's hand (that cannot be dropped or unequipped). The sword is +4 for purposes of determining what it can hit (but this bonus does not apply to attack or damage rolls), and it deals out 2d4 damage to any target it hits. The weapon sets the number of attacks of the Cleric to 3. It lasts for 1 round per level of the caster. When equipped the wielder cannot cast further spells. Disadvantages: --> Alignment restricted to neutral. Priest of Lathander {DND026} <----------------------------------------------------------------------> Another good Cleric kit, if you really don't like undead, this is worth a glance. Hold Undead is decent at stopping some undead, but it probably won't work terribly often. The Boon of Lathander, however, is a very nice ability, making the Cleric more potent for its fairly lengthy duration. There are few enough good ways to make yourself immune to level drain, and while you won't need the protection in the first game, there are plenty of level-draining foes in the sequel. Still, if push comes to shove, I'd rather have the True Sight the Priest of Helm gets, than immunity to level drain. Advantages: --> May cast Hold Undead once per day for every 5 levels of the caster (starts at 1st level with one use). --> May cast Boon of Lathander for every 10 levels of the caster, (starts at 1st level with one use), as detailed below. BOON OF LATHANDER: This spell lasts for 1 round per level of the caster. It gives the caster a +1 bonus to attack and damage rolls, a +1 bonus to all Saving Throws, and 1 extra attack per round. It also protects the recipient from level drain. Disadvantages: --> Alignment restricted to good. o==========================o |Cleric/Ranger | {DND027} o==========================o Thanks to some wise advice I received from my readers, my eyes were opened to the merits of this class. To be fair, they're not readily apparent through much of the first game, but in the sequel, this multiclass combination really becomes something special. Why, then, mention it here? Well, this guide is all about continuity, and really, in Baldur's Gate 1, none of the multi-class combos fully come into their own (even my beloved Fighter/Mage). If you want a great character for the first game only... well, then just play a Fighter and muscle through everything. Or a Blade. Anyways, the big draw of a Cleric/Ranger over the superficially similar Fighter/Cleric is a simple matter of spell selection. They'll both get Clerical spells, obviously, but the Ranger/Cleric will also get Druidic spells (thanks to their Ranger levels). Mind you, you won't get two separate spellbooks for Cleric and Druid spells, instead you'll get Druidic spells mixed in with your Cleric spells... meaning you get extra spell-selection (if not extra spell memorization) with absolutely no downside. Other than that... well, the Fighter/Cleric has the same weapon selection, same weapon proficiency limitations, same Hit Points... and no ability to sneak about (for what good that does, without a backstab), so why not just play a Cleric/Ranger instead? o==========================o |Druid | {DND028} o==========================o CLASS FEATURES: --> May not wear armor heavier than studded leather. --> May not equip shields larger than bucklers. --> May only use the following weapons: scimitar, dagger, club, spear, quarterstaff, dart, sling. --> May only become proficient (one slot) in any weapon class. --> May only become proficient (one slot) in any fighting style. --> May cast druidic spells. --> 7th level: May Shapeshift into a wolf, black bear, or brown bear once per day. --> 15th level: Becomes immune to poison. --> 18th level: Gains 10% resistance to cold, fire, electricity and acid, gains a further 10% resistance at levels 21 and 24. --> Alignment resticted to true neutral. --> Hit Die: d8 Prime Requisite for Dual-Classing: Wisdom, Charisma <----------------------------------------------------------------------> Druids are a lot like Clerics, but instead of worshiping gods they are typically animists and get their power from nature itself. How does that matter? It doesn't really. Their spells are more nature-focused... why this doesn't allow them to have Protection from Evil 10' Radius or Hold Person is beyond me, but they still have a good selection of spells none-the-less. In addition, they aren't afraid to use edged or piercing weapons. Unfortunately, they don't like metal, so they can't use heavy armor, most shields, or many of the better weapons that Clerics can. Let's face it, a morning star or mace is better than a dagger any day. In all, they won't be as well protected as a Cleric, and frankly, the Cleric has the edge on them in spells. Druids can't turn undead, but they can shapechange in later levels. This allows them to change into a brown bear, black bear, or wolf... although I can't think of a single instance in when this is useful. In the sequel they become even more poorly matched when compared to a Cleric, as their Armor Class woes become severe. A Cleric isn't a good type of character to get into combat with in the first place, but at least Clerics have armor to keep themselves alive. If you MUST play a Druid, make a Fighter/Druid. This eliminates the armor problem. And shield problem. And melee incompetence problem... But you already have Jaheira, so... why bother? Druid Level EXP HP Spells <----------------------------------------------------------------------> 1 n/a 1d8 1 2 2,000 2d8 2 3 4,000 3d8 2/1 4 7,500 4d8 3/2 5 12,500 5d8 3/3/1 6 20,000 6d8 3/3/2 7 35,000 7d8 3/3/2/1 8 60,000 8d8 3/3/3/2 9 90,000 9d8 4/4/3/2/1 10 125,000 9d8+2 4/4/3/3/2 Totemic Druid {DND029} <----------------------------------------------------------------------> You can summon weak monsters, but you can't shapeshift into weak monsters. Huzzah. Advantages: --> May summon a special spirit animal (spirit bear, spirit wolf, spirit lion, spirit snake) once per day ever 5 levels. The Totemic Druid can call a 1 HD animal at level 1, a 3 HD animal at level 3, a 5 HD animal aat level 5, a 7 HD animal at level 10, and a 10 HD animal at level 10. Disadvantages: --> Cannot Shapeshift. Shapeshifter {DND030} <----------------------------------------------------------------------> You can become a Werewolf, and eventually a Greater Werewolf (at least in the sequel), which is... well... everything to this kit. Unfortunately in the original Baldur's Gate 2 this class was nerfed-the Werewolf you got was nowhere near where it should have been... even still, if it wasn't nerfed, it was nowhere near as strong as it should have been. Now we have the Enhanced Edition, so the big question for this kit is... does it work now? I have no idea, honestly, there's no (legitimate) way to test the Greater Werewolf in the Enhanced Edition. But I can-and did-do some testing of the normal Werewolf, and from what I've seen... the answer appears to be no. The Werewolf shapeshift raises... no... not raises... SETS your Strength to 19, Dexterity to 16, and Constitution to 15. The problem here, of course, is that you can-and should-start with higher values in at least Dexterity and Constitution. Also, any character can easily get the Tome of Gainful Exercise in this game and raise their Strength by one point permanently. That 19 Strength looks less wonderful when you realize ANY character starting with an 18 Strength can-and should-end up with a 19 by the end of the game. And they don't have to Shapeshift to get it. Otherwise, the Shapeshift sets your Armor Class to one (-1 with the 16 Dexterity), gives you two attacks per round, and 20% magic resistance. As far as I can tell, that's all you get. No immunity to non-magical weapons, nothing. As you can plainly see, this class will be out-performed by any well-rolled 2nd level Fighter wearing Plate Mail Armor, and as our hypothetical Shapeshifter as their superior Fighter pal level, this potency gap will only widen. This class was a load of crap in Baldur's Gate 2, and it's a load of crap in the Enhanced Edition. Really, Overhaul Games? The Baldur's Gate 2 Tweak Pack fixed this and you couldn't/wouldn't? Maybe the Werewolf/Greater Werewolf shapeshift in Baldur's Gate 2 wasn't nerfed... maybe it was canon. It was SUPPOSED to suck, sure. But a Werewolf that isn't immune to non-magical weapons? No regeneration of any kind? Why is the Shapeshifter's Werewolf/Greater Werewolf transformation weaker than any actual Werewolf/Greater Werewolf monster in the game? It makes NO sense. Advantages: --> May shapeshift into the form of a Werewolf once per day for every 2 levels (starts at 1st level with one use). --> At 13th level gains the ability to change into a Greater Werewolf once per day. Disadvantages: --> May not wear any armor. --> No other shapeshifting abilities due to the effort required in maintaining balance in his primary forms. Avenger {DND031} <----------------------------------------------------------------------> Well, I'll admit that Improved Invisibility, Chaos, and Chain Lightning are all good additions, but the shapechanges are worthless. And losing the Strength and Constitution? The Constitution isn't bad for a singleclassed Druid as they can't exceed a +2 bonus at 16 anyways, but the Strength? That hurts. It's not a like a Druid was going to be very strong anyways, so the loss of one point of to hit and damage isn't very severe, and nothing a Giant Strength item can't fix. Losing access to Studded Leather Armor is... well... annoying, but there's not a huge difference between one sucky suit of armor and the next anyways. It's rather hard to critique this kit at all, given the whole feeling of 'who cares' when talking about the Druid in general... Still, while the 4th, 5th, and 6th level all spells are decent, Improved Invisibility can be obtained other ways (at least in the sequel, where it counts), Chaos will have to compete with Insect Plague, and Chain Lightning is a mediocre damage-dealer. At the end of the day, you're probably better off being able to wear better armor than being able to cast Improved Invisibility, which is easily duplicated and will be just as easily removed by over-zealous foes using True Sight. Lastly, there are plenty of Mages to cast Chaos-but only Druids can cast Insect Plague, so why not stick to what they're good at? This class is essentially a dubious defensive trade-off in return for a spell you won't need to memorize and an okay damage-dealer. It has its good points, sure, and is clearly the least-offensive Druid kit... but at the end of the day you're still stuck with playing a Druid. Advantages: --> May shapechange into the form of a sword spider, baby wyvern, and fire salamander besides the normal shapeshifting abilities. --> Six mage spells are added to his repertoire, all the way up to 6th level. These are listed below: 1st level: Chromatic Orb. 2nd level: Web. 3rd level: Lightning Bolt. 4th level: Improved Invisibility. 5th level: Chaos. 6th level: Chain Lightning. Disadvantages: --> May not wear heavier armor than leather. --> Incurs a -2 penalty to Strength and Constitution. o==========================o |Fighter | o==========================o CLASS FEATURES: {DND032} --> May wear helmets. --> May wear any armor and use any weapon. --> May achieve Grand Mastery (five slots) with any weapon class. --> May achieve Specialization (two slots) in any fighting style and allocate three slots in Two-Weapon Style. --> Hit Die: d10 Prime Requisite for Dual-Classing: Strength <----------------------------------------------------------------------> Making your own Fighter is the easy choice for the first game, and frankly having a Fighter with 18(xx) Strength, 18 Dexterity, and 18 Constitution will allow you to muscle through this game, especially if you attain High Mastery in a weapon. If you want to go through the game with a Fighter, you can... and should... consider dual-classing... after you hit 9th level and get Grand Mastery, anyways. And that's really what this class is best at. On its own, it's rather one dimensional-even if it's really, really good at that dimension! But as a multi-or-dualclass option, it's wonderful. Make a dual-or-multi-classed Fighter/Mage and enjoy (most) of the awesome melee power and survivability of a Fighter... and cast spells to enhance that power! Make a Fighter/Thief to obtain a more sturdy, melee-competent Thief. It's a great class when it plays with others, and since the game gives you plenty of good, stale, single-classed Fighters, why over-saturate the market when you can make something better? Dual-or-multi-classing a Fighter/Mage or Fighter/Thief or Fighter/Cleric will give you the best results. Just remember, dual-classers, the best benefits of a Fighter are their low THAC0, high Hit Points, and the ability to Grand Master. Most of which can be obtained by level nine, which is the ideal time to dual-class from a Fighter. For multi-classers... well, you get to keep that awesome THAC0 until you cap at level 20, and those great Hit Points dilute whatever crappy Hit Points your second (and possibly, third) class gives you. Best of all, you'll get the Fighter high-level abilities in the sequel... which means Greater whirlwind Attack. These are, of course, all considerations for the sequel. In the first game, if you plan to dual-class you'll ideally do so next game, playing the entirety of Baldur's Gate through with a single-classed Fighter. Fighter Level EXP HP <----------------------------------------------------------------------> 1 n/a 1d10 2 3 4 5 6 7 8 2,000 4,000 8,000 16,000 32,000 64,000 125,000 2d10 3d10 4d10 5d10 6d10 7d10 8d10 Berserker {DND033} <----------------------------------------------------------------------> If you want to be like your pal Minsc, this is the way to go. Rage is a decent ability that gives you a bonus to hit and damage, but imposes an Armor Class penalty. One turn is a fairly long time, and since you get many of them, you'll be able to keep yourself juiced up. I think every Fighter should have a ranged option, however, and not being able to specialize in ranged weapons... well, you could always use a Throwing Axe or something similar. It's a decent kit, although even with Korgan (a Berserker in the sequel) I hardly ever used the abilities it provides. Again, not because it's not good, but because I was wary of the Hit Point loss at the end. I never felt it absolutely necessary to have those bonuses at the potential risk of having a character come down from Rage and die. Also note the penalties after you exit Rage-it's not a free ride. Still, all things considered it adds a little extra potential to the Fighter with no significant downsides. I give it a pass, especially since the list of immunities while enraged has increased a good deal in the Enhanced Edition. Immunity to imprisonment, stun, and level drain? Yes please. I can already think of several places where that would come in very hand in the sequel... Since this class makes a great single-class option, it should be no surprise that it would also make a great dual-class base. A Berserker/Thief, Berserker/Mage, or Berserker/Cleric certainly wouldn't be hurt by the ability to Rage. Note that you gain 15 'temporary' Hit Points when you use enrage. Temporary is not the same as free. If you lose any of these Hit Points, you'll suffer when you come out of Rage, this just allows you to weather a little more damage before you die while in Rage. Be sure to have a Cleric handy to heal a Rage-using Berserker if their Hit Points are low. Nothing sucks more than having a character fall over dead after winning a tough fight. Right Aec'Letec? Asshole. Advantages: --> May use Rage ability once per day every four levels. RAGE: The enraged state lasts for 1 turn. While enraged, a Berserker gains a bonus of +2 to his attack and damage rolls as well as his Armor Class, and becomes immune to charm, confusion, fear, feeblemind, hold, maze, imprisonment, level drain, maze, stun, and sleep. The Berserker also gains 15 temporary Hit Points which are taken away at the end of his berserk spree, possibly killing him. Disadvantages: --> Becomes winded after berserking: -2 penalty to Armor Class, to-hit rolls and damage rolls. --> May not Specialize in ranged weapons. Wizard Slayer {DND034} <----------------------------------------------------------------------> The Wizard Slayer is good against spell casters, but weak against everything else. Their lack of the ability to use any magical equipment save weapons and armor might actually make them more vulnerable to Mages than a straight Fighter! And they do mean ANY magical items except armor. Fortunately this allows them to wear Helmets and use Shields, but no Cloaks, Rings, Bracers, Girdles or Necklaces. Honestly, an Inquisitor Paladin kit is a MUCH better Mage-killer than this class could ever aspire to be. Being able to drop a True Sight or Dispel Magic at will absolutely confounds most Mages, especially with their quick cast times. If you want a Mage-buster, do that instead. The Inquisitor suffers no significant drawbacks and gets-for my money-better abilities in return. Advantages: --> Each successful hit bestows a 10% cumulative chance of spell failure on the target. --> 1% Magic Resistance per level. Disadvantages: --> May not use any magic items except for weapons and armor. Kensai {DND035} <----------------------------------------------------------------------> Again, I prefer all my characters to have a ranged option, and this class takes some of the better options away from my characters. Granted a Two Weapon Style Fighter will probably not use a ranged weapon very much, but there are more severe problems than that. A +2 bonus to Armor Class does not counter the lack of wearing any armor at all, and the fact that you can't wear gauntlets or bracers means you can't even shore up your defenses with Bracers of Defense. Sure, there are plenty of items that increase your Armor Class marginally, but the Kensai is going to be chewed up in combat nonetheless. Its bonuses are good, but in my mind I just don't think the bonuses to hit and damage and a few rounds of the 'kai' ability make up for the total lack of armor. And of course, if you're throwing every scrap of Armor Class lowering gear on the Kensai, every other character who needs it will suffer, too. They just drag the whole party down with their suck. I almost hate to say it, but the Berserker, Inquisitor, or even a plain Fighter will be stronger, all things considered. In fact, I'd even rather play a Skald through both games than play a Kensai. At least the Skald could temper their inferior offense with magic and a great Bard Song. But wait... maybe I'm missing something... right, this is the Enhanced Edition! One of the big draws of any Fighter is their ability to dual-class, right? But in the original guides, I wanted continuity, which meant I couldn't (for obvious reasons) start as a Kensai in Baldur's Gate 1, then dual-class in Baldur's Gate 2. Of course, I could have made my own Kensai in Baldur's Gate 2 and dual-classed... but what fun is that? I wanted to go through BOTH games with the SAME character. Now you can have your Kensai and eat it too. If you were thinking about dual-classing with a Fighter as your base class, it might not be a terrible idea to get some of those Kensai bonuses. A Kensai/Mage or Kensai/Thief isn't a terrible idea, and in the sequel you can cover up your Armor Class woes a bit by getting some of the superior Bracers of Defense the game offers. I still don't find the dual-class option nearly as appealing as a multi-class one, but the bonuses gained by a Kensai will make a superior character base to dual with. After all, a dual-class Kensai/Mage will have defensive buffs to help them out, and a dual-class Kensai/Thief shouldn't be expected to hold the line anyways. A single-class Kensai, however, is garbage. Note that the Kensai's armor exemption really does mean ALL armor, even armor which isn't encumbering enough to block spells such as Bladesinger Chain (a great suit of armor in the sequel). There is one exception though... the Big Metal Unit near the end of the sequel, which will bestow upon the character a phenomenal armor class, if you can make it to the end of Throne of Bhaal, anyways. By then you're pretty much done with the game though. Advantages: --> +2 bonus to Armor Class. --> +1 to hit and damage rolls every 3 levels. --> -1 bonus to Speed Factor every 4 levels. --> May use the Kai ability once per day ever 4 level (starting at 1st level with one use). KAI: All successful attacks within the next 10 seconds deal maximum damage. Disadvantages: --> May not wear any armor. --> May not use missile weapons. --> May not wear gauntlets or bracers. Dwarven Defender {DND036} <----------------------------------------------------------------------> The only class the Human can't play, the Dwarven Defender, as its name subtly implies, requires a Dwarven protagonist. As you might expect, this class is all about fitting into cliches and defense. What do Dwarves fight with? Axes and War Hammers. So what are the only two weapons the Dwarven Defender can attain High Mastery (four ranks) with? Axes and War Hammers, of course. Fair enough, one of the best weapons in the game is a War Hammer, which can be obtained almost right out of Candlekeep, and whilest good magical axes are scarce, they're not non-existent. Not being able to Grand Master in any weapons might hurt in the long-run (and when it comes to character creation, this is a long-run kind of guide), but many other classes get away with worse restrictions-it all depends on what other abilities they bring to the table. On this account the Dwarven Defender does alright. Their Defensive Stance seems great-the 50% resistance to physical damage, especially, but one turn is ten rounds, which isn't the longest period of time, especially when they're moving at half speed. Also, mind that the resistance is to 'physical damage'. This will not help a bit against spells, which will be much more of a concern in the sequel, but at least they throw in a +2 bonus to Saving Throws, whatever small measure that is. I'm also concerned about the movement speed issue, which might make tactical withdrawals (not retreats!) for healing less likely to end in preserving the life of the Dwarven Defender... an ironic disadvantage, to be sure. More mouth-watering to gamers will be the brute 5% damage reduction gain every 5th level (maximum 20% at 20th level) and the d12 Hit Dice per level... but wait... this sounds awfully familiar, doesn't it? Pretty much identical bonuses to what the Barbarian gets. Good thing the Dwarven Defender has better proficiency selection and can wear heavier armor, making them the superior choice in my book. The Dwarven Defender might be one of those rare kits which is actually better than the base class-but it still pales in comparison with some of the better dual-and-multi-class combinations out there. Surely no character who can cast Stoneskin will care a bit about any of the Dwarven Defender's resistances. Advantages: --> May use Defensive Stance once per day every 4 levels (starts at 1st level with one use). DEFENSIVE STANCE: For 1 turn, the Dwarven Defender gains +50% resistance to all forms of physical damage, a +2 bonus to Saving Throws, and a 50% movement rate penalty. --> Gains 5% resistance to crushing, slashing, piercing, and missile damage every 5 levels to a maximum of 20% at level 20. --> Hit Dice: d12 Disadvantages: --> Race restricted to Dwarf. --> May not exceed High Mastery (four slots) in axes and war hammers. --> May not exceed Specialization (two slots) in any other weapon. o==========================o |Fighter/Cleric | {DND037} o==========================o <----------------------------------------------------------------------> You'll have a better Fighter than a straight Cleric, or a weaker Fighter with Clerical spells, depending on how you view it. I always thought a Fighter/Druid was a more interesting concept, as it fixed the problems inherent with the latter class. Still, a more powerful Cleric is a real good thing, this is almost as good as a straight Fighter and with a good selection of Cleric spells to boot. Ultimately the Fighter/Mage is stronger due to its defensive spells, but this is no slouch of a multiclass either. For a more battle-hardened dual-class option, consider a Berserker/Cleric. It's as close as you can get to a barbarian warpriest, and all things considered, probably wouldn't make a terribly play. o==========================o |Fighter/Druid | {DND038} o==========================o This combination works almost exactly like the Fighter/Cleric, except that you will of course have Druid spells instead of Clerical ones, and you will have the Druid weapon selection, which includes Scimitars, but doesn't allow War Hammers, Maces, and Flails. The game provides you with a perfectly fine recruitable Fighter/Druid in Jaheira, so I don't know why you'd ever need to make your own. o==========================o |Fighter/Mage | {DND039} o==========================o <----------------------------------------------------------------------> My favorite class, and possibly the strongest in the game... at least, by the time you make it into the sequel. You can't wear armor and cast spells at the same time, but that's hardly an issue in this game, where you have many ways to improve your Armor Class without having to wear armor. Bracers of Defense are one obvious way, while Robes of the Archmagi will give you the same protection as Chain Mail. Although this won't be enough to make you terribly safe on the front lines, that's where the Mage comes in. Pop on defensive spells like Blur, Mirror Image, Stoneskin, and Improved Invisibility and you've got defensive protection a Fighter can only dream of-shiny armor be damned. Normally the poor Fighter/Mage would have to wait until Baldur's Gate 2 to come into their own, but the expanded spells of the Enhanced Edition allows this class to start making a good show for themselves later in the first game. It's really all about Stoneskin, folks. On a Mage, it keeps them safe, on a Mage with serious melee competency, it turns them into juggernauts. Normally I'd suggest using the Fighter/Mage mostly as an archer in the first game... but with the Enhanced Edition, we can't respec when we move to the sequel. That means we need to have our proficiencies good to go for Baldur's Gate 2 in Baldur's Gate 1. For me, this always means investing in the Two-Weapon Style. Depending on your tastes, Katanas, Flails, Long Swords, and Axes all make great showings in the sequel. In the first game, however, I advocate Flails-not just because few other characters will compete with them, nor because we can purchase a +2 specimen, but because we can score an awesome Flail in the sequel fairly early in the game. Once again, Fighter/Mages really come into their own in the sequel. I know I've said that several times, but it should be stressed-delayed gratification in this game will lead to a super-tank character that can soak up magic or melee attacks with the right spells memorized, and retort with a devastating Time Stop/Greater Whirlwind combo. Since dual-class options won't be able to get warrior high-level abilities (Greater Whirlwind), I don't suggest them. The Kensai can keep their bonuses to attack and damage, I'd rather have the Time Stop/Greater Whirlwind combo... unless you think a few points of damage, a +2 bonus to Armor Class, and the Kai ability will be able to compete with ten free attacks per round against a helpless foe, thanks to the aforementioned Greater Whirlwind/Time Stop combo. o==========================o |Fighter/Mage/Cleric | {DND040} o==========================o <----------------------------------------------------------------------> Ah, the triple-classer. In the sequel you'll get to pretty high levels with all three classes, meaning you won't start to feel the hurt of your choice too much. Sure, it's going to be hell getting this class up and running (you'll be level one still when most of your buddies are hitting level three and four) but when you start casting third level Mage and Cleric spells, everything is forgiven. Also note that because of the Cleric you won't be much of an archer, as you'll be regulated to slings which... are not very good. This class might be an example of just too many options, not enough rounds. You'll be able to spell buff pretty well, but in combat you can still only take one action a round. That's one Mage spell, one Cleric spell, or one attack. Having all that versatility in one character doesn't really mean much if you can't bring it to bear. The most crippling thing this, and all triple-classed characters will suffer is the fact that they won't get many epic feats in the sequel. Not legitimately, anyways. o==========================o |Fighter/Mage/Thief | {DND041} o==========================o <----------------------------------------------------------------------> This class suffers from many of the problems the Fighter/Mage/Cleric suffers from, but in a lesser degree. Firstly, most Thief skills are useful out of combat, or as telling first strikes. It's not another host of spells you're trying to cast in a finite window of time, meaning the Thief actually enhances the Fighter and the Mage. Also, the Thief is capable of using a much greater selection of weapons than the Cleric, allowing you to diversify your weapons and tactics much more. A Fighter/Mage/Thief in essence works like a combination of the Fighter/Mage and Fighter/Thief. All in all, it's a slightly toned-down Fighter/Mage, with Thieving abilities thrown in-great for a suffering evil party! Plus, you'll have the option to jump on other spell-casters with pre-emptive backstabs, whereas the Fighter/Mage cannot. While the Fighter/Mage is arguably more destructive in the long run (at least in the sequel) the Fighter/Mage/Thief will be more versatile. Even though it's difficult to get this class off the ground-a Fighter protagonist with 18 Constitution and 4,000 experience can get up to 42 Hit Points, but a Fighter/Mage/Thief with the same Constitution and experience will have a pathetic 11 Hit Points-I still think it's the best evil character to take through both games. o==========================o |Fighter/Thief | {DND042} o==========================o <----------------------------------------------------------------------> This class easily matches a Ranger's skill with weapons while having the same quirks. Some important differences remain, a Fighter/Thief can disable traps and backstab, while a Ranger cannot. This makes a Fighter/Thief in my eyes a good bit more powerful than a Ranger. Sure, the Ranger will have higher Hit Points and some minor Druid spells, but a Fighter/Thief is just as good in combat, especially since they can backstab. Things only get better for the Fighter/Thief in Baldur's Gate 2 as their backstab reaches a mighty x5 and a deeper melee system allows them to abuse it to its fullest advantage. If you were thinking of making a Thief, go with a Fighter/Thief instead. You'll get a much more potent character out of it. Hell, if you were thinking of playing a Ranger, give the Fighter/Thief a look. Then you don't have to bring around a Thief at all! In the Enhanced Edition, this class becomes even more interesting as a dual-class option. You only need so many levels of Thief-eventually you'll be able to do all the Thiefy stuff you need, which really means Find Traps. Afterwards, the class is kind of a waste. But since we can use class kits in the first game and take the same character to the sequel, the option to make an Assassin/Fighter dualclass is now open to us. This far superior to making a Fighter/Thief dual. The Assassin gets a nice attack and damage bonus and-if you level up high enough-an absurd x7 backstab multiplier! Once you get that multiplier, dual-class to a Fighter and you'll get better armor options, proficiency options, and best of all-warrior high level abilities. Just think of a character with Greater Whirlwind, a x7 backstab multiplier, and Grand Mastery. The only downsides? You'd have to play through all of Baldur's Gate 1 as a single-class Assassin, and your Hit Points would be fairly sucky for a character meant for combat. o==========================o |Mage | o==========================o CLASS FEATURES: --> May not wear any armor. {DND043} --> May only use the following weapons: dagger, quarterstaff, dart, sling. --> May only become Proficient (one slot) in any weapon class. --> May only become Proficient (one slot) in any fighting style. --> May cast arcane spells. --> Hit Die: d4 Prime Requisite for Dual-Classing: Intelligence <----------------------------------------------------------------------> Ah, the Mage... a versatile spell caster, your proverbial glass cannon. They can't wear armor, and they have access to a poor selection of weapons. On the other hand, they don't really need them. As long as you can keep them from getting hurt, they can lay waste to your enemies with their spells. Anything from damaging spells like Fireballs, to support spells like Haste, or simple fight-winners, like Confusion and Chaos, it's the Mage's domain. A single-classed Mage is somewhat vulnerable, but a combination Fighter/Mage is strong in melee and in magic! Also, the fact that Edwin pretty much dominates the Mage field means you just don't need a single-classed Mage. Dual-or-multi-class for extra durability and versatility. If you specialize in a spell school, you will gain an extra spell per spell level. The down side? You have a prohibited school which opposes your chosen school, and you can't cast spell from the prohibited school. This can be almost painless (Conjurer), painful but survivable (Enchanter), or downright decimating (Invoker). Below is a list of the Mage schools and their prohibited school(s). Needless to say, if you have a choice in the matter Conjurer is the way to go. The Wild Mage will be mentioned in their own class section, later [DND065], since they... well, they're different enough to deserve their own section. Specialist School Opposition School <----------------------------------------------------------------------> Abjurer Abjuration Alteration Conjurer Conjuration/Summoning Divination Diviner Divination Conjuration Enchanter Enchantment/Charm Invocation Illusionist Illusion Necromancy Invoker Invocation Enchantment Necromancer Necromancy Illusion Transmuter Alteration Abjuration Mage Level EXP HP Spells <----------------------------------------------------------------------> 1 n/a 1d4 1 2 2,500 2d4 2 3 5,000 3d4 2/1 4 10,000 4d4 3/2 5 6 7 8 9 20,000 40,000 60,000 90,000 135,000 5d4 6d4 7d4 8d4 9d4 4/2/1 4/2/2 4/3/2/1 4/3/3/2 4/3/3/2/1 o==========================o |Mage/Cleric | {DND044} o==========================o <----------------------------------------------------------------------> This class suffers from the same 'too many options, not enough time to make full use of them' problem the Fighter/Mage/Cleric suffers from, but frankly the Fighter seemed like more of a problem than a boon anyways. It'll slow down progression in exchange for heavy armor (which the Cleric already provides) a few Hit Points, a small increase to THAC0, and weapon specialization. Sure, a Mage/Cleric won't be much of a warrior... but what the do you have two spell classes for if you want to be a warrior?! If you must cast both types of spells with one character, this is probably the best way to do so. o==========================o |Mage/Thief | {DND045} o==========================o <----------------------------------------------------------------------> I find it hard to imagine any case in which a Mage/Thief would be particularly useful, especially compared to a Fighter/Mage or Fighter/Thief. Being able to use Bows is fine and all, but Mages should have something better to do in most fights than shoot things. And you never need to hide if you have Invisibility. Imoen has it right, this is best done as a dual-class option for the sake of versatility. There's nothing wrong with getting a Mage with some Thief abilities, especially since you get plenty of ranks into Find Traps while sacrificing no potential Mage levels. Frankly, if you're even going to bother making a Mage as your main character, I'd suggest doing this. At least then you can dispense with having a Thief altogether... And you'd have extra Hit Points and THAC0 to boot. You lose nothing and gain a great deal. o==========================o |Monk | o==========================o CLASS FEATURES: --> May not wear any armor. --> {DND046} May only use weapons available to the Thief class (except twohanded). --> May only become Proficient (one slot) in any weapon class. --> May only become Proficient (one slot) in Single Weapon Style and may not put slots into any other style. --> Moves 2 points faster than other characters. Movement rate further improves by 1 every 5 levels. --> May make 1 unarmed attack per round. An additional 1/2 attack per round is gained every 3 levels. Damage dealt by unarmed attacks increases with level as follows: Level 1-2: 1d6 Level 3-5: 1d8 Level 6-8: 1d10 Level 9-14: 1d12 Level 15+: 1d20 --> At level 9, unarmed attacks are treated as a +1 magical weapon and gain a +1 bonus to hit and damage rolls. This enchantment improves to +2 at level 12, +3 at level 15, and +4 at level 25. --> Receives a +2 bonus to Saving Throws vs. Spell. --> Deflect Missiles: +1 bonus to AC vs. missile attacks every 3 levels. --> Starts with an Armor Class of 9 at 1st level and gains an additional +1 bonus every 2 levels. --> May use Stunning Blow ability once per day every 4 levels. STUNNING BLOW: All successful attacks within the next round force the victim to save or be stunned. This special ability automatically modifies normal attacks, no targeting needs to be done. --> 5th level: Becomes immune to all diseases and cannot be slowed or hasted. --> 7th level: May use Lay on Hands ability to heal 2 Hit Points per level. --> 8th level: Gains a -1 bonus to Speed Factor. --> 9th level: Gains a +1 bonus to all Saving Throws and becomes immune to Charm. --> 11th level: Becomes immune to poison. --> 12th level: Gains another -1 bonus to Speed Factory. --> 13th level: May use the Quivering Palm ability once per day. QUIVERING PALM: The next successful attack forces the opponent to save or die. This special ability automatically modifies normal attacks, no targeting needs to be done. --> 14th level: Gains 3% Magic Resistance per level (starting with 42% at 14th level). --> 20th level: Becomes immune to non-magical weapons. --> Alignment restricted to lawful. --> Hit Die: d8 <----------------------------------------------------------------------> Ah, the Monk. There's nothing that frees a player from thought quite as much as this class. They're easy to roll up and they can only be Humans, which is easily the white-bread choice of the game. They don't require a big investment of equipment, and there are no choices to make as to how they progress. They simply go around pummeling everything with their fists, and at this they excel. The one problem is the fact that they can never control the upgrades to their unarmed attacks. They gain damage, Armor Class, speed, magical enhancement bonuses, and other benefits as they level, but this will typically place them well behind every warrior in the party. For example, your unarmed attacks won't count as magical weapons of any kind until level nine, whereas most of our warriors will have a magical weapon by level three or four. It doesn't really get any better in the sequel, either, as you can't even hit anything that requires a +4 or better weapon until level 25. That's a HUGE handicap, and although you can learn to use Thief weapons, a Monk won't be much better at fighting with them than a single-classed Thief, and that's not what you played a Monk for, is it? As for armor, the Monk can't wear a bit of it-not even a helmet, and not being protected from critical hits is something that you'll rue early and often. Again, they improve over time, but even with a high Dexterity, they'll compare poorly with a warrior boasting Plate Mail Armor and a shield. It's another class that doesn't shine until late in the sequel. If you can hang on, however, you'll get a pretty potent-if mindless-character. At 20th level they'll have a base Armor Class of -1. With a good Dexterity score and some protection items, this could potentially take their Armor Class very low. Add that to the fact that they get +1 to all saves, +2 to saves versus spells, and up to 78% magic resistance and you have a very good defensive character (mediocre Hit Points not withstanding). On top of this they gain extra bonuses against missiles, up to a presumed +6 to Armor Class at level 18. They can't be hasted, however, but with their speed and high number of attacks they'll be hitting more often than most anybody else anyways. Oh, yeah, and a Monk gains access to warrior feats, meaning they get Whirlwind Attack. This is a good thing. Last and not least, Monks can sneak. Sure, they can Find Traps, but they can't do anything about them, which makes me wonder... why bother spending points in it? They're a poor choice of character in the first game, but if you can persist... By about level 12 they're nearly as powerful as a decently equipped warrior of the same level, but not before. Monk Level EXP HP <----------------------------------------------------------------------> 1 n/a 1d8 2 1,500 2d8 3 3,000 3d8 4 6,000 4d8 5 13,000 5d8 6 27,500 6d8 7 55,000 7d8 8 110,000 8d8 Dark Moon Monk {DND047} <----------------------------------------------------------------------> Once upon a time, just having the Monk was good enough... then Overhaul Games had to add new classes, force me to stir from my lair, and comment on two more freakin' Monk kits... *sigh*... okay, let's get this over with... The changes aren't very big, essentially you're restricted to one set alignment (Lawful Evil) and you trade your unimpressive Lay On Hands and Stunning Blow abilities for a bunch of low-level spell-like abilities. Since these include Blur and Blindness, however, it's not really a bad trade-off. Sure, Frozen Fist probably isn't as good Stunning Blow (although with no save penalty, it'll rarely be a primary debilitation attack in the sequel) but you can't poo-poo Blur and Mirror Image. Once those become obsolete in the sequel (dispelled at every turn by True Sight and easily replicated by items)... well, you're giving up Stunning Blow and Lay on Hands for two points of cold damage per attack for one round per level. Trying to decide what's better, when paired with Greater Whirlwind... stunning, or extra cold damage... Eh. It's really a wash. Advantages: --> Perception: +2 bonus to Saving Throws vs. Illusion spells. --> May cast Frozen Fist once per day ever four levels (starts at 1st level with one use). FROZEN FIST: When this ability is activated, the Dark Moon Monk's fists are wreathed in a frosty shell. For one round per level, the Dark Moon Monk's unarmed attacks deal an additional 2 cold damage per successful attack. --> 1st level: May cast Blindness once per day. --> 3rd level: May cast Blur once per day. --> 7th level: May cast Vampiric Touch once per day. --> 11th level: May cast Mirror Image once per day. Disadvantages: --> Alignment restricted to lawful evil. --> May not use Lay on Hands ability. --> May not use Stunning Blow ability. Sun Soul Monk {DND048} <----------------------------------------------------------------------> I really want to call this class a piece of shit, and settle into redundant mockery... but, you know what? It's actually pretty good. I know, I'm shocked, too. It trades off Stunning Blow and Quivering Palm in return for a bunch of flamey-sunny abilities, which are probably worth the trade off... you know, since neither Quivering Palm nor Stunning Blow have Save penalties. The staple ability is, in my eyes, Flaming Fists, which adds 2d6 fire damage to the Monk's attacks, and once leveled, lasts for several rounds. Far more reliable than Stunning Blow. Granted, this doesn't come into play until the sequel (since it only lasts a round in the first game) but... well, that's what this guide is all about, really-not what works best in this game, but what'll work best throughout the whole saga. They also have a Sun Soulray (low damage attack), Greater Sun (Fireshield (Red)), and Sun Soulbeam, an area-of-effect, moderately damaging attack that for some stupid reason must succeed at an attack roll. Sure, the abilities aren't overwhelming, and it's debatable whether it's better than the Monk... but it's less useless than the Dark Moon Monk. At the very least, the Sun Soul Monk was designed with abilities that extend past 11th level. Advantages: --> 2nd level: May cast Sun Soulray once per day. SUN SOULRAY: The Sun Soul Monk projects a blast of light from her open palm, dealing 1d8 damage every 2 levels to a maximum of 5d8. This ability does an additional 6 damage vs. undead. --> 5th level: May cast Flaming Fists once per day. FLAMING FISTS: The Sun Soul Monk channels her inner light into her unarmed attacks, turning her fists into flaming weapons that deal an additional 2d6 fire damage per hit for the next round. The duration increases to 2 rounds at level 9, 3 rounds at level 12, 4 rounds at level 15, and 5 rounds at level 25. This special ability automatically modifies normal attacks. No weapon-switching needs to be done. --> 6th level: Gains an additional use of Sun Soulray. --> 8th level: May cast Greater Sun once per day. GREATER SUN: The Sun Soul Monk wreathes herself in flames that act as a Fireshield (Red), granting the Monk 50% Fire Resistance and protecting her from attacks made within a 5-ft. radius. An opponent that hits the Monk with any weapons or spells within this radius suffers 1d8+2 points of fire damage. --> 10th level: Gains an additional use of Sun Soulray. --> 13th level: May cast Soul Sunbeam once per day. SUN SOULBEAM: The Sun Soul Monk emits a dazzling burst of light that strikes at all other creatures within a 30-ft. radius. The Sun Soulbeam does not automatically hit all targets, but makes a melee attack using the Monk's current THAC0 (+3 to hit vs. undead). Struck creatures suffer 9d6 points of damage (9d6+3 if undead), unless they save vs. Spell for half. In addition, all creatures except the Monk must save vs. Spell or be blinded for 10 turns. --> 15th level: Gains an additional use of Sun Soulray. Disadvantages: --> Alignment restricted to lawful good. --> May not use Stunning Blow ability. --> May not use Quivering Palm ability. o==========================o |Paladin | o==========================o CLASS FEATURES: --> May wear helmets. {DND049} --> May wear any armor and use any weapon. --> May not exceed Specialization (two slots) in any weapon class. --> May achieve Specialization (two slots) in any fighting style and allocate three slots in Two Weapon Style. --> May use Lay on Hands ability once per day to heal a target for 2 Hit Points per level of the Paladin. --> May cast Detect Evil once per day per level (starts at 1st level with 3 uses). --> May cast Protection from Evil once per day per level (starts at 1st level with one use). --> May Turn Undead as a Cleric two levels lower, starting at level 3. --> May cast priest spells starting at level 9. --> Receives a +2 bonus to all Saving Throws. --> Alignment restricted to lawful good. --> Hit Die: d10 <----------------------------------------------------------------------> Paladins are holy warriors, and as such they gain a slew of abilities to help them combat evil. They aren't as combat savvy as Fighters, only being able to buy two ranks in any weapon proficiency, and they cannot multi-or-dual-class. In exchange you'll get the ability to Lay on Hands (heal a character 2 Hit Points per level), Detect Evil (useful for telling which NPCs are bad or not and detecting enemies on the map before you even scout), Protection From Evil, and they can Turn Undead as if they were a Cleric two levels lower than their Paladin level. Paladins also make great party leaders due to their high minimum Charisma (17). In the first game, you'll get Ajantis to fill the Paladin-shaped hole in your good party, and in the second game you'll get Keldorn, who is kind enough to come with the best Paladin-kit in the game... which begs the question why would you ever really need to make your own Paladin? Paladin Level EXP HP Spells <----------------------------------------------------------------------> 1 n/a 1d10 2 2,250 2d10 3 4,500 3d10 4 9,000 4d10 5 18,000 5d10 6 36,000 6d10 7 75,000 7d10 8 150,000 8d10 Cavalier {DND050} <----------------------------------------------------------------------> This is a pretty nice kit, even given the lack of missile weapons. Having immunity to fear, charm, and poison are all very nice perks, and getting a +3 bonus to hit versus Demons and Dragons is great too. Sure, demons and dragons are very rare in the first game, but in the second... well, the former are fairly common and both are dangerous enough to make you cherish any bonuses you might have against them. Having Remove Fear once per day per level essentially means that at any time this character can get your party back in line, which is almost as good as having a party that's immune to fear as well! It certainly means that your Clerics and Mages don't have to focus so much on keeping fear effects subdued. A very nice kit indeed. Advantages: --> +3 bonus to hit and damage rolls against all fiendish and draconic creatures. --> May cast Remove Fear once per day per level. --> Immune to charm, fear, poison, and morale failure. --> 20% resistance to fire and acid. Disadvantages: --> May not use missile weapons. Inquisitor {DND051} <----------------------------------------------------------------------> This is probably the best kit in the game, and certainly the best of the Paladin kits, even though the other three aren't bad (somebody loved the Paladin!) Being able to cast Dispel Magic at TWICE your Paladin level means Inquisitors will rip through spell defenses, and will be able to do it often. True Sight is a fairly high level debuff, and a very good one. No more can creatures get away with Improved Invisibility, Shadow Door, Mirror Image, or anything of the sort, although they will try. This frees up spell casters to prepare other spells. The disadvantages might seem bad, but you can get plenty of healing elsewhere without Lay on Hands, and the Turn Undead and Paladin priest spells are both weak anyways. Would you trade a handful of low level Priest spells for two very powerful, very useful, mid-level spells? I would. This is Keldorn's class-a party member in the sequel-and it's one of the reasons he's so good. Since you're going to get such an awesome Inquisitor in the second game, why bother making one of your own? Advantages: --> May cast Dispel Magic once per day per 4 levels (starts at 1st level with one use). The spell is cast at Speed Factor 1 and acts at twice the Inquisitor's character level. --> May cast True Sight once per day per 4 levels (starts at 1st level with one use). --> Immune to hold and charm. Disadvantages: --> May not Turn Undead. --> May not use Lay on Hands ability. --> May not cast priest spells. Undead Hunter <----------------------------------------------------------------------> {DND052} Being immune to level drain is nice, but there are spells that do the same... granted, there are spells that do the same things that the other kits do... but +3 to attack and damage versus undead can't compete with the massive debuffs that the Inquisitor has, nor the slew of resistances that the Cavalier has. And what's the strongest undead anyways? A Lich. +3 to attack and damage isn't going to help you kill a Lich as much as disabling its defensive spells will. Frankly, the Inquisitor is a better Undead Hunter than the Undead Hunter when it comes to big game hunting! The Undead Hunter will, however, excel against Vampires. Neither of these creatures are really too much of a concern in the first game, however. It's all about the sequel, folks! In case that somehow hasn't sunk in yet... Advantages: --> +3 bonus to hit and +3 to damage rolls against undead creatures. --> Immune to hold and level drain. Disadvantages: --> May not use Lay on Hands ability. Blackguard {DND053} <----------------------------------------------------------------------> Holy crap! A new kit! The Blackguard is actually a pretty decent kit, taking the Undead Hunter's nice immunity level drain and adding the Cavalier's immunity to fear. They also have the ability to steal health from foes-similar to the Lay on Hands ability... but evil! Yeah, it's pretty uninspiring, especially since it allows a Save vs. Spell at no save to negate it. Poison weapon really just deals an extra twelve damage-again, making it a lack-luster bonus. On the other hand, the Aura of Despair ability can get pretty damn good-essentially acting like the Skald's Bard Song... but in reverse. All in all, it's an interesting possibility for the evil party, with a good pair of immunities and a wonderful debuff. Does this class compare to an Inquisitor? No, it doesn't, but that's not really fair. Advantages: --> Immune to level drain and fear. --> May Rebuke Undead as Paladin of the same level. --> May use Absorb Health ability once per day. ABSORB HEALTH: Deals 2 points of damage per level to an enemy, healing the Blackguard the same number of Hit Points. A successful Saving Throw vs. Spell negates the effect. --> May use Poison Weapon ability once per day every 5 level (starting at 1st level with one use). POISON WEAPON: Each successful hit within the next round will inject poison into the target, dealing an extra 2 points of damage per second with no Saving Throw (for a total of 12 points of damage). Moreover, if the target fails a Saving Throw vs. Poison, he will suffer 1 additional point of damage per round for 4 rounds thereafter. --> May use Aura of Despair ability once per day starting at 3rd level, with effects that improve based on level: 3rd level: Bestows nearby enemies with a -1 penalty to hit and damage rolls and a -1 penalty to Armor Class. 6th level: Bestows nearby enemies with a -2 penalty to hit and damage rolls and a -2 penalty to Armor Class. 15th level: Bestows nearby enemies with a -4 penalty to hit and damage rolls and a -4 penalty to Armor Class, causes Fear in enemies of level 8 or below. 20th level: Bestows nearby enemies with a -4 penalty to hit and damage rolls and a -4 penalty to Armor Class, causes Fear in enemies of level 18 or below. Disadvantages: --> Alignment restricted to evil. --> May not cast Detect Evil. --> May not cast Protection from Evil. --> May not use Lay on Hands ability. o==========================o |Ranger | o==========================o CLASS FEATURES: --> May wear helmets. --> May wear any armor and use any weapon. {DND054} --> May not exceed Specialization (two slots) in any weapon class. --> May achieve Specialization (two slots) in any fighting style. --> Begins Specialized (two slots) in Two-Weapon Style and may place a third slot into it. --> May select a racial enemy, which grants a +4 bonus to hit and damage rolls against the selected enemy race. --> May use Charm Animal ability once per day every 2 levels (starts at 1st level with one use). --> May Hide in Shadows while wearing no armor, leather armor, or studded leather armor. --> May cast druidic spells starting at level 8. --> Alignment restricted to good. --> Hit Die: d10 Prime Requisites for Dual-Classing: Strength, Dexterity, Wisdom <----------------------------------------------------------------------> Rangers are defenders of the wilderness, hunters, scouts, and outdoorsmen. They can only get two ranks in a weapon proficiency, but in compensation they can use stealth, charm animals, and eventually cast Druid spells. The stealth ability can only be used in light armor, Leather, Studded Leather, or Hide, but it makes them invaluable for scouting ahead of the party. Being strong enough to fight their way out of trouble helps too. The charm animal ability sucks, but once in a while if you want to play with it and charm a bear or something... eh... they'll still turn hostile on you when it's over, so why bother? The Druid spells are a long time in coming, but it's somewhat nice to be able to cast Cure Light Wounds or Entangle, although the level cap in Baldur's Gate doesn't really allow this feature to pan out. Note: My fear-mongering in the earlier versions of the guide was fortunately unfounded. You are able to change your favored enemy in the second game, which has a different and much expanded selection of racial enemies than the first game. So, don't worry about the long-term too much when picking a favored enemy-pick what works for this game. Ogres, Giant Spiders, and Skeletons are all somewhat common-and dangerous-enough to warrant a pick. Ranger Level EXP HP Spells Stealth <----------------------------------------------------------------------> 1 n/a 1d10 15% 2 2,250 2d10 20% 3 4,500 3d10 27% 4 9,000 4d10 33% 5 18,000 5d10 40% 6 36,000 6d10 47% 7 75,000 7d10 55% 8 150,000 8d10 1 62% Archer {WLK055} <----------------------------------------------------------------------> Now this is a kit. Take something and do it VERY well. The bonuses to hit and damage with arrows get pretty damn good-It's essentially the ranged version of a Kensai-but without being quite as hampered by a lack of armor. Somebody who is specialized in bows to that extent isn't going to want to use metal armor anyways, and besides, you're a Ranger, you want to be able to sneak. The lack of proficiency with melee weapons hurts though, as that costs us half an attack if we ever need to get into melee. Keep in mind one tiny little problem. There are no +4 Arrows, so you'll never be able to hit anything that requires a +4 or better weapon to hit with your bow. Also, +3 Arrows aren't unlimited. The best unlimited ammo you get are +2 Arrows. This isn't much of a problem in the first game, as +2 Arrows are fine and you can get plenty of them... or at least enough to use on the fights that matter. In the sequel, however, many foes won't be bothered by +2 weapons. In big fights against powerful enemies, your Archer isn't going to be able to contribute, at least not against the main event. Balors, Greater Wolfweres, Greater Mummies, Pit Fiends, and some Vampires will all be out of your league. There are a few exceptions, however-there are two Short Bows in the sequel that generate their own ammo-Tansheron's Bow +3 and the Gesen Bow +4. Obviously the latter is superior, providing unlimited ammo that counts as +4 for determining what it can hit. Also, since this class improves all missile weapons, you could always use a Sling or throwing weapon instead. In the latter case, there are plenty of good throwing Axes throughout both games, even a +4 specimen in Throne of Bhaal. The only problem? You will only be able to become proficient with throwing weapons, and you will not attack particularly fast with them... at least, not compared to bows. Still, as an anodyne for our suffering Overhaul Games decided to fix the Called Shot ability-it's now cumulative, meaning the higher you level the more your arrows do. Previously the Called Shot ability only did whatever your level plateau indicated, instead of keeping the bonuses you had at lower levels. It's a big improvement. If you're planning on making an Archer, I'd suggest obtaining High Mastery in Shortbows and sticking with that as your main weapon. Longbows are slightly stronger in the first game, and you can get superior versions sooner, but the difference between the best Shortbow in the game (Protector of the Dryads +2) and the best Longbows (Composite Longbow +1/The Dead Shot +2) is merely one point of damage or THAC0, respectively. In the sequel, however, it's hardly even a contest-there are two Shortbows that generate their own ammunition, and hence, can damage creatures no Longbow can. The best Shortbow specimen-the Gesen Bow, out-damages everything else, in any event. Since you're a very focused warrior class, you could just strive to Grandmaster in both of them (not like you need more than one or two melee weapons, which you'll rarely use anyways), but Shortbow is king. Advantages: --> +1 to hit and damage rolls with any missile weapon for every 3 levels. --> May achieve Grandmastery (5 slots) in longbows, shortbows, and crossbows. --> May use Called Shot ability once per day every 4 levels. CALLED SHOT: All successful ranged attacks within the next 10 seconds have the following cumulative effects besides normal damage, according to the level of the Archer: 4th level: -1 penalty to target's THAC0. 8th level: -1 penalty to target's Saving Throws vs. Spell. 12th level: -1 penalty to the target's Strength score. 16th level: +2 bonus to damage roll. Disadvantages: --> May not wear any metal armor. --> May only become proficient (one slot) with melee weapons. --> May not use Charm Animal ability. Stalker {DND056} <----------------------------------------------------------------------> The 'may not wear armor greater than studded leather' disadvantage isn't too bad, as that's the highest grade of armor I tend to throw on a Ranger anyways, so let's look at the advantages. +20% to Stealth is nice, but there's always a chance of failure, and considering how many levels you can get... well... any Ranger is going to be good at stealth, eventually, making the bonus Stealth incredibly short-sighted. The backstab modifier is very nice, as it allows a Ranger to play like a Thief. Haste is a good spell for any character to have, and Minor Spell Deflection might come in handy. It won't save the Ranger from Imprisonment or Horrid Wilting, but it will stop Disintegrate and Finger of Death, and a whole host of other annoying low level spells (like Charm, Chaos, and Hold Person). This kit might just be better than the normal Ranger, but it's really just a poor substitute for a Fighter/Mage or Fighter/Thief, both of which will be far, far superior. Advantages: --> +20% to Move Silently and Hide in Shadows. --> May use Backstab ability, although for a lower damage multiplier than Thieves: Level 1-8: x2 Level 9-16: x3 Level 17+: x4 --> 12th Level: May memorize 3 Mage spells: Haste, Protection From Normal Missiles and Minor Spell Deflection. Disadvantages: --> May not wear armor heavier than studded leather. Beast Master {DND057} <----------------------------------------------------------------------> And again with the suck. Who wants to play a Ranger that is more like a Druid? Druids suck, and Animal Summoning sucks. Don't even give this kit a glance, it's not worth your attention. Advantages: --> +15% to Move Silently and Hide in Shadows. --> May use Find Familiar ability to summon a Psuedo Dragon (if lawful or neutral good) or Fairy Dragon (if chaotic good) companion. --> 8th level: May cast Animal Summoning I --> 10th level: May cast Animal Summoning II. --> 12th level: May cast Animal Summoning III. Disadvantages: --> May not use any metal weapons (for example: swords, halberds, war hammers, or morning stars). --> May not wear armor heavier than studded leather. o==========================o |Sorcerer | o==========================o CLASS FEATURES: --> May not wear any armor. {DND058} --> May only use the following weapons: dagger, quarterstaff, dart, sling. --> May only become Proficient (one slot) in any weapon class. --> May not place any slots in any fighting style. --> May cast arcane spells. --> May not scribe spells into their spellbooks as Mages do. Instead, Sorcerers learn a small number of spells at each level, which they can cast daily without memorization. --> Hit Die: d4 <----------------------------------------------------------------------> If you're familiar with 3rd Edition Sorcerers, you'll be familiar with this-Bioware's attempt to introduce a 3rd Edition class into a 2nd Edition game. Sorcerers function like Mages, except they can only know a handful of spells, from which they can cast any of their known spells without having to memorize them, although they are still limited to a maximum number of spells per day. Ultimately a Sorcerer can know only several spells of each spell level, and for many spell levels that's fine. Chances are you won't find too many more 9th level spells, at least not ones you'll use often. On the other hand this takes down their tactical flexibility a great deal. You either know the spell, or you don't, there's no learning it from a scroll or preparing it for a big fight when needed. They do get one more spell per day per spell level than a normal Mage, but what do they have that Edwin doesn't have? He gets two spells per day per spell level over a normal Mage AND has tactical flexibility. On the other hand, when you get right down to it, there are only a handful of spells each level that get used frequently, and not having to choose the exact number of each to prepare can be helpful. Sorcerer Level EXP HP Spells (Known) Spells (Cast) <----------------------------------------------------------------------> 1 n/a 1d4 2 3 2 2,500 2d4 2 4 3 5,000 3d4 3 5 4 10,000 4d4 3/1 6/3 5 20,000 5d4 4/2 6/4 6 40,000 6d4 4/2/1 6/5/3 7 60,000 7d4 5/3/2 6/6/4 8 90,000 8d4 5/3/2/1 6/6/5/3 9 135,000 9d4 5/4/3/2 6/6/6/4 Dragon Disciple {DND059} <----------------------------------------------------------------------> Oh my... where to even begin? Well, let's start out with the obvious. What is the primary role of a Sorcerer? Casting spells. What's their biggest limitation? The number of spells per level they know. If there is any one problem with the Sorcerer, it's that their spells per day limit their tactical flexibility... at least in the sequel. Their biggest perk is the ability to be able to cast any of their known spells at will, up until their number of spells castable per level per day. So, any class kit that proposes to reduce the number of spells the Sorcerer can know absolutely must provide outstanding benefits to compensate... preferably ones that amplify in other ways the magical prowess of the class. Is that the case, then, with the Dragon Disciple? Of course not. What do you get in return for shearing off one spell known per day? In the first game you'll get up to 50% Fire Resistance, a once-per-day 5d8 breath weapon, and a +1 bonus to Armor Class and Constitution. By Baldur's Gate 2 this can increase to 100% Fire Resistance, +4 Armor Class, +2 Constitution, and an 8d8 breath weapon. First, you can get Fire Resistance from all sorts of sources, but since we're talking about Sorcerers, let's assume they could get them from spells-spells they would have the flexibility to learn if you had just picked a normal Sorcerer, or better yet, a REAL Mage. Armor Class shouldn't be very important for a Mage, who belongs out of melee combat... but it can also be improved by spells... again, more spells known, more defensive spells available. Third, why the hell do you need the Constitution bonus? Start out with a sixteen, the Sorcerer can't get more than +2 Hit Points per level anyways. Lastly... a once per day 8d8 damage breath weapon? Fireball will deal comparable damage, why not use that? Not saying it's not beneficial, but is it really worth the loss of spells? Heck, in the sequel you'll get a book that will allow you to cast a Fireball once per day (amongst other spells), and that item is rarely useful, so how often do you think you'll need to call upon your inferior breath weapon? The best perk this class adds is the superior d6 Hit Dice. 18 extra Hit Points is not bogus, but the rest of this class's perks are replacable with spells... spells you would know if you weren't this class! Worse still, almost all the bonuses of this class are defensive, and defensive boosts that a Mage doesn't really need. I say, just be a normal Sorceror, or better yet, a Specialist Mage, or best of all, just recruit Edwin. Advantages: --> 1st level: +1 bonus to AC. --> 3rd level: May use Breath Weapon once per day. BREATH WEAPON: The Dragon Disciple breathes a gout of flame up to 30 ft. long, inflicting 3d8 points of fire damage on all creatures caught within the 140 degree cone. --> 4th level: Gains 25% innate Fire Resistance. --> 5th level: +1 bonus to AC and Constitution. --> 6th level: Breath Weapon damage increases to 4d8. --> 8th level: Innate Fire Resistance rises to 50%. --> 9th level: Breath Weapon damage increases to 5d8. --> 10th level: +1 bonus to AC. --> 12th level: Innate Fire Resistance rises to 75%. --> 12th level: Breath Weapon damage increases to 6d8. --> 15th level: +1 bonus to AC and Constitution. --> 15th level: Breath Weapon damage increases to 7d8. --> 16th level: Innate Fire Resistance rises to 100%. --> 18th level: Breath Weapon damage increases to 8d8. --> 20th level: +1 bonus to AC. --> Hit Dice: d6 Disadvantages: --> May cast one fewer spell per level per day.