476
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 622 Easy Steps!" Version 1.04 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. Supporting HaeravonFAQs <----------------------------------------------------------------------> Now, I know this is a not-for-profit FAQ, but FAQ writing is time consuming work. If you wanted to show your appreciation for this FAQ and/or support for future FAQs by donating to my PayPal account, that would be an above-and-beyond gesture. If every person who downloaded my FAQs donated a penny... well, it would help out immensely (not really, since it won't even cover PayPal's fees, and in fact, very, very few people out of my 2,000,000 hits donate anything-it's hyperbolic speech, people). Now, without any more PBS-style solicitation... https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=delirious devil%40hotmail%2ecom&lc=US&item_name=HaeravonFAQs&currency_code=USD&bn =PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted Alternatively, you can use the PayPal button on my webpage, at www.haeravon.com HaeravonFAQs on Facebook

Baldur's Gate Enhanced Edition PC Walkthrough

  • Upload
    puneet

  • View
    23

  • Download
    5

Embed Size (px)

DESCRIPTION

A complete walkthrough for game Baldur's Gate Enhanced Edition PC. Learn how to level up, interact, team up and everything you need to play this awesome game. 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

Citation preview

  • This guide is set at a width of 72 characters. For ease of use, makesure your browser is displaying all the numbers on the line below.

    123456789012345678901234567890123456789012345678901234567890123456789012o======================================================================o| || Baldur's Gate: Enhanced Edition || |o======================================================================o "Beating Baldur's Gate: Enhanced Edition in 622 Easy Steps!"

    Version 1.04Written 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) comIf 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 inyour 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 texteditor. The default text is Lucida Console at size 10 font, but anyfixed-width font will work... if not with the intended aestheticsintact.

    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 thingto load. Look for the ***END OF FILE*** line at the bottom to ensureyou'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 partiesinvolved with this game. This is a not-for-profit fan-made guide. Ifyou 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. Letyour conscience be your guide, just like all good people.

    Supporting HaeravonFAQs

    Now, I know this is a not-for-profit FAQ, but FAQ writing is timeconsuming work. If you wanted to show your appreciation for this FAQ and/or support for future FAQs by donating to my PayPal account, thatwould be an above-and-beyond gesture. If every person who downloadedmy FAQs donated a penny... well, it would help out immensely (notreally, since it won't even cover PayPal's fees, and in fact, very, veryfew people out of my 2,000,000 hits donate anything-it's hyperbolicspeech, people). Now, without any more PBS-style solicitation...

    https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=deliriousdevil%40hotmail%2ecom&lc=US&item_name=HaeravonFAQs&currency_code=USD&bn=PP%2dDonationsBF%3abtn_donateCC_LG%2egif%3aNonHosted

    Alternatively, you can use the PayPal button on my webpage, atwww.haeravon.com

    HaeravonFAQs on Facebook

  • If you liked this FAQ, if you like talking about video games, if youthink sunshine was for people who were born before they had the goodsense to invent pixels, then you're not alone. Check out my Facebookpage at (www.facebook.com/HaeravonFAQs) for mindless video gamechatter, information about updates and upcoming FAQs, or for just amore direct connection to yours truly, so you can tell me in personabout 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 Haeravonplay, and hear his soothing voice as he enlightened you with gamingwisdom? Your wish has been granted. Check out the HaeravonFAQs Youtubechannel at http://www.youtube.com/user/HaeravonFAQs for videowalkthroughs and gameplay videos.

    Haeravon.com

    Yeah, there's a website, of course there's a website. You KNEW therewould be a website eventually. If the meager pickings of Facebookdoesn't do it for you, if you want full articles, stories, opinionpieces, videos, pictures, reviews, and even more in-depth gaminginformation provided by Haeravon and fellow contributors (die-hardnerds, one and all) check out www.haeravon.com.

    Table of Contentso======================================================================o>>>>>>>>>>>>>>GAMEPLAY INFORMATION

  • 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} Class8. 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 Type11. 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} Attributes33. 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 {SPT004}4. 3rd Level Cleric Spells {SPT005}5. 4th Level Cleric Spells {SPT006}6. 1st Level Druid Spells {SPT007}7. 2nd Level Druid Spells {SPT008}8. 3rd Level Druid Spells {SPT009}9. 4th Level Druid Spells {SPT010}10. 5th Level Druid Spells {SPT011}11. 1st Level Arcane Spells {SPT012}12. 2nd Level Arcane Spells {SPT013}13. 3rd Level Arcane Spells {SPT014}14. 4th Level Arcane Spells {SPT015}15. 5th Level Arcane Spells {SPT016}

    V. Map {MAP001}VI. General Tips {TIP001}

    >>>>>>>>>>>>>>>>MAIN WALKTHROUGH

  • Nashkel Mines (interior)(21 Steps)

    X. Chapter 31. 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 theNorth-Eastern Areas(17 Steps)

    4. Sequence #4 {WLK016}Bandit Camp(11 Steps)

    XI. Chapter 41. 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'sAssassination 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 WesternAreas(26 Steps)

    4. Sequence #4 {WLK023}Baldur's Gate:South-WesternNorth-Western Areas(28 Steps)

    5. Sequence #4 {WLK024}Baldur's Gate: Balduran's Gear and theIron Throne Headquarters(17 Steps)

    XIII. Chapter 61. Sequence #1 {WLK025}

    Return to Candlekeep(9 Steps)

    2. Sequence #2 {WLK026}Candlekeep Catacombs(14 Steps)

    3. Sequence #3 {WLK027}Enhanced EditionCharacter Quests

  • (28 Steps)[PARTY STATS: TALES OF THE SWORD COAST]

    XIV. Tales of the Sword Coast1. Sequence #1 {WLK028}

    Ulgoth's Beard,Shandolar's Request(13 Steps)

    2. Sequence #2 {WLK029}To Durlag's Tower andthe 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 71. Sequence #1

    Thwarting Sarevok {WLK036}(18 Steps)

    2. Sequence #2The Endgame {WLK037}(18 Steps)

    [PARTY STATS: FINAL]

    Total Walkthrough: 622 Steps

    >>>>>>>>>>>>>>>>>>>>>VIDEOS

  • 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 theindex, I put them in [] brackets, so as to make general searches using the index more efficient. For example, when I refer to later parts ofthe Walkthrough in the Walkthrough, I'll refer to those referredsections as [WLK###], when it should be understood to search for{WLK###}. This is an organizational scheme used to prevent you fromhaving to scroll through several referential brackets in order to findwhat you're looking for, as I reference other parts of the FAQ much morefrequently in this guide than I do in other FAQs I have written.

    o======================================================================o| || Introduction {INT001} || |o======================================================================oWelcome to the HaeravonFAQs guide "Beating Baldur's Gate: EnhancedEdition in 622 Steps" of varying length, complexity, and importance!I love the Baldur's Gate games, I won't even try to hide it. So when Iheard there was an Enhanced Edition being made... well, I approached itwith a bit of skepticism. Mostly because I'm a pessimist, not becauseI'm a classics snob. A rebirth of the Fallout franchise was somethingI warmly embraced, certainly something similar for Baldur's Gate wouldhave potential, right? Sure, but this isn't a remake. It's a slightimprovement, better menus to take some of the age off and a bunch ofminor tweaks (many of which have already appeared in fan-made mods).Essentially, this game takes the original Baldur's Gate and freshens itup a bit. The biggest changes? They made the Baldur's Gate 1 rules matchthe Baldur's Gate 2 system... again, something already done. Still, Iam giddy. I didn't start writing FAQs until a few years ago, and Idevoted no small amount of time to the games I loved most of all-theBaldur's Gate saga. The Enhanced Edition is the closest thing to beingable to go back in time and write about this game when it's fresh. Forthat alone, the Enhanced Edition was worth the $20 download-my firstever digital purchase. I know, I know, I'm a dinosaur. Anyways, thisguide is built right on top of my old Baldur's Gate guide, with changesmade wherever necessary. Call it lazy or resourceful as you wish-myorganizational schemes work for me and-if feedback is any indication-it works for most of my readers, too. Why fix what's not broken? Most ofall, have fun and enjoy a slightly improved and expanded version of oneof the best RPGs ever made.

    HaeravonFAQs on Youtube {INT002}o======================================================================oIn the beginning of June, 2013, I was finally able to scrape enoughmoney together to get a good game-capture device. Later that month, Ibegan my much dreamed-of venture into making gameplay videos. I intendfor the videos on HaeravonFAQs to enhance-not replace-the text-basedguides you all know and love. Starting 6/29/2013, I began shootingvideos based off of saves I had made when I wrote this guide, showingthe tactics contained in this guide. The links to the videos can befound 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, oryou can search for them with the search tags [VID###]. For more videos,visit (http://www.youtube.com/user/HaeravonFAQs). If you want to haveaccess to all our gameplay videos, pictures, and, yes, guides, all onone site, visit www.haeravon.com.

    Using this FAQ {INT003}o======================================================================oBelow I will list some of my quirks, organizational methods, and variousother 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 lineo======================================================================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 likeswordiness:

    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 shiftsover 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 thegame. As I go through areas I will list what I do sequentially. To helpstreamline the guide and make your life easier, I've included a list ofsteps at the beginning of each section, so you can see in what order Iam about to do things. Each different Sequence of Events is separated bya large heading, while each step is divided by a thick line (if wetravel to a different area) or a thin line (if we don't.)

    Continuity {INT004}o======================================================================oOne 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 playthe game, since it seems like a waste to go through the game and NOTcontinue with my character onto the sequel. Since the first game wasmade to resemble the second game more in the Enhanced Edition, we canassume the Enhanced Edition of the second game will be... less changed.After all, why change the first game to match the second if you'regoing to change the second game-hence reintroducing the originalmis-match you were presumably trying to remove in the first place?With that in mind, building our protagonist with the sequel in mindmakes even more sense in the Enhanced Edition than it did in theoriginal 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 proficiencyallocations are made with the sequel in mind.

    Items {INT005}o======================================================================oI'll list items found in containers-bookshelves, chests, environmentalbodies, etc. in the ***ITEMS*** category, I'll also list the (x=, x=)coordinates the container is found at. The container could be quitelarge, but I try to find areas in the 100s or at least the 10s ifpossible. For example, I won't give you (x=1996, y=217) when I couldgive the coordinates (x=2000, y=200).

    Rewards {INT006}o======================================================================oWhen you complete a quest, or otherwise gain some story award, I willlist 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 somequests have long stretches of game in between their assignment and completion. I will tell you to go activate the quest (even if you don'tneed to activate it to complete), but I typically include the rewardupon the quests conclusion, occasionally requiring you to go back tothe assigner on your own.

    Traps {INT007}o======================================================================oI list the location of traps in a section similar to the items section.Except it's wisely called ***TRAPS***. I didn't bother recording whatsort of trap it was, I intended to disarm traps I come across, andfrankly, 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 collateraldamage, that's fine with me, I'll point as many out to you as I found.

    Active Pause {INT008}o======================================================================oYou can pause the game any time by pressing the 'space bar' button. Inthe original game, the game would not remained paused in your inventoryscreen (which was just Bioware's idea of being hardasses.) In theEnhanced Edition, they rightfully allowed the game to remained pausedin your inventory screen (like in Baldur's Gate 2). Anyways, you'll usethis option often to reorganize during battles, select new targets...you know, make tactical decisions. It's not just helpful, it's vital. Ifyou plan to play any other old school Black Isle games, like Planescapeor Icewind Dale, they'll also use the same system.

    Difficulty Settings {INT009}o======================================================================oThe game always had difficulty settings, so why bother mentioning itfor the Enhanced Edition? Well... because they might actually be worthtoggling every so often now. There are five difficulty settings asfollows:

    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 upor scribe scrolls, switch to NORMAL. Look, I don't know about you, butin the original game I always save/loaded to get maximum Hit Points perlevel and to ensure I always succeeded at scribing scrolls. Manipulatingthe difficulty settings just saves time, and life is too short (as is mypatience) to waste it save/loading Baldur's Gate.

    Enhanced Edition Notes {INT010}o======================================================================oI will admit, I am too much of a fan to resist pointing out story/eventchanges throughout the guide as I notice them. These changes (usuallyinconsequential stuff) will be noted under the ***ENHANCED EDITION***heading. This is just me showing off what knowledge I have of the gameand is entirely useless fluff... But, it interests me, so it's inthere. It may contain spoilers (although I've tried to keep them fairlyminor) but if you want to play it safe, just ignore them. I've alsostarted to use them to discuss various changes between Enhanced Editionpatches, as well.

    o======================================================================o| || 2nd Edition Dungeons and Dragons Mechanics || (Character Creation) {DND001} |o======================================================================oBelow 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 belowand make your own choices. I'll give opinions and brute facts, but Iwon't be rating anything. Feel free to make you own-informed-decisions.

    Composition {DND002}o======================================================================oUnlike in Icewind Dale, you only create one character-the protagonist.This means your character will need some help on their journey throughBaldur's Gate. In any Dungeons and Dragons game you need a Cleric,Fighter, Mage, and a Thief, the four 'base' classes. No matter whatcharacter you make, you NEED one representative of each of those fourbase 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======================================================================oGender only matters when it comes to the sequel, and then only withthe romances. If you want to romance female characters, you need tohave a male protagonist.. And uh, there's only one male character toromance in the sequel, so.. Anyways, I'll list the following romancesthat come with the game so you can plan for them. The alignment of thecharacter matters in-so-much as certain characters will only romance youif you're of a similar alignment. Be the same alignment or close to itif you want to make sure you'll be able to romance the NPC. Oh, and if

  • you make a Dwarf, and wonder why the pretty Elf lady won't romance you,don't cry to me. Racist women.

    Aerie (Female) Lawful Good, ElfAnomen (Male)Jaheira (Female) Neutral, Half-ElfViconia (Female) Neutral Evil, Elf (will not romance Elves!)

    Race {DND004}o======================================================================oThere are more pronounced differences between the races in the EnhancedEdition, but the big restrictions are still what they were in theoriginal. Humans can dual-class, everybody else cannot. All the otherraces can multi-class (to varying degrees), but Humans cannot. ISTRONGLY 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-Orco===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 myreaders are Human (the rest are whatever race Anne Coulter belongs to-the reptilians), which begs the question... why play it? Doesn't itjust inject a bit of mundanity into a fantasy setting? And why would youdo 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 ofspecialist Mage... well... this is your only option.

    Humans have the following traits: --> Thief Skills: +10% Open Locks, +5% Find Traps,

    +15% Pick Pockets, +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 givinganything away, playing an Elf adds a bit of... tension... with theantagonist of the sequel (to which there is as of yet no EnhancedEdition for). At least, it does in my mind, which is what matters.Elves have some solid multi-class options, and are decent charactersall around. The Dexterity bonus is nice... but it's not nearly ashelpful as the Constitution bonus is harmful. Still, considering allthe 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: +5% Open Locks, +5% Find Traps,+20% Pick Pockets, +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 tocare that an Elf boning a Human is just kind of... weird. I mean, howmuch older is the Elf, on average? It would make for great a fantasyMaury show... They've got a few bonuses that Humans don't have-stuffyou won't really miss-but they trade the ability to dual-class for themost extensive multi-class options in the game. They're a great choicefor any protagonist.

    Half-Elves have the following traits: --> 30% resistance against charm and sleep magics.

    --> Infravision.

    --> Thief Skills: +10% Pick Pockets, +5% Hide in Shadows.

    Gnome {DND009}

    Gnomes are retarded and everybody should hate them. They're nothing butincompetent Dwarves without any of the cool Dwarfiness. Gnomes haveone advantage over Dwarves-they can become Mages. But... since theydefault 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% Open Locks, +15% Find Traps,+15% Pick Pockets, +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 opinionabout 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'tvery good. Honestly, I've always hated Halflings. They seem like awaste of a race, and in my gaming sessions, I've never been able to finda use for them. What are they, always? Wandering thieves and pranksters.Almost without variation. Who always plays them? The annoying kid whojust 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: +5% Open Locks, +5% Find Traps, +5% Pick Pockets,+10% Move Silently, +15% 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 alwaysawesome. Nothing's better than a heavily-armed, ill-tempered, hairy,drunk demi-human. Fortunately for you, the game does a decent job insupplying you Dwarves to tag along with-leave the Dwarfing to yourallies 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: +20% Open Locks, +20% Find Traps,+15% Pick POckets, +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 Dwarvesin my book. Fugly warriors that almost always seem to fall into a well-trod stereotype. In this, they excel, and if you plan to make anysingle-class warrior type, go with a Half-Orc. You won't miss thatIntelligence.

    Half-Orcs have the following traits: --> +1 Strength, +1 Constitution, -2 Intelligence.

    Class {DND013}o======================================================================oSince you can recruit a character that pretty much covers whatever youmay lack, you have the freedom to create a character that plays how youwant (at least in this game, Baldur's Gate 2 isn't nearly as nice inthat regards). Versatility and power are my goals in character creation,and that pretty much cries out for dual-or-multi classing. Also, if thedevelopers were so kind as to provide you with a recruitable ally withtheir own unique voice, portrait, history, and statistics, why bothermaking a similar character? Since dual-or-multi class characters areinvariably stronger in Baldur's Gate 2, they are what I suggest. Yousimply get stronger, more versatile characters if you dual-or-multi-class.

    A Fighter/Mage is arguably the strongest class in the game by the end ofBaldur's Gate 2, and with all the new defensive spells from the sequelfleshing out the spellbooks of the Enhanced Edition, they're strongerthan ever in the first game. (Stoneskin, anybody?) Magic in Baldur'sGate is incredibly important and deep, and controlling a protagonist whocannot cast spells seems rather.. blasphemous. And if you can destroyany foe in melee combat as well, all the better. Alternatively there'sthe Fighter/Mage/Thief, who isn't as much of a Fighter or Mage, but youdon'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 aremore powerful, and a Mage won't be limited to blunt weapons like aCleric. If you're at all interested in making a Fighter/Cleric, try aRanger/Cleric instead. Pretty much the same thing in terms of weaponselection, and Hit Points, but they'll also get Druidic spells, in

  • addition to their Clerical spells. This means Insect Plague, ElementalSummoning, and Iron Skins in the sequel... it's something to get excitedabout, trust me. I've never played as a Fighter/Mage/Cleric, but.. itcertainly sounds interesting. In the end I feel a Fighter/Mage is agreat protagonist, a great play, and certainly a good choice to writea guide around. For the evil party play-through (Version 1.02 of theoriginal guide) I created a Fighter/Mage/Thief so I could use many ofthe strategies with which I am familiar, but also because of howdesperately the evil party needs a Thief in Baldur's Gate 2. Mygirlfriend's choice was much the same, except she used a Fighter as herprotagonist and created a Fighter/Mage/Thief sidekick in the sequel toovercome the crippling Thief-shortage. It might be cheap, but it'sbetter than dragging around Haer'Dalis.

    Dual-Classing {DND014}

    To dual-class you must be a Human, and you must be at least 2nd level inthe 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: WisdomDruid: Wisdom, CharismaFighter: StrengthMage: IntelligenceRanger: Strength, Dexterity, WisdomThief: Dexterity

    Once you dual-class the experience of your previous class will be cappedat the minimum required to meet the last level you attained, and it willgo inactive. You can no longer gain levels in this class, or use any ofthe class abilities. The only thing you keep from that class are the HitPoints, 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, ifapplicable. For example, if you were a Fighter and dual-classed into aMage, you would be bound by the weapon and armor restrictions of theMage. You'd have the saves, THAC0, proficiencies, and spells of a 1stlevel Mage, but you'd have your Fighter Hit Points. Once your level inyour new class exceeds your level in your old class, your old classbecomes active again. You cannot gain experience in your old class, butyou gain back any previously attained abilities, weapon and armorproficiencies, skills, spells, THAC0, and saves, if they are better thanwhat you have now. Keep in mind that proficiencies are not cumulative.For example, take the following case. Start out with a level one Fighterand you'll get four weapon proficiencies to spend-you can spend up totwo points (become Specialized) in any one weapon class or fightingstyle. 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 temporarilylose 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 theirFighter stats back.. at least until their Thief THAC0 and Saving Throwssurpass whatever their Fighter level gave. Their proficiencies now looklike this:

    Katana +Long Sword ++Short Sword +Two-Weapon Style ++

    So, when dual-classing, do NOT overlap proficiencies. Any overlapresults in wasted points. On the other hand, one of the bonuses youwill retain while dual-classing is Weapon Proficiency progression-aFighter/Thief dual-class will, for example, still be able to attainGrand Mastery, a Ranger/Cleric can attain Specialization, and so on.

    A good tactic is to start out as a Thief and gain their Find Trapsskill, get it as high as you need, and then dual-class into somethingmore useful, like a Fighter or Mage. This gets you the essential Thiefskill 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 maybeeven Grand Mastery, then dual-class into something else to retain thoseexcellent combat stats to make a more 'hardy' version of that class.The experience gained by the first class does count towards your totalexperience, and hence towards the experience cap. If you dual-class acharacter, be sure to dual class early enough so you have enough experience left to exceed your previous classes' level with your newclass. If you never exceed your first class with your second, it willnever become active, making the whole process a waste and stunting yourcharacter. This is obviously more of a preparatory tactic for the sequel, as you will not gain enough experience to get the most out ofdual-classing for some combos in the first game. If you want to make adual-class Fighter or an Assassin/Fighter, you'll have to play throughthis game as a single-classed character. For characters like Imoen,dual class away, but for your main character I do not suggestdual-classing until the sequel.

    Multi-Classing {DND015}

    Mutli-classing is a bit simpler than dual-classing. Most races besideshuman can multi-class into something, but half-elves are by far themost versatile multi-classers. Whereas dual-classing means dropping oneclass in favor of another, only to gain the benefits of the previous class back after you exceed its level with the second class, multi-classing means persuing both classes simultaneously. You get the betterchoice of THAC0 and saves between the classes, meaning a Fighter/Magewould use their better Fighter THAC0 instead of their worse Mage THAC0 or some composite. Hit points, however, are a composite, essentiallyhalving 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 eighthitpoints (10 + 6 = 16/8 = 8.) Note, however, that if you are a Fightermulti-class, you get the highest benefit of your Constitution, meaninga Fighter/Cleric with a Constitution score of 18 would get a +4 bonus totheir Hit Points per composite level, instead of only +2 as a single-classed Cleric would.

    Experience is split evenly between the two classes, which can level upindependently. This results in a slower rate of leveling than a single-classed character. Multi-classed characters typically make up for itwith versatility, being able to effectively combine multiple classabilities to maximum effect. After all, a Thief who can hide in shadows

  • and backstab with a Fighter's THAC0 and higher weapon proficiencies isbetter than just a Thief, and a Fighter who can use Mage spells to spellbuff themselves with Mirror Image, Haste, and Improved Invisibility willbe MUCH more effective than just a Fighter. The big consideration for amulti-classed character is the fact that they will not be able toprogress 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 level7/7, 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 24/20as a Fighter/Mage, which really gets you the best of both classes.) Theonly thing to worry about is that you won't have access to as many epicfeats in the sequel.. but again, this is a minor concern, especially inthis game. And unless you triple-class, it won't even be that big of adeal. 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-classingin Baldur's Gate 2, namely in the selection of Epic Level Feats. Uponreaching a certain experience threshold (and every level thereafter)you'll get to pick a feat, many of which are phenomenally strong. Ifyou dual-class, you'll never again level up with your dormant class,meaning you'll never get these feats. A dual-class Fighter/Thief mighthave all the perks of a Fighter, and unimpeded progression in thievingskills as well, but they will never get the Epic Fighter feats. Amulti-classed Fighter/Thief will, however. Of course another thing tokeep in mind with multi-classing is that you will not get as many ofthese feats for each class as a single-classed or dual-classedcharacter will. It's a fair balancing act I think, and a goodaddition to a game that ultimately penalizes single-classed characterstoo harshly. This is something to keep in mind for later, if you plan on making a character that imports to the sequel. Consider yourselfduly warned-if your 'uber' Fighter/Thief turns out to be a sissy late inthe sequel because you can't get Greater Whirlwind Attack(s)... it's onyou.

    Class Kits {DND017}

    In Baldur's Gate most single-classes have 'kits' which are basicallyvariants of the normal class. These include everything from shapeshifting Druids, combat-focused Bards, Paladins skilled at thwartingMages, sword saint Fighters, and Rangers who are truly dedicated archers. For the most part the kit functions like the normal class, witha 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 orspecialization.

    o==========================o|Barbarian | {DND018}o==========================oCLASS FEATURES: --> May not wear armor heavier than splint mail.

    --> 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 at1st level with one use).

    RAGE: The enraged status lasts for five rounds and provides a +4 bonusto Strength and Constitution, a -2 penalty to Armor Class and a +2 bonusto 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 atlevel 15 and 19.

    --> Hit Dice: d12

    A Barbarian certainly looks like a viable choice for any warrior, butkeep in mind that they aren't great on defense, as they can't use theheaviest armor in the game. It doesn't help that one of their keyabilities actually lowers their Armor Class further, so don't rely onthem to 'hold the line', although the extra Hit Points gained fromraging will certainly help, even more so considering that Overhaul Gameshad to good sense to actually give them the d12 Hit Dice they weresupposed to have had in the original Baldur's Gate 2. Their rage abilityraises their Strength and Constitution by 4 points, which is HUGE, butsince it lasts only five rounds... well... you'll need to burn througha lot of them just to finish a fight, while a normal Fighter could dojust fine with potions of giant Strength, and later on in a sequel thatStrength superiority will be rendered less impressive. Girdles of GiantStrength means any Fighter can enjoy being part of the high-Strengthclub... all the time... with no fatigue. All things considered, it mightbe better to just get a Fighter with Grand Mastery. They keep thosecombat bonuses all the time, and can wear heavier armor. Unless you'rereally into role-playing a baba, I can't really recommend them over aFighter, even though they move faster and gain some resistances toslashing, piercing, crushing, and missile damage. Of course, if you'repatient and you get your hands on some sweet White Dragon Scale armorin the sequel, those Armor Class woes will become a thing of the past...

    BarbarianLevel EXP HP

    1 n/a 1d122 2,000 2d123 4,000 3d124 8,000 4d125 16,000 5d126 32,000 6d127 64,000 7d128 125,000 8d12

    o==========================o|Bard | {DND019}o==========================oCLASS 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 wortha glance in the first Baldur's Gate. Their fighting abilities aresub-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 toa Fighter/Mage or Fighter/Mage/Thief, they're woefully under-powered.Even with their best Bard Songs in the sequel, their effects fail tocompare to the devastation a Fighter/Mage can bring about. In thefirst game, however, their Bard Song is laughably the equivalent of a1st-level Cleric spell.

    BardLevel 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 Spinand Defensive Spin abilities... but let's look at them critically.Offensive Spin doesn't stack with Haste, so it's really only giving youa +2 bonus to attack and damage, which will not make a you a competitivefront-liner, even if the max damage is nice. Defensive Spin might not gopast 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, andwon't be a huge issue, and Lore is pretty useless anyways. Just keep inmind that these benefits are largely going to be redundant by the timeyou 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 multi-classed), and lacking Greater Whirlwind... well, it's not much of anoffensive character after long. Don't get me wrong, this class iswretchedly powerful in the first game-when Fighters haven't reallybroken away from pretenders with their THAC0s yet, and when that bonusto 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 ratedoubles and she gains a +2 bonus to hit and damage rolls as well as anextra attack per round. All attacks deal maximum damage for theduration. Offensive spin may not be used in conjunction with the Hasteor Improved Haste spells.

    DEFENSIVE SPIN: During the next 24 seconds, the Blade is rooted to thespot 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 stillsuffers from a number of problems. First, Bards aren't terribly hardy,and forcing them to be within 30 feet of foes is just asking fortrouble. 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 theyapply additional effects to their song. Confusion and Slow are prettygood effects, but even at a +2 bonus, I'd rather just use the arcanespell, both of which impose a penalty to saves, instead of a wussy +2version. Their 20th level bonus is just absurd-knocking a foe unconciousentirely 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 Magewill debilitate foes better. Heck, by that time I'd rather have theJester 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 ora Blade.

    Advantages: --> Jester's song does not help allies. Instead, every opponent

    within 30 feet must save once per round to avoid falling underits effects:

    1st level: Enemies must save vs. Spell with a +2 bonus or bebe confused

    15th level: Enemies must save vs. Spell with a +2 bonus or beconfused, and must save vs. Spell or be slowed.

    20th level: Enemies must save vs. Spell with a +2 bonus or beconfused, 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 anddamage all the time beats a Blade's offering. And what about their Bardsong? Those bonuses are absolutely awesome! I mean, you can't get thereally, really good bonuses in this game, but even the lower-levelversion is pretty damn good. As for their disadvantage? Pick pockets isuseless anyways, so don't worry about having a low value there. You canalways use potions when you need to. Overall, this is probably the bestBard 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 bonusto AC.

    15th: Grants allies a +4 to hit and damage rolls, a +4 bonusto AC, and immunity to fear.

    20th: Grants allies a +4 to hit and damage rolls, a +4 bonusto AC, and immunity to fear, stun, and confusion.

    Disadvantages: --> Only has one quarter the normal Pick Pockets score.

    o==========================o|Cleric | {DND023}o==========================oCLASS FEATURES: --> May wear helmets. --> 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 mostlydefensive, healing, and status-affecting spells. They might not havethe sheer versatility of a Mage, but they've got a number of greatspells, especially in the sequel. And of course, if you want to havehealing power at your fingertips, this is the best way to get it. Onthe 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 single-classed Cleric compared to what your allies can provide. If you make amulti-classed Fighter/Cleric, however... ugh... you know, Jaheira andAnomen will do a fine job with that, and Viconia is a great single-classed Cleric. You don't really need to make yourself a Cleric. If youdo, however, just don't forget that Clerics are restricted to bluntweapons, so don't expect to dual-or-multi-class into a bow-wieldingsword-swinging Fighter type with Cleric spells. Clerics can turn undead,which is useful in... well, making undead flee. But the undead thisworks on are so weak, it's more of a chore to have to chase them downthan to simply kill them, and it likely won't work on more powerfulundead, so I can't recommend using it often.

    ClericLevel EXP HP Spells

    1 n/a 1d8 12 1,500 2d8 23 3,000 3d8 2/14 6,000 4d8 3/25 13,000 5d8 3/3/16 27,500 6d8 3/3/27 55,000 7d8 3/3/2/18 110,000 8d8 3/3/3/2

    Priest of Talos {DND024}

    Lightning Bolt isn't a great spell, but Storm Shield provide someinteresting bonuses to your resistances, at least. Once per day per tenlevels 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. Itprotects 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. SeekingSword is a little lame, but it does give you a +4 weapon, allowing youto strike foes that require highly enchanted weapons... mostly a sequelconcern. Its damage doesn't stand up, but it does give you three attacksper round, even though it takes away your ability to cast spells for itsduration, 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 likehaving 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 ordamage rolls), and it deals out 2d4 damage to any target it hits. Theweapon sets the number of attacks of the Cleric to 3. It lasts for 1round per level of the caster. When equipped the wielder cannot castfurther spells.

    Disadvantages: --> Alignment restricted to neutral.

    Priest of Lathander {DND026}

    Another good Cleric kit, if you really don't like undead, this is wortha glance. Hold Undead is decent at stopping some undead, but it probablywon't work terribly often. The Boon of Lathander, however, is a verynice ability, making the Cleric more potent for its fairly lengthyduration. There are few enough good ways to make yourself immune tolevel 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 pushcomes 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 +1bonus to all Saving Throws, and 1 extra attack per round. It alsoprotects the recipient from level drain.

    Disadvantages: --> Alignment restricted to good.

    o==========================o|Cleric/Ranger | {DND027}o==========================oThanks to some wise advice I received from my readers, my eyes wereopened to the merits of this class. To be fair, they're not readilyapparent through much of the first game, but in the sequel, this multi-class combination really becomes something special. Why, then, mentionit here? Well, this guide is all about continuity, and really, inBaldur's Gate 1, none of the multi-class combos fully come into theirown (even my beloved Fighter/Mage). If you want a great character forthe first game only... well, then just play a Fighter and musclethrough everything. Or a Blade. Anyways, the big draw of a Cleric/Rangerover the superficially similar Fighter/Cleric is a simple matter ofspell selection. They'll both get Clerical spells, obviously, but theRanger/Cleric will also get Druidic spells (thanks to their Rangerlevels). Mind you, you won't get two separate spellbooks for Cleric andDruid spells, instead you'll get Druidic spells mixed in with yourCleric spells... meaning you get extra spell-selection (if not extraspell memorization) with absolutely no downside. Other than that...well, the Fighter/Cleric has the same weapon selection, same weaponproficiency limitations, same Hit Points... and no ability to sneakabout (for what good that does, without a backstab), so why not justplay a Cleric/Ranger instead?

  • o==========================o|Druid | {DND028}o==========================oCLASS 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 aretypically animists and get their power from nature itself. How does thatmatter? It doesn't really. Their spells are more nature-focused... whythis doesn't allow them to have Protection from Evil 10' Radius or HoldPerson is beyond me, but they still have a good selection of spellsnone-the-less. In addition, they aren't afraid to use edged or piercingweapons. Unfortunately, they don't like metal, so they can't use heavyarmor, 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, theCleric has the edge on them in spells. Druids can't turn undead, butthey can shapechange in later levels. This allows them to change into abrown bear, black bear, or wolf... although I can't think of a singleinstance in when this is useful. In the sequel they become even morepoorly matched when compared to a Cleric, as their Armor Class woesbecome severe. A Cleric isn't a good type of character to get intocombat with in the first place, but at least Clerics have armor to keepthemselves alive. If you MUST play a Druid, make a Fighter/Druid. Thiseliminates the armor problem. And shield problem. And melee incompetenceproblem... But you already have Jaheira, so... why bother?

    DruidLevel EXP HP Spells

    1 n/a 1d8 12 2,000 2d8 23 4,000 3d8 2/14 7,500 4d8 3/25 12,500 5d8 3/3/16 20,000 6d8 3/3/2

  • 7 35,000 7d8 3/3/2/18 60,000 8d8 3/3/3/29 90,000 9d8 4/4/3/2/110 125,000 9d8+2 4/4/3/3/2

    Totemic Druid {DND029}

    You can summon weak monsters, but you can't shapeshift into weakmonsters. 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 animalat level 3, a 5 HD animal aat level 5, a 7 HD animal at level10, and a 10 HD animal at level 10.

    Disadvantages: --> Cannot Shapeshift.

    Shapeshifter {DND030}

    You can become a Werewolf, and eventually a Greater Werewolf (at leastin the sequel), which is... well... everything to this kit.Unfortunately in the original Baldur's Gate 2 this class was nerfed-theWerewolf you got was nowhere near where it should have been... evenstill, if it wasn't nerfed, it was nowhere near as strong as it shouldhave been. Now we have the Enhanced Edition, so the big question forthis kit is... does it work now? I have no idea, honestly, there'sno (legitimate) way to test the Greater Werewolf in the EnhancedEdition. But I can-and did-do some testing of the normal Werewolf, andfrom what I've seen... the answer appears to be no. The Werewolfshapeshift 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 all of those!Also, any character can easily get the Tome of Gainful Exercise in thisgame and raise their Strength by one point permanently. That 19 Strengthlooks less wonderful when you realize ANY character starting with an 18Strength can-and should-end up with a 19 by the end of the game. Andthey don't have to Shapeshift to get it. Otherwise, the Shapeshiftsets your Armor Class to one (-1 with the 16 Dexterity), gives you twoattacks per round, and 20% magic resistance. As far as I can tell,that's all you get. No immunity to non-magical weapons, nothing. Asyou can plainly see, this class will be out-performed by any well-rolled2nd level Fighter wearing Plate Mail Armor, and as our hypotheticalShapeshifter as their superior Fighter pal level, this potency gap willonly widen. This class was a load of crap in Baldur's Gate 2, and it'sa load of crap in the Enhanced Edition. Really, Overhaul Games? TheBaldur's Gate 2 Tweak Pack fixed this and you couldn't/wouldn't? Maybethe Werewolf/Greater Werewolf shapeshift in Baldur's Gate 2 wasn'tnerfed... maybe it was canon. It was SUPPOSED to suck, sure. But aWerewolf that isn't immune to non-magical weapons? No regeneration ofany kind? Why is the Shapeshifter's Werewolf/Greater Werewolftransformation weaker than any actual Werewolf/Greater Werewolf monsterin 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 GreaterWerewolf 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 Lightningare all good additions, but the shapechanges are worthless. And losingthe Strength and Constitution? The Constitution isn't bad for a single-classed Druid as they can't exceed a +2 bonus at 16 anyways, but theStrength? That hurts. It's not a like a Druid was going to be verystrong anyways, so the loss of one point of to hit and damage isn'tvery severe, and nothing a Giant Strength item can't fix. Losing accessto Studded Leather Armor is... well... annoying, but there's not a hugedifference between one sucky suit of armor and the next anyways. It'srather hard to critique this kit at all, given the whole feeling of'who cares' when talking about the Druid in general... Still, while the4th, 5th, and 6th level all spells are decent, Improved Invisibilitycan be obtained other ways (at least in the sequel, where it counts),Chaos will have to compete with Insect Plague, and Chain Lightning is amediocre damage-dealer. At the end of the day, you're probably betteroff being able to wear better armor than being able to cast ImprovedInvisibility, which is easily duplicated and will be just as easilyremoved by over-zealous foes using True Sight. Lastly, there are plentyof Mages to cast Chaos-but only Druids can cast Insect Plague, so whynot stick to what they're good at? This class is essentially a dubiousdefensive trade-off in return for a spell you won't need to memorize andan okay damage-dealer. It has its good points, sure, and is clearly theleast-offensive Druid kit... but at the end of the day you're stillstuck 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 | {DND032}

  • o==========================oCLASS FEATURES: --> 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, andfrankly having a Fighter with 18(xx) Strength, 18 Dexterity, and 18Constitution will allow you to muscle through this game, especially ifyou attain High Mastery in a weapon. If you want to go through the gamewith a Fighter, you can... and should... consider dual-classing... afteryou hit 9th level and get Grand Mastery, anyways. And that's reallywhat this class is best at. On its own, it's rather one dimensional-evenif it's really, really good at that dimension! But as a multi-or-dual-class option, it's wonderful. Make a dual-or-multi-classed Fighter/Mageand enjoy (most) of the awesome melee power and survivability of aFighter.. and cast spells to enhance that power! Make a Fighter/Thiefto obtain a more sturdy, melee-competent Thief. It's a great classwhen it plays with others, and since the game gives you plenty of good,stale, single-classed Fighters, why over-saturate the market when youcan make something better? Dual-or-multi-classing a Fighter/Mage orFighter/Thief or Fighter/Cleric will give you the best results. Justremember, dual-classers, the best benefits of a Fighter are their lowTHAC0, high Hit Points, and the ability to Grand Master. Most of whichcan be obtained by level nine, which is the ideal time to dual-classfrom a Fighter. For multi-classers... well, you get to keep thatawesome THAC0 until you cap at level 20, and those great Hit Pointsdilute whatever crappy Hit Points your second (and possibly, third)class gives you. Best of all, you'll get the Fighter high-levelabilities in the sequel... which means Greater whirlwind Attack. Theseare, of course, all considerations for the sequel. In the first game,if you plan to dual-class you'll ideally do so next game, playingthe entirety of Baldur's Gate through with a single-classed Fighter.

    FighterLevel EXP HP

    1 n/a 1d102 2,000 2d103 4,000 3d104 8,000 4d105 16,000 5d106 32,000 6d107 64,000 7d108 125,000 8d10

    Berserker {DND033}

    If you want to be like your pal Minsc, this is the way to go. Rage isa decent ability that gives you a bonus to hit and damage, but imposesan Armor Class penalty. 60 Seconds is a fairly long time, and since youget many of them, you'll be able to keep yourself juiced up. I thinkevery Fighter should have a ranged option, however, and not being able

  • to specialize in ranged weapons... well, you could always use a ThrowingAxe or something similar. It's a decent kit, although even with Korgan(a Berserker in the sequel) I hardly ever used the abilities itprovides. Again, not because it's not good, but because I was wary ofthe Hit Point loss at the end. I never felt it absolutely necessary tohave those bonuses at the potential risk of having a character come downfrom Rage and die. Also note the penalties after you exit Rage-it's nota free ride. Still, all things considered it adds a little extrapotential to the Fighter with no significant downsides. I give it apass, especially since the list of immunities while enraged hasincreased a good deal in the Enhanced Edition. Immunity to imprisonment,stun, and level drain? Yes please. I can already think of several placeswhere that would come in very hand in the sequel... Since this classmake a great single-class option, it should be no surprise that it wouldalso make a great dual-class base. A Berserker/Thief, Berserker/Mage, orBerserker/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 weathera little more damage before you die while in Rage. Be sure to have aCleric handy to heal a Rage-using Berserker if their Hit Points are low.Nothing sucks more than having a character fall over dead after winninga 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 Berserkergains a bonus of +2 to his attack and damage rolls as well as his ArmorClass, and becomes immune to charm, confusion, fear, feeblemind, hold,maze, imprisonment, level drain, maze, stun, and sleep. The Berserkeralso gains 15 temporary Hit Points which are taken away at the end ofhis 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 againsteverything else. Their lack of the ability to use any magical equipmentsave weapons and armor might actually make them more vulnerable to Magesthan a straight Fighter! And they do mean ANY magical items except armor. Fortunately this allows them to wear Helmets and use Shields, butno Cloaks, Rings, Bracers, Girdles or Necklaces. Honestly, an InquisitorPaladin kit is a MUCH better Mage-killer than this class could everaspire to be. Being able to drop a True Sight or Dispel Magic at willabsolutely confounds most Mages, especially with their quick cast times.If you want a Mage-buster, do that instead. The Inquisitor suffers nosignificant 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. Granteda Two Weapon Style Fighter will probably not use a ranged weapon verymuch, but there are more severe problems than that. A +2 bonus to ArmorClass does not counter the lack of wearing any armor at all, and thefact that you can't wear gauntlets or bracers means you can't even shoreup your defenses with Bracers of Defense. Sure, there are plenty ofitems that increase your Armor Class marginally, but the Kensai is goingto be chewed up in combat nonetheless. Its bonuses are good, but in mymind I just don't think the bonuses to hit and damage and a few roundsof 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 theKensai, every other character who needs it will suffer, too. They justdrag the whole party down with their suck. I almost hate to say it, butthe Berserker, Inquisitor, or even a plain Fighter will be stronger, allthings considered. In fact, I'd even rather play a Skald through bothgames than to play a Kensai. At least the Skald could temper theirinferior offense with magic and a great Bard Song. But wait... maybeI'm missing something... right, this is the Enhanced Edition! One ofthe 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 inBaldur's Gate 2 and dual-classed... but what fun is that? I wanted togo through BOTH games with the SAME character. Now you can have yourKensai and eat it too. If you were thinking about dual-classing with aFighter as your base class, it might not be a terrible idea to get someof those Kensai bonuses. A Kensai/Mage or Kensai/Thief isn't a terribleidea, and in the sequel you can cover up your Armor Class woes a bit bygetting some of the superior Bracers of Defense the game offers. I stilldon't find the dual-class option nearly as appealing as a multi-classone, but the bonuses gained by a Kensai will make a superior characterbase to dual with. After all, a dual-class Kensai/Mage will havedefensive buffs to help them out, and a dual-class Kensai/Thiefshouldn'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, evenarmor which isn't encumbering enough to block spells such as BladesingerChain (a great suit of armor in the sequel). There is one exceptionthough.. the Big Metal Unit near the end of the sequel, which will bestow upon the character a phenomenal armor class, if you can make itto the end of Throne of Bhaal, anyways. By then you're pretty much donewith 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 at1st level with one use).

    KAI: All successful attacks within the next 10 seconds deal maximumdamage.

  • 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 namesubtly implies, requires a Dwarven protagonist. As you might expect,this class is all about fitting into cliches and defense. What doDwarves fight with? Axes and War Hammers. So what are the only twoweapons the Dwarven Defender can attain High Mastery (four ranks) with?Axe and War Hammers, of course. Fair enough, one of the best weaponsin the game is a War Hammer, which can be obtained almost right out ofCandlekeep, and whilest good magical axes are scarce, they're notnon-existent. Not being able to Grand Master in any weapons might hurtin the long-run (and when it comes to character creation, this is along-run kind of guide), but many other classes get away with worserestrictions-it all depends on what other abilities they bring to thetable. On this account the Dwarven Defender does alright. TheirDefensive Stance seems great-the 50% resistance to physical damage,especially, but one turn is ten rounds, which isn't the longest periodof time, especially when they're moving at half speed. Also, mind thatthe resistance is to 'physical damage'. This will not help a bit againstspells, which will be much more of a concern in the sequel, but at leastthey throw in a +2 bonus to Saving Throws, whatever small measure thatis. I'm also concernted about the movement speed issue, which might maketactical withdrawals (not retreats!) for healing less likely to end inpreserving the life of the Dwarven Defender... an ironic disadvantage,to be sure. More mouth-watering to gamers will be the brute 5% damagereduction gain every 5th level (maximum 20% at 20th level) and the d12Hit Dice per level... but wait... this sounds awfully familiar, doesn'tit? Pretty much identical bonuses to what the Barbarian gets. Good thingthe Dwarven Defender has better proficiency selection and can wearheavier armor, making them the superior choice in my book. The DwarvenDefender might be one of those rare kits which is actually better thanthe base class-but it still pales in comparison with some of the betterdual-and-multi-class combinations out there. Surely no character whocan cast Stoneskin will care a bit about any of the Dwarven Defender'sresistances.

    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% resistanceto 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 missiledamage 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 warhammers.

  • --> 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 Fighterwith Clerical spells, depending on how you view it. I always thought aFighter/Druid was a more interesting concept, as it fixed the problemsinherent with the latter class. Still, a more powerful Cleric is a realgood thing, this is almost as good as a straight Fighter and with a good selection of Cleric spells to boot. Ultimately the Fighter/Mage isstronger due to its defensive spells, but this is no slouch of a multi-class either. For a more battle-hardened dual-class option, consider aBerserker/Cleric. It's as close as you can get to a barbarian war-priest, and all things considered, probably wouldn't make a terriblyplay.

    o==========================o|Fighter/Druid | {DND038}o==========================oThis combination works almost exactly like the Fighter/Cleric, exceptthat you will of course have Druid spells instead of Clerical ones, andyou will have the Druid weapon selection, which includes Scimitars, butdoesn't allow War Hammers, Maces, and Flails. The game provides you witha perfectly fine recruitable Fighter/Druid in Jaheira, so I don't knowwhy 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 castspells at the same time, but that's hardly an issue in this game, whereyou have many ways to improve your Armor Class without having to weararmor. Bracers of Defense are one obvious way, while Robes of theArchmagi will give you the same protection as Chain Mail. Although thiswon't be enough to make you terribly safe on the front lines, that'swhere the Mage comes in. Pop on defensive spells like Blur, MirrorImage, Stoneskin, and Improved Invisibility and you've got defensiveprotection a Fighter can only dream of-shiny armor be damned. Normallythe poor Fighter/Mage would have to wait until Baldur's Gate 2 to comeinto their own, but the expanded spells of the Enhanced Edition allowsthis class to start making a good show for themselves later in thefirst game. It's really all about Stoneskin, folks. On a Mage, it keepsthem safe, on a Mage with serious melee competency, it turns them intojuggernauts. Normally I'd suggest using the Fighter/Mage mostly as anarcher in the first game... but with the Enhanced Edition, we can'trespec when we move to the sequel. That means we need to have ourproficiencies 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 yourtastes, Katanas, Flails, Long Swords, and Axes all make great showingsin the sequel. In the first game, however, I advocate Flails-not justbecause few other characters will compete with them, nor because we canpurchase a +2 specimen, but because we can score an awesome Flail in thesequel fairly early in the game. Once again, Fighter/Mages really comeinto their own in the sequel. I know I've said that several times, butit should be stressed-delayed gratification in this game will lead to asuper-tank character that can soak up magic or melee attacks with theright spells memorized, and retort with a devastating Time Stop/GreaterWhirlwind combo. Since dual-class options won't be able to get warrior

  • high-level abilities (Greater Whirlwind), I don't suggest them. TheKensai can keep their bonuses to attack and damage, I'd rather have theTime Stop/Greater Whirlwind combo... unless you think a few points ofdamage, a +2 bonus to Armor Class, and the Kai ability will be able tocompete with ten free attacks per round against a helpless foe, thanksto 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 levelswith all three classes, meaning you won't start to feel the hurt of yourchoice too much. Sure, it's going to be hell getting this class up andrunning (you'll be level one still when most of your buddies are hittinglevel three and four) but when you start casting third level Mage andCleric spells, everything is forgiven. Also note that because of theCleric you won't be much of an archer, as you'll be regulated to slingswhich... are not very good. This class might be an example of just toomany options, not enough rounds. You'll be able to spell buff prettywell, but in combat you can still only take one action a round. That'sone Mage spell, one Cleric spell, or one attack. Having all thatversatility in one character doesn't really mean much if you can't bringit to bear. The most crippling thing this, and all triple-classedcharacters 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/Clericsuffers from, but in a lesser degree. Firstly, most Thief skills are useful out of combat, or as telling first strikes. It's not another hostof spells you're trying to cast in a finite window of time, meaning theThief actually enhances the Fighter and the Mage. Also, the Thief iscapable 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 theFighter/Mage and Fighter/Thief. All in all, it's a slightly toned-downFighter/Mage, with Thieving abilities thrown in-great for a sufferingevil party! Plus, you'll have the option to jump on other spell-casterswith pre-emptive backstabs, whereas the Fighter/Mage cannot. While theFighter/Mage is arguably more destructive in the long run (at least inthe sequel) the Fighter/Mage/Thief will be more versatile. Even thoughit's difficult to get this class off the ground-a Fighter protagonistwith 18 Constitution and 4,000 experience can get up to 42 Hit Points,but a Fighter/Mage/Thief with the same Constitution and experience willhave a pathetic 11 Hit Points-I still think it's the best evil characterto take through both games.

    o==========================o|Fighter/Thief | {DND042}o==========================o

    This class easily matches a Ranger's skill with weapons while having thesame quirks. Some important differences remain, a Fighter/Thief candisable traps and backstab, while a Ranger cannot. This makes aFighter/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, buta Fighter/Thief is just as good in combat, especially since they canbackstab. Things only get better for the Fighter/Thief in Baldur's

  • Gate 2 as their backstab reaches a mighty x5 and a deeper melee systemallows them to abuse it to its fullest advantage. If you were thinkingof making a Thief, go with a Fighter/Thief instead. You'll get a muchmore potent character out of it. Hell, if you were thinking of playing aRanger, give the Fighter/Thief a look. Then you don't have to bringaround a Thief at all! In the Enhanced Edition, this class becomes evenmore interesting as a dual-class option. You only need so many levelsof 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 samecharacter to the sequel, the option to make an Assassin/Fighter dual-class is now open to us. This far superior to making a Fighter/Thiefdual. The Assassin gets a nice attack and damage bonus and-if youlevel up high enough-an absurd x7 backstab multiplier! Once you get thatmultiplier, dual-class to a Fighter and you'll get better armor options,proficiency options, and best of all-warrior high level abilities. Justthink of a character with Greater Whirlwind, a x7 backstab multiplier,and Grand Mastery. The only downsides? You'd have to play through allof Baldur's Gate 1 as a single-class Assassin, and your Hit Pointswould be fairly sucky for a character meant for combat.

    o==========================o|Mage | {DND043}o==========================oCLASS FEATURES: --> May not wear any armor.

    --> 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 ofweapons. On the other hand, they don't really need them. As long as youcan keep them from getting hurt, they can lay waste to your enemieswith their spells. Anything from damaging spells like Fireballs, to support spells like Haste, or simple fight-winners, like Confusion andChaos, it's the Mage's domain. A single-classed Mage is somewhatvulnerable, but a combination Fighter/Mage is strong in melee and inmagic! Also, the fact that Edwin pretty much dominates the Mage fieldmeans you just don't need a single-classed Mage. Dual-or-multi-class forextra durability and versatility. If you specialize in a spell school,you will gain an extra spell per spell level. The down side? You havea prohibited school which opposes your chosen school, and you can't castspell 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 prohibitedschool(s). Needless to say, if you have a choice in the matter Conjureris the way to go. The Wild Mage will be mentioned in their own classsection, later [DND065], since they... well, they're different enough todeserve