BG EE
<pre style="box-sizing: border-box; font-family: monospace, serif; font-size: 12.800000190734863px; white-space: pre-wrap; line-height: normal; text-align: start;">Difficulty Settings {INT009}
o======================================================================o
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.
Console Commands {INT011}
o======================================================================o
In a game the size of Baldur's Gate 2, there's bound to be bugs. Rather
than let them ruin your day, you might want to try entering console
commands to set things right. I'm not going to provide any commands-you
can look up fixes found by people smarter than myself, but if you need
to get the console working you can do so by editing the Baldur.ini
file, which is found (for Windows users) in the following folder:
Documents/Baldur's Gate II - Enhanced Edition
All you have to do is open said file in Notepad and copy/paste the
following line:
'Program Options', 'Debug Mode', '1'
The tab-spaces are necessary between each item, and the preceeding
option line... just let the other options be your guide. Place that
line at the bottom of the file, just below the last option, but before
all the ',',
gibberish.
Once in the game, hit (control + space) to bring up the console
command entry bar.
And of course, be smart-make a safety version of Baldur.ini, and play
around with the console commands on a disposable save game.
o======================================================================o
| 2nd Edition Dungeons and Dragons Mechanics |
| (Character Creation) {DND001} |
o======================================================================o
Below are some suggestions for character creation in Baldur's Gate 2,
Along with a number of tables, charts, and rules used by the game.
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 your 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 2. 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 is pretty irrelevant, the only time I can think of where it comes
into play is during romances. If you're male you can't romance Anomen
(even though I wonder about him sometimes...) and if you're female you
can't romance Aerie, and so on. If you want romances, and you don't want
to use a mod to remove limitations, I'd suggest not playing a Dwarf,
Gnome, Halfling, or Half-Orc. No promises any of the in-game PCs will
go for that kind of fling.
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 | | | | x |
|---|---|---|---|---|---|---|
Cleric/Thief | d | | | 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/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 to-
the 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 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. On the plus
side, Halflings arguably make the best Thieves in the game, starting
out with whopping skill points bonuses into what are the most useful
Theiving skills, and that Dexterity bonus doesn't hurt, either. Still,
with the level cap in Baldur's Gate 2, even a triple-classed Thief will
earn more skill points than they know what to do with.
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 well-
trod 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. 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-multi-
class.
A Fighter/Mage is arguably the strongest class in the game by the end of
Baldur's Gate 2. 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 wont 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...
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 Baldur's Gate 1 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. For the record, Hexxat alleviates the
need for a Thief somewhat, but in my mind, she's just nowhere near as
strong as a Fighter/Mage/Thief protagonist. 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 requisities for each of
the four base classes are as follows:
Cleric: Wisdom
Druid: Wisdom, Charisma
Fighter: Strength
Mage: Intelligence
Ranger: Strength, Dexterity, Wisdom
Thief: 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 abilties, 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 proficienies 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 distrubte. 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, multi-
classing 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
Hit Points (10 + 6 = 16/2 = 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 single-
classed character would. Triple-class characters work the same way,
except their Hit Points per class/level is split three ways. For
example a Fighter/Mage/Thief only receives six Hit Points per composite
level (10 + 6 + 4 = 20/3 = 6.67~, always rounded down = 6).
Experience is split evenly between the two (or three) classes, which can
level up independently. This results in a slower rate of leveling than
a single-classed 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,
Stoneskin, and Improved Invisibility will be MUCH more effective than
just a Fighter. 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. But on
the plus side, a high level multi-classed character will be able to pick
epic feats from both trees. A Fighter/Thief could spend all their epic
feats on Whirlwind and Greater Whirlwind, for example, if they so
wished, instead of having to pick between the two (i.e. Thief feats on
Thief levels, Fighter feats on Fighter levels.) This gives them
another massive benefit over dual-classed characters.
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 phenomonally 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 progresion in thieving
skills as well, but they will never get the Epic Fighter feats. A
multi-classed Fighter/Thief will, however. Of course another thing to
keep in mind with multi-classing is that you will not get as many of
these feats for each class as a single-classed or dual-classed
character will. It's a fair balancing act I think, and a good
addition to a game that ultimately penalizes single-classed characters
too harshly. Consider yourself duly warned-if your 'uber' Fighter/Thief
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 2 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 | {DND018}
o==========================o
CLASS 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 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
those Armor Class woes will become a thing of the past...
Barbarian
Level EXP HP
<---------------------------------------------------------------------->
1 n/a 1d10
2 2,000 2d10
3 4,000 3d10
4 8,000 4d10
5 16,000 5d10
6 32,000 6d10
7 64,000 7d10
8 125,000 8d10
9 250,000 9d10
10 500,000 9d10+3
11 750,000 9d10+6
12 1,000,000 9d10+9
13 1,250,000 9d10+12
14 1,500,000 9d10+15
15 1,750,000 9d10+18
16 2,000,000 9d10+21
17 2,250,000 9d10+24
18 2,500,000 9d10+27
19* 2,750,000 9d10+30
40 8,000,000 9d10+93
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 were a good class in Baldur's Gate 1, mixing light armor with
a decent spell selection that went all the way up to 4th level spells,
providing extra spell power in a pinch. However, they'll reach their
spellcasting zenith in Baldur's Gate, and while 4th level spells might
have stacked up well against 5th level Mage spells in Baldur's Gate 1,
a Bard with 6th level spells will be unimpressive against 9th level Mage
spells in Baldur's Gate 2. They're segregated more than ever into a
support roll, able to cast buffs like Haste and and a few defensive
spells to keep them handy, but they'll never contribute to a fight as
much as a Fighter, Cleric, or Mage will. The game does say they are
jacks-of-all-trades, masters of none, and they mean it... but by now
specialization is paying big dividends to single-classed characters, and
multi-and-dual-classed characters are excelling in two or more fields.
Simply put, a Fighter/Thief and Fighter/Mage... or especially a
Fighter/Mage/Thief just leave the Bard far behind. You can grab the
Enhanced Bard Song feat when you get access to epic feats and make the
Bard that much more effective at what they do best: supporting the
party. While it's an impressive ability, it's poor compensation when you
look at a Fighter/Mage who can Time Stop and use Greater Whirlwinds.
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%
11 220,000 9d6+4 3/3/3/1 90%
12 440,000 9d6+6 3/3/3/2 95%
13 660,000 9d6+8 3/3/3/2/1 100%
14 880,000 9d6+10 3/3/3/3/1 100%
15 1,100,000 9d6+12 4/3/3/3/2 100%
16 1,320,000 9d6+14 4/3/3/3/2/1 100%
17 1,540,000 9d6+16 4/4/3/3/3/1 100%
18 1,760,000 9d6+18 4/4/4/3/3/2 100%
19 1,980,000 9d6+20 4/4/4/4/3/2 100%
20 2,200,000 9d6+22 4/4/4/4/4/3 100%
21 2,420,000 9d6+24 5/4/4/4/4/3 100%
22 2,640,000 9d6+26 5/5/4/4/4/3 100%
23* 2,860,000 9d6+28 5/5/5/4/4/4 100%
40 8,000,000 9d6+62 5/5/5/5/5/5
(max at level 38)(max at level 14)
Blade {DND020}
<---------------------------------------------------------------------->
A Blade might seem like a good idea on paper, as it gets Offensive Spin
and Defensive Spin, but think about it. Offensive Spin doesn't stack
with Haste, so it's really only giving you a +1 bonus to attack and +2
damage, which will not make a you a competitive front-liner, even if the
max damage is nice. Defensive Spin might not go past -10, but for a Bard
that's still a pretty hefty benefit. Your Bard song sucks anyways, and
you can just grab Enhanced Bard Song to break even with the best a
normal Bard has to offer. Pick Pockets can be raised with potions, and
won't be a huge issue, and Lore is pretty useless anyways. Keep in mind
that these benefits are largely going to be redundant by the time you
reach Throne of Bhaal, your -10 Armor Class isn't going to protect you
much, and Offensive Spin will not compete with Whirlwinds. A Bard is
better off casting defensive spells and using Enhanced Bard Song, making
this kit rather useless.
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 the Enhanced Edition, and it
might have been kind of cute-seeming in the first game. You might have
looked at it and determined that most of its abilities would be out of
reach until the sequel, where this class would 'mature'. Granted, it
does stack effects as you level up-adding a chance to Slow and later,
knock foes unconscious to the base confusion effect, but there are a
few things to consider. First, all the saves made against these effects
are at a +2 bonus. That might have cut it in the first game, when saves
were generally high, but we're dealing with bigger, badder, better foes
in this game. Any foes of substance will generally resist the effects,
and really, you're going to be counting on the brute 5% fail rate
(rolling a natural one on a d20 roll-a critical failure) for each
such effect. On the other hand, any Mage can use Chaos or Slow to do
much the same thing-except they don't need to be standing near the foes,
and their spells actually impose a -4 save penalty, which has a much
better chance of working. Even a Jester itself would be better off just
casting spells than performing their bardsong, which makes me wonder...
why not pick a kit that actually adds something else?
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? That looks a lot like... wait... it IS Enhanced Bard Song! They
already get it! Pick Pockets isn't necessary anyways, so don't worry
about having a low value there. You can always use potions when you need
to.
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 | {DND023}
o==========================o
CLASS 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
<---------------------------------------------------------------------->
Clerics are essential to any party, being good buffers and healers, and
while generally not as good at dealing damage, ripping through spell
defenses, and debuffing as a Mage, there are instances in which they
shine. They get great spells against undead, namely Sunray, which is
your best chance of taking down Liches. They also get good offensive
spells such as Greater Command, Holy Smite, and Finger of Death, not
to mention their defensive spells like Death Ward, Chaotic Commands,
Defensive Harmony, Protection from Evil 10' Radius, and Dispel Magic.
And yes, they get healing Spells such as Heal and Restoration, both of
which are indispensable. They can also typically hold a battle line,
being able to equip shields and plate armor, even if they can't hold
up quite as well as Fighters. When you hit epic levels you can get some
really awesome abilities, such as the defensive Globe of Blades, Aura of
Flaming Death, and Summon Deva abilities, which further improves their
defensive capabilities. Frankly, however, it's a poor choice for a main
character. Firstly, it seems silly for the child of a dead god to be
worshiping another deity, especially with so much potential... but
really, Anomen already beat us to the punch, being a dual-classed
Fighter/Cleric. And no main character can equal Viconia's natural
resistance to magic. Don't worry, the game already has plenty of great
recruitable Clerics. Clerics also get the ability to turn undead, but
it's not too great of an ability. Big things won't be affected, and
little things can just be smote. Unlike most classes there is no reason
to not pick a Cleric kit... they're all beneficial with no downside.
When a Cleric hits 25th level they gain a holy symbol from their deity,
which gives them +1 to Strength, 5% magic resistance, and allows them to
memorize another 6th and 7th level spell. For Clerics with high
Strength, this can put them over the top, letting them go around without
having to worry about Girdles of Giant Strength and the like
(read: Anomen).
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 3/3/3/2/1
9 225,000 9d8 4/4/3/2/1
10 450,000 9d8+2 4/4/3/3/2
11 675,000 9d8+4 5/4/4/3/2/1
12 900,000 9d8+6 6/5/5/3/2/2
13 1,125,000 9d8+8 6/6/6/4/2/2
14 1,350,000 9d8+10 6/6/6/5/3/2/1
15 1,575,000 9d8+12 6/6/6/6/4/2/1
16 1,800,000 9d8+14 7/7/7/6/4/2/1
17 2,025,000 9d8+16 8/8/8/8/5/3/2
18 2,250,000 9d8+18 9/9/8/8/6/4/2
19 2,475,000 9d8+20 9/9/8/8/6/4/2
20 2,700,000 9d8+22 9/9/9/8/7/5/2
21* 2,925,000 9d8+24 9/9/9/9/8/6/2
25 3,825,000 9d8+32 9/9/9/9/9/7/3 <-- Holy Symbol Obtained
40 8,000,000 9d8+62 9/9/9/9/9/8/7
(max at level 38)
Holy Symbol: When a character reaches 25th level as a Cleric, they
will receive a unique 'ring'. This Holy Symbol differs in name based
upon alignment, evil characters will have a Holy Symbol of Talos, good
characters will receive a Holy Symbol of Lathander, and neutral
characters obtain a Holy Symbol of Helm. Regardless of which one they
get, they're all alignment-conditional Cleric-only items with the same
properties. If you're a multi-classed character you won't reach this
total until you max your experience, but single-classed Clerics should
obtain this Holy Symbol early in Throne of Bhaal. Each one gives a
+1 bonus to Strength, 5% Magic Resistance, and a bonus 6th and 7th
level spell slot.
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 or twice, in Shadows of Amn.. 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 hit things like Kangaxx the Demilich and many demons. 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.
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 in Shadows of Amn... unless you're a Mage of some sort, or
better yet, a multi-or-dual-classed Mage who can take on undead while
protected. Having this kit and the Boon of Lathander ability will give
you a character fully capable of taking the fight to Vampires, Wraiths,
and various Mists without flinching.
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
Alright, full disclosure: I was completely wrong about the
Cleric/Ranger multi-class, and everything that I'm going to say below
has been revised based on better research. All of this information is
due to the e-mail I got from Rick Taylor, who tipped me off to the
merits of this class combo. Now that I got that shameful admission out
of the way, the Cleric/Ranger is very similar to the Fighter/Cleric.
You'll essentially get a stronger, healthier, more melee-competent
Cleric with a slower spell selection. But the Ranger/Cleric has one
huge bonus over its Fighter/Cleric counterpart: they'll get the full
selection of Drudic spells each level as well as all the Cleric spells.
Granted, there's a lot of overlap, but you'll have all the combat perks
and spells of a Fighter/Cleric, with the addition of spells like Insect
Plague and Iron Skins... the latter of which is a huge contribution to
the character's defenses, being essentially the Cleric version of
Stoneskin. You'll get more spells than a Fighter/Cleric, you'll get
much better fighting abilities (better Hit Points, THAC0, and feats)
than a Cleric, and as compared to a Druid you'll have faster spell
progression AND better fighting abilities. Not to mention you can also
sneak (if you wear light armor) and you will start out specialized in
the Two Weapon Style, if you're interested in taking full advantage of
your awesome melee prowess by wielding, say, Flail of Ages and Crom
Faeyr. This is the best class to pick if you want to combine fighting
prowess and divine spells... which is to say, if you want divine spells
at all, you'll be doing yourself a huge favor by playing a
Cleric/Ranger.
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, well... let me be frank. Druids suck. They gain their own set of
divine spells, but most of them are wholly inferior to the Cleric's
spell selection. In addition they're not able to wear heavy armor or use
most weapons... even the Cleric's own limited martial selection will be
welcome after seeing the Druid, unless you just like Clubs and Quarter
Staffs. They can use Scimitars, but with their crappy Armor Class, that
is just asking for trouble. They get some buggy shapeshifting abilities
that let you transform into monsters that aren't very strong in a sad
attempt to counter their lack of martial prowess. Is that going to make
up for it when a Cleric can use things like Crom Faeyr and Flail of the
Ages, along with enchanted shields and armor which bring their Armor
Class down to Fighter-esque levels? No, it's not. A Druid can, however,
wear unconventional armors, such as Ankheg Plate Mail, Red Dragon Scale,
and Shadow Dragon Scale, since these are not made out of metal.
Unfortunately this only brings them to the doorstep of combat-
effectiveness, as they still cannot use a shield like Clerics can. The
only reasonable counter to this is to load them up with defensive
equipment to bring their Armor Class up to snuff, or better yet, to
make them specialize in Spears, of which several useful specimens
exist in both Shadows of Amn and Throne of Bhaal, although in my mind,
Spears are decidedly weaker than Halberds over the course of both the
main game and the expansion. And of course the fact that they won't
get Whirlwind makes them patently inferior to any warrior, but at
least they can-eventually-become useful enough in combat not to scoff
at... even though a Shielded Cleric with Flail of the Ages or Crom Faeyr
well out-classes an unshielded Druid, even with Ixil's Nail. On the
other hand, a Druid is a pretty good class to dual-or-multi class with,
as a Fighter's martial selection will do wonders to ease the Druid's
Armor Class woes. Unfortunately, Jaheira already exists, so why bother?
At least they get immunity to poison and 10% resistance to cold, fire,
electricity and acid (up to 30% at level 24), which somewhat offsets
their defensive deficiencies. I feel compelled to point out the Druid's
erratic experience spikes, and the massive boost to their spells they
get if they do manage to climb those hurdles and reach levels 13, 14,
and 15. Sometimes I think all classes should be like that, every level
takes twice as much as the previous level, but each time you level up
you get dramatically stronger. What's the difference between an 14th
and 15th level Thief? Not much. What's the difference between a 14th
and 15th level Druid? Well. Look for yourself.
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
11 200,000 9d8+4 5/4/4/3/2/1
12 300,000 9d8+6 6/5/5/3/2/2
13 750,000 9d8+8 6/6/6/4/2/2
14* 1,500,000 9d8+10 6/6/6/5/3/2/1
15 3,000,000 9d8+12 6/6/6/6/6/6/6
31 8,000,000 9d8+44 9/9/9/9/9/7/7
(max at level 25)
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, 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
would be nowhere near as strong as it would need to be to compete.
Things honestly didn't look good for the Shapeshifter in the first
Enhanced Edition game-Overhaul Games didn't fix anything with the
Shapeshifter... meaning you weren't even getting the better version of
an obsolete shapeshift. Simply put, even if the Greater Werewolf was as
strong of a transformation as it was an enemy, it would still be
out-competed by pretty much any late-game Fighter. And by late-game I
mean towards the end of Shadows of Amn-this class is pathetically
under-powered in Throne of Bhaal.
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 single-
classed 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, and 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 subclass 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 duplicated by a Ring of Air Control, Chaos will
have to compete with Insect Plague, and Chain Lightning is a mediocore
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 quickly dispelled later in the
game, and 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 | {DND032}
o==========================o
CLASS 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
<---------------------------------------------------------------------->
The best perk of a Fighter is that they can gain Grand Master in a
weapon. This allows them to do the most damage, wear the best armor,
and generally outclass every other character in melee combat. The
Barbarian might have rage, but the perks of picking a Fighter don't
last merely 5 rounds. The Fighter is also the safe, if dull choice, as
there's not much strategy involved in playing one. You pick a weapon,
you put as many points as you can in it, and you hold the line. That
said, this is a great dual-or-multi class option, and Fighters only get
stronger with Throne of Bhaal, which gives them access to Greater
Whirlwind, the feat that makes them better at what they do best: hitting
things.
Fighter
Level EXP HP
<---------------------------------------------------------------------->
1 n/a 1d10
2 2,000 2d10
3 4,000 3d10
4 8,000 4d10
5 16,000 5d10
6 32,000 6d10
7 64,000 7d10
8 125,000 8d10
9 250,000 9d10
10 500,000 9d10+3
11 750,000 9d10+6
12 1,000,000 9d10+9
13 1,250,000 9d10+12
14 1,500,000 9d10+15
15 1,750,000 9d10+18
16 2,000,000 9d10+21
17 2,250,000 9d10+24
18 2,500,000 9d10+27
19* 2,750,000 9d10+30
40 8,000,000 9d10+93
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
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.
Pop this ability on every time you have to fight some stupid undead who
wants to drain your levels, and your tank can go fisticuffs with the
creatures and draw their attention away from your less drain-resistant
characters... you know, like a tank? 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. 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?
Axe 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 concernted 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
<---------------------------------------------------------------------->
An interesting combination with slightly higher fighting skills than
the Cleric and some defensive buffs to supplement the Fighter. Frankly,
however, a Cleric doesn't have as good of a defensive spell selection as
a Mage, and by itself a Cleric is already a pretty stout Fighter. Sure
it helps to add more attacks and damage, but it's just not quite as
potent as the Fighter/Mage. For one, you don't get Time Stop. But at
least neither of your classes are hurt by wearing heavy armor, so you
don't need the spell buffs quite so much. A very good thing about this
combination is they will get both the Fighter and Cleric feats. Having
a strong melee Fighter who can go up in combat with an Aura of Flaming
Death, a Globe of Blades, and then use Greater Whirlwind Attacks is a
thing of beauty. Especially if they can retreat from combat and use Heal
on themselves before jumping right back into the fray. They can't
decimate enemies quite as well as a Fighter/Mage, but they can certainly
make an impact. Unfortunately you'll be regulated to a few types of
weapon because of the Cleric. You can either go with Flail of the Ages
or Crom Faeyr and use the Sword and Shield Style, or go with both using
the Two Weapon Style and really lay waste to enemies. Note that with
this combo you will still get enough experience to get your holy symbol
at level 25. Nice.
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 Hammer, 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. Note that as a Fighter/Druid
you'll still get enough experience to get the really good Druid levels,
making this combo in every way preferable to a single-classed Druid.
o==========================o
|Fighter/Mage | {DND039}
o==========================o
<---------------------------------------------------------------------->
My favorite class, and possibly the strongest in the game. You can't
wear armor and cast spells, 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, but in this game
you will also get your hands on Elven Chain Mail, which allows you to
cast spells while wearing it. With the better weapons and combat styles
of Baldur's Gate 2 I drop any and all pretenses of being an archer and
go for the Two Weapon Style. Thanks to my Fighter levels, I can afford
to do this, and the amazing defensive spells a Mage has keeps me safer
than a single-classed Fighter, armor be damned. The best thing of all is
that a Fighter/Mage can access both Fighter and Mage feats, allowing
them to pull off Time Stops and Greater Whirlwinds in unison. This is a
versatile character who can debuff and cast offensive spells at enemies,
or go toe-to-toe with most anything in melee combat once fully spell
buffed. It almost makes you feel sorry for the single-classed Mages and
Fighters you'll slaughter. Almost.
o==========================o
|Fighter/Mage/Cleric | {DND040}
o==========================o
<---------------------------------------------------------------------->
An interesting option, this class combines the power of two strong
spell casters with the solid backing of the Fighter class. Keep in mind
that your progression will be horribly slow with a triple class
character, meaning you'll always be one or two spell levels below a
single-classed character. This class actually has a slightly better hit
point range than the Fighter/Mage, but worse weapon selection and the
same lack of armor. I feel this class might be a bit too much, honestly.
Not as in over-powered, but you're only one character, with one action
a round just like everybody else. Even having such variety there's only
so much you can actually DO in a given span of time. It's probably best
to do fewer things better. I mean, are you ever going to actually get
out a significant number of Cleric and Mage spells, and then still have
a battle left to fight? It's a good concept, but this class might just
be trying to do too much at once. As for weapons and tactics, you're
probably better off trying to do what the Fighter/Mage does, but with
Cleric-allowed weapons. Note that with this build you will not get 9th
level spells, negating the whole Time Stop tactic that the Fighter/Mage
can employ. Also, you won't get access to any of the Mage feats, like
Comet and the bonus 6th, 7th, and 8th level spell slots.
o==========================o
|Fighter/Mage/Thief | {DND041}
o==========================o
<---------------------------------------------------------------------->
This class suffers from many of the problems the Fighter/Mage/Cleric
suffers from, but to a lesser degree. Firstly, most Thief skills are
only 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. Go in with Two Weapon Style, attempt to
score backstabs, and use defensive spells to compensate for your lack of
armor. A Fighter/Mage/Thief will not get 9th level Mage spells. Also,
a Fighter/Mage/Thief will not gain any of the Mage feats. No Comet,
no extra 6th, 7th, and 8th level spells slots. For the evil party,
making your protagonist a Fighter/Mage/Thief is the best solution to the
distinct lack of recruitable Thieves in the game. You'll be able to pull
off many of the Fighter/Mage tricks (uber spell-buffing in order to
become nearly invulnerable to enemy spell casters) and handle all the
thieving requirements your party will need. You won't be able to pull
off the devastating Greater Whirlwind/Timestop combo, but being able
to spell-buff and perform Greater Whirlwind attacks is still quite
respectable.
o==========================o
|Fighter/Thief | {DND042}
o==========================o
<---------------------------------------------------------------------->
As you may have learned in Baldur's Gate 1, the Fighter/Thief was a
potent combo, easily matching 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 every bit more powerful than a
Ranger. Sure, the Ranger will have higher Hit Points and some minor
Druid spells, but a Fighter/Thief can access both the the Fighter and
the Thief feats. 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. Going for a
Fighter/Thief with the Two Weapon Style is a very fun thing to do in
this game.
o==========================o
|Mage | {DND043}
o==========================o
CLASS 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
<---------------------------------------------------------------------->
Firstly I just want to say that there is no reason to make a single
classed Mage protagonist. Edwin out-guns you. Period. If you must make a
Mage, make a Fighter/Mage or Fighter/Mage/Thief, which increases your
options immensely. Other than that, if you make a Mage, make a Conjurer.
They get an extra spell per day per spell level and lose a handful of
spells that aren't even all that good. The best ones I can think of are
Identify-which can be replicated with items that have unlimited uses,
and True Sight, which is more of a significant loss. Still, if you
have Jaheira and Anomen/Viconia in your group you have two other casters
who can provide that spell, not to mention the possibility of Keldorn,
and the Book of Infinite Spells. If you must make a Mage, start out as
something else first. A Fighter can get to level 8 and dual-class into
a Mage without wasting a single experience level of the Mage, giving you
a high hit point Mage who can use Bows, Swords, or whatever your little
heart desires. A Thief can get to level 9 before dual-classing into a
Mage, again without using a single level. This negates the need for a
Thief at all, as you can build a Mage who can Find/Remove Traps on his
own, as well as having a few more Hit Points and the ability to use Short
Bows. It is MUCH better to dual-class into a Mage than to go straight
Mage. Note that if you dual-class into a Mage you cannot legitimately
dual-class into a Conjurer, or any other type of Specialist. This
perplexes me to no end, as it was entirely possible to do this in
Baldur's Gate 1. If you want to do this, you'll have to cheat with a
save game editor like Shadow Keeper. Oh, and don't bother playing a
Wild Mage. All their spells have a chance to do something bonkers, and
a Mage will be casting a lot of spells through the game. Why shoot
yourself in the foot?
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 20,000 5d4 4/2/1
6 40,000 6d4 4/2/2
7 60,000 7d4 4/3/2/1
8 90,000 8d4 4/3/3/2
9 135,000 9d4 4/3/3/2/1
10 250,000 9d4+1 4/4/3/2/2
11 375,000 9d4+2 4/4/4/3/3
12 750,000 9d4+3 4/4/4/4/4/1
13 1,125,000 9d4+4 5/5/5/4/4/2
14 1,500,000 9d4+5 5/5/5/4/4/2/1
15 1,875,000 9d4+6 5/5/5/5/5/2/1
16 2,250,000 9d4+7 5/5/5/5/5/3/2/1
17* 2,625,000 9d4+8 5/5/5/5/5/3/3/2
31 7,875,000 9d4+22 5/5/5/5/5/5/5/5/4
(max at level 34)
o==========================o
|Mage/Cleric | {DND044}
o==========================o
<---------------------------------------------------------------------->
Not only do you have an ally who fits this role, I'm not entirely
convinced it's a role worth fitting. It's a good thing to have a
character who can pump out Horrid Wiltings, Time Stops, Hastes, Finger
of Death, and other great Mage spells and then to be able to heal up the
party after the fight is over... that's nice. But I remain doubtful
whether the two spell types rolled into one character is terribly
practical in combat-again, they might have more spell selection, but
they still can only cast one spell at a time. Having four characters who
can cast one type of magic well is going to work out better than having
two who can cast both poorly. Despite being a Cleric, being hampered by
a lack of armor, as slower progression, and worse Hit Points will all
but eliminate them from a combat role. On the other hand, adding some
powerful defensive Mage spells to mingle with the epic level Cleric
spells is a devastating combination. Your THAC0 will be lower than a
Fighter, and your AC will suffer from lack of armor. If you're willing
to invest Bladesinger Chain to this character and deal with the poor
weapon selection and slow proficiency progression, you may at least be
able to stand up in combat... but why pick two spell casting classes if
that's what you want to do?
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 combats 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 get plenty of ranks into Find Traps while sacrificing no
potential Mage levels. You can get to 9th level as a Thief (110,000
experience) and dual-class into a Mage and reach the maximum level of
31 (7,875,000 experience) for maximum effect. 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 | {DND046}
o==========================o
CLASS FEATURES:
--> May not wear any armor.
--> May only use weapons available to the Thief class (except two-
handed).
--> 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. A Monk needs no gear, 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, speed, and magical enhancement bonuses as
they level, but this is typically well behind the weapons the rest of
the party will have access to. For example, you can't even hit anything
that requires a +4 or better weapon to hit until level 25. That's a HUGE
handicap, although you can learn to use Thief weapons, but you'll never
be better at fighting with them than a single-classed Thief, and that's
not what you played a Monk for, is it? If you can handle not being able
to attack creatures that require magical weapons to hit, the Monk is
actually a very solid choice of character. They're fast, they're strong,
and they just get better as they level up. At level 20 they'll have a
base Armor Class of -1. With a good Dexterity score, some Bracers of
Armor, and a protection item, 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. 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 Detect Traps, but they can't do anything about
them, which makes me wonder... why bother spending points in it?
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
9 225,000 9d8
10 450,000 9d8+2
11 675,000 9d8+4
12 900,000 9d8+6
13 1,125,000 9d8+8
14 1,350,000 9d8+10
15 1,575,000 9d8+12
16 1,800,000 9d8+14
17 2,025,000 9d8+16
18 2,250,000 9d8+18
19 2,475,000 9d8+20
20 2,700,000 9d8+22
21* 2,925,000 9d8+24
40 8,000,000 9d8+62
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 anymore anyways) but you can't
poo-poo Blur and Mirror Image. These themselves will grow increasingly
more obsolete as the game goes on, however, as more and more foes will
come ready with True Sight to tear down your illusions So... 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 Quiver 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.
It'll only get better when your Monk starts performing Whirlwind
Attacks-that +2d6 damage doesn't seem like much, but when you're getting
ten attacks per round, it adds up. 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 | {DND049}
o==========================o
CLASS FEATURES:
--> May wear helmets.
--> 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.
Paladin's make great party leaders due to their high minimum Charisma
(17). In Baldur's Gate 2 you might as well get proficiency points in
Two Handed Swords, because the best sword in the game is such a weapon,
and it's only for Paladins. Frankly though, since Keldorn is on the
scene there's really no reason 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
9 300,000 9d10 1
10 600,000 9d10+3 2
11 900,000 9d10+6 2/1
12 1,200,000 9d10+9 2/2
13 1,500,000 9d10+12 2/2/1
14 1,800,000 9d10+15 3/2/1
15 2,100,000 9d10+18 3/2/1/1
16 2,400,000 9d10+21 3/3/2/1
17* 2,700,000 9d10+24 3/3/3/1
34 7,800,000 9d10+75 3/3/3/3
(max at level 20)
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 abilities,
and getting +3 bonus to hit versus Demons and Dragons is great too. You
might not come across Dragons much, but Demons are fairly common, and
you're going to want every bonus you can get 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 fear and morale failure.
--> 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 two aren't bad. 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, and 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 the class Keldorn is, and it's one of the
reasons he's so good.
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.
Still, undead are quite common, so picking up this kit certainly is
better than playing a vanilla Paladin.
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 Cavalier's nice immunity level drain and adding 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 | {DND054}
o==========================o
CLASS FEATURES:
--> May wear helmets.
--> 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.
--> 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 adding Armor of Faith,
Slow Poison, Dispel Magic, and some basic healing spells can't hurt.
Last but not least, the Ranger has a racial enemy they can choose,
against which they'll deal +4 damage. A decent boost, but there's alot
of foes-what do you pick? As far as I'm concerned, picking something
dangerous as well as common is a good choice, but also picking foes
the damage will actually help against is better, still. Dragons,
Liches, Mind Flayers, Beholders, Vampires, and Demons are all fair
enough choices, but the first two are too uncommony, against the next
three I've developed strategies against that, honestly, +4 damage
wouldn't really do much to make any more likely do succeed. In my
mind, the Demonic/Fell category is the best one to choose-they're
common, dangerous foes against which brute damage will be much more
appreciated.
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%
9 300,000 9d10 2 70%
10 600,000 9d10+3 2/1 78%
11 900,000 9d10+6 2/2 86%
12 1,200,000 9d10+9 2/2/1 94%
13 1,500,000 9d10+12 3/2/1 99%
14 1,800,000 9d10+15 3/2/2 99%
15 2,100,000 9d10+18 3/3/2 99%
16 2,400,000 9d10+21 3/3/3 99%
17* 2,700,000 9d10+24 3/3/3 99%
34 7,800,000 9d10+75 3/3/3 99%
(max at level 16)(max at level 13)
Archer {DND055}
<---------------------------------------------------------------------->
Now this is a kit. Take something and do it VERY well. The bonuses to
hit and damage with arrows eventually increase to +6 at level 18, and
by the end of Throne of Bhaal it's up to +9, which is a HUGE bonus to
your rolls. 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 most bows. Also, +3 Arrows aren't unlimited.
The best unlimited ammo you get are +2 Arrows, and by Throne of Bhaal
many things won't be bothered by those. 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 this game 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
focusing on Shortbows, as the only two bows that generate their own
ammunition (which strike as +3 and +4 weapons) are Shortbows. Simply
put, Shortbows can harm foes that Longbows can't, and one such bow can
be obtained fairly early in the game, making Longbows obsolete
throughout the game.
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 | {DND058}
o==========================o
CLASS 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 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
Baldur's Gate 2's Sorcerer, they're just alike. That said, I never liked
Sorcerers. They 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
10 250,000 9d4+1 5/4/3/2/1 6/6/6/5/3
11 375,000 9d4+2 5/5/4/3/2 6/6/6/6/4
12 750,000 9d4+3 5/5/4/3/2/1 6/6/6/6/5/3
13 1,125,000 9d4+4 5/5/4/4/3/2 6/6/6/6/6/4
14 1,500,000 9d4+5 5/5/4/4/3/2/1 6/6/6/6/6/5/3
15 1,875,000 9d4+6 5/5/4/4/4/3/2 6/6/6/6/6/6/4
16 2,250,000 9d4+7 5/5/4/4/4/3/2/1 6/6/6/6/6/6/5/3
17* 2,625,000 9d4+8 5/5/4/4/4/3/3/2 6/6/6/6/6/6/6/4
31 7,875,000 9d4+22 5/5/5/5/5/5/5/4/4 6/6/6/6/6/6/6/6/6
(max at level 20)
Dragon Disciple {DND059}
<---------------------------------------------------------------------->
Oh my... where to even begin? Well, lets 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. 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? 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, lets 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, you can find a book that will allow you to cast a Fireball
(amongst other spells) once per day, 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.
--> 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.
o==========================o
|Thief | {DND060}
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: long sword, short sword,
katana, scimitar, dagger, club, quarterstaff, crossbow,
shortbow, dart, sling.
--> May only become Proficient (one slot) in any weapon class.
--> May only become Proficient (one slot) in any fighting style.
--> May distribute 25 points per level (40 at level 1) in thieving
abilities: Open Locks, Pick Pockets, Find/Disarm Traps, Move
Silently, Hide in Shadows, Detect Illusions, Set Traps.
--> May use Set Snare ability once per day every 5 levels (starts at
1st level with one use).
1st Level: Deals 2d8+5 missile damage.
11th Level: Deals 2d8+5 missile damage and additional deals
2d6 poison damager per round for the next 3 rounds.
16th Level: Deals 3d8+5 missile damage and 4d8+2 fire damage.
21st Level: Deals 3d8+5 missile damage and 20 poison damage
with no save, slays target if a Save vs. Death with a +4
bonus is failed.
--> May use Backstab ability for increased damage.
Level 1-4: x2
Level 5-8: x3
Level 9-12: x4
Level 13+: x5
--> Hit Die: d6
Prime Requisites for Dual-Classing: Dexterity
<---------------------------------------------------------------------->
The Thief isn't as combat savvy as the Cleric, and they don't have
spells. What's the draw then? Their thieving abilities. These allow them
to pick pockets, find and disarm traps, open locked objects, and hide
from enemies. Of these skills, one is essential, so some character or
another with thieving abilities is required in any party. As for combat,
they can only wear the lightest armors, but they do have access to a
variety of weapons. Most importantly, as they gain levels they get the
ability to 'backstab'. If they are hidden and attack an enemy they
multiply the damage they deal by their backstab modifier. They are a
waste of a class on their own, but it is a great dual or multi class
option, as it gives any class the ability to be more lethal by
backstabbing... and if you make your own, you don't have to drag around
a character to do the thieving for you. A Fighter/Thief is a potent
combination, and so is a Fighter/Mage/Thief. For more information on
Thief abilities, see [DND084].
Thief
Level EXP HP Backstab Multiplier
<---------------------------------------------------------------------->
1 n/a 1d6 x2
2 1,250 2d6 x2
3 2,500 3d6 x2
4 5,000 4d6 x2
5 10,000 5d6 x3
6 20,000 6d6 x3
7 40,000 7d6 x3
8 70,000 8d6 x3
9 110,000 9d6 x4
10 160,000 9d6+2 x4
11 220,000 9d6+4 x4
12 440,000 9d6+6 x4
13 660,000 9d6+8 x5
14 880,000 9d6+10 x5
15 1,100,000 9d6+12 x5
16 1,320,000 9d6+14 x5
17 1,540,000 9d6+16 x5
19 1,760,000 9d6+18 x5
20 1,980,000 9d6+20 x5
21 2,200,000 9d6+22 x5
22 2,420,000 9d6+24 x5
23 2,640,000 9d6+26 x5
24* 2,860,000 9d6+28 x5
40 8,000,000 9d6+62 x5
(max at level 13)
Assassin {DND061}
<---------------------------------------------------------------------->
You'll be slower with your Thief skills progression, but that seems a
worthy trade for the x7 backstab multiplier! +1 to hit and damage is
nice too, but it's totally out-shadowed by the backstab. This is a great
class to dual-class into a Fighter with. Get your Thief skills in place
and enjoy your bonus THAC0, damage, and backstab multiplier. There is
nothing preventing you from poisoning your weapon before you backstab,
either, although the poison is by itself fairly weak, any little bit
helps, especially with such a resounding first strike. The only problem
is you need to make it fairly far as a Thief to get that juicy x7
multiplier. Thankfully, however, the Thief is the lowest class to raise.
Getting to level 13 will only take 660,000 experience, leaving enough
left over for you to reach level 37 as a Fighter, which is more than
enough. It'll be a long time hitting level 14 to get your Thief skills
back... probably not a thing a new player wants to attempt. But
worthwhile if you pull it off.
Advantages:
--> +1 bonus to hit and damage rolls.
--> Backstab ability reaches x7 multiplier instead of capping at x5.
--> May use Poison Weapon ability once per day ever 4 levels.
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.
Disadvantages:
--> May only distribute 15 skill points per level among thieving
skills.
Bounty Hunter {DND062}
<---------------------------------------------------------------------->
Some changes were made to this kit in recent patches, so let's take a
look... the first two traps are somewhat decent, although 3d8+5 damage
and Slow isn't nothing to go crazy over, either. After that, though,
the traps just get worse. I'd rather have the slow at a -4 Save than
Hold at -1-a slowed enemy is so crippled they might as well be
defenseless. By level 16, this class is a joke. Otiluke's Resilient
Sphere just removes a foe from combat for a short while, and Maze?
Pretty much the same thing, for a period of time that varies based on
Intelligence. Is this kit supposed to compare in any way to the
Assassin, Swashbuckler, or Shadowdancer? Because it fails. I can't see
how any of these would be terribly useful against most foes in Baldur's
Gate 2, and getting sixteen levels in a class just so you can use a less
reliable version of Otiluke's Reslient Sphere-a 4th level Mage spell
just seems incredibly stupid. Hell, I'd rather have the normal Thief's
21st level trap than the Bounty Hunter's; 3d8+25 damage with Save vs.
Death or die is much better than freakin' Maze. Point is, this kit is
full of suck. Someone, somewhere, is laughing at if you if you pick
this kit.
Advantages:
--> +15% bonus to Set Traps.
--> May luse Set Special Snare ability once per day every 5 levels
(starts at 1st level with one use) in addition to the normal
Thief's Set Snare.
SET SPECIAL SNARE: Set a trap in the chosen location when no hostile
creatures are in sight. Traps grow more powerful with the Bounty
Hunter's level and can only be triggered by enemies.
1st level: Deals 3d8+5 missile damage and slows target for 5
rounds is a Save vs. Spell with a -4 penalty is failed.
11th Level: Deals 4d8+5 missile damage and holds target for 5
rounds if a Save vs. Spell with a -1 penalty is failed.
16th Level: The trap erects an Otiluke's Resilient Sphere around
the target for 7 rounds if a Saving Throw is failed.
21st Level: The trap mazes the target.
Disadvantages:
--> May only distribute 20 skill points per level among thieving
skills.
Swashbuckler {DND063}
<---------------------------------------------------------------------->
This is at least a legitimate attempt to make a character who is not a
Fighter actually able to fight. The bonus to Armor Class and attack and
damage are both pretty good, and almost overcome the handicap a Thief
suffers against a Fighter in armor and THAC0. The ability to specialize
is very welcome, especially in the Two Weapon Style. The only down sides
are the fact that the Thief loses the backstab ability, and for all its
trying, a Fighter it is not. Namely they're still losing sorely in the
Hit Point department. This makes me wonder one thing. Why not make a
Fighter/Thief instead of a Swashbuckler? You'll have the better THAC0 of
a Fighter, better Hit Points than a Thief, the ability to specialize in
weapons, including all the Fighter weapons, and you get to keep your
backstab. It's a nice offer, but frankly multi-classing still wins.
Advantages:
--> +1 bonus to Armor Class at 1st level, plus an additional
+1 bonus every 5 levels.
--> +1 bonus to hit and damage rolls every 5 levels.
--> May Specialize (two slots) in any melee weapon available to
Thieves.
--> May place 3 slots into Two-Weapon Style.
Disadvantages:
--> May not use Backstab ability.
Shadowdancer {DND064}
<---------------------------------------------------------------------->
The Shadowdancer once had its merits, but I now consider well and
truly nerfed by Overhaul Games. First, however, let me just point out
that I consider it a waste to make a single-classed Thief for any
reason, no matter what the kit. The point of having a Thief is, first
and foremost, to get that necessary Find Traps skill into your party.
Fortunately, you can multi-class and dual-class to make the best of
having a Thief. Not that a Thief is terrible, but a Fighter/Thief or
Mage/Thief (or best yet, a Fighter/Mage/Thief!) is much better than
a single-classed Thief. The draw of mixing a Shadowdancer into a
dual-classed kit is, of course, its superior back-stabbing abilities,
thanks to its Hide in Plain Sight ability-so good it had to be ripped
out of 3rd Edition (except for the Assassin and Ranger, who just get
screwed here). What does it do? Lets you hide... in plain sight!
Normally if a foe spots you, you can't hide. I know, this ability is a
little lame because you can always run around a corner or cast
invisibility... so a multi-class Thief who can cast Mage spells need
not worry, nor does any Thief equipped with The Paws of the Cheetah,
and ignoring the fact that invisibility items are common as dirt in this
game, it's a good ability. They also get Shadowstep once for every
five levels, which acts like a non-combative Time Stop, allowing
you to move for one round while everything else is frozen... which is
actually a pretty good tactical ability. Need to get behind that Mage
in the midst of a group of guards before they can expose your
invisibility, and want to get back out in one piece after attacking?
Here you go. The downsides to this kit always limited the benefits,
but less so before than now. The folks at Overhaul Games apparently
realized that a Shadowdancer with good Hide in Shadows and Move
Silenty could essentially backstab foes at will thanks to Hide in
Plain sight, and responded with putting a cooldown timer (about one
round) on the Stealth skill after using Backstab. Worse still, they
nerfed the Shadowdancer's short-term Backstab multiplier in favor of
long-term gains, which is not what we want as a potential dual-class.
Previously you could obtain a x3 multiplier by the time you hit 9th
level, but the same bonus now requires an 18th level Shadowdancer.
You'd have to exceed that level with a second class to get your original
bonuses back, and that is simply impractical, even if you're rather
power-gamey (by comparison, an Assassin would enjoy a x7 backstab at
a lower level, plus a flat +1 bonus to attack and damage). Put those
two together and you've got a class that can't quite backstab with
impunity, and doesn't even recieve a backstab damage bonus until 9th
level.
Advantages:
--> +10% bonus to Hide in Shadows and Move Silently.
--> Hide in Plain Sight: A Shadowdancer may Hide in Shadows even
while being observed.
--> May cast Shadowstep once per day every 5 levels.
SHADOWSTEP: Step into the Shadow Plane and move for 7 seconds while
others are frozen in time. The Shadowdancer cannot attack or cast spells
while in the Shadow Plane:
--> Slippery Mind: +1 bonus to Saving Throws.
Disadvantages:
--> Alignment restricted to any non-lawful.
--> May use Backstab ability, although for a lower damage mutliplier
than Thieves:
Level 1-8: x1 (no multiplier)
Level 9-17: x2
Level 18-24: x3
Level 25+ x4
--> May only distribute 20 skill points per level (30 at level 1)
among thieving skills.
--> May not use Set Snare ability.
o==========================o
|Thief/Cleric | {DND065}
o==========================o
<---------------------------------------------------------------------->
Well, might as well mention it eh? The Thief/Cleric is an odd, and at
odds with itself character. You won't be wearing any heavy armor if you
want to keep your Thief skills, but you can certainly wear light armor
with no problem. Of course, you're stuck with the Cleric's selection of
weapons, but you'll be able to use all the Thief skills, including
backstab. Honestly the Mage spells seem a better fit for a Thief, which
is more of a stay back out of the way kinda class, as opposed to the
Cleric, which is often a decently armored character who can stand up in
combat. This might be an interesting dual-class, provided you don't care
that your Cleric won't be as tough as if you had dual-classed with a
Fighter.
o==========================o
|Wild Mage | {DND066}
o==========================o
CLASS FEATURES:
--> May memorize one additional spell per level.
--> May cast the 1st level spell Nahal's Reckless Dweomer.
--> May cast the 2nd level spell Chaos Shield (included in spellbook
for free).
--> May cast the 7th level spell Improved Chaos Shield (included in
spellbook for free).
--> Upon casting a spell, there is a 5% chance of incurring in a
Wild Surge.
WILD SURGE: A Wild Surge generates a completely random magical effect
from the spell being cast. Its effects may be either beneficial or
detrimental to the Wild Mage and her allies.
--> Casting level varies slightly whenever she casts a spell--
anywhere between five levels lower and five levels higher than
the WildMage's true level.
--> Hit Die: d4
<---------------------------------------------------------------------->
You take a normal specialist Mage, remove their prohibited school, and
add massive randonmess to everything they do, and you've got the Wild
Mage. I know that when I cast spells, I always find myself wistfully
wishing that I had a chance to change my gender or cast a Fireball on
myself. Seriously though, the odds of having Wild Magic doing something
beneficial actually isn't that low. Having it do the RIGHT beneficial
thing to the right target, however, is rather uncommon. You're
essentially trading the known penalty of a prohibited spell school for
the random 5% chance to... well... check out the table below [DND069].
Suffice to say, I don't find randomness helpful when it comes to my
Mages. We already have to deal with targeting, Magic Resistance, Saving
Throws, and the possibility of getting interrupted by damage. Magic is
busy enough already. On top of that, every spell they DO successfully
cast without triggering a Magic Surge also fluctuates by up to five
levels (plus or minus) the caster's level. At level one, this doesn't
matter much-you really only stand to gain, but as you level up, this
adds serious uncertainty to the duration and damage of many spells. All
in all, what does a Wild Mage have over a Conjurer? Identify, True
Sight, and massive randomness to everything they do, that's what.
Wild 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 20,000 5d4 4/2/1
6 40,000 6d4 4/2/2
7 60,000 7d4 4/3/2/1
8 90,000 8d4 4/3/3/2
9 135,000 9d4 4/3/3/2/1
10 250,000 9d4+1 4/4/3/2/2
11 375,000 9d4+2 4/4/4/3/3
12 750,000 9d4+3 4/4/4/4/4/1
13 1,125,000 9d4+4 5/5/5/4/4/2
14 1,500,000 9d4+5 5/5/5/4/4/2/1
15 1,875,000 9d4+6 5/5/5/5/5/2/1
16 2,250,000 9d4+7 5/5/5/5/5/3/2/1
17* 2,625,000 9d4+8 5/5/5/5/5/3/3/2
31 7,875,000 9d4+22 5/5/5/5/5/5/5/5/4
(max at level 34)
Wild Surge Table {DND067}
<---------------------------------------------------------------------->
This table was taken straight from the Throne of Bhaal manual.
o====o=================================================================o
|Roll| Wild Surge Effect |
o====o=================================================================o
| 1 | Repulsion field centred on the caster |
|----|-----------------------------------------------------------------|
| 2 | Wild colour changes upon the caster |
|----|-----------------------------------------------------------------|
| 3 | Squirrels appear around caster |
|----|-----------------------------------------------------------------|
| 4 | The caster becomes itchy |
|----|-----------------------------------------------------------------|
| 5 | The caster glows |
|----|-----------------------------------------------------------------|
| 6 | A fireball centres on the caster |
|----|-----------------------------------------------------------------|
| 7 | The caster’s sex is changed |
|----|-----------------------------------------------------------------|
| 8 | The caster’s colour changes |
|----|-----------------------------------------------------------------|
| 9 | Every one in the area changes direction |
|----|-----------------------------------------------------------------|
| 10 | Explosion centred on caster |
|----|-----------------------------------------------------------------|
| 11 | Entangle spell centred on caster |
|----|-----------------------------------------------------------------|
| 12 | Slow spell centred on target |
|----|-----------------------------------------------------------------|
| 13 | Target polymorphed into a wolf |
|----|-----------------------------------------------------------------|
| 14 | Caster held |
|----|-----------------------------------------------------------------|
| 15 | Caster hasted |
|----|-----------------------------------------------------------------|
| 16 | Caster changed into a squirrel |
|----|-----------------------------------------------------------------|
| 17 | Gold on the caster is destroyed |
|----|-----------------------------------------------------------------|
| 18 | Target weakened |
|----|-----------------------------------------------------------------|
| 19 | Sunfire spell centred on caster |
|----|-----------------------------------------------------------------|
| 20 | Movement rate lowered on target |
|----|-----------------------------------------------------------------|
| 21 | Fireball centred on caster |
|----|-----------------------------------------------------------------|
| 22 | Caster held as per the spell Hold Person |
|----|-----------------------------------------------------------------|
| 23 | Fear spell centred on target |
|----|-----------------------------------------------------------------|
| 24 | Roll twice more. Both effects apply |
|----|-----------------------------------------------------------------|
| 25 | Entire area explored |
|----|-----------------------------------------------------------------|
| 26 | Globe of invulnerability centred on target |
|----|-----------------------------------------------------------------|
| 27 | Silence 15 foot radius centred on caster |
|----|-----------------------------------------------------------------|
| 28 | Caster dizzy |
|----|-----------------------------------------------------------------|
| 29 | Target invisible |
|----|-----------------------------------------------------------------|
| 30 | Pretty sparkles! No other effect |
|----|-----------------------------------------------------------------|
| 31 | Caster is spell’s target |
|----|-----------------------------------------------------------------|
| 32 | Caster becomes invisible |
|----|-----------------------------------------------------------------|
| 33 | Colour spray from caster |
|----|-----------------------------------------------------------------|
| 34 | Birds appear around the caster |
|----|-----------------------------------------------------------------|
| 35 | Fireball centred on caster. No damage done |
|----|-----------------------------------------------------------------|
| 36 | Gems created on caster |
|----|-----------------------------------------------------------------|
| 37 | Combat music starts |
|----|-----------------------------------------------------------------|
| 38 | Goodberries created on caster |
|----|-----------------------------------------------------------------|
| 39 | Fireball flies toward target |
|----|-----------------------------------------------------------------|
| 40 | Charges drained on area effect around target |
|----|-----------------------------------------------------------------|
| 41 | Random treasure created on caster |
|----|-----------------------------------------------------------------|
| 42 | Caster is combat ready (+2 THACO +2 Damage) |
|----|-----------------------------------------------------------------|
| 43 | Teleport field spell centred on caster |
|----|-----------------------------------------------------------------|
| 44 | Teleport field spell centred on target |
|----|-----------------------------------------------------------------|
| 45 | Area effect hiccups centred on target |
|----|-----------------------------------------------------------------|
| 46 | All doors in area of effect open. If there are no doors, then |
| | roll twice and use both effects |
|----|-----------------------------------------------------------------|
| 47 | Caster polymorphs into wolf |
|----|-----------------------------------------------------------------|
| 48 | Change target randomly |
|----|-----------------------------------------------------------------|
| 49 | Caster recuperates as if he rested |
|----|-----------------------------------------------------------------|
| 50 | Monsters summoned by target |
|----|-----------------------------------------------------------------|
| 51 | Start snowing if outside, otherwise roll twice more |
|----|-----------------------------------------------------------------|
| 52 | Loud noise. Target must save or be stunned |
|----|-----------------------------------------------------------------|
| 53 | Target’s hit points doubled |
|----|-----------------------------------------------------------------|
| 54 | Summon demon to attack target |
|----|-----------------------------------------------------------------|
| 55 | Spell fired but with squealing noise |
|----|-----------------------------------------------------------------|
| 56 | Spell goes off but duration is halved |
|----|-----------------------------------------------------------------|
| 57 | Strange visual effect, but the spell fizzles |
|----|-----------------------------------------------------------------|
| 58 | Projectile speed halved |
|----|-----------------------------------------------------------------|
| 59 | All weapons in the area glow |
|----|-----------------------------------------------------------------|
| 60 | No saving throw is allowed against the spell |
|----|-----------------------------------------------------------------|
| 61 | Target is held as per the Hold Person spell |
|----|-----------------------------------------------------------------|
| 62 | Detect magic spell centred on target |
|----|-----------------------------------------------------------------|
| 63 | Roll 4 more times. All effects happen |
|----|-----------------------------------------------------------------|
| 64 | Slow spell centred on target |
|----|-----------------------------------------------------------------|
| 65 | Instead of the chosen spell, a different spell of the same level|
| | goes off |
|----|-----------------------------------------------------------------|
| 66 | Lightning bolt spell cast at target |
|----|-----------------------------------------------------------------|
| 67 | Target strengthened |
|----|-----------------------------------------------------------------|
| 68 | Heal centred on the target |
|----|-----------------------------------------------------------------|
| 69 | Entangle target |
|----|-----------------------------------------------------------------|
| 70 | Caster weakened |
|----|-----------------------------------------------------------------|
| 71 | Fireball spell centred on target |
|----|-----------------------------------------------------------------|
| 72 | Flesh to stone on target |
|----|-----------------------------------------------------------------|
| 73 | Spell fired. Caster also recuperated as if rested |
|----|-----------------------------------------------------------------|
| 74 | Heal spell centred on caster |
|----|-----------------------------------------------------------------|
| 75 | Target dizzy |
|----|-----------------------------------------------------------------|
| 76 | Sunfire centred on target (caster unaffected) |
|----|-----------------------------------------------------------------|
| 77 | Target held |
|----|-----------------------------------------------------------------|
| 78 | Target blinded |
|----|-----------------------------------------------------------------|
| 79 | Target charmed |
|----|-----------------------------------------------------------------|
| 80 | Gems created on target |
|----|-----------------------------------------------------------------|
| 81 | Target’s movement rate reduced |
|----|-----------------------------------------------------------------|
| 82 | Random treasure created on target |
|----|-----------------------------------------------------------------|
| 83 | Target polymorphed into squirrel |
|----|-----------------------------------------------------------------|
| 84 | Silence 15 foot radius centred on target |
|----|-----------------------------------------------------------------|
| 85 | Target’s sex changed |
|----|-----------------------------------------------------------------|
| 86 | Fake explosion (no damage) centred on target |
|----|-----------------------------------------------------------------|
| 87 | Stinking cloud centred on target |
|----|-----------------------------------------------------------------|
| 88 | Cow falls from sky on the target |
|----|-----------------------------------------------------------------|
| 89 | Target dizzy |
|----|-----------------------------------------------------------------|
| 90 | Spell has 60 foot radius at target (change projectile) |
|----|-----------------------------------------------------------------|
| 91 | Target itchy |
|----|-----------------------------------------------------------------|
| 92 | Casters hit points doubled |
|----|-----------------------------------------------------------------|
| 93 | Target held |
|----|-----------------------------------------------------------------|
| 94 | Target hastened |
|----|-----------------------------------------------------------------|
| 95 | Destroy all gold on target |
|----|-----------------------------------------------------------------|
| 96 | Spell casts at double effectiveness |
|----|-----------------------------------------------------------------|
| 97 | Spell cast, -4 to target’s saving throw |
|----|-----------------------------------------------------------------|
| 98 | Target’s colour changed |
|----|-----------------------------------------------------------------|
| 99 | Spell cast at double level |
|----|-----------------------------------------------------------------|
|100 | Spell casts normally |
o====o=================================================================</pre>
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