BG EE part 2

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Alignment {DND068}

o======================================================================o

The alignment of your protagonist only matters so much in the first

game. In the sequel the allies you choose will react to your alignment

more, so you should try to choose party members who have an alignment

similar to yours. Where alignment really matters is between your NPCs.

Evil characters will react poorly to good characters, and vise-verse,

and in some instances violence may erupt between two allies. This is

less of a problem in the first game than in the sequel, but spare

yourself the aggravation and choose party members of like alignment.

If your protagonist is good-aligned, choose good or neutral characters.

If your protagonist is evil-aligned, choose evil or neutral characters.

If your protagonist is neutral, pick either good, or evil, but not

both.

Another reason for having some continuity of alignment within your

party is your reputation. Good characters will be happy with a high

reputation and unhappy with a low reputation, while evil characters

will be happy with a low reputation and unhappy with a high reputation.

At a neutral reputation, nobody is happy. If your reputation gets too

high (19+), your evil characters will disband. If your reputation gets

too low (2-) your good characters will disband. Since a high reputation

will earn you discounts at shops, it's always a good idea to keep your

alignment in the teens, at least. Discounts are good, and you can't

really afford to be pure 'evil' anyways, as a reputation of 1 will earn

you some pretty serious harassment by groups of Cowled Wizards and

Knights of the Heart. That's right, even evil characters will want to

keep their reputation reasonable... fairly high, even, for the purpose

of purchasing items. Speaking of reputation and alignment, your starting

reputation varies depending upon your protagonist's alignment, as

follows:

o===============o===============o

| Alignment | Starting |

| | Reputation |

o===============o===============o

| Lawful Good | 12 |

|---------------|---------------|

| Neutral Good | 11 |

|---------------|---------------|

| Chaotic Good | 11 |

|---------------|---------------|

|Lawful Neutral | 10 |

|---------------|---------------|

| True Neutral | 10 |

|---------------|---------------|

|Chaotic Neutral| 10 |

|---------------|---------------|

| Lawful Evil | 9 |

|---------------|---------------|

| Neutral Evil | 9 |

|---------------|---------------|

| Chaotic Evil | 8 |

o===============o===============o

Reputation Effects {DND069}

<---------------------------------------------------------------------->

These are derived from the manual... save that the manual misprints the

required donation at reputation values of 13 and 14 as 200 gold and

500 gold. They should be 1200 gold and 1500 gold, respectively.

o======================================================================o

|Reputation|Item Cost|Donation Required| Additional Effects |

o==========o=========o=================o===============================o

| 20 | -50% | -- |+4 Reaction Adjustment |

| 19 | -40% | -- |+3 Reaction Adjustment |

| 18 | -30% | -- |+3 Reaction Adjustment |

| 17 | -20% | 5000 |+2 Reaction Adjustment |

| 16 | -10% | 2500 |+2 Reaction Adjustment |

| 15 | -10% | 2000 |+1 Reaction Adjustment |

| 14 | base | 1500 |+1 Reaction Adjustment |

| 13 | base | 1200 |N/A |

| 12 | base | 900 |N/A |

| 11 | base | 700 |N/A |

| 10 | base | 500 |N/A |

| 9 | +10% | 400 |N/A |

| 8 | +20% | 300 |N/A |

| 7 | +20% | 200 |-1 Reaction Adjustment |

| 6 | +30% | 400 |-2 Reaction Adjustment |

| 5 | +40% | 500 |-3 Reaction Adjustment |

| 4 | +50% | 1000 |-4 Reaction Adjustment |

| 3 | +100% | 1000 |-5 Reaction Adjustment* |

| 2 |will not | 1200 |-6 Reaction Adjustment* |

| 1 | sell | 1500 |-7 Reaction Adjustment* |

o======================================================================o

*Indicates that at this reputation you may get attacked by Cowled

Wizards and Knights of the Heart. This is not a good thing, and you

should try to ensure that your reputation stays above this mark.

Item Cost: The rate of increase or decrease of the cost of items in a

store. It's funny, you'd think a thieves guild or dark elves would

reward a low reputation, or simply not know about your reputation at

all. Either way, the principle is simple, the higher your reputation,

the cheaper things will be.

Donation Required: Give money to churches, and your reputation

increases. Why we assume that churches morally benefit humanity, I will

never be able to understand. It reminds me of watching the 700 Club

when I was bored, listening to these predators telling desperately

poor people that they can afford to give money to 'Jesus'... anyways,

in a world with good and evil deities (as opposed to reality, which just

has evil ones) wouldn't giving money to an evil diety like Umberlee

lower your reputation? Evidently not. Even if you give money to sexist,

jealous, petty gods who delight in killing humans, your reputation

improves. Talk about art imitating reality..

Abilities {DND070}

o======================================================================o

Your abilities define what your character is good at. I prefer to call

them attributes, so if I mess up and refer to them as attributes later,

well, I'm talking about abilities. You have six abilities, and you can

re-roll them until you get what you want... or close to it. Take

advantage of it, get comfortable, and get rolling. Before that, let me

explain them a bit, so you know what to shoot for.

Strength {DND071}

<---------------------------------------------------------------------->

Strength is important for many reasons-obvious reasons. The stronger

you are, the more likely you are to deal effective blows, and the more

damage you deal in combat. To hit and damage bonuses are good things,

and higher carry weight can reduce annoying trips back to town. Also,

your Strength limits what arms and armor you can equip. For that

reason any and all characters who wish to compete in melee should

strive for an 18 Strength. Period. Mages can afford to use this as a

dump-stat, but even Thieves and Bards are going to want to have enough

Strength to wear some armor, wield swords and bows, and whatnot.

Warrior types (Barbarians, Fighters, Paladins, Rangers, single, multi,

or dual-classed) will automatically get exceptional Strength if they

start out with a Strength score of 18. This is a randomly generated

percentile from 1-100, commonly known as exceptional Strength. While

it becomes moot when you get the Manual of Gainful Exercise (thus

bypassing exceptional Strength altogether an boosting your Strength by

a point-ideally from 18 to 19), for single-classed warriors starting

out with a high exceptional Strength should be something to shoot for.

I mean, a Fighter only needs three attributes at 18, which is easy

enough to do. For multi-classed Warrior, however, don't sweat the

exceptional Strength percentile. It's more important to get 18's in

your Strength, Dexterity, Constitution, and whatever other attribute

your class would be aided by (Intelligence for Fighter/Mages, Wisdom for

Fighter/Clerics, etc.).

o========o=====o======o======o=====o

| Score |THAC0|Damage|Weight|Bash%|

o========o=====o======o======o=====o

| 3 | -3 | -1 | 5 | 3 |

| 4 | -2 | -1 | 15 | 4 |

| 5 | -2 | -1 | 15 | 4 |

| 6 | -1 | 0 | 30 | 6 |

| 7 | -1 | 0 | 30 | 6 |

| 8 | 0 | 0 | 50 | 8 |

| 9 | 0 | 0 | 50 | 8 |

| 10 | 0 | 0 | 70 | 10 |

| 11 | 0 | 0 | 70 | 10 |

| 12 | 0 | 0 | 90 | 12 |

| 13 | 0 | 0 | 90 | 12 |

| 14 | 0 | 0 | 120 | 14 |

| 15 | 0 | 0 | 120 | 14 |

| 16 | 0 | +1 | 150 | 16 |

| 17 | +1 | +1 | 170 | 18 |

| 18 | +1 | +2 | 200 | 20 |

|18/01-50| +1 | +3 | 220 | 25 |

|18/51-75| +2 | +3 | 250 | 30 |

|18/76-90| +2 | +4 | 280 | 35 |

|18/91-99| +2 | +5 | 320 | 40 |

| 18/00 | +3 | +6 | 400 | 45 |

| 19 | +3 | +7 | 500 | 50 |

| 20 | +3 | +8 | 600 | 55 |

| 21 | +4 | +9 | 700 | 60 |

| 22 | +4 | +10 | 800 | 65 |

| 23 | +5 | +11 | 1000 | 70 |

| 24 | +6 | +12 | 1200 | 75 |

| 25 | +7 | +14 | 1600 | 80 |

o========o=====o======o======o=====o

Dexterity {DND072}

<---------------------------------------------------------------------->

This affects your Armor Class and your THAC0 adjustment for missile

weapons. EVERY character should get an 18 Dexterity for the wonderful

-4 Armor Class modifier. Period. Anybody else find it odd that the

highest bonus a PC can legitimately have (18, -4) is only two points of

Armor Class shy of the Armor Class bonus gained by the fastest critters

in 2nd Edition (25, -6)? Ah, 2nd Edition was funny...

o=======o=======o=======o

| Score |Missile| Armor |

| |Adjust.| Class |

o=======o=======o=======o

| 0 | -20 | +5 |

| 1 | -6 | +5 |

| 2 | -4 | +5 |

| 3 | -3 | +4 |

| 4 | -2 | +3 |

| 5 | -1 | +2 |

| 6 | 0 | +1 |

| 7 | 0 | 0 |

| 8 | 0 | 0 |

| 9 | 0 | 0 |

| 10 | 0 | 0 |

| 11 | 0 | 0 |

| 12 | 0 | 0 |

| 13 | 0 | 0 |

| 14 | 0 | 0 |

| 15 | 0 | -1 |

| 16 | +1 | -2 |

| 17 | +2 | -3 |

| 18 | +2 | -4 |

| 19 | +3 | -4 |

| 20 | +3 | -4 |

| 21 | +4 | -5 |

| 22 | +4 | -5 |

| 23 | +4 | -5 |

| 24 | +5 | -6 |

| 25 | +5 | -6 |

o=======o=======o=======o

Note: Your Dexterity will also affect your Thief abilities... if you

have any, of course. See [DND084] for more information.

Constitution {DND073}

<---------------------------------------------------------------------->

This attribute gives you Hit Points. Hit points are good. At 16, you

gain a +2 bonus to Hit Points gained per level, which for non-warriors

is the highest bonus possible. The number to the right lists the bonus

for warriors (Fighters, Paladins, Rangers, and their kits), which is +4

at 18. All warriors should have an 18 Constitutuion, but non-warriors

only really need a 15. Once they get the Manual of Gainful exercise,

they'll raise to 16, and be good to go.

o=======o===============o=======o

| Score |Hit Points per |Regen. |

| | Level | Rate |

o=======o===============o=======o

| 1 | -3 | 0 |

| 2 | -2 | 0 |

| 3 | -2 | 0 |

| 4 | -1 | 0 |

| 5 | -1 | 0 |

| 6 | -1 | 0 |

| 7 | 0 | 0 |

| 8 | 0 | 0 |

| 9 | 0 | 0 |

| 10 | 0 | 0 |

| 11 | 0 | 0 |

| 12 | 0 | 0 |

| 13 | 0 | 0 |

| 14 | 0 | 0 |

| 15 | +1 | 0 |

| 16 | +2 | 0 |

| 17 | +2/+3 | 0 |

| 18 | +2/+4 | 0 |

| 19 | +2/+5 | 0 |

| 20 | +2/+5 | 60 |

| 21 | +2/+6 | 50 |

| 22 | +2/+6 | 40 |

| 23 | +2/+6 | 30 |

| 24 | +2/+7 | 20 |

| 25 | +2/+7 | 10 |

o=======o===============o=======o

Note: In the Regeneration Rate column, what the hell do those numbers

mean? Well, they're a measure of the time it takes to regenerate a lost

Hit Point... but not REAL time, no, that would be too simple-it's the

number of game-time seconds it takes to regenerate a lost Hit Point.

So for a Constitution score of 20, it takes 60 seconds-one minute-of

game-time to recover one Hit Point. One minute of game-time is 2.5

seconds of real time, so our rate of time-lapse difference is

60/2.5 = 24:1. This makes sense, doesn't it? It means that one hour

spent playing in real-time is one day of game-time. So divide all those

numbers by 24, and that's how many seconds it takes to recover a lost

Hit Point.

Intelligence {DND074}

<---------------------------------------------------------------------->

If you're a Mage, get an 18, if not, it's a dump stat. By 'dump stat',

I mean lower it to 10 or so to put the excess points in other attributes

you actually need. 'Max Spell Level' refers to the highest level of

spell you'll be able to cast if you're a Mage. Note that if you're a

triple class Mage, you only need a 15 Intelligence as you'll never be

able to memorize 9th level spells anyways (the tome will raise your

intelligence high enough to cast 8th level spells.) 'Max Spells per

Spell Level' is the maximum number of different spells you can have in

your spell book per level. This will never be a deciding factor as you

can simply drink a potion to temporarily allow you to scribe more spells

than your spells per level allowance. In fact, you can just use potions

in a timely manner to scribe all the spells you wish, allowing you to

have as low of an Intelligence as you please regardless of your natural

'Max Spell Levle or 'Max Spells per Spell Level'. Still, it's just more

convenient to have the natural Intelligence instead of having to rely on

potions all the time and scribing spells all at once. If you fail at

scribing a scroll, simply reload until you succeed. Lore is your ability

to identify magical items. You'll legitimately never get high enough to

identify everything, so you'll always need the Identify spell, making

lore a non-issue.

o=======o=======o=======o===============o=======o

| | Learn | Max |Max Spells per | |

| Score | Spell | Spell | Spell Level | Lore |

| |Chance | Level | | |

o=======o=======o=======o===============o=======o

| 0 | 0% | - | - | -20 |

| 1 | 0% | - | - | -20 |

| 2 | 0% | - | - | -20 |

| 3 | 0% | - | - | -20 |

| 4 | 0% | - | - | -20 |

| 5 | 0% | - | - | -20 |

| 6 | 0% | - | - | -20 |

| 7 | 0% | - | - | -10 |

| 8 | 0% | - | - | -10 |

| 9 | 0% | 4th | 6 | -10 |

| 10 | 35% | 5th | 7 | 0 |

| 11 | 40% | 5th | 7 | 0 |

| 12 | 45% | 6th | 7 | 0 |

| 13 | 50% | 6th | 9 | 0 |

| 14 | 55% | 7th | 9 | 0 |

| 15 | 60% | 7th | 11 | +3 |

| 16 | 65% | 8th | 11 | +5 |

| 17 | 75% | 8th | 14 | +7 |

| 18 | 85% | 9th | 18 | +10 |

| 19 | 95% | 9th | All | +12 |

| 20 | 96% | 9th | All | +15 |

| 21 | 97% | 9th | All | +20 |

| 22 | 98% | 9th | All | +25 |

| 23 | 99% | 9th | All | +30 |

| 24 | 100% | 9th | All | +35 |

| 25 | 100% | 9th | All | +40 |

o=======o=======o=======o===============o=======o

Wisdom {DND075}

<---------------------------------------------------------------------->

If you're a Cleric or a Druid, you want an 18. If you're a Mage, you

might want at least a 14 to use the Wish spell effectively in Baldur's

Gate 2. Otherwise, it's a dump stat. For Clerics and Druids you don't

have a spell level maximum for a low Wisdom in 2nd Wdition, but higher

Wisdom nets you bonus spells. Definitely a draw for single class

characters, but if you simply cannot spread your points out enough to

get a great Wisdom, it's not that big of a deal. And keep in mind, there

are three tomes in the game that add a 1 point bonus to this stat. The

bonus spells are listed by level, at 17 you'd get 2 first level spells,

2 second level spells, and 1 third level spell.

o=======o===============o=======o

| Score | Bonus Spells | Lore |

o=======o===============o=======o

| 3 |- | -20 |

| 4 |- | -20 |

| 5 |- | -20 |

| 6 |- | -20 |

| 7 |- | -10 |

| 8 |- | -10 |

| 9 |0 | -10 |

| 10 |0 | 0 |

| 11 |0 | 0 |

| 12 |0 | 0 |

| 13 |1 | 0 |

| 14 |2 | 0 |

| 15 |2/1 | +3 |

| 16 |2/2 | +5 |

| 17 |2/2/1 | +7 |

| 18 |2/2/1/1 | +10 |

| 19 |3/2/1/2 | +12 |

| 20 |3/3/1/3 | +15 |

| 21 |3/3/2/3/1 | +20 |

| 22 |3/3/2/4/2 | +25 |

| 23 |3/3/2/4/4 | +30 |

| 24 |3/3/2/4/4/2 | +35 |

| 25 |3/3/2/4/4/3/1 | +40 |

o=======o===============o=======o

Charisma {DND076}

<---------------------------------------------------------------------->

Charisma affects NPC reactions to you and determines shop

prices. Rarely you'll get a better reward for having a higher Charisma.

It's a dump stat for everybody except Bards, who should get an 18 in it,

and Paladins, who don't really have much of a choice when it comes to

Charisma. To get the best discounts, make sure to have your character

with the highest Charisma as party leader when interacting with the

shopkeeper.

o========o========o

| Score |Reaction|

o========o========o

| 3 | -5 |

| 4 | -4 |

| 5 | -3 |

| 6 | -2 |

| 7 | -1 |

| 8 | 0 |

| 9 | 0 |

| 10 | 0 |

| 11 | 0 |

| 12 | 0 |

| 13 | +1 |

| 14 | +2 |

| 15 | +3 |

| 16 | +4 |

| 17 | +4 |

| 18 | +5 |

| 19 | +8 |

| 20 | +9 |

| 21 | +10 |

| 22 | +11 |

| 23 | +12 |

| 24 | +13 |

| 25 | +14 |

o========o========o

Increasing Your Abilities {DND077}

<---------------------------------------------------------------------->

In Baldur's Gate 1 there were lovely little books that increased an

attribute by one when read... no such luck for Baldur's Gate 2, but

even though you won't be reading your way to superiority, there are

some ways to improve your attributes in Baldur's Gate 2, which I will

list below. Most of them are kind of questy, so if you're skittish about

***SPOILERS*** you might want to stop reading. Oh, and this list only

includes permanent attribute increases, and, in a few instances,

potentially unavoidable losses.

--> After being captured by Irenicus in Spellhold, during the

Candlekeep dream sequence immediately after losing your soul,

you'll have to talk to a Demon at the entrance to the

Candlekeep Library. This Demon will require an attribute

sacrifice. It's a quest in the main story, and there is no way

to avoid this loss, so just pick the least harmful loss you can.

Attribute LOSS: [Dexterity -1] or

[Constitution -1] or

[Intelligence -1] or

[Wisdom -1]

--> After defeating Irenicus in Suldanesselar you will arrive in

Hell, where you must complete several tests. If you pick the

evil path during the Test of Fear, you will gain Constitution.

Attribute GAIN: [Constitution +2]

--> After defeating Irenicus in Suldanesselar you will arrive in

Hell, where you must complete several tests. If you pick the

good path during the Test of Selfishness, you will lose

Dexterity.

Attribute LOSS: [Dexterity -1]

--> After defeating Irenicus in Suldanesselar you will arrive in

Hell, where you must complete several tests. If you pick the

evil path during the Test of Wrath, you will gain Strength, or,

if you pick the good path during the Test of Wrath you will gain

Wisdom and Charisma.

Attribute GAIN: [Strength +2] or

[Wisdom +1] and [Charisma +1]

--> With the Deck of Many Things, if you draw the 'Star' card, that

character will gain on attribute point, depending upon their

class.

(Note: For multi-classed combos, the Fighter class is

considered secondary to every other class. A Fighter/Thief will

gain Dexterity, a Fighter/Mage will gain Intelligence, and a

Fighter/Cleric will gain Wisdom.)

Attribute GAIN: [Strength +1] (Warriors) or

[Desterity +1] (Bard/Thief) or

[Intelligence +1] (Mage) or

[Wisdom +1] (Cleric/Druid)

--> In Watcher's Keep you will find the Machine of Lum the Mad.

If you input the following code: Circle, Blue, Long, you will

gain Intelligence.

Attribute GAIN: [Intelligence +1]

--> In Watcher's Keep you will find the Machine of Lum the Mad.

If you input the following code: Circle, Red, Long, you will

gain Constitution.

Attribute GAIN: [Constitution +1]

--> In Watcher's Keep you will find the Machine of Lum the Mad.

If you input the following code: Circle, Square, Triangle, you

will gain Wisdom.

Attribute GAIN: [Wisdom +1]

--> In Watcher's Keep you will find the Machine of Lum the Mad.

If you input the following code: Square, Blue, Short you will

gain Dexterity.

Attribute GAIN: [Dexterity +1]

--> In Watcher's Keep you will find the Machine of Lum the Mad.

If you input the following code: Square, Short, Medium, you will

gain Strength.

Attribute GAIN: [Strength +1]

Suggested Abilities by Class {DND078}

<---------------------------------------------------------------------->

Below are the starting abilities I would suggest rolling for each class

at a minimum, ignoring racial modifiers and class modifiers. All classes

include their kits-an Inquisitor needs the same abilities as a Paladin,

a Skald needs the same abilities as a Bard, etc. This list is not set

in stone-especially for dual-class combos. An Assassin/Fighter, for

example, need not worry about warrior-esque Constitution (17+) if they

plan to gain more than ten levels as an Assassin, early dual-classing

Mages need not worry about high Intelligence, etc. Note that it is

possible-but extremely time-consuming-to surpass even some of the

tougher suggestions here-I've rolled up a Fighter/Mage with the

suggested stats below plus four points to spare before. Three 18's is

easily attainable if you roll a bit, four 18's is difficult-but possible

if you're willing to spend... an hour or so. Anything more, and... good

luck. I know, I know, who wants to spend all day rolling up a character?

But if you plan to play both Baldur's Gate games with one character,

that's a lot of time in itself... might as well make sure you've got a

character who's up to snuff before you start, I say.

STR DEX CON INT WIS CHA

Barbarian 18(91+) 18 18 10~ 10~ 10~

Bard 10~ 18 15 13~ 10~ 18

Cleric 18 18 15 10~ 18 10~

Cleric/Mage 18 18 15 18 18 10~

Cleric/Ranger 18(xx) 18 18 10~ 18~ 10~

Cleric/Thief 18 18 15 10~ 18 10~

Druid 18 18 15 10~ 18 15~

Fighter 18(91+) 18 18 10~ 10~ 10~

Fighter/Cleric 18(xx) 18 18 10~ 18 10~

Fighter/Druid 18(xx) 18 18 10~ 18 15~

Fighter/Mage 18(xx) 18 18 18 10~ 10~

Fighter/Mage/Cleric 18(xx) 18 18 18 10~ 10~

Fighter/Mage/Thief 18(xx) 18 18 18 10~ 10~

Fighter/Thief 18(91+) 18 18 10~ 10~ 10~

Mage 10~ 18 15 18 10~ 10~

Mage/Thief 10~ 18 15 18 10~ 10~

Monk 18 18 15 10~ 10~ 10~

Paladin 18(91+) 18 18 10~ 13~ 17~

Ranger 18(91+) 18 18 10~ 14~ 10~

Sorcerer 10~ 18 15 18 10~ 10~

Thief 10~ 18 15 10~ 10~ 10~

Wild Mage 10~ 18 16 18 10~ 10~

Skills {DND079}

o======================================================================o

You have a selection of skills... or rather, weapon proficiencies to

choose from, which has been greatly expanded from the first game. By

expanded I of course mean separated, so you simply need more points now

to achieve the same thing. For example, Large Swords has been broken up

into Two Handed Sword, Long Swords, Scimitars, and Bastard Swords. I'll

list some suggestions by class for what weapons you might want to look

out for, and hence, what kinds of proficiencies you want to buy.

Weapon Proficiencies by Class/Level {DND080}

<---------------------------------------------------------------------->

LEVEL

1 2 3 4 5 6 7 8 9 10 11 12

Warrior 4 - 1 - - 1 - - 1 - - 1 ...+1/3 levels

Wizard 1 - - - - 1 - - - - - 1 ...+1/6 levels

Priest 2 - - 1 - - - 1 - - - 1 ...+1/4 levels

Rogue 2 - - 1 - - - 1 - - - 1 ...+1/4 levels

--> Priest includes Druids and Monks.

--> Rogue includes Bards.

--> Warrior includes Barbarians, Paladins and Rangers.

--> Wizard includes Sorcerers.

Weapon Proficiency Perks by Rank {DND081}

<---------------------------------------------------------------------->

These are the bonuses you gain by spending proficiency ranks in a weapon

type, taken straight from the screen.

o===============o=======o=======o=======o===============o==============o

| Level | Ranks |To Hit |Damage | Attacks/Round | Speed Factor |

o===============o=======o=======o=======o===============o==============o

| Proficient | 1 | +0 | +0 | 1 | +0 |

|---------------|-------|-------|-------|---------------|--------------|

| Specialized | 2 | +1 | +2 | 3/2 | +0 |

|---------------|-------|-------|-------|---------------|--------------|

| Master | 3 | +3 | +3 | 3/2 | +0 |

|---------------|-------|-------|-------|---------------|--------------|

| High Master | 4 | +3 | +4 | 3/2 | +1 |

|---------------|-------|-------|-------|---------------|--------------|

| Grand Master | 5 | +3 | +5 | 2 | +3 |

o===============o=======o=======o=======o===============o==============o

--> Bards, Clerics, Druids, Mages, and Thieves can only reach the

rank of Proficient.

--> Paladins, Rangers, and multi-classed Fighters can only reach the

rank of Specialized.

--> The bonus attacks per round only applies to melee weapons.

--> Non-warriors (Barbarians, Fighters, Paladins, Rangers, multi,

single, or dual-classed) do not gain bonus attacks per round,

according to the game text. Of course... outside of the afore-

mentioned warriors, only the Swashbuckler (Thief kit) can

become Specialized in a weapon class, so it's mostly a moot

point, anyways.

Fighting Style Perks by Rank {DND082}

<---------------------------------------------------------------------->

Of course, there's more to proficiencies than just the weapon classes-

there's also fighting styles! They don't give stock bonuses like

weapon class proficiencies, and they aren't weapon specific-instead,

they potentially affect bonuses derived from fighting with a variety

of weapons. Here it doesn't matter what you use, so much as how you use

it. All fighting styles have two ranks, save Two-Weapon Style, which has

three ranks. In the case of the latter, you're not gaining bonuses so

much as you're eliminating penalties-being able to fight with two

weapons simultaneously is enough of a benefit.

Two-Handed: This fighting style allows the character to use a two-handed

----------- weapon and receive special bonuses.

Proficient (1 rank): The wielder gets a +1 bonus to damage rolls, a -2

bonus to Speed Factor, and the ability to score critical hits on a

roll of 19 or 20 (instead of just 20) when using a two-handed weapon.

Specialized (2 ranks): The wielder gets a further -2 bonus to Speed

Factor.

Sword and Shield: Anyone can pick up a shield and get its basic

----------------- protection bonuses, but by spending slots on this

fighting style, an adventurer can maximize the

benefits received.

Proficient (1 rank): The wielder gets a -2 bonus to AC against missile

weapons.

Specialized (2 ranks): The wielder gets a -4 bonus to AC against

missile weapons.

Single-Weapon: This fighting style is for characters who do not wish to

-------------- use a shield but want some bonuses when using a one-

handed weapon.

Proficient (1 rank): The wielder gets a -1 bonus to AC and inflicts

critical damage on an attack roll of 19 or 20.

Specailized (2 ranks): The wielder gets a -2 bonus to AC and inflicts

critical damage on an attack roll of 19 or 20.

Two-Weapon: This fighting style allows the character to use two weapons

----------- at the same time with fewer penalties. A character wielding

two weapons without a slot in this fighter style would incur

a -4 penalty to attack rolls with the main weapon and a -8

penalty with the off-hand weapon.

Proficient (1 rank): The wielder's penalties are reduced to -2 with

the main weapon an -6 with the off-hand weapon.

Specialized (2 ranks): The wielder's penalties are reduced to 0 with

the main weapon and -4 with the off-hand weapon.

Master (3 ranks): The wielder's penalties are reduced to 0 with the

main weapon and -2 with the off-hand weapon.

Proficiency Selection by Class {DND083}

<---------------------------------------------------------------------->

Below you'll find listed the different weapon types in the Enhanced

Edition of Baldur's Gate, and the classes who can use them. Remember

that in the case of multi-and-dual-classed characters, weapon

proficiencies are additive-you get the best selections of all your

classes... unless you're a Cleric or a Druid, then it's restrictive.

A Fighter/Mage gets all the proficiency options of a Fighter.

A Fighter/Druid is restricted to using Druid-allowed weapons.

|Barbarian

| |Bard

| | |Cleric

| | | |Druid

| | | | |Fighter

| | | | | |Mage

| | | | | | |Monk

| | | | | | | |Paladin

| | | | | | | | |Ranger

| | | | | | | | | |Sorcerer

| | | | | | | | | | |Thief

o===o===o===o===o===o===o===o===o===o===o===o

Bastard Sword | x | x | | | x | | | x | x | | |

|---|---|---|---|---|---|---|---|---|---|---|

Long Sword | x | x | | | x | | x | x | x | | x |

|---|---|---|---|---|---|---|---|---|---|---|

Short Sword | x | x | | | x | | x | x | x | | x |

|---|---|---|---|---|---|---|---|---|---|---|

Axe | x | x | | | x | | | x | x | | |

|---|---|---|---|---|---|---|---|---|---|---|

Two-Handed Sword | x | x | | | x | | | x | x | | |

|---|---|---|---|---|---|---|---|---|---|---|

Katana | x | x | | | x | | x | x | x | | x |

|---|---|---|---|---|---|---|---|---|---|---|

Scimitar, etc. | x | x | | x | x | | x | x | x | | x |

|---|---|---|---|---|---|---|---|---|---|---|

Dagger | x | x | | x | x | x | x | x | x | x | x |

|---|---|---|---|---|---|---|---|---|---|---|

War Hammer | x | x | x | | x | | | x | x | | x |

|---|---|---|---|---|---|---|---|---|---|---|

Club | x | x | x | x | x | | x | x | x | | x |

|---|---|---|---|---|---|---|---|---|---|---|

Spear | x | x | | x | x | | | x | x | | |

|---|---|---|---|---|---|---|---|---|---|---|

Halberd | x | x | | | x | | | x | x | | |

|---|---|---|---|---|---|---|---|---|---|---|

Flail | x | x | x | | x | | | x | x | | |

|---|---|---|---|---|---|---|---|---|---|---|

Mace | x | x | x | | x | | | x | x | | |

|---|---|---|---|---|---|---|---|---|---|---|

Quarterstaff | x | x | x | x | x | x | | x | x | x | x |

|---|---|---|---|---|---|---|---|---|---|---|

Crossbow | x | x | | | x | | | x | x | | x |

|---|---|---|---|---|---|---|---|---|---|---|

Longbow | x | x | | | x | | | x | x | | |

|---|---|---|---|---|---|---|---|---|---|---|

Shortbow | x | x | | | x | | | x | x | | x |

|---|---|---|---|---|---|---|---|---|---|---|

Dart | x | x | | x | x | x | x | x | x | x | x |

|---|---|---|---|---|---|---|---|---|---|---|

Sling | x | x | x | x | x | x | x | x | x | x | x |

|---|---|---|---|---|---|---|---|---|---|---|

Two-Handed Weapon Style | x | x | x | x | x | x | | x | x | x | x |

|---|---|---|---|---|---|---|---|---|---|---|

Sword and Shield Style | x | x | x | x | x | x | | x | x | x | x |

|---|---|---|---|---|---|---|---|---|---|---|

Single-Weapon Style | x | x | x | x | x | x | x | x | x | x | x |

|---|---|---|---|---|---|---|---|---|---|---|

Two-Weapon Style | x | x | x | x | x | x | | x | x | x | x |

o===o===o===o===o===o===o===o===o===o===o===o

--> The Blade (Bard kit) can Master (three ranks) in the Two-Weapon

fighting style.

--> The Kensai (Fighter kit) cannot allocate any ranks into missile

weapons of any kind-crossbow, longbow, shortbow, dart, or sling,

nor can they put any ranks into the Sword and Shield fighting

style.

--> The Berserker (Fighter kit) can only become Proficient

(one rank) in missile weapons-crossbow, longbow, shortbow,

dart, or sling.

--> The Dwarven Defender (Fighter Kit) can attain High Mastery

(four ranks) in Axes and War Hammers.

--> The Dwarven Defender (Fighter Kit) cannot rise above the level

of Specialized (two ranks) in any weapon class save Axes and

War Hammers.

--> The Cavalier (Paladin kit) cannot allocate any ranks into

missile weapons of any kind-crossbow, longbow, shortbow, dart,

or sling.

--> The Ranger (and Ranger kits) can Master (three ranks) in the

Two-Weapon fighting style, and automatically start out

Specialized (two ranks) in the Two-Weapon fighting style.

--> The Archer (Ranger kit) cannot rise above the level of

Proficient (one rank) in any melee weapon class.

--> The Archer (Ranger kit) can attain the rank of Grand Mastery

(five ranks) in missile weapons.

--> The Beast Master (Ranger kit) cannot allocate any ranks into

any metal weapons. They can only allocate ranks into the

following weapon classes: club, quarterstaff, crossbow, longbow,

shortbow, dart, sling, and the fighting styles.

--> The Swashbuckler (Thief kit) can Specialize in all the weapon

classes a Thief can allocate ranks into, and they can attain

Mastery (three ranks) in the Two-Weapon fighting style.

Thieving Skills {DND084}

o======================================================================o

In case you're wondering where to allocate your Thief ability points,

I'll cover that here. In general though, you'll want to shoot for Find

Traps. Once you have 100% Find Traps, you can move onto other things.

Find Traps is the only thing that Thieves can do that a spell cannot.

Below are tables detailing how a character's race and Dexterity affects

their Thief skills.

|Pick Pockets

| |Open Locks

| | |Find Traps

| | | |Move Silently

| | | | |Hide in Shadows

| | | | | |Detect Illusion

o=============o | | | | | |Set Traps

| Race | | | | | | | |

o=============o=====o=====o=====o=====o=====o=====o=====o

Human | +15 | +10 | +5 | +10 | +5 | 0 | 0 |

<-------------|-----|-----|-----|-----|-----|-----|-----|

Dwarf | +15 | +20 | +20 | +10 | +5 | +5 | +10 |

<-------------|-----|-----|-----|-----|-----|-----|-----|

Elf | +20 | +5 | +5 | +25 | +15 | 0 | 0 |

<-------------|-----|-----|-----|-----|-----|-----|-----|

Gnome | +15 | +15 | +15 | +15 | +10 | +10 | +5 |

<-------------|-----|-----|-----|-----|-----|-----|-----|

Half-Elf | +25 | +10 | +5 | +10 | +10 | 0 | 0 |

<-------------|-----|-----|-----|-----|-----|-----|-----|

Halfling | +20 | +15 | +10 | +20 | +20 | 0 | 0 |

<-------------|-----|-----|-----|-----|-----|-----|-----|

Half-Orc | +15 | +10 | +5 | +10 | +5 | 0 | 0 |

<-------------o=====o=====o=====o=====o=====o=====o=====o

|Pick Pockets

| |Open Locks

| | |Find Traps

| | | |Move Silently

| | | | |Hide in Shadows

| | | | | |Detect Illusion

| | | | | | |Set Traps

o=========o=====o=====o=====o=====o=====o=====o=====o

9 | -15 | -10 | -10 | -20 | -10 | - | -10 |

<---------|-----|-----|-----|-----|-----|-----|-----|

10 | -10 | -5 | -10 | -15 | -5 | - | -10 |

<---------|-----|-----|-----|-----|-----|-----|-----|

11 | -5 | - | -5 | -10 | - | - | -5 |

<---------|-----|-----|-----|-----|-----|-----|-----|

12 | - | - | - | -5 | - | - | - |

<---------|-----|-----|-----|-----|-----|-----|-----|

13-15 | - | - | - | - | - | - | - |

<---------|-----|-----|-----|-----|-----|-----|-----|

16 | - | +5 | - | - | - | - | - |

<---------|-----|-----|-----|-----|-----|-----|-----|

17 | +5 | +10 | - | +5 | +5 | - | - |

<---------|-----|-----|-----|-----|-----|-----|-----|

18 | +10 | +15 | +5 | +10 | +10 | - | +5 |

<---------|-----|-----|-----|-----|-----|-----|-----|

19 | +15 | +20 | +10 | +15 | +15 | - | +10 |

<---------|-----|-----|-----|-----|-----|-----|-----|

20 | +20 | +25 | +15 | +18 | +18 | - | +15 |

<---------|-----|-----|-----|-----|-----|-----|-----|

21 | +25 | +30 | +20 | +20 | +20 | - | +20 |

<---------|-----|-----|-----|-----|-----|-----|-----|

22 | +30 | +35 | +25 | +23 | +23 | - | +25 |

<---------|-----|-----|-----|-----|-----|-----|-----|

23 | +35 | +40 | +30 | +25 | +25 | - | +30 |

<---------|-----|-----|-----|-----|-----|-----|-----|

24 | +40 | +45 | +35 | +40 | +30 | - | +35 |

<---------|-----|-----|-----|-----|-----|-----|-----|

25 | +45 | +50 | +40 | +35 | +35 | - | +40 |

<---------o=====o=====o=====o=====o=====o=====o=====o

Pick Pockets {DND085}

<---------------------------------------------------------------------->

Picking pockets is a pretty big deal in Baldur's Gate 2-certainly more

important than in the first game. In particular, stealing from shops

is the best way to score a full arsenal of spell-scrolls for your Mages

to scribe. There are also a number of arms and armor you can steal

early on that'll make life much, much easier. It's not necessary, but

it helps.

Open Locks {DND086}

<---------------------------------------------------------------------->

You can use Open Locks to... well... open locks. Of course, once you get

the knock spell you won't need this anymore. Sure, it's nice to have

a Thief who can pick locks without having to use up 2nd-level spell

slots, but it's not essential. You can ignore this skill unless you are

just overflowing with points to spend.

Find/Remove Traps {DND087}

<---------------------------------------------------------------------->

This is the essential Thief skill. Clerics can find traps with a spell,

but they can't disarm them. To safely eliminate traps, you need a Thief

with this skill, and traps can be a problem in this game. In fact, this

skill is really the reason you need a Thief in your party at all. No

matter who you have, get their Find Traps to 100% before you do anything

else.

Move Silently/Hide in Shadows {DND088}

<---------------------------------------------------------------------->

These skills work together to serve the same purpose-to keep enemies

from detecting you. In the original game, these skills were lumped up

into one skill, 'Stealth'. In Baldur's Gate 2 the skills were split to

make you waste extra points, and so the Enhanced Edition follows suit.

Still, they're practically the same thing-getting one is a waste of

time, so they'll be discussed in tandem. If you enter into Stealth mode,

you can move about undetected by foes and, if you're a Thief, backstab

enemies for heavy damage. This is pretty much the one combat upside to

being a Thief, and it's deceptively good. Seriously, if you have a Thief

with a good strength score, a magic weapon, and a good backstab

multiplier, you could end up doing well over 50 damage in a hit.

Considering that the most powerful enemies in this game will be lucky

to push 200 Hit Points, that's good stuff. For a combat-focused Thief,

this should be a priority... after Find Traps. You should aspire to get

these skills both up to 100, but keep in mind that later on in the game

any sneakiness will draw a True Sight counter, making it much less

effective.

Detect Illusion {DND089}

<---------------------------------------------------------------------->

You can use this ability to dispel illusions as if you were using

True Sight. To activate it, just detect traps and if your score is

high enough those bad illusions will vanish. Of course, we have many

characters who can use True Sight, and while you're busy detecting

illusions, you can't attack.

Set Traps {DND090}

<---------------------------------------------------------------------->

This ability allows you to.. wait for it.. set traps. Traps are static

and can't be set during combat, which vastly limits their effectiveness.

I assume this score makes you more likely to succeed at setting your

traps, but honestly, I don't care enough to play around with it. Most

traps deal 2d8+5/3d8+5 damage, which is fair enough, but for all the

trouble it takes to set a trap and lure a foe onto it, you're probably

better off just using a bow.

Hit points {DND091}

o======================================================================o

You run out of Hit Points, and you die. These are important.

Multi-classing averages your Hit Points/level across your classes.

For example, take the Fighter/Mage:

Fighter (Hit Die: d10) + Mage (Hit Die: d4) = 14

Hit Points per Level: 14/Number of Classes: 2 = 7

Therefore the Fighter/Mage would have a maximum of 7 Hit Points per

level, or 5 for each Fighter level and 2 for each Mage level... plus

any relevant Constitution bonuses.

A multi-classed character will still get bonus Hit Points for having a

Fighter class and a high Constitution, but a dual-class character can

start out 9 levels of Fighter, get all 9d10+36 Hit Points,and dual-class

into something else. This is in every way favorable, and given the

experience cap in Baldur's Gate 2, nine levels of Fighter will have

virtually no effect on your second class' progression.

THAC0 and Armor Class {DND092}

o======================================================================o

THAC0 is an acronym for 'To Hit Armor Class 0'. This is the roll on a

d20 (a 20 sided dice) that you'd need to hit somebody with an Armor

Class of 0. Statistically, each point is a 5% chance to hit Armor

Class 0, and a roll of 20 is ALWAYS a hit, and a roll of 1 is ALWAYS a

miss, regardless of your THAC0/their Armor Class. Fighters get a lower

THAC0 quicker (hence a better chance to hit) than other classes, and

Mages have the worst THAC0 progression. A lower THAC0 and lower Armor

Class are better-which seems counter intuitive, but that's 2nd Edition

for you. (Nostalgia for a moment here.) Having a negative Armor Class

essentially raises the enemies' THAC0. For instance, if my Paladin has a

base THAC0 of 5 (-2 with all her proficiencies, Strength, the bonus on

the weapon, etc), and my Ranger/Cleric has an Armor Class of -13, my

Paladin would need an 11 on a d20 to hit her (-2 +13 = 11). That's a

55% chance to miss-a 45% chance to hit. So, for a general rule, lower

THAC0 and lower Armor Class are good. Unless the enemy has them. Then

it's not so good.

THAC0 by Class/Level* {DND093}

<---------------------------------------------------------------------->

*This is taken straight from the 2nd Edition Dungeons and Dragon's

Players Handbook.

LEVEL

1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Warrior 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1

Wizard 20 20 20 19 19 19 18 18 18 17 17 17 16 16 16 15 15 15 14 14

Priest 20 20 20 18 18 18 16 16 16 14 14 14 12 12 12 10 10 10 8 8

Rogue 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11

+Priest includes Monks and Druids.

--> Warrior includes Barbarians, Paladins and Rangers.

--> Wizard includes Sorcerers.

--> Priest includes Druids and Monks.

--> Rogue includes Bards

Multi-class characters use the best THAC0 progression of either of

their classes-Fighter/Mages use the Fighter's THAC0 progression, and

the Cleric/Thief use the Thief's THAC0 progression.

Dual-class characters use the THAC0 of their active class if they

haven't regained their bonuses from the previous (inactive class). If

they have, they use whichever gives them the best THAC0.

Armor Class Modifiers by Weapon Type {DND094}

<---------------------------------------------------------------------->

Different armor types are strong against different attack types. It

might seem like information overload, but keep it in mind when picking

between various types of armor. A suit of Leather Armor +3 versus a

suit of Studded Leather Armor +2 might both give the same armor class,

but because of the modifiers the Studded Leather is by far the better

choice. It comes up.

o===============o===============o===============o===============o

| Armor | Slashing | Piercing | Bludgeoning |

o===============o===============o===============o===============o

| Leather Armor | 0 | +2 | 0 |

|---------------|---------------|---------------|---------------|

|Studded Leather| -2 | -1 | 0 |

|---------------|---------------|---------------|---------------|

| Chain Mail | -2 | 0 | +2 |

|---------------|---------------|---------------|---------------|

| Splint Mail | 0 | -1 | -2 |

|---------------|---------------|---------------|---------------|

| Plate Mail | -3 | 0 | 0 |

|---------------|---------------|---------------|---------------|

| Full Plate | -4 | -3 | 0 |

o===============o===============o===============o===============o

Saving Throws {DND095}

o======================================================================o

There are some things that speed and armor just can't protect against.

This typically means magic, in some form or another, and really, a

Fireball doesn't care about your Plate Mail Armor. An enchantment can't

be blocked by a shield, and being fleet of foot won't stop a Lich from

using vile necromancy to rip the soul from your body. Nope, for that,

we resort to Saving Throws, needlessly sorted into five categories that

aren't always as self-explanatory as they seem to be. When your

character is forced to making a saving throw check against something,

they 'roll' a d20 and must exceed their Saving Throw. So like Armor

Class, the lower the better.

Paralysis/Poison/Death

|Rod/Staff/Wand

| |Petrification/Polymorph

| | |Breath Weapon

| | | |Spells

Warrior o=======o=======o=======o=======o=======o

Level 1-2 | 14 | 16 | 15 | 17 | 17 |

Level 3-4 | 13 | 15 | 14 | 16 | 16 |

Level 5-6 | 11 | 13 | 12 | 13 | 14 |

Level 7-8 | 10 | 12 | 11 | 12 | 13 |

Level 9-10 | 8 | 10 | 9 | 9 | 11 |

Level 11-12 | 7 | 9 | 8 | 8 | 10 |

Level 13-14 | 5 | 7 | 6 | 5 | 8 |

Level 15-16 | 4 | 6 | 5 | 4 | 7 |

Level 17+ | 3 | 5 | 4 | 4 | 6 |

Wizard |-------|-------|-------|-------|-------|

Level 1-5 | 14 | 11 | 13 | 15 | 12 |

Level 6-10 | 13 | 9 | 11 | 13 | 10 |

Level 11-15 | 11 | 7 | 9 | 11 | 8 |

Level 16-20 | 10 | 5 | 7 | 9 | 6 |

Level 21+ | 8 | 3 | 5 | 7 | 4 |

Priest |-------|-------|-------|-------|-------|

Level 1-3 | 10 | 14 | 13 | 16 | 15 |

Level 4-6 | 9 | 13 | 12 | 15 | 14 |

Level 7-9 | 7 | 11 | 10 | 13 | 12 |

Level 10-12 | 6 | 10 | 9 | 12 | 11 |

Level 13-15 | 5 | 9 | 8 | 11 | 10 |

Level 16-18 | 4 | 8 | 7 | 10 | 9 |

Level 19+ | 2 | 6 | 5 | 8 | 7 |

Rogue |-------|-------|-------|-------|-------|

Level 1-4 | 13 | 14 | 12 | 16 | 15 |

Level 5-8 | 12 | 12 | 11 | 15 | 13 |

Level 9-12 | 11 | 10 | 10 | 14 | 11 |

Level 13-16 | 10 | 8 | 9 | 13 | 9 |

Level 17-20 | 9 | 6 | 8 | 12 | 7 |

Level 21 | 8 | 4 | 7 | 11 | 5 |

Monk |-------|-------|-------|-------|-------|

Level 1-3 | 10 | 14 | 13 | 16 | 13 |

Level 4-6 | 9 | 13 | 12 | 15 | 12 |

Level 7-8 | 7 | 11 | 10 | 13 | 10 |

Level 9 | 6 | 10 | 9 | 12 | 9 |

Level 11-12 | 5 | 9 | 8 | 11 | 8 |

Level 13-15 | 4 | 8 | 7 | 10 | 7 |

Level 16-18 | 3 | 7 | 6 | 5 | 6 |

Level 19+ | 1 | 5 | 4 | 7 | 4 |

o=======o=======o=======o=======o=======o

--> Warrior includes Barbarians, Paladins, and Rangers.

--> Priest includes Druids.

--> Rogue includes Bards.

Note: Multi-classed characters take the lowest Saving Throws offered by

any of their classes. For example, a high level Fighter/Mage uses the

better Fighter Saving Throws versus Paralysis/Poison/Death, and the

better Mage Saving Throws versus Rod/Staff/Wand.

Starting Spell Selection {DND096}

o======================================================================o

If you starting over as a Bard, Mage, or Sorcerer, you'll get to choose

what spells your character has in their spellbook... essentially what

spells your character knows and can choose to prepare and, eventually,

cast. If you imported from the first game, you'll get to keep the

spells you previously learned, which is a big improvement over the

original game. For newbies, however, the number of spells you'll get by

level are as follows, in the next several sections below you'll find

suggested spell picks by level:

o===o===o===o===o

|1st|2nd|3rd|4th|

o===o===o===o===o

Bard | 6 | 5 | 4 | - |

|---|---|---|---|

Mage | 5 | 4 | 3 | 2 |

|---|---|---|---|

Mage (multi-class) | 5 | 3 | 3 | - |

|---|---|---|---|

Mage (triple-class) | 5 | 3 | 2 | - |

|---|---|---|---|

Sorcerer | 5 | 3 | 2 | - |

|---|---|---|---|

Specialist Mage* | 6 | 5 | 4 | 3 |

|---|---|---|---|

Wild Mage* | 6 | 5 | 4 | 3 |

o===o===o===o===o

*Wild Mages must pick the class-specific spells Nahal's Reckless

Dweomer (1st-Level) and Chaos Shield (2nd-Level). Specialist Mages

must chose at least one spell from their chosen spell-school per spell

level.

1st Level Spells {DND097}

o----------------------------------------------------------------------o

Spell Priority Description

Blindness (5th) It'll out-last combat and

severely impair one creature in

melee, which is good at low

levels for bringing down tough

customers.

Burning Hands (3rd) You can use it to kill trolls,

if need be.

Chromatic Orb (4th) At 7th level and above (which

nearly every spell caster

starts out at or above) it deals

some damage and has a small

chance to take an enemy out.

Identify (1st) Lets you know what magical items

do.

Magic Missile (2nd) Guaranteed 10-25 damage at 9th

level, great for whittling down

enemies and disrupting spells.

Sleep (6th) Not really a great spell

anymore, as most critters who

are actually dangerous are too

strong to be affected by Sleep.

Still, a few foes in the

early-going might be hindered

by it... and you really can't

expect too much from 1st-Level

spells.

2nd Level Spells {DND098}

o----------------------------------------------------------------------o

Blur (3rd) Makes all attacks take a -3

penalty and gives you a +1 bonus

to your saves. A basic defensive

spell you'll use a lot,

especially if you're a dual or

multi class Mage.

Knock (2nd) Opens locked things and allows

thieves to focus on other

skills. Absolutely essential.

Melf's Acid Arrow (5th) It can put trolls down for good

and deals continuous damage that

can disrupt spellcasters.

Mirror Image (1st) Not as strong as in Baldur's

Gate, you can now be hit instead

of an image. but it still gives

enemies a much greater chance to

hit an image.

Stinking Cloud (4th) Capable of incapacitating groups

of enemies and setting them up

for missile attacks. It won't

win every fight like it did in

the first game, but it'll come

in handy once in a while.

3rd Level Spells {DND099}

o----------------------------------------------------------------------o

Dispel Magic (1st) Has a chance to dispel all spell

effects on a creature, useful

defensively or offensively.

Tear down an enemies' buffs or

remove debuffs from your party.

You really need this spell.

Fireball (4th) Good for crowd control, and for

blazing lots of trolls at once.

Most enemies will survive this,

so it's not the problem-solver

like it was in the first game,

but it's good for softening

baddies up until you get Chain

Lightning and Horrid Wilting.

Haste (2nd) You get double the attacks and

movement speed, essentially

doubling your offensive power.

It leaves you fatigued

afterwards, but it has enough

duration to last most major

fights. This spell is one of the

essential spell-buffs for this

game.

Slow (3rd) Enemies save at a -4 penalty or

they are reduced to half their

attacks and movement speed, and

suffer a -4 penalty on their

attacks and Armor Class. This

is a death sentence for a melee

character, and used on a group

of strong Fighters can have as

detrimental an effect as Haste

has a beneficial effect.

4th Level Spells {DND100}

o----------------------------------------------------------------------o

Greater Malison (3rd) Makes all enemies save at -4 for

2 rounds/level. This should be

used at the beginning of every

big fight, making Confusion,

Chaos, Insect Plague, Finger of

Death, and Vorpal effects all

much more likely to succeed. An

indispensable offensive debuff.

Improved Invisibility (1st) Enemies cannot target you with

spells, and they take a -4

penalty to attack rolls. You

also get a +4 bonus to your

saves. One of the best defensive

spells in the game.

Stoneskin (2nd) One of the reasons you need

Dispel Magic, this gives you

(and enemies who can cast it)

A number of 'skins' equal to

one every two levels. Each skin

essentially negates a melee or

ranged attack. Stacked with

Greater Invisibility, Blur, and

Mirror Image and you can see how

characters with defensive spells

become hard to kill.

Lore {DND101}

o======================================================================o

Lore is a minor statistic that rates your ability to identify unknown

magical items. Bards have the best lore, but the identify spell is the

great equalizer. So long as you get a high enough lore on a character

to identify minor items that you receive a lot of (such as ammunition)

you're fine. Lore is even more redundant in Baldur's Gate 2, as 1st

level Mage spells slink further back into obscurity. You even get

glasses that let you identify things a number of times per day near the

beginning of the game!

Lore by Class/Level {DND102}

<---------------------------------------------------------------------->

Everybody Else 1 Lore/Level

Mage 3 Lore/Level

Thief 3 Lore/Level

Bard 10 Lore/Level

--> The Blade (Bard kit) only receives half the normal Lore per

level.

Experience Points (EXP Cap) {DND103}

o======================================================================o

You kill things, you complete quests, you earn Experience Points. You

gain Experience Points, you Level up, you gain Levels, you get stronger,

you can kill more stuff. Fun. In Shadows of Amn you have a maximum

experience cap of 2,950,000, which is pretty damn high. In Throne of

Bhaal they just say screw it and let you go wild, up to 8,000,000

experience points. This gives you nearly unrestricted level achievement

in this game... even I had to grind to hit the maximum, which is a

welcome change from the first game. Below is a list of the maximum

levels that can be achieved by the various classes with the two stated

experience caps. Note that once Throne of Bhaal is installed the

experience cap is moved to 8,000,000. Like in Tales of the Sword Coast

you do not actually have to reach the expansion to benefit from the

expanded experience cap.

o==========o==========o

|Shadows of|Throne of |

| Amn | Bhaal |

o==========o==========o

Barbarian | 19 | 40 |

|----------|----------|

Bard | 23 | 40 |

|----------|----------|

Cleric | 21 | 40 |

|----------|----------|

Cleric/Mage | 14/13 | 25/20 |

|----------|----------|

Cleric/Ranger | 14/12 | 25/21 |

|----------|----------|

Cleric/Thief | 14/16 | 25/28 |

|----------|----------|

Druid | 14 | 31 |

|----------|----------|

Fighter | 19 | 40 |

|----------|----------|

Fighter/Cleric | 13/14 | 24/25 |

|----------|----------|

Fighter/Druid | 13/13 | 24/21 |

|----------|----------|

Fighter/Mage | 13/13 | 24/20 |

|----------|----------|

Fighter/Mage/Cleric | 11/12/12 | 18/17/19 |

|----------|----------|

Fighter/Mage/Thief | 11/12/14 | 18/17/22 |

|----------|----------|

Fighter/Thief | 13/16 | 24/28 |

|----------|----------|

Mage | 17 | 31 |

|----------|----------|

Mage/Thief | 13/16 | 20/28 |

|----------|----------|

Monk | 21 | 40 |

|----------|----------|

Paladin | 17 | 40 |

|----------|----------|

Ranger | 17 | 40 |

|----------|----------|

Sorcerer | 17 | 31 |

|----------|----------|

Thief | 24 | 40 |

o==========o==========o

Epic Feats by Class {DND104}

o======================================================================o

When you reach around 3,000,000 experience, whether you're single, dual,

or multi-classed, you'll start earning 'High Level Abilities'. For most

single-classed characters, this is around 20th-level, which marks a

plateau known more commonly as 'Epic level'. Since many of these

abilities emulate 3rd Edition Feats (Baldur's Gate 2 came out near the

same time as 3rd Edition Dungeons and Dragons, but a 3rd Edition video

game wouldn't come until Neverwinter Nights) I prefer to call them

Epic Feats. Different classes-groups have their own selection of Epic

Feats to choose from-Warriors (including Rangers, Paladins, Barbarians,

Monks and of course, Fighters), Wizards (Mages-Specialist, normal, and

Wild-and Sorcerers), Priests (Druids and Clerics) and Rogues (Bards and

Thieves), including all relevant kits. All the Epic Feats in the game

are actually described below in the next section, organized by class.

Warrior (Fighters, Rangers, Paladins, Barbarians, Monks)

<---------------------------------------------------------------------->

Critical Strike (requires Power Attack)

Deathblow

Greater Deathblow (requires Deathblow)

Greater Whirlwind Attack (requires Whirlwind Attack)

Hardiness

Power Attack

Resist Magic

Smite (requires Power Attack and Critical Strike)

Summon Deva (Paladins)

Summon Fallen Deva (Blackguards)

Track [Ranger only]

War Cry

Whirlwind Attack

Wizard (Mages, Sorcerers, Specialist Mages, Wild Mages)

<---------------------------------------------------------------------->

Comet

Dragon's Breath

Energy Blades

Extra Level 6 Spell

Extra Level 7 Spell

Extra Level 8 Spell

Improved Alacrity

Summon Dark Planetar (evil Mages)

Summon Planetar (good, neutral Mages)

Priest (Clerics, Druids)

<---------------------------------------------------------------------->

Aura of Flaming Death

Elemental Summoning

Elemental Transformation (fire) [Druid only]

Elemental Transformation (earth) [Druid only]

Energy Blades

Globe of Blades

Greater Elemental Summoning (requires Elemental Summoning) [Druid Only]

Implosion

Mass Raise Dead

Storm of Vengeance

Summon Fallen Deva [evil and neutral Priests]

Summon Deva [good and neutral Priests]

Rogue (Bards, Theives)

<---------------------------------------------------------------------->

Alchemy

Assassination

Avoid Death

Enhanced Bard Song [Bard only]

Evasion

Greater Evasion (requires Evasion)

Magic Flute [Bard only]

Scribe Scrolls (requires Use Any Item)

Set Spike Trap

Set Exploding Trap

Set Time Trap

Use Any Item

Warrior Feats {DND105}

o======================================================================o

Critical Strike

<---------------------------------------------------------------------->

Special Requirements: You must know the Power Attack. You can only

choose this ability once.

A high-level warrior's intimate knowledge of vital spots on opponents

allows him to, once per day, concentrate all of the attacks in one round

to strike a vital area every time. With this ability, every attack roll

made in the next round is a natural 20, a critical hit.

Huh. And here I thought that a warrior was ALWAYS concentrating his

attacks on vital areas? I guess most of the time they're just screwing

around trying to score flesh wounds. The best thing about it is that

it ensures you hit every time in the next round. The criticals are nice,

but sadly, many things are immune to critical hits.

Deathblow

<---------------------------------------------------------------------->

The Deathblow ability allows the warrior to blow through the defenses of

any lesser creature. For the next 2 rounds, any creature of 8th level or

lower is instantly killed when struck by the warrior.

I just have one question here... By Throne of Bhaal, what, exactly, is

below 8th level? Almost nothing. And if it is you can kill it just fine

without using a feat. This is useless.

Greater Deathblow

<---------------------------------------------------------------------->

Special Requirements: You must know the Deathblow ability.

Like Deathblow, this ability allows the warrior to vanquish lesser foes

with a single blow. When struck with a Greater Deathblow, any creature

of 12th level or lower is instantly killed. The ability lasts for 2

rounds.

12th level is a little better than 8th, but still too low to make a

huge difference, even if it lasts twice as long.

Greater Whirlwind Attack

<---------------------------------------------------------------------->

Special Requirements: You must know the Whirlwind Attack ability.

A more powerful version of the Whirlwind Attack, Greater Whirlwind

Attack gives the Fighter the same bonuses without penalties. Their

number of attacks per round are set to 10 for one round.

If you hit things with melee weapons, you need this feat. You need it

many times over. Period. Ten attacks a round? It almost makes up for

them nerfing grandmastery. In fact, it makes me wonder what the big deal

was with grandmastery if they were going to throw this monster in? It's

awesome enough for a Fighter, but think of what it can do for a

Fighter/Mage who is using Time Stop? Absolutely magnificent. It's the

combo of winners.

Hardiness

<---------------------------------------------------------------------->

Calling upon hidden reserves of Strength during times of danger, a

warrior can use the Hardiness ability to gain 40% resistance to all

forms of physical damage The ability lasts for 1 round for every 2

levels of the warrior.

Well, if you don't have any other way to defend yourself, here you go.

It's great for single-classed Barbarians, Fighters, and Monks, none of

which can cast spells. When you hit level 40 it'll last some 20 rounds,

which is phenomenal. This means you only need to get it once, as it'll

last you pretty much an entire fight. If you're a Fighter/Mage,

Fighter/Cleric, Ranger/Cleric, Fighter/Druid, Fighter/Mage/Thief, or

otherwise have some means of putting up defenses, you really don't need

to waste a pick.

Power Attack

<---------------------------------------------------------------------->

A Power Attack allows the warrior to strike blows so forceful that they

stun an opponent for 2 rounds if it fails its save vs. death at a -4

penalty. The ability lasts for 2 rounds.

I suppose if you followed it up with a Whirlwind Attack... no really,

you can't Coup'de'Grace in Baldur's Gate 2, so stunning is useless. It

can delay an enemy, but wouldn't you rather use another Greater

Whirlwind instead? Why stun when you can kill?

Resist Magic

<---------------------------------------------------------------------->

This ability allows the warrior to temporarily tap a great inner

Strength and fight off the effects of malevolent magic. For 4 rounds the

warrior's magic resistance is set to 50 %. This is not cumulative with

other forms of magic resistance so if the warrior already has 50 % magic

resistance or greater, the ability is useless.

The ability is useless. They got that right. Four rounds? That's

pathetic.

Smite

<---------------------------------------------------------------------->

Special Requirements: You must know the Power Attack and Critical Strike

Abilities.

With the Smite ability, the warrior gains the ability to strike a mighty

blow, knocking an opponent back for a considerable distance and stunning

the opponent for 1 round. All attacks made in the first round are

critical hits. The ability lasts for 2 rounds. Large creatures such as a

dragons or giants will not be knocked back or stunned.

This ability isn't terrible. At least it's always going to stun

applicable creatures, and if they're near a wall or boxed in, you can

attack in unison with other characters, potentially knocking a dangerous

foe back long enough for other Fighters to get ready to Whirlwind

Attack. I still have to balk at wasting a total of three feats to get

this, however. I'd rather just hit them with more Whirlwind Attacks.

They can't do any damage to me if they're dead.

Summon Deva/Fallen Deva (Conjuration/Summoning)

<---------------------------------------------------------------------->

Level: Quest

Casting Time: 5

Range: 40 yards

Area of Effect: Special

Duration: 4 rounds + 1 round/level

Saving Throw: None

This spell opens a celestial gate and calls forth an angelic Deva to

fight at the caster's side until the spell expires or the Deva's

earthly avatar is slain.

This spell opens an abyssal gate and calls forth a demonic Deva to fight

at the caster's side until the spell expires or the Deva's earthly

avatar is slain.

For Paladins and Blackguards, this is a no-brainer. Instead of being

added to their list of Clerical spells as a 7th-levell spell (which

they couldn't cast anyways) they get this as a special ability, usable

a number of times per day equal to the number of times they selected

the feat. Why would you not want to give a warrior the ability to

summon such a potent ally, and thus spare your Clerics from having to

bother? It's just a great move for Dorn/Keldorn.

Tracking (Ranger only)

<---------------------------------------------------------------------->

With an intimate knowledge of his surroundings and the creatures that

live within them, a Ranger can use the Tracking ability to give himself

a general idea of what creatures are in an area and which direction they

are. Red arrows at the edge of the screen will point in the general

direction of the creatures in the area.

Or you could just follow my guide. :)

War Cry

<---------------------------------------------------------------------->

With a War Cry, the warrior emits a powerful and frightening yell that

will leave all opponents in a 30' radius stunned with fear if they don't

make their save vs. spell.

Or... a Mage could cast Chaos, which takes enemies out of the fight and

saves at a -4. Then the Fighter can go use the Greater Whirlwind he

saved by not wasting his time with this feat. Everybody wins.

Whirlwind Attack

<---------------------------------------------------------------------->

This ability allows the warrior to unleash a flurry of super-fast blows.

The ability sets one's number of attacks per round to 10 but one's THAC0

and damage suffer a -4 penalty. The whirlwind attack lasts for one

round.

Get it as a pre-requisite for Greater Whirlwind, and then ignore it. If

it weren't for Greater Whirlwind, this would be the go-to feat, even

with its penalties.

Wizard Feats {DND106}

o======================================================================o

Comet (Any School)

<---------------------------------------------------------------------->

Level: 10

Casting Time: 9

Range: 90 yards

Area of Effect: 30' radius

Duration: Instantaneous S

Saving Throw: None

A more powerful and specialized version of Meteor Swarm, a huge meteor

or comet strikes the earth damaging all enemies in its path and sending

out a powerful shockwave that knocks away all foes in the area of

effect. Those knocked down must save vs. paralyzation or be stunned for

1D4 rounds. The comet itself does 10D10 damage This spell will not

harm party members.

10d10 is a nice chunk of damage, and it has a good radius, and it

can stun and knock enemies down as well? This opens them up for further

abuse, or at least gets them off of you for a while, allowing you to

make a telling first strike followed by opportunistic warriors or

further spell abuse. Any Mage worth their spell-books should get this.

The best part is, however, it won't cause any collateral damage! It's

an upgrade over Horrid Wilting to be sure. What it might lack in damage

it makes up for in stunning and in not allowing the enemy to save for

half against what damage it does do.

Dragon's Breath (Any School)

<---------------------------------------------------------------------->

Level: 10

Casting Time: 3

Range: Visual range of caster

Area of Effect: 30-foot radius

Duration: Instantaneous

Saving Throw: Special

This spell causes a disembodied head of red dragon to appear and

breathe fire with the Strength of an adult red dragon. In addition to

the enormous 20D10 fireball, the force of the dragon's breath knocks an

opponent off their feet and away from the caster. The victim can save

vs. breath to take half damage and not be blown backwards. This spell

will not harm party members.

Well... one glaring problem is it's lack of a save penalty, meaning that

more likely than not they'll be taking half damage, or 10d10, instead of

20d10. Also, there's no chance to stun, so why not just pick Comet

instead?

Energy Blades (Any School)

<---------------------------------------------------------------------->

Level: 10

Casting Time: 3

Range: Special

Area of Effect: Special

Duration: 4 turns

Saving Throw: None

An energy blade is a discus made of pure energy. The disc gives +10 to

THAC0, and when thrown does 1D4+5 missile damage as well as 1D10

additional electrical damage This spell creates 1 energy disc per level

of the caster and sets the caster's attacks to 9 as long as the discs

are held.

This spell allows you to do 1d4+5 plus 1d10 electrical damage per blade

to one creature, or 7-19 damage per Energy Blade. Since you can fire off

nine blades in one round... That's 63-171 damage if you hit with each

attack, which you may just do thanks to the THAC0 bonus. Of course, you

are wasting time throwing things when you COULD be casting more spells,

but during a Time Stop sequence this will allow you to do some serious

damage to one creature. Of course, using a Spell Sequencer with three

Flame Arrows deals 60d6 damage (60-360 damage) with a minimum on a save

of 36d6 damage (36-216 damage) Or even look at the humble Magic Missile

with the same spell, which would do a happy 30-75 damage. The point?

It's not worth a feat. You'll have to get it anyways, but as a Mage,

I'd never bother wasting a 9th-level spell slot on it.

Extra Level (6, 7, 8) Spell

<---------------------------------------------------------------------->

Choosing this ability allows the wizard to cast one additional Level 6,

7, or 8 spell.

There are three of these feats, one for 6th-level spells, one for 7th,

and one for 8th. They're no-brainers why would you not want another

Death Spell, Pierce Magic, or Horrid Wilting? 7th-level spells aren't

stellar... but since you need it to get an extra 8th-level spell. Oh,

also, most Mages won't have much choice but to get these, anyways.

Limited number of feats and all.

Improved Alacrity (Any School)

<---------------------------------------------------------------------->

Level: 10

Casting Time: 2

Range: Unlimited

Area of Effect: Special

Duration: 2 Rounds

Saving Throw: Special

Improved Alacrity essentially erases the pause between casting spells.

When cast, the Mage can begin casting a new spell the instant his is

finished casting his current spell. The effect lasts for 2 rounds.

Or you could just cast Time Stop. Longer effect, same results, and you

don't waste a feat. Or if you used the two together...

Summon Planetar/Dark Planetar (Any School)

<---------------------------------------------------------------------->

Level: 10

Casting Time: 5

Range: 40 yards

Area of Effect: Special

Duration: 4 rounds + 1 round/level

Saving Throw: None

This spell opens a abyssal gate and calls forth a fallen Planetar to

fight at the caster's side until the spell expires or the Planetar's

avatar is slain.

This spell opens a celestial gate and calls forth a Planetar to fight at

the caster's side until the spell expires or the Planetar's avatar is

slain.

A nice spell indeed, but frankly it doesn't equal a Time Stop, and it

can be done just as well by a Cleric or Paladin summoning a Deva.

Priest Feats {DND107}

o======================================================================o

Elemental Summoning

<---------------------------------------------------------------------->

Level: Quest

Casting Time: 1 round

Range: 10 yards

Area of Effect: Special

Duration: 10 rounds

Saving Throw: None

Drawing power from the environment, this spell summons 2 16HD elementals

randomly chosen from earth, air or fire. The elementals stay for 10

rounds and will obey the caster as long as they remain summoned. There

is a 10% chance that a randomly chosen Elemental Prince will be summoned

instead.

The Elemental Princes rule over other elementals in their respective

planes. The Elemental Prince of Air is Chan. The Elemental Prince of

Earth is Sunnis. The Elemental Prince of Fire is Zaaman Rul.

Ten rounds for two 16HD elementals? Not worth it. But it is a pre-

requisite for another, better spell.

Elemental Transformation (Earth), (Fire)

<---------------------------------------------------------------------->

Level: Quest

Casting Time: 4

Range: 0

Area of Effect: Caster

Duration: 5 turns

Saving Throw: None

Harnessing the power of the earth, this powerful shapechange ability

allows the druid to become a 24HD earth elemental of immense Strength.

The elemental form has an AC of -5, a THAC0 of 2 and does 2D10 crushing

damage with its attacks. When the druid returns to human form, he is

also healed 3D10 damage

Harnessing the power of fire, this powerful shapechange ability allows

the druid to become a 24HD fire elemental of immense Strength. The

elemental form has an AC of -5, a THAC0 of 2 and does 1D10 normal and

1D10 fire damage with its attacks. When the druid returns to human form,

he is also healed 3D10 damage

A THAC0 of 2 is pretty good... unless you consider the fact that every

Fighter will surpass it with ease, especially when you include their

magical weapon bonuses, which you won't have. Also a -5 Armor Class is

not very good. If you're a single-classed Druid, you're beyond help

already, and this isn't going to change things.

Energy Blades (Any School)

<---------------------------------------------------------------------->

Level: 10

Casting Time: 3

Range: Special

Area of Effect: Special

Duration: 4 turns

Saving Throw: None

An energy blade is a discus made of pure energy. The disc gives +10 to

THAC0, and when thrown does 1D4+5 missile damage as well as 1D10

additional electrical damage This spell creates 1 energy disc per level

of the caster and sets the caster's attacks to 9 as long as the discs

are held.

This spell allows you to do 1d4+5 plus 1d10 damage per blade to one

creature. This allows you to do a range of 7-19 damage per Energy Blade,

and fire off up to nine blades in one round... That's 63-171 damage if

you hit with each attack, which you may just do thanks to the THAC0

bonus. For a Mage, this spell is kind of a boner-it takes up a 9th-level

spell slot which could be used for Time Stop or Comet. For a Cleric,

with their better THAC0 and less potent 7th-level spells, it might be

worth casting once in a while... especially for Viconia, who isn't much

use in melee, anyways.

Globe of Blades (Evocation)

<---------------------------------------------------------------------->

Level: Quest

Casting Time: 9

Sphere: Guardian/Creation

Area of Effect: Special

Range: 0

Saving Throw: Special

Duration: 1 turn

The priest employs this spell to set up a globe of razor-sharp blades.

These whirl and flash around the caster, creating an impenetrable

barrier. Any creature attempting to pass through the blade barrier

suffers 10D10 points of damage Creatures within the area of the

barrier when it is invoked are entitled to a saving throw vs.

spell at -2. If this is successful, the blades are avoided and no

damage is suffered. The barrier remains for ten rounds.

It's better than Blade Barrier, but it can't help but make me wish the

save was for half instead of none... Still, that gripe aside it's worth

grabbing. Just keep your companions out of the meat grinder. In

conjunction with Aura of Flaming Death it really makes it painful for

enemies to attack your Clerics. As well it should be.

Greater Elemental Summoning (Druid only)

<---------------------------------------------------------------------->

Level: Quest

Casting Time: 1 round

Range: 10 yards

Area of Effect: Special

Duration: 10 rounds

Saving Throw: None

Druids, having a more powerful link to the elements, can cast a stronger

version of Elemental Summoning. This spell can summon the Elemental

Princes themselves, randomly chosen from earth, air or fire. The

Elemental Princes stay for 10 rounds and will obey the caster as long as

they remain summoned.

Summoning the freakin' Elemental Princes themselves? That seems a bit

much, but if you can get it... You won't find better tanks in the entire

game, even if it's just for a turn. It's worth it.

Implosion (Evocation)

<---------------------------------------------------------------------->

Level: Quest

Casting Time: 9

Range: Visual range of caster

Area of Effect: 1 creature

Duration: 2 Rounds

Saving Throw: Special

This spell creates a rift in the earth beneath the target which implodes

and closes in upon itself, crushing and burning the target and holding

it for 1 round. The spell does 10D10 fire damage and 10D10 blunt damage

The victim can save vs. spell for half damage

That's... not quite what the Implosion spell is meant to do, but okay.

It's like the Dragon's Breath spell, but it only affects one creature.

In other words, it's full of suck.

Mass Raise Dead (Necromancy)

<---------------------------------------------------------------------->

Level: Quest

Casting Time: 2

Sphere: Necromantic

Area of Effect: Up to 5 party members

Range: Sight of the caster Saving Throw: Special

Duration: Permanent

A more powerful version of Raise Dead, this spell brings up to 5 party

members back to life and heals 3D10+1 per level of the caster points of

damage They can regain the rest of their Hit Points by natural healing

or curative magic. This spell restores life to dwarves, gnomes,

half-elves, halflings, elves, half-orcs and humans.

What are your characters doing dead in the first place? Try harder. This

spell sucks. If only you could have been given a straight Mass Heal type

spell instead.

Storm of Vengeance

<---------------------------------------------------------------------->

Level: Quest

Casting Time: 8

Range: 90 Yards

Area of Effect: 30 foot radius

Duration: 3 rounds

Saving Throw: Special

Casting this spell causes the earth to shake and the heavens to boil

with blood and energy. All enemies of the caster are stuck down by

acidic rain, earthquakes and lightning.

All enemies of 6th level or lower are slain instantly. The survivors are

struck by acidic poisonous rain and lightning. The storm lasts for 3

rounds. Each round, the victims suffer 1D6 electrical damage, 1D6 fire

damage and 1D6 acid damage They are also poisoned in the first round.

3d6 damage per round for three rounds? 9d6 damage? What a waste. If you

can't think of something better to pick, you need to be smacked about

the face and neck.

Summon Deva/Fallen Deva (Conjuration/Summoning)

<---------------------------------------------------------------------->

Level: Quest

Casting Time: 5

Range: 40 yards

Area of Effect: Special

Duration: 4 rounds + 1 round/level

Saving Throw: None

This spell opens a celestial gate and calls forth an angelic Deva to

fight at the caster's side until the spell expires or the Deva's

earthly avatar is slain.

This spell opens an abyssal gate and calls forth a demonic Deva to fight

at the caster's side until the spell expires or the Deva's earthly

avatar is slain.

There's less competition for high-end Cleric and Druid spells as

opposed to the high-level Mage spells that Summon Planetar will take up,

so I'd suggest getting a Deva instead if at all possible. After all,

wouldn't you rather give up a Sunray, Greater Restoration, or Finger

of Death rather than a Time Stop?

Rogue Feats {DND108}

o======================================================================o

Alchemy

<---------------------------------------------------------------------->

With Intelligence innate to the class, an experienced rogue has seen

enough potions in his or her adventuring career to simulate the creation

of one. With the Alchemy skill, the rogue can create one of eight types

of potions, once per day.

The potions a rogue can create are randomly chosen from the following

list:

1) Potion of Master Thievery

2) Potion of Perception

3) Potion of Extra Healing

4) Potion of Superior Healing

5) Potion of Regeneration

6) Antidote

7) Oil of Speed

8) Potion of Frost Giant Strength, only useable by thieves or bards

One, it's random, although I guess you could just wait around and stock

up. Still, these are all items you can buy from stores, and many of the

potions can be replicated with spells, or aren't very useful by the time

you get unlimited access to them anyways. The only interesting one, the

potion of Frost Giant Strength, can be permanently gained with girdles

on your main Fighters, and since it's only usable by thieves and bards,

it really only is useful on multi-class thieves.

Assassination

<---------------------------------------------------------------------->

Using every clever trick an experienced Thief has learned in countless

battles, this ability allows every strike in the next round to act as a

backstab, using the Thief's existing backstab modifier to determine

damage

This is more like it. Every attack counts as a backstab? Obviously the

more Fighter you have backing this up, the better, and with Haste it

becomes truly devastating. This is a must-have for thieves. Bards... I'm

not sure what backstab modifier it's using, exactly. Keep in mind that

many big bad things in this game are, sadly, immune to backstabs.

Avoid Death

<---------------------------------------------------------------------->

With a superhuman effort, a high-level rogue can avoid almost certain

death. The effect lasts for 5 rounds and during this time the rogue

gains a +5 bonus to save vs. death, his Hit Points are increased by 20

and the rogue becomes immune to death magic for the duration of the

ability.

Eh. I suppose. It only lasts for five rounds, so you really have to know

that those death effects are coming, and even then, why not just pop on

a Death Ward spell? It really would protect against, what? Poison?

Negative Energy? If it lasted longer, it would be useful, but its

duration makes it iffy.

Enhanced Bard Song (Bard only)

<---------------------------------------------------------------------->

This is a powerful aid to both the bard and to his allies. The song

gives the bard himself a 10 point bonus to his AC and 10 % magic

resistance bonus due to the power of the song. The song also gives his

allies +4 to hit, +4 to damage, +4 to AC, immunity to Fear, Stun and

Confusion, +5 % magic resistance and immunity to normal weapons. This

ability replaces the current Bard Song.

A Bard in Baldur's Gate 2 is essentially a support character. And if

this isn't a superior support ability, I don't know what is. +4 to hit,

damage, and Armor Class is a VERY good thing. I can't imagine any reason

for any Bard to skip on this.

Evasion

<---------------------------------------------------------------------->

A rogue's natural sense of preservation becomes heightened with the use

of the Evasion ability. Evasion gives a +4 bonus to AC and +2 to all

saving throws. The effect lasts for 3 rounds.

The best thing to say about it is that it's a requirement for Greater

Evasion. Other than that, it's about the equivalent of Improved

Invisibility, but with much worse duration and no protection against

magic.

Greater Evasion

<---------------------------------------------------------------------->

Special Requirements: You must know the Evasion ability.

A more powerful version of Evasion, this ability gives +6 to AC and +3

to all saving throws. In addition, Greater Evasion allows the rogue to

move so quickly that his movement rate is increased by 2 and normal

missiles have no chance of striking him. Greater Evasion lasts for 5

rounds.

A little better, I guess. Better than Improved Invisibility in power,

but weaker still in duration and magic defense. It at least makes you

faster, and makes you immune to normal missiles. It'll help a Thief out

defensively, but if you've got spells as well, you probably won't need

it.

Magic Flute (Bard only)

<---------------------------------------------------------------------->

This ability creates a magic flute made of pure magical energy. When

played, the flute can be used to cast the following spells:

Resist Fear (Party) - 1 charge

Globe of Invulnerability - 1 charge

Delayed Blast Fireball - 3 charges

The spell-like abilities on the Flute are used in the same way that a

wand's powers are used. The Flute lasts for 1 day.

What ass. Really? Resist fear is a low-level spell, Globe of

Invulnerability isn't going to protect you from anything in Throne of

Bhaal, and... well, Delayed Blast Fireballs are kinda nice, but it's not

worth sacrificing a feat over. Getting the bonus spell slots for a Mage

is one thing... it allows you to prepare any extra spell of that level,

and is a prerequisite for the 10th level spells, but this? Pass.

Scribe Scrolls

<---------------------------------------------------------------------->

Special Requirements: You must know the Use Any Item ability

This ability allows a rogue to create low and mid-level spell scrolls.

The scrolls that the rogue can create are randomly chosen from the

following list:

1) Magic Missile

2) Haste

3) Fireball

4) Dispel Magic

5) Dire Charm

6) Invisibility

7) Cone of Cold

8) Monster Summoning II

9) Monster Summoning III

By Throne of Bhaal what use are half of these spells? Magic Missile,

Dire Charm, Monster Summoning II and III are parlor tricks. Maybe back

in Durlag's Tower this would have been handy, but not now. It doesn't do

anything a Cleric, Druid, or Mage can't do better and more readily.

Set Exploding Trap

<---------------------------------------------------------------------->

This ability allows the rogue to set a powerful trap that unleashes a

fireball which causes 10d6 damage (save vs. spells for half damage) and

will knock its victims off their feet.

I generally think traps are pretty useless. Are traps really going to

help you against Beholders, Dragons, and Liches? I doubt it. 10d6

damage? That's a fireball, a 3rd level spell. Don't waste your feat.

Set Spike Trap

<---------------------------------------------------------------------->

This ability allows the rogue to set a powerful spring-loaded spike trap

that does 20D6 damage to the unsuspecting creature that sets it off.

Now this is a little better. 20d6 is hefty damage, and dealing that will

actually bother a powerful creature. If you want to do hit and run

tactics, this is an option.

Set Time Trap

<---------------------------------------------------------------------->

This ability allows the rogue to set a magical trap that casts a weaker

version of the high level Time Stop spell. For 10 seconds, the flow of

time slows for all but the rogue. Often, a rogue will use this trap to

get behind an opponent for a free attack.

This is also an interesting ability. 10 seconds is just over one combat

round, during which time a Thief can hide in shadows, like the

description says, or if they're multi-classed they may... say... pop out

a Whirlwind Attack? Just a thought.

Use Any Item

<---------------------------------------------------------------------->

Rogues take pride in their ability to adapt and make clever use of

whatever is at hand. This ability is an extension of that basic skill.

Once learned, the effect is permanent. The ability allows the rogue to

use any item, even items that are typically restricted to one class.

This allows the rogue to use everything from wands and scrolls to mighty

weapons that none but a Fighter could otherwise use. This ability is a

prerequisite to the Scribe Scroll ability.

Well... you never know what is going to be class restricted, but if you

are a Fighter/Thief, you can already use those mighty weapons, and if

you're a Thief/Mage, you can already use those wands, right? Not always.

There are a few instances where this comes in handy, and Haer'Dalis

should always get it. For a Fighter/Thief or Fighter/Mage/Thief

protagonist, this is also a must-get. It'll allow you to use such gear

as Montolio's Cloak or Wondrous Gloves.

My Protagonists {DND109}

o======================================================================o

I've played this game quite a few times, and have had many protagonists

over the years... but for these guides I've focused on the strongest,

most power-gamey characters out there, characters who are individually

powerful, unique, and fit well into various party setups. I first

started built this guide around a Fighter/Mage protagonist leading a

good party, but later added information for you evil folks out there.

The evil party was, by necessity, led by a Fighter/Mage/Thief

protagonist.

The Fighter/Mage {DND110}

<---------------------------------------------------------------------->

Fighter/Mage

Half-Elf, Male

True Neutral

Strength: 18/74 (19)

Dexterity: 18 (19)

Constitution: 18 (19)

Intelligence: 18 (19)

Wisdom: 10 (13)

Charisma: 10 (11)

Starting Proficiencies:

Flail: ++

Katana: +

Two-Weapon Style: +++

Overview:

---------

At the end of this game, the Fighter/Mage is arguably the strongest

character there is. I don't argue it, but I'm sure somebody might. As

far as I'm concerned, it's as strong of a protagonist as you can get.

Since this is your protagonist-the only character whose creation you get

to determine-you might as well make sure they've got the best possible

attributes. The ideal is to start out maxed in Strength, Dexterity,

Constitution, and Intelligence... which I've done. This character is

further boosted by tomes obtained in the first game, and if you're

following through with me, yours will be, too. It gives us an extra

advantage that surely befits our protagonist's paternity, and starting

out with a 19 Strength really helps this character shine. The Dexterity

and Constitution give him the ability to survive better, since he will

not, for most of the game, have much in the way of armor. Intelligence

is more of a matter of simplicity, as with a 19 Intelligence our

Fighter/Mage will not be restricted by a maximum number of spell per

level, and only rarely by failure when scribing scrolls... the latter of

which can be negated just by shifting the difficulty down to normal or

by save/loading.

What does this character do, you ask? A Fighter/Mage is what it sounds

like, a hybrid of fighting power and magic. Seems cliche, and these

hybrid characters never work anymore... but go back to the turn of the

millenium, when 2nd Edition Dungeons and Dragons ruled the land... or

was so recently subverted that it was still fresh in one's mind, at

least. The Fighter/Mage really does get the best of both worlds, and

these are two domains made stupidly strong in Baldur's Gate 2. Weapons

have never been meaner, and melee attacks soundly leave missile attacks

in the dust in Baldur's Gate 2, generally having more potent effects

and requiring no specialized magical ammo to harm creatures. Also,

freed from the confines of Baldur's Gate 1's level cap, our warriors are

free to rack up multiple attacks per round and drop their THAC0s to

stupidly low numbers. Nothing kills quite so quickly or dependably as a

high-Strength melee character with a good weapon in this game.

But that's just one side of the coin. The other, of course, is magic. On

its own, a warrior would be largely incapable of bypassing the defenses

of many creatures in this game, or surviving their onslaughts. Stoneskin

has a way of nerfing a warrior's potency, and an Illithid-who kills by

draining Intelligence instead of chisling away Hit Points-is just a

threat a warrior isn't built to handle. The Fighter/Mage, however, is

equipped to handle anything. Depending on the foe, they can buff

themselves with the appropriate magics to make themselves resistant

(or out right immune) to attack in ways a warrior can only dream of-

armor be damned. Thus protected, they've got a better chance of cutting

or smashing their way through any opposition, whereas a single-classed

Mage or Fighter could not.

To say that their magic is purely defensive and in service to their

melee, however, is not accurate. Certainly spells like Stoneskin and

Blur protect and thus protected, the Fighter/Mage is able to endure and

destroy, but without spells like Dispel Magic and Breach they, like any

single-classed warrior, would be unable to harm certain foes at all.

When necessary, however, they can just outright play the Mage card.

Lobbing out a Chaos or Slow will hinder enemies more than anything any

warrior could hope to do in a single round, and while it's true that

most of the death-dealing will be done with the Fighter/Mage's weapons,

it's the magic that allows them the security (and deprives the enemy of

any) to do so.

The ultimate expression of the Fighter/Mage synthesis is realized late

in the game (as a multi-class character, no levels are redundant for the

Fighter/Mage, who is always improving in significant ways long after

single-classed warriors have stopped gaining anything but Hit Points)

with the Time Stop/Greater Whirlwind combo. A single-classed Mage with

Time Stop and Horrid Wilting is a brutal thing, as is a single-classed

warrior with Greater Whirlwind. But together, you get an attack of such

breath-taking potency that even late-game bosses have no choice but to

topple over and die in front of it. And of course, the Fighter/Mage can

always just mimic the tactics of either of their component classes, as

well, when it suits them. The Fighter/Mage is the most defensively and

offensively powerful character out there.

How to Use the Fighter/Mage Effectively:

----------------------------------------

To start out the game, he picks the spells he'll need to get him started

listed in [DND097]-[DND100]. For his proficiencies, he'll get three

ranks in Two Weapon Style to reduce two weapon penalties by as much as

possible. He'll also get two ranks into Flails... mostly because Flails

were great weapons in the first game, and one of the best weapons you

can get in Baldur's Gate 2 is a Flail-which is obtainable rather early.

Lastly, I had him become proficient in Katanas, as Celestial Fury-one

of the most potent weapons in Shadows of Amn-will be available early

on. Later on in the game he'll get another point into Katanas, and

start working on Axes. This will allow him to ditch Celestial Fury

sometime in Throne of Bhaal so he can equip the Axe of the Unyielding.

The entire Fighter/Mage potency thing I drooled over above depends on

two things-having the best weapons, and the right spells. I intend to

make sure it happens.

The Fighter/Mage/Thief {DND111}

<---------------------------------------------------------------------->

Fighter/Mage/Thief

Elf, Female

Neutral Evil

Strength: 18/44 (19)

Dexterity: 19 (20)

Constitution: 17 (18)

Intelligence: 18 (19)

Wisdom: 10 (13)

Charisma: 10 (11)

Starting Proficiencies:

Katana +

Long Sword: ++

Two-Weapon Style: +++

Overview:

---------

The Fighter/Mage/Thief is a compromise-but not a bad one. The evil

party needs a Thief, so my typical Fighter/Mage combination puts on a

Thief hat. Simple as. Instead, however, of making a poor copy of my

Fighter/Mage and adding in some Thief, we should look at this class as

an opportunity, rather than as a burden. True, it's the Fighter in the

name that does the killing, and the Mage that allows it to happen, just

like with the Fighter/Mage, but the Thief's offerings are capable of

boosting the former. The idea here is simple-the best offensive benefit

added by a Thief is the backstabbing, so the Fighter/Mage/Thief should,

at every opportunity, strive to backstab. It's not easy to achieve in

Baldur's Gate 2, however, a game where nearly every Mage will gleefully

expose you with True Sight and some foes are just outright immune to

backstabs. Also, since my Fighter/Mage/Thief acts as the party tank and

specialized troubleshooter, it's difficult to work in a backstab when

you're drawing the attention... something going invisible would work

against, even if you could do so without being detected.

Our backstabbing abmitions will eventually become a reality, however,

when my evil protagonist obtains the Dagger of the Star +5, which has a

15% chance to turn the user invisible every time they hit a foe. A bit

of micromanagement, or simply keeping them behind foes to start with,

and you can rely on the massive x5 backstab bonus damage to occur. A

single such hit with a high-Strength evil protagonist will likely

seriously wound or even outright kill most foes in the game.

Additional tactical flexibility is made possible with the 'Use Any

Item' ability. Again, taking the glass-half-full approach, since the

Fighter/Mage/Thief is denied access to Mage epic feats, getting Thief

and Fighter, instead. This ability allows the Fighter/Mage/Thief to wear

items they would otherwise be prohibited from using, allowing them to

gear up in ways impossible to the Fighter/Mage. I'm not going to lie

and claim this makes the Fighter/Mage/Thief equal to the Fighter/Mage.

It doesn't. Spell selection and the ungodly Time Stop/Greater Whirlwind

combo will always be points in favor of the Fighter/Mage, but the

Fighter/Mage/Thief is potent in its own right.

How to Use the Fighter/Mage/Thief Effectively:

----------------------------------------------

My Fighter/Mage/Thief will likewise pick what spells are best suited

towards a combat-active Mage's survival. There were a great number of

potent Long Swords in the first game, so she starts out Specialized

in them, mastered in Two-Weapon Style, and Proficient in Katanas. She

will, like the Fighter/Mage, aspire towards Celestial Fury and become

Specialized in Katanas as soon as she can. Unlike the Fighter/Mage,

however, she will not be using the Flail of the Ages-that belongs to

Viconia in the evil party. Korgan, instead of Viconia, will use Crom

Faeyr (she just has no business having 25 Strength with one attack

per round), first with a shield in Shadows of Amn, and in Throne of

Bhaal, after building up proficiencies, he'll dual-weild the Axe of

the Unyielding, meaning Axes are out in the long run. Instead, my evil

protagonist doubles-down on Long Swords and uses the Equalizer as her

off-hand weapon of choice throughout Shadows of Amn. Afterwards, she

focuses her energy on Daggers in anticipation of the mighty Dagger of

the Stars, which will turn her into a back-stabbing monster, and

switches out the Equalizer for Angurvadal when it becomes useful to do

so. Other weapons like The Answerer and Hindo's Doom also find their

way into my inventory, for use in certain situations. As a Thief, she

gets her Find Traps up to 100 so she can detect and disarm pretty much

any trap in the game. She also gets her Open Locks up to 100 to negate

the need for any Knock spells. Lastly, she starts to partition her

remaining points between Hide in Shadows and Move Silently until they

are both 100, in preparation for future backstabbing. In the meantime,

a lower score and Boots of Stealth will do just fine. As for Pick

Pockets... Haer'Dalis works just fine for that purpose... it's certainly

better than wasting my protagonist's pointson it.

Importing Your Character from Baldur's Gate 1 {DND112}

o======================================================================o

It's quite simple to import from Baldur's Gate 1. Just go to the

directory in which your Baldur's Gate 1/2 games are saved. Find your

Save folder in Baldur's Gate 1 and copy the desired save game (ideally

the Final Save) and move it into the Save folder of your Baldur's Gate 2

game. For me, using Windows 7, these files were found in the following

location:

Libraries/Documents/Baldur's Gate II - Enhanced Edition

You can also export your character from within Baldur's Gate 1 and

move the character file over from the Characters folder in Baldur's

Gate 1 to the Characters file in Baldur's Gate 2. When in character

creation in Baldur's Gate 2 just click the 'Import' button and pick the

selected save/character. If these folders aren't in existence in your

Baldur's Gate 2 directory, just create them manually.

Amazingly enough, you can also import characters from good old vanilla

Baldur's Gate 2 to the Enhanced Edition. Just export the character

while playing Baldur's Gate 2 and copy the character files. These files

will be found in the 'characters' folder, named whatever you called the

export. There are two files you need to get, a .CHR file, and a .BIO

file. For example, if you export a character within Baldur's Gate 2

and name the export 'BOB', the files you'll want to get are BOB.CHR and

BOB.BIO. Just move them from the vanilla Baldur's Gate 2 'characters'

file and into the BG2EE 'characters' file, then start up BG2EE and

create a new character, selecting the 'import' option.

Note: When importing your character, the game will 'reroll' your

Hit Points in some cases. It's not fun when you import a character who

had 67 Hit Points at the end of the first game, only to find that for

the sequel you're starting out with 48 Hit Points. There is, however,

an easy work-around for this. Just set the game's difficulty down to

the lowest setting before importing your character to ensure your rolls

are maximized-hence setting them at their end of Baldur's Gate 1 values.

o======================================================================o

| Characters {CHR001} |

o======================================================================o

You'll notice that there are new friends and old to be recruited in

Baldur's Gate, but most of them, with the exception of Mazzy and ???????

can be found fairly early on in the game. You'll also notice that there

are fewer characters in Baldur's Gate 2. What they lack in numbers they

make up for in personality, an immeasurably favorable exchange. As there

are less characters there are less choices, but there are also fewer

dead-weight characters in this game. Even the characters from the first

game have typically been buffed up a bit.. and why not? Your main

character certainly gained some attribute points over the course of the

first game, right?

Most characters have quests associated with recruiting and/or securing

them, but many also have some quests that need to be completed when

they are traveling with you. They are mentioned in brief in each

character's description, mostly to point them out and let you know

where to find them in the Walkthrough, since their inclusion can be

somewhat... whimsical... at times. It made sense to me when I was

writing, honest.

Character Starting Stats {CHR002}

<---------------------------------------------------------------------->

The starting attributes of recruitable characters can vary wildly

depending upon when you recruit them. Like in Baldur's Gate 1, they

will gain experience to scale to your level when you reruit them... to

an extent, anyways. The computer is never as smart about Hit Point rolls

or proficiency allocation as you will be, however, so try to get to

these characters early before the computer nerfs them too much.

Aerie {CHR003}

o======================================================================o

Female, Elf, Cleric/Mage, Lawful Good

Str 10, Dex 17, Con 9, Int 16, Wis 16, Cha 14

Starting Proficiencies:

Club +

Mace +

Quarter Staff +

Sling +

Overview:

---------

Enter Aerie, both a divine and arcane spell caster as well as a possible

romantic interest for male protagonists. For reasons I've discussed

before, I don't really find her very useful. I'm tempted to say that

with some patience she could pay off, eventually, but I'm restrained

from such optimism with the following question: who would you replace

Aerie with in the good party? This depends, of course, on what role you

want her to play, either filling in for a Cleric, or a Mage. If you try

to fit her in as a Cleric (in place of Anomen), you're significantly

weakening the fighting ability of your party. Since Aerie has to play

by Mage rules (no heavy armor), she's not much for melee combat... and

I'm sure not taking defensive gear from my Fighter/Mage to accomodate

her. Her Dexterity means that, technically, she could be moderately

well-protected in combat, but her Constitution and Strength just ruin

her. She would, at best, be a much, much more vulnerable version of

Viconia (lighter armor, no Magic Resistance, lower Dexterity), but

honestly, Viconia is only in combat in the first place because of her

defensive performance, and even then, only with a Strength-boosting

item devoted to the cause. As a multi-class character Aerie will

develop too slowly to really serve as a stand-alone Cleric, much less

one that will need the THAC0 and Hit Points to handle melee combat. If

you want to her to replace Imoen, the problem is even more acute-then

you need a Thief for the party, on top of the fact that a multi-class

Mage is not sufficient for the party caster. It would be near the end

of the game before she got any 9th-level spells, and while I'll suffer

this downside for a Fighter/Mage, who can contribute mightily in melee,

I will not suffer it in what is supposed to be our dedicated party

Mage. Even Imoen is on the cusp of too slow for the position. Failing

that, we can insert her instead of Minsc, where she can contribute

mostly with buffs (since her low level will inhibit both her spell

selection and potency.) In place of Minsc's bow... eh... it's a wash,

really, but if you're at all attracted to dropping Minsc for ???????

at any point, dragging out Aerie is pointless. She certainly can't

compare with ???????'s melee prowess.

Recruiting Aerie:

-----------------

You can find Aerie in the bewitched circus tent in Waukeen's Promenade

(AR0604). You'll need to go in and free her to recruit her, and defeat

Kalah and finish the Circus Tent quest to keep her-which really isn't

too much more of a requirement. This quest is located in the walkthrough

at [WLk015].

How to Use Aerie Effectively:

-----------------------------

Aerie comes ready to go with Slings, which is fine. It' how she'll be

able to contribute to fights without casting spells. Of course, since

she's a mutli-class Cleric/Mage, if she's not casting a spell at any

given moment, she's not being used optimally. Her best use for most of

Shadows of Amn is as a buffer and healer... the equivilent in the evil

party is Haer'Dalis, save that unlike Haer'Dalis, her caster level will

be too low to bother with some spells. This does not, however, prevent

her from using True Sight, Breach, Haste, Slow, or Chaos... when she

eventually gets them. Her spell progression will be on par with the

Fighter/Mage's, and hence the easiest fit is to replace Minsc with her,

and use her as a poor man's Viconia. Give her a suitable melee weapon

(Flail of the Ages seems profoundly wasted on her), and supplement her

poor Armor Class with Stoneskin and Blur. She can always inherit the

Bracers of Defense A.C. 3 after you obtain Bladesinger Chain, which...

well, is something. Midway through Throne of Bhaal should could actually

get quite potent, once she can contribute with Horrid wilting, Sunray,

and Spell Triggers, and she will eventually get Time Stop if you were

careful to obtain all the scrolls you can find. For most of the game,

however, she is a buffer/debuffer and a healer, a secondary spell-caster

through and through.

Anomen {CHR004}

o======================================================================o

Male, Human, Fighter/Cleric, Lawful Neutral

Str 18/52, Dex 10, Con 16, Int 10, Wis 12, Cha 13

Starting Proficiencies:

War Hammer +

Mace ++

Sling ++

Sword and Shield Style +

Overview:

---------

Anomen has several perks which makes him the best combat Cleric in the

game. First, he's a dual-classed Fighter, and while his dumbass didn't

stay a Fighter long enough (and didn't spend her proficiency points

wisely enough) to get the most out of it, he will have multiple

attacks per round and the ability to Specialize in weaponry. He's also

got a passable Constitution and a high Strength score, meaning you can

wait quite a while before handing him any Strength-boosting items.

Of course, at 25th-level he'll automatically get a Holy Symbol which

boosts his Strength, so really, you never need to concern yourself with

Strength. His Dexterity, however, is poor for a warrior, and while he

might benefit from The Brawling Hands, Korgan or Keldorn will benefit

more-both of them are worth neglecting a shield with, and hence, Anomen

will just have to make do with heavy armor and a shield. He can

technically fit into either party, provided you take his story quests

down the right (or wrong) route, but honestly, a good party playthrough

with Anomen is all I can stand. The thought of dragging him around with

me through every playthrough is enough to make me want to poke my eyes

out and chop off my hands. Not that he's a bad Cleric, he's not, he

just has a bit of a personality disfunction, and he wears on me... not

enough, however, that I avoided dragging him around with my evil party

for a while. Although I tout Anomen's melee prowess, he is, first and

foremost, a Cleric. A good one, too. He's not any worse for the position

than Viconia, save a few inconsequential extra spells due to Wisdom and

somewhat slower progression due to his Fighter levels, but nothing that

will be an issue down the road.

How to Use Anomen Effectively:

------------------------------

Anomen is pretty simple-get him some heavy armor and put a blunt weapon

in his hands. Fortunately for us, he knew he'd be dual-classing into a

Cleric some day, and hence, he avoided putting any ranks into edged

weapons. Huzzah. He really excels with either a Flail or a War Hammer,

however. Yeah, either the Flail of the Ages or Crom Faeyr, what else

would I be talking about? Either one would work for him, but I prefer

to give him Crom Faeyr and let my protagonist abuse the best two

one-handed weapons in the game. He also could potentially dual-wield,

but since this would critically deprive him of Armor Class (and take

half of forever for him to accumulate enough proficiencies to bother

with it), I don't suggest it.

Recruiting Anomen:

------------------

Anomen can be found in the Copper Coronet (AR0406) at (x=1530, y=1660).

In Anomen you'll find all the naive charm of Ajantis. Really, who sits

around in a sleazy bar in the slums asking people if they are courageous

and good? In any event, assure him that you are both and he'll offer to

join your quest. He seeks to prove his worth so he can join the Most

Noble Order of the Radiant Heart, and with what this game has in store

for him, he'll get the chance to prove such many times over.

Anomen's Quest:

---------------

After traveling with Anomen for a while, you'll have to deal with

Anomen's family quest. It's best if you prompt Anomen to stay virtuous

and ignore his father's request for revenge. It won't help his family

life, but it will allow him to join the Most Noble Order of the

Radiant Heart. If he fails at this, his often antagonistic relationship

with Keldorn will turn downright divisive. If you want both in your

party, you have to prevent Anomen from taking justice into his own

hands, however unsatisfactory the results. You'll find this quest

described in full in [WLK010]. If Anomen stays on the right track and

joins the High Hall of the Radiant Heart his alignment will change to

Lawful Good and his Wisdom will increase from 12 to 16.

Cernd {CHR005}

o======================================================================o

Male, Human, Shapeshifter, True Neutral

Str 13, Dex 9, Con 13, Int 12, Wis 18, Cha 15

Starting Proficiencies:

Scimitar +

Dagger +

Quarter Staff +

Sling +

Overview:

---------

I'm not even going to try to be partial here. Cernd sucks. His stats

suck, and his class sucks. Sure, he can shapeshift into a Werewolf, and

eventually a Greater Werewolf. Unless you've got a fix installed,

however, it's horribly nerfed, and even if you unnerf it, I still doubt

its potency compared to, say, a well-armed Jaheira. His spells are

fairly effective, but he's not going to cut it as your party's Cleric

(no Druid really can.) As a Werewolf he's serviceable so long as you're

committed to giving him nearly every Armor Class boosting item you get.

He can't wear armor, and a -2 Armor Class just doesn't cut it. Also keep

in mind he can't cast any Druid spells once he's committed to

shapeshifting. So what I want to ask is this; why take Cernd over

Jaheira? Jaheira can wear armor, which gives her a vastly improved Armor

Class without having to give her preferential treatment. A suit of Full

Plate Mail +1 and a Large Shield +2 is great early-game defense for her,

and it requires no real special investment of unique gear. Her THAC0

will be lower (or at least comparable) to Cernd's in werewolf form, and

she doesn't have to shapeshift to get these combat stats. Best of all,

she can cast spells while being combat-able. She won't get quite as many

Druid spells as Cernd, but her ability to obtain Greater Whirlwind

Attacks makes her far and away a better combatant by the end of the

game. There's just absolutely no good reason that I can think of to pick

Cernd over Jaheira. At least he doesn't need stat-boosting items. You

might think he would, but since he's only combat-savvy as a werewolf, he

can just augment his stats by transforming. Eventually Cernd will be able

to get the Elemental Transformation ability, and really, to contribute in

a fight he'll need it. Still, with a THAC0 of 2 and -5 Armor Class,

he'll still be eclipsed by all his party members and-more importantly-

his enemies. By the time Jaheira was ready to get her first high-level

ability, she had a THAC0 of 1 and a -8 Armor Class-without transforming

into anything. Not to mention she had more Hit Points than Cernd could

have hoped to attain, and she could still cast spells while maintaining

her good combat stats. On top of that, she can grab Whirlwind Attack and

further widen the gap between herself and Cernd.

How to Use Cernd Effectively:

-----------------------------

Anything that can boost his Armor Class-Rings of Protection, the Cloak

of the Sewers, he's going to need it. He can't wear armor, and even if

he could, he can't bring it with him when he shapechanges, which is

where all his offense lies. Given his attributes, it's something he will

have to rely on pretty much all the time. In all honesty, though, he's

probably better off used as a casting Druid. His shapeshifting abilities

just aren't good enough to bother putting him in melee combat. Yeah,

his defenses get fairly good, but he'll never have the THAC0 to compete

with the game's best... or even mediocre, for that matter. As a caster,

he does alright... not that Druid spells are so good that the deserve

a dedicated caster. Melee is, and always will be, his core issue. I

refuse to waste a spot on my roster for a non-fighting Druid, and

shapechanged or not, Cernd just can't make a good show for himself in

combat. Even if you toss him a Strength-boosting item, White Dragon

Scale, and the Staff of the Ram +6, he won't be up to snuff. On the

other hand, as a Greater Werewolf, his Armor Class is decent, but his

melee prowess still leaves much to be desired. The sheer fact that he

can't hit creatures requiring a +3 weapon or better while shapeshifted

makes it a useless transformation in Throne of Bhaal, really.

Recruiting Cernd:

-----------------

Cernd finds himself in a precarious position in Trademeet (AR2000),

where a group of hostile Druids have been attacking. Cernd, trying to

defuse the situation, becomes a scapegoat. On your word (and promise to

set things straight) Cernd will be released into your custody. Cernd's

primary interest is resolving the strife between Trademeet and the

nearby Druids, which is covered in [WLK022].

Cernd's Quest:

--------------

When you return to Athkatla with Cernd in your party (after dealing with

the Druids of Trademeet) he'll have to deal with the ghosts of the life

he left behind-namely the wife and child he abandoned. The only way you

can mess this up (besides simply not doing it) is to abandon him when

he confronts the antagonist of this quest. This quest is covered in

full in the Walkthrough [WLK022].

Dorn {CHR006}

o======================================================================o

Male, Half-Orc, Blackguard, Neutral Evil

Str 19, Dex 16, Con 14, Int 10, Wis 15, Cha 16

Starting Proficiencies:

Crossbow ++

Two-Handed Sword ++

Two-Handed Weapon ++

Overview:

---------

Dorn returns from the first Enhanced Edition game, ready to resume his

role as the rightful leader of the evil party. He's got the most

Charisma of any evil character in the game, eeking out Viconia by a

point. What makes him stand out, however, are his physical stats. With

a natural 19 Strength he'll never need any Strength-boosting items.

His Dexterity is also passable... at the very least, he's doing better

than Keldorn, although his Constitution is just below anything useful.

On the plus side, the game is very generous with his Hit Point rolls,

so his low Constitution isn't as bad as it could be. All in all, he's a

sturdy addition to the evil party. The only threat to his position is

the evil party, at least in MY evil party, is ???????, who out-guns him

stat-wise... but that's something we need not worry about until Throne

of Bhaal.

How to Use Dorn Effectively:

----------------------------

Strap the heaviest armor you can find on him, give him some secondary

protection items, and put a Two-Handed Sword in his hands-Dorn is a

pretty simple creature. As a Blackguard he's immune to level drain,

which is a very handy trait indeed. Any time foes like Wights and

Vampires rear their heads, send in Dorn to occupy them. It really

simplifies such encounters early on, until you get the Amulet of Power.

He comes with all the proficiencies you need-in the early game he'll

make good use of the Sword of Chaos +2, and for ranged attacks he'll

be potent with the Firetooth +4 Crossbow. Two-Handed Swords aren't

his end-game future, however. He'll find superior Halberds before long,

even if he will end Shadows of Amn with the Silver Sword +3. In Throne

of Bhaal, however, Two-Handed Swords can't compete with the awesome

potency of the Ravager +6. The best Two-Handed Weapon in the game is

a Halberd, so Specialize in them as soon as you can.

Recruiting Dorn:

----------------

Dorn's dark shadow taints the Temple District (x=2550, y=3380), where

he waits, anticipating his latest murder in the name of his patron.

Offer to give him and hand and crash the wedding at the nearby High

Hall of the Radiant Heart (x=3330, y=3400) (OH500), where he aims to

kill Bollard Firejaw. Give him a hand, then promise more slaughter to

follow to keep him around. The rest of his quests are recorded in

[WLK045].

Dorn's Quests:

--------------

Dorn's questline starts out with a pair of assassination missions,

which result in mandatory reputation loss and a few big fights. You'll

be ambushed when returning to town from the second one, after which

you'll suffer a visit by Azothet and then Ur-Gothoz. The next part of

Dorn's quest involves heading to Resurrection Gorge and resolving,

through combat, whether Dorn'll break free of Ur-Gothoz only to end up

in the service of Azothet, or whether he will break free from both and

lose his Blackguard status. In Throne of Bhaal, Dorn will find himself

placed on the Scroll of Retribution for his earlier actions, and in

short order, so will you. You'll have to assault Lunia-a heavenly plane,

to remove your names from the Scroll of Retribution... and perhaps pen

a few in their places...

Edwin {CHR007}

o======================================================================o

Male, Human, Conjurer, Lawful Evil

Str 10, Dex 10, Con 16, Int 18, Wis 10, Cha 10

Starting Proficiencies:

Dagger +

Quarter Staff +

Overview:

---------

Edwin is a little stronger and wiser than in the first game, but he's

still the same glass-cannon he ever was. He is in no way a melee

character, and his Dexterity ensures he'll never do well in ranged

combat either. He is, however, the best Mage in the game, and unlike

Clerics or Druids, I don't expect, nor do I require melee competence

form my Mages. Edwin is a Conjurer, the best specialist Mage there is,

and he gets several bonus spells per level. He is, quite simply, a

better Mage than anything you, or I, or anybody could roll up.

How to Use Edwin Effectively:

-----------------------------

Have him learn to use Darts and he's all set. Really, being a Mage makes

it pretty easy when it comes to proficiencies. The only downside to

Edwin is that he can't use Divination spells. As far as applicable uses

goes, this means he can't cast Detect Invisibility or True Sight. Still,

with Viconia and/or Jaheira in tow, they can handle our True Sight

needs. Still, he comes with a well-stocked spellbook, and what little

he lacks can be bolstered by some potion-assisted stealing sprees. He

really just is the best Mage in the game, from the moment you start

exploring the Docks District until the end of the game.

Recruiting Edwin:

-----------------

You can find him in the Docks District of Athkatla, in Mae'Var's

Guildhall (AR0304) at (x=850, y=350). To recruit him you need to do a

bit of work, however. Accept Renal Bloodscalp's mission to investigate

Mae'Var and do some work for both Mae'Var and Edwin, who will both give

you two missions. After the second Mae'Var mission he'll offer to help

you take Mae'Var down, allowing you to recruit him.

Edwin's Quest:

--------------

Even after taking down Mae'Var, Edwin's not in it for the game yet,

however, as you'll need to track down the Nether Scroll before he'll

stay for good. Fortunately this is near the same area (AR8002) you need

to explore to find the Book of Kaza that Korgan wants. Once obtained...

well, Edwin will begin translating the damn thing, of course, which

leads to more trouble. Don't rat him out (but don't refrain from

teasing him), and if you help him overcome a fellow Red Wizard named

Degardan, he'll be yours for the rest of the game. This quest is fully

covered in [WLK008].

Haer'Dalis {CHR008}

o======================================================================o

Human, Tiefling, Blade, Chaotic Neutral

Str 17, Dex 17, Con 9, Int 15, Wis 13, Cha 16

Starting Proficiencies:

Short Sword ++

Dagger +

Dart +

Two Weapon Style ++

Overview:

---------

Haer'Dalis is a poor compromise of a character that might just end up in

an evil party due to a simple lack of options. He's got a high enough

Strength to start out, but to do anything meaningful in combat, he's

going to need a Strength-boosting item. His Dexterity is passable, but

his class and Constitution both conspire-by depriving him of good armor

and Hit Points-to keep him off the front lines. At the end of the day he

might as well be viewed as a poor substitute for a Fighter/Mage, with

less potential Armor Class, Hit Points, THAC0, spell selection, and epic

level feats. Which is to say that he'll fit into that role about as well

as an elephant fits into a size-0 bikini. Add to this the fact that he

has about the most useless starting proficiencies of any recruitable

character, and we've got a serious... ah... 'fixer upper'. Although he

only gets up to 6th-level spells, this is good enough to get him some

essentials-Blur, Mirror Image, Dispel Magic, Haste, Stoneskin,

Fireshield, Breach, Chaos, Pierce Magic, and True Sight. This will help

make up for the fact that my Fighter/Mage/Thief protagonist doesn't

advance very quickly, and Edwin simply can't cast True Sight. By Throne

of Bhaal, however, Viconia has enough True Sight to make up for Edwin,

and my protagonist is now a high enough level that we can safely discard

Haer'Dalis for ???????, which what I intend to do.

How to Use Haer'Dalis Effectively:

----------------------------------

My suggestion is you get him out of melee combat as soon as you get him.

He's going to have to level a bit, but once he does, give him a Crossbow

and keep him back as an archer/support Mage. Of course, while he might

not be able to contribute in combat himself, he always has his

bard-song, which at least allows him to do something. When he levels up,

have him become proficient in Two-Handed Swords first, and Halberds

later. In many fights later in the game, having an extra hand in combat

will be more useful than having a bard-song, even with the Enhanced Bard

Song feat. To this end, having a powerful weapon with reach will allow

him to deal damage without putting himself too much at risk... and did

I mention he'll make a great support Mage throughout Shadows of Amn?

His high level means he'll be a better buffer than pretty much anybody

else, so if you need a Haste or Dispel Magic, he's the one to go to.

Recruiting Haer'Dalis:

----------------------

To get Haer'Dalis you'll have to rescue him from the Mage Mekrath, who

has a lair in the sewers (AR0705). You can either kill Mekrath, or help

him get a mirror back from a wayward imp. Once Haer'Dalis is reunited

with his misfit troupe back at the Five Flagons Inn (AR5010) they'll

attempt to planeshift away from their pursuers. Wouldn't you know it,

the bad guys show up and take them hostage. This forces you to complete

the Astral Prison quest, after which Haer'Dalis is yours for good.

Hexxat ***SPOILERS*** {CHR009}

o======================================================================o

Female, Human, Thief, Neutral Evil

Str 14 (20), Dex 16 (20), Con 14, Int 12 (14), Wis 10 (12), Cha 14 (18)

Starting Proficiencies:

Dagger +

Long Sword +

Short Bow +

Short Sword +

Overview:

---------

Talking about Hexxat necessarily means spoilers. There is no way

around it-I can either preserve the integrity of the story, or I can

adequately discuss Hexxat's performance throughout the game. This

section is dedicated to the former, at expense of the latter. Spoilers

follow, so if you don't want them, don't read beyond this point.

Hexxat's stats seem... decent, I suppose. I mean... Okay, they kind of

suck. She aspires to be decent in Dexterity, but for a Thief, you really

want more. As for Strength and Constitution, her attributes are just

below anything useful. Of course, you'll also notice the more

desirably numbers in the parentheses. What gives? Well, Hexxat is a

Vampire-the 'Hexxat' you meet in the Copper Coronet is just a lure to

bring you to the real Hexxat. Her Vampirism gives her a number of

intriguing properties-immunity to poison, disease, energy drain and

mind-affecting effects. She also regenerates. Pretty sweet. Her

weaknesses are overcome by necessity with the inclusion of a few items,

which you obtain during her initial quest-a cloak that allows her to

travel around during the day, and a coffin conveniently placed in a

Bag of Holding. This makes Hexxat even more interesting, as she's much

weaker with the cloak on (she reverts to the lower stats given above

while wearing this cloak), so you should strive to act indoors or

during the night to make the best use of Hexxat. Even cooler, if you

carry her coffin around, she will return to it to recover if she should

die-just wait a bit (or rest) and she will return, good as new. This

give you a character who is capable of more... suicidal approaches. If

she falls during a fight-who cares? She'll be back. Unfortunately,

Hexxat-being a single-classed Thief with low Constitution-will never

be terribly hardy, which just makes her relative invulnerability more

welcome.

At first look, it might seem like Hexxat is the answer to many of the

evil party's problems. Baldur's Gate 2 has always been rather sparse

when it came to potent Thieves. Imoen just barely cuts it for the good

party, but for the evil party, my only option was to have a Thief

protagonist. Granted, a Fighter/Mage/Thief, because a single-class

Thief just isn't powerful enough for me to consider as a long-term

party member. And therein lies the problem-Hexxat is a Thief-just a

Thief. No kit, no multi-class, and no dual-class. Hexxat tries awfully

hard to be a powerful single-class Thief, with a slew of Vampiric

bonuses, abilities, and immunities, and she comes close-so damn close-

to making it work. Sadly, I just don't think you can overcome the

weaknesses of a single-class Thief. Even with her stats, by Throne of

Bhaal Hexxat will be no better in melee combat than Viconia, and

when you compare the roster of my chosen evil party-Dorn, Korgan,

Jaheira, Viconia, and Edwin-you'll see that not only do most of those

characters fight as good or better than Hexxat, but they tend to be

able to do other things, too.

How to Use Hexxat Effectively:

------------------------------

Hexxat will perform competently in both melee and ranged combat-get her

a Short Bow and use her as a spell-less Imoen, but keep in mind that

her fantastic Strength score should not be squandered at a range. She

just begs to be used as a first-strike back-stabber. Her most useful

asset in this regards is her disposability-if she should falter in an

assault, she'll be back. Keep her in light armor, and allow her

Dexterity to keep her somewhat safe. Her Hit Points will always suck,

however, and she will never aspire to more than one attack per round,

due to being a single-classed Thief, so don't expect her to tank much.

She starts out Proficient in Daggers so she can use the Dagger of the

Star in Throne of Bhaal, where she can really make use of her

devastating backstab attack.

Recruiting Hexxat:

------------------

You'll find a rather addled and single-minded creature named Hexxat in

the Copper Coronet (AR0406) at (x=600, y=1050). She wants to go to the

Tomb of Dragomir in the Graveyard District, and won't take 'no' for an

answer. She will, however, suffer as much delay as you care to put her

through. In Dragomir's Tomb you'll uncover the real Hexxat, at the

expense of the old one. No big loss.

Hexxat's Quest:

---------------

After the mandatory journey into Dragomir's Tomb to recruit the real

Hexxat, the rest of Hexxat's questline follows. Over the course of time

she'll be bothered by Cabrina, who bears the word of Hexxat's employer,

'L'. Cabrina will bring Hexxat missions, courtesy of 'L', which you can

begin as they come up by returning to the Graveyard District. Once you

go on such a mission, you're stuck with it until it's done. There's

really not much you can do to screw up Hexxat's questline, save by

refusing to do her missions or, well, dying, but that's pretty much the

whole game. Her Shadows of Amn quests can be found in [WLK046]. In

Throne of Bhaal her quests will start up again when you enter Zekee's

Tavern in Amkethran with Hexxat in your party. Cabrina will show up

again with a final task for Hexxat, for a reward that Hexxat negotiated

with 'L' ahead of time. Tackle another dungeon crawl similar to the

previous ones and when finished, Hexxat will get her reward. If you want

to keep her around, you'll need to talk her out of it, however.

Imoen {CHR010}

o======================================================================o

Female, Human, Mage/Thief, Neutral Good

Str 9 (10), Dex 18 (19), Con 16, Int 17, Wis 11, Cha 16

Starting Proficiencies:

Dagger +

Quarter Staff +

Short Bow +

Dart +

Overview:

---------

Imoen makes it back for Baldur's Gate 2, and like in the first game

she's the first recruitable character you'll meet. She's a bit of a

chore to hang onto, however, as she'll need to be rescued shortly after

you escape, forcing parties who want her back to have to jump deep into

the story sooner than they might otherwise wish. I sure know I like to

fool around a lot before doing any major story stuff... just look at my

guide for Baldur's Gate 1. It took me forever to get to the Nashkel

Mines! Anyhow, Imoen has apparently made the same career move that we

made in the first game, and has become a Thief/Mage dual-class. This

allows her to fill both the Thief and Mage role for a good party,

although with less potency than Edwin by far. She starts out with the

ability to use Short Bows, which is good for us, but her Find Traps is

only 95%... not quite high enough for every trap in the game. It's

passable, and certainly better than dragging a Thief along, but if your

protagonist is a Thief (single, multi, or dual-classed) you might not be

too impressed with Imoen. Although she pales in comparison to Edwin,

Imoen allows me to play a Fighter/Mage, so as far as I'm concerned, she

is absolutely indispensible for the good party.

How to Use Imoen Effectively:

-----------------------------

Imoen, unlike most Mages, can actually contribute to combat effectively

with Short Bows. Sadly, she will be absent for a large chunk of Shadows

of Amn, forcing you to drag along an understudy like Nalia or Yoshimo.

Once she's back, however, load her up with a Short Bow and she's good

to go. Once you get back to Athkatla you'll be able to assemble the

Short Bow of Gesen, which is a potent little item that will allow Imoen

to excel at a range throughout the rest of the game. As I said earlier,

her Find Traps score is only passable. Equipping a Ring of Danger Sense

on her (perhaps only when necessary) resolves that issue, however. Of

course, Imoen's not really a Thief, is she? She's a Mage. At that role,

she... well, she's better than Jan or Aerie. She pales in comparison to

Edwin, but who doesn't? Her progression will be slower (due to the fact

that she tends to miss out on half the experience in Shadows of Amn),

and she gets fewer spells per level than her red-robed counterpart. She

will never have the tactical versatility of Edwin, and it'll become

apparent when the evil party is smiting Umber Hulks with impunity thanks

to Edwin's Death Spells, and Imoen is... well, really wishing she had

more Death Spells, I imagine. You can save yourself some trouble by

storing spell scrolls you find early in the game, so that when reunited,

Imoen will be able to fill up her spellbook. This will go a long way

towards catching her up to speed. If you're very enterprising, drop

everybody else out of your party (save your romantic partner, to be

safe) and have Imoen scribe (and with Throne of Bhaal installed, erase

and rescribe multiple copies) spells, which will net a fair bit of

experience.

Recruiting Imoen:

-----------------

Imoen joins you at the beginning of the game, springing you from your

cage in Irenicus' Dungeon. After escaping from Irenicus' Dungeon,

however, she'll be... well, the subject of the main story for a few

chapters. You'll have to raise money and take a leisure cruise by boat

to get her back, and that's just the beginning...

***SPOILERS***

In Throne of Bhaal, Imoen will start developing Bhaalspawn abilities

like we did during Baldur's Gate 1. Whatever Irenicus did to her, it

apparently unlocked her innate Bhaalspawn powers. She'll develop her

powers two at a time, and inform you via banters about her changes.

First she'll develop the Cause Serious Wounds and Cure Serious Wounds

abilities. Next she'll gain the Neutralize Poison and Draw Upon Holy

Might abilities, and she'll get a one-point boost to her Strength and

Dexterity. Each time she gains new abilities, the party will gain 1000

experience.

Jaheira {CHR011}

o======================================================================o

Female, Half-elf, Fighter/Druid, True Neutral

Str 15, Dex 17, Con 17, Int 10, Wis 14, Cha 15

Starting Proficiencies:

Scimitar +

Club ++

Quarter Staff +

Sling +

Sword and Shield Style +

Overview:

---------

Another ally from the first game, and certainly one of the more

interesting females in gaming... at least as far as I'm concerned. She's

been given a considerable Dexterity boost in the sequel, taking her from

almost getting a bonus, to a +3 Armor Class bonus. This is a wonderful

change, and makes her a much more defensible character... and she's

going to need it in Baldur's Gate 2. In the first game you could control

her development from start to finish, allowing Jaheira to rack up a

respectable number of Hit Points. Not so in the sequel. If you obtained

the max roll for her Hit Points in the first game she'd have ended up

with 89 Hit Points. She'll start Baldur's Gate 2 with a measely 51 Hit

Points. Granted, she's a level lower in this game than she was by the

end of the first game, but even with another max Hit Point roll, she's

at 63 Hit Points out of a possible 89. This loss of 26 Hit Points

represents about a quarter of the total Hit Points she could normally

obtain, and is her single greatest liability. It's so bad, in fact,

that a high-level Jaheira will actually have fewer Hit Points than

Viconia, a Cleric who is notorious for her unimpressive Constitution

score-and unlike Viconia, Jaheira doesn't have Magic Resistance to

boost her defenses.

Unlike a single-classed Druid she can use Plate Armor and Shields, which

makes her in a different league altogether. She's comparable to a

Cleric, but without actual access to Cleric spells and with better

combat abilities. She does, however, gain access to Druid spells,

although her progression will be painfully slow. Once she gets access to

5th-level spells she can start throwing out Insect Plagues, which is THE

winning spell for most of Shadows of Amn, it'll do for you what Stinking

Cloud did in Baldur's Gate 1. And unlike a single-classed Druid, when

she's not casting Insect Plague she can contribute to the fight. She's

not strong enough to get bonuses in combat, and this paired with her

slower Fighter progression means she's in dire need of a Strength-

boosting item. Fortunately, one can be provided rather early in the

game, after which point Jaheira really has no downsides... aside from

the mediocre Hit Point rolls, anyways. She'll not only be one of your

best warriors, but a good healer... not to mention being the only

servicable Druid in the game.

How to Use Jaheira Effectively:

-------------------------------

Get her a Strength-boosting item-like the Girdle of Hill Giant Strength-

from the Adventurer's Mart as soon as you have the scratch. It'll bump

her up from a mediocre warrior to a great one in short order. Of course,

her proficiencies also need some work. There are a few good Scimitars

in Shadows of Amn, but Daggers are really the power weapons for her, so

work on getting her Specialized in Daggers. Once you get toys such as

Boneblade +4 or Fire Tooth +3, she'll be all set, and one of the few

character adept at both ranged and melee combat, to boot. In Throne

of Bhaal you'll find an absolutely fantastic Scimitar, so as soon as

you're Specialized in Daggers, get her another rank in Scimitars.

Jaheira might require the investment of a choice item or two, but

not any moreso than Keldorn. In the evil party, however, it's not really

possible to favor Jaheira over Viconia, whose Strength concerns are

severe enough to prevent her from being armed and armored appropriately.

Jaheira will have to wait a good while to bring her Strength up to

snuff... but hey, it'll happen some day.

Recruiting Jaheira:

-------------------

Jaheira can be found in Irenicus' dungeon (AR0602), in a cell

(x=3850, y=2650) in the same room you start out in.

Jaheira's Quest:

----------------

Jaheira has two quests associated with her. First is Baron Ployer's

Curse, which is pretty simple; find and kill Baron Ployer before time

runs out and Jaheira succumbs to his curse. The second quest is

longer and more complicated. While wandering around in Athkatla you'll

get a chance to rescue a man named Renfeld. Bring him to the Harper Hold

in the Docks District and leave him in the care of Rylock, who stands

near the door leading to the Harper Hold. Later, Xzar will ask you to

find a way into the Harper Hold and rescue Montaron. To convince Rylock

to let you in you'll need to do another quest for him-kill the monsters

being bred in 'Prebek's Home'. Afterwards you can gain entrance,

recover Montaron from the Harper Hold, and bring him back to Xzar.

After Xzar gets what he deserves, Jaheira will be summoned away from

the party for a while. Rest up, and when Jaheira returns your presence

will be requested at the Harper Hold. Join her, and deal with Galvarey

and his Harper buddies. After this, Jaheira will be naturally conflicted

over what happened-banters will pass and she'll be visited by other

Harpers, who will shake Jaheira's faith in the Harper cause. She'll

disband temporarily, but can be retrieved at the Harper Hold. Some

fights are mandatory, but others can be avoided if you keep your

reputation high enough (16 or greater). A high reputation will also

result in a greater quest reward when Jaheira's quest finally runs its

course. Both of these quests are covered in greater detail in [WLK034].

Jan {CHR012}

o======================================================================o

Male, Gnome, Illusionist/Thief, Chaotic Neutral

Str 9, Dex 17, Con 15, Int 16, Wis 14, Cha 10

Starting Proficiencies:

Short Sword +

Dagger +

Quarter Staff +

Cross Bow +

Overview:

---------

Jan is, at best, a sub-par Mage who will never be able to cast

Necromantic spells such as Finger of Death or Horrid Wilting, and his

Intelligence doesn't do him any favors either. He is a potential

substitute for Imoen, and for an evil party, his blend of thieving and

magic might be the only option for an otherwise Thief-less party.

Frankly, however, I prefer Imoen to him in every way. She'll become a

much better Mage (since she's a dual-classed Thief, and not

multi-classed like Jan) and she's got better Dexterity, Constitution,

and Intelligence. Heck, when playing a protagonist who has levels of

Thief I'd even prefer Aerie, who is less annoying and more versatile.

He's not a terrible character, really, but I'm rather adverse to having

a multi-class Mage as my primary party Mage. He could, in the evil

party, substitute for Haer'Dalis (with the same goal of getting

replaced by ???????), but this hardly gives us the ability to dispense

with the Fighter/Mage/Thief in the long run, and really, I have to

wonder how much difference there would be, gameplay wise. At the end of

the day, if it comes to hearing Jan talk about turnips, or hearing

Haer'Dalis call me raven, I'd rather take the fruity Bard.

How to Use Jan Effectively:

---------------------------

If you do play with Jan... well, he works much like Imoen. Get him Short

Bows and ignore his silly crossbow nonsense when he gets a proficiency

point to spend. Just keep in mind he is the weakest recruitable Mage the

game offers.

Recruiting Jan:

---------------

Jan can be found in the Government District of Athkatla (AR1000) at

(x=2730, y=1750). Trax, a representative of the Amnian Revenue and Tax

Board will show up and try to nab Jan for selling illegal merchandise.

You can either lie and cover for Jan and get some experience, or you can

sell Jan out for 100 gold. If you want him in your party you'll either

have to lie for him (not a hard thing to do, considering the experience

involved) or pay his 800 gold piece bail and suffer a net loss of 700

gold... but so annoying is Jan that the Prison Keeper will spot you 200

gold to get rid of him.

Jan's Quest:

------------

After traveling with Jan for a while we'll be bothered by one of his

numerous relatives, Beeloo, who will tell Jan that a former love of his

is now staying at the Jansen family home. Go meet with this Lissa, and

you'll discover that her abusive husband has apparently injured their

daughter severely, and we need to get help. Jan stays behind and

refers us to his Uncle Gerhardt, who tells us to look for the 'Hidden'.

To find the 'Hidden' we need to go to the Government District, talk to

Lady Jysstev, then head into the sewers under the Copper Coronet. The

Hidden will promise to help us if we kill a pair of its pursuers. So

head to the Sea's Bounty, talk to The Thumb, then travel to the Five

Flagons Inn and kill a pair of Githyanki. Return to the Hidden to learn

that the girl has been healed, then return to the Jansen home to

witness an unhappy turn of events.

Keldorn {CHR013}

o======================================================================o

Male, Human, Paladin (Inquisitor), Lawful Good

Str 17, Dex 9, Con 17, Int 12, Wis 16, Cha 18

Starting Proficiencies:

Long Sword ++

Two Handed Sword ++

Cross Bow ++

Overview:

---------

Somewhat weaker, but healthier, than Anomen, Keldorn has one glaring

weakness. His Dexterity is ass, and since he's built for Two Handed

Swords he won't be using a shield. Simply put, he absolutely requires

The Brawling Hands. His Strength is decent, but not stellar like Anomen,

Korgan, or Minsc, so he'll need some Strength-boosting item, eventually.

This is, admittedly a lot of equipment for a single character, so why

bother with him? Several reasons. First, his high Charisma makes him a

natural party leader, although on the flip side, his Paladinhood makes

him unusually liable to interrupt when you're trying to be naughty. Then

again, as an Inquisitor he has the innate ability to cast Dispel Magic

and True Sight, essential debuffs that make him very capable of taking

on enemy Mages. Having these abilities will make all Mage fights for

your party much easier, as he can easily dispel the buffs Mages rely on

the defend themselves when conventional spell casters may struggle, and

he'll certainly have access to True Sight much sooner than any Cleric or

Mage you'll recruit. And of course, he gets Carsomyr +5, a Holy Avenger,

that can only be used by Paladins. Short of making your protagonist a

Paladin, there's no other way to utilize this awesome weapon. Well, I

mean, you could make your own Inquisitor, but why? The game already

gives you one! With the admittedly hefty investment of The Brawling

Hands and a Girdle of Giant Strength, you'll get a great party leader

who can debuff at a whim and see through defensive illusions, is very

magic resistant, and can support the party with Cross Bow fire when

needed. The fact that he can select Summon Deva as an Epic Feat also

makes him more versatile, as it saves you from wasting a Cleric's

7th-level spell slot on the ability. Keldorn truly is win, and if you're

shooting for a good party, you won't find a better Mage-killing party

leader.

How to Use Keldorn Effectively:

-------------------------------

Keep on rolling with the Two-Handed Swords, he has no reason to switch.

Crossbows are also golden, and really, Keldorn comes well-prepared with

good weapon proficiencies from the start. You might, however, want to

get him some ranks in Halberds, as there aren't many great Two-Handed

Swords in the early game, and you'll need a +3 weapon sooner than you

think. Once done, get him ranks in Two-Weapon Style to enhance his

primary weapon, and you're good to go. He really does need The Brawling

Hands, though, if you want him to survive in melee combat.

Recruiting Keldorn:

-------------------

When you visit the Temple District of Athkatla, you'll be witness to a

theological debate of sorts. One shifty, lying, fantasy-peddling

bullshit dealer will do a better job at convincing the sheep that his

brand of nonsense is better than another, and the losing side will ask

you to investigate this 'cult'. Not getting into the atom-thin

difference between a cult and a religion here... you'll find Keldorn in

the sewers under this district (AR0701), sent to investigate the cult

before you. He'll join willingly enough, but he'll only stick around

for good if you see this cult off.

Keldorn's Quest:

----------------

When you arrive at the Government District with Keldorn in your party

he'll express his desire to go see his family. Indulge him, and you'll

find that all is not well at home, and you'll have to go around and

try and deal with his wife's infidelity. Keldorn will struggle with his

need to avenge his honor, and his love for his wife. Direct him on the

course that will make him the most content-reconciliation with his wife.

Don't, however, be so helpful as to free him from service so he can see

to his family affairs, he'll do just as well promising that this will

be his last expedition. For more information on this quest, see

section [WLK010] of the Walkthrough.

Korgan {CHR014}

o======================================================================o

Male, Dwarf, Fighter (Berserker), Chaotic Evil

Str 18/77, Dex 15, Con 19, Int 12, Wis 9, Cha 7

Starting Proficiencies:

Axe +++++

War Hammer +

Overview:

---------

Ah Korgan... I guess instead of throwing Kagain into Baldur's Gate 2,

they decided to replace the whiny evil greed-Dwarf with a psychotic

evil murder-Dwarf. Korgan is not a nice guy, and if you provoke him in

banters he'll even turn hostile on you! Still, he's the best Fighter in

Shadows of Amn, as well a Dwarf should be, and if you can keep from

provoking him and complete his quest in the timely manner he'll be an

invaluable asset. He's strong enough, but not so strong that he couldn't

do with a good boost to his Strength, and he really needs The Brawling

Hands to bring his Armor Class up. His Strength score will allow you to

ignore him in favor of other characters, and his Hit Points are

typically high thanks to being a Dwarf with phenomenal Constitution.

How to Use Korgan Effectively:

------------------------------

He starts out with Grand Mastery in Axes. This isn't as great as Grand

Mastery is supposed to be, but it's still a very good thing to have. The

selection of Axes is slim until Throne of Bhaal, at which point one of

the best weapons in the game-the Axe of the Unyielding-is obtained.

Spend his proficiency points in War Hammers until he Grand Masters in

those as well, allowing him to use Crom Faeyr. This takes care of any

Strength issues he may have had. Then have him learn the Two Weapon

Style. When you obtain the Axe of the Unyielding have him dual-wield it

with Crom Faeyr as an off-hand weapon to have a vorpal weapon with a

Strength of 25. There is simply no stronger combo in the game. He's one

of the simpler-seeming characters, but the weapons in the game dictates

a fairly radical shift in fighting style. Anything less than a total

offensive juggernaut is a waste of Korgan's potential, however, and it

is fun to see him shift from a modest (and well-defended) axe-and-shield

character to the Axe of the Unyielding/Crom Faeyr offensive phenom.

Recruiting Korgan:

------------------

You'll find Korgan in the Copper Coronet (AR0406) at (x=950, y=1870),

making him fairly easy to reach and recruit. Agree to help him track

down the Book of Kaza and he'll join up with you. If you delay, he will

of course go find others more interested in helping him out. It's not a

terribly hard quest, and it doesn't venture out of Athkatla. Best of all

it's in the same area Edwin's quest takes you, so you can handle both

jobs in one journey.

Mazzy {CHR015}

o======================================================================o

Female, Halfling, Fighter, Lawful Good

Str 15, Dex 18, Con 16, Int 10, Wis 13, Cha 14

Starting Proficiencies:

Short Sword: +++

Short Bow ++++

Overview:

---------

First let me start out by saying that Mazzy is a perfectly fine

character. Her Strength sucks, but since most Fighters need 18(xx) or

more to be optimal, she's only a girdle of giant Strength away from

being potent. Her Dexterity is outstanding, and her Constitution is

very good as well. There are only three things that suck about Mazzy.

First, she's proficient in Short Swords and Short Bows. Short Bows are

what Thieves use to contribute to battles, not the weapon of a full-

fledged Fighter, and Short Swords... well, they tend to suck too. So

you're going to have to completely take her proficiencies in another

direction to make her strong. Sure, she's an investment, but who's not,

you say? The second problem is the fact that she's hidden in the Fallen

Temple of Amaunator in the Temple Ruins area (AR1401), which requires

you to trek all the way out to the Umar Hills and partially complete a

lengthy quest there. Certainly not ideal. But you have to do the same

with Valygar, you say? Sure, but Valygar's quest doesn't require you to

deal with a DRAGON. The last and most damning thing I have against Mazzy

is... well, the other good-or-neutral aligned characters you can

recruit. Mazzy might, with the investment of some levels (and new

proficiencies) and a girdle of giant Strength be a good Fighter, but is

she better than Keldorn with his Inquisitor kit, Anomen and his

dual-classed Cleric spells, or Jaheira and her... well, her Insect

Plague? No, she isn't. She might outcompete Minsc and Valygar

(especially if you're playing with a good or neutral Thief-protagonist),

but I never bring her along. I have considered using her as a 'good'

Korgan, but the amount of proficiencies it would take for her to be able

to use Axe of the Unyielding and Crom Faeyr as well as learn the Two

Weapon Style are just prohibitive, although you could start her out on

War Hammers early. By the time you actually obtain Crom Faeyr she'll

likely be at least specialized in their use, and Anomen can just use the

Flail of the Ages.

How to Use Mazzy Effectively:

-----------------------------

Good question... one I've pondered a bit, myself. You really have two

options-make a poor man's attempt at Korgan, either weapon and shield

or two-weapon style. The latter is... probably just a pipe dream, as it

would require... oh... thirteen extra proficiencies to pull off. There

just aren't enough levels in the game for it, and it seems like a bit of

a waste to strap a shield on a character with such a good Armor Class,

though. The compromise? Have her use a superior mainhand weapon (Axe of

the Unyielding or Flail of the Ages) in her mainhand, and the Short

Sword of Mask in her offhand... or perhaps take the Short Sword of

Mask as a mainhand weapon (have her use a shield throughout Shadows of

Amn) while building up War Hammers and Two-Weapon Style, then switch to

a Short Sword of Mask/Crom Faeyr combo. It's not the ideal setup, but

it works. Still... it just makes me wish I was using a different

character.

Mazzy's Quest:

--------------

Mazzy has a rather traditional and uninspired quest that'll pop up after

a few days of traveling with her. Her sister, Pala, has been poisoned,

and you need to return to Trademeet to hunt down the poisoner-and

perhaps an antidote. For more information about this quest, refer to

[WLK021].

Minsc {CHR016}

o======================================================================o

Male, Human, Ranger, Neutral Good

Str 18/93, Dex 16, Con 16, Int 8, Wis 6, Cha 9

Starting Proficiencies:

Two Handed Sword ++

Mace ++

Long Bow ++

Two Weapon Style ++

Overview:

---------

Our favorite miniature giant space hamster friend, and his Ranger

sidekick Minsc! The fact that in Mass Effect 2 you can buy a Space

Hamster that, if interacted with responds with the same uncanny

Intelligence and sophistication as Boo merely goes to show how endearing

these characters are to have transcended time and space. That aside,

Minsc has improved a bit from the first game, as he now has a better

Dexterity and Constitution, making him a much sturdier character. He has

also, for some reason, become proficient in the Two Weapon Style, which

is a complete and utter waste for him. He's not protected enough for

protracted front-line action, so the thought of giving him a weapon

without reach is just silly. He's more of a secondary warrior, striking

with reach or ranged weapons, as needed. Anything that doesn't require

+3 weapons can be shot down with bows, and anything that requires a +3

or better weapon... well, just switch to an appropriately-enchanted

melee weapon and let Minsc at 'em. Of course, you could just ignore the

Ranger stealth outright, strap Minsc in heavy armor, and treat him like

a front-liner, but the good party has a busy enough front-line already,

so I'm fine with having him contribute at a range. The fact that he

doesn't need The Brawling Hands or any Strength-enhancing gear makes him

a good fit into the good party. He can still Berserk in this game,

raising his Strength to 20 and his Dexterity to 18, just make sure you

have the Hit Points for the endeavor, as he takes 15 damage when it ends

from his 'improved' Hit Point total. This should last long enough to

make a difference in most fights, but it should be viewed as wholly

inferior to, say, gulping a Potion of Giant Strength. The only real

questions about Minsc are, do you prefer Valygar (I don't) and will

you bench him in favor of ??????? in Throne of Bhaal?

How to Use Minsc Effectively:

-----------------------------

Get him points in the Two-Handed Weapon style and let him learn how to

use Halberds so he can equip one of the best weapons in the game. He'll

find plenty of Two-Handed Swords to keep him occupied in the mean

time... usually hand-me-downs from Keldorn, but very good ones,

nonetheless. He's also a decent archer, although ranged combat

rightfully takes a backseat to melee combat in this game. Keep him from

being the focus of enemy attacks and he'll serve you well as a

not-quite-front-line Fighter.

Recruiting Minsc:

-----------------

Minsc can be found in Irenicus' dungeon (AR0602) in a cell

(x=4000, y=2750) in the same room you start out in.

Nalia {CHR017}

o======================================================================o

Female, Human, Mage/Thief, Chaotic Good

Str 14, Dex 18, Con 16, Int 17, Wis 9, Cha 13

Starting Proficiencies:

Short Sword +

Dagger +

Quarter Staff +

Short Bow +

Overview:

---------

Nalia is bafflingly identical to Imoen, making me wonder if the only

reason she's included is to tide you over until you get Imoen back. She

has only four levels of Thief, and because of it she'll never be as good

as Imoen in combat or with Thief skills, but she does at least come with

a barely passable Find Traps skill. Anything I said about Imoen applies

for Nalia, really... But since you can recruit Imoen, why would you ever

care to recruit Nalia? Imoen is infinitely more connected to the main

story than Nalia, and while you have to do quests to get both of them,

Imoen's is mandatory. If Nalia were at least a romance option, then

there might be a purpose for her, but instead she's just a clone of

Imoen. Or if she was Neutral or Evil instead of a bleeding heart noble,

she could at least fit into Evil parties, but again, no such luck.

How to Use Nalia Effectively:

-----------------------------

She'll use a Short Bow, and will serve a dual role as the party's

Thief/Mage. Just... get her a Short Bow, and eventually the Gesen

Bow... The only perk she has over Imoen is the fact that she will not

go on a main-story inspired hiatus which prevents her from gaining a

great deal of experience, and you need not save up spell scrolls for

her... just, scribe at will. Of course, her Find Traps score is hardly

sufficient, even with the Ring of Danger Sense, so she can barely even

serve in the capacity of a Thief.

Recruiting Nalia:

-----------------

Nalia, like so many other characters, hangs out in the Copper Coronet

(AR0406). You don't even need to find her-she'll find you and

desperately try to induce you into helping her liberate her captured

family castle. Agree and do so, and she'll stick around for the rest

of the game. This quest is covered in [WLK018].

Nalia's Quest:

--------------

Nalia's quest begins after you rescue the de'Arnise Keep-although it

won't begin within the de'Arnise Keep. After wandering around with her

for a bit, a messenger will show up and tell her of some problems

arising with a funeral. Accompany her there and meet some of the more

unsavory nobles which presumably caused her to disparage her fellow

aristocracy. A little later, the trouble-maker from the funeral, Isaea

Roenall will show up and have Nalia arrested. Afterwards a man named

Khellor Ahmson will show up and point you in the direction of some

evidence that may incriminate Isaea. The rest of the quest involves

following obvious leads and talking to various characters in your

quest to find dirt on Isaea. When you do, head to the Council of Six

building and present the evidence to Corgeig Axehand and Nalia will be

returned to you. The full details of this quest can be found in

[WLK019].

Neera {CHR018}

o======================================================================o

Female, Half-Elf, Wild Mage, Chaotic Neutral

Str 11, Dex 17, Con 14, Int 17, Wis 13, Cha 11

Starting Proficiencies:

Quarterstaff: +

Sling: +

Overview:

---------

Neera is a somewhat interesting addition to Baldur's Gate 2, being the

most potent good-aligned (well, neutral, but good enough) Mage you can

recruit. As a specialist Mage, her spell-power will prove superior to

Imoen's, and she suffers no prohibited spells, like Edwin. On the other

hand, as a Wild Mage she's got an innate 5% chance of spell failure,

which adds a good bit of randomness to her performance. Even in the

biggest fights in the game, however, it's unlikely that a Mage will cast

more than several spells before the matter is decided (not counting

spell-buffs), so there's a good chance her fickle magic won't affect

most fights. Her attributes aren't terribly impressive-her Dexterity

is good, and it will allow her to compete with ranged weapons handily

enough. On the other hand, you'll need to feed her Potions of Genius

to fill up her spellbook, and her Constitution is just a point away

from doing anything useful. Servicable, but Imoen's stats are superior.

Another point for Imoen-she'll provide the Thief skills you need. Neera

won't. The balancing act for me means taking Neera along with her extra

spell per day, and changing my Fighter/Mage into a Fighter/Mage/Thief

(hence losing Time Stop/Whirlwind combos), or keep Imoen, who can also

use the Gesen Bow, and has more Hit Points. With Neera's Wild Magic,

it's really difficult to sell her over Imoen.

How to Use Neera Effectively:

-----------------------------

As a Mage, there's not much you need to do-put her in the Robes of

Vecna and give her some kind of ranged weapon for fights that don't

warrant spells, or clean-up operations. The best ranged weapon for a

Mage is ultimately the Dagger Fire Tooth +3. Since it's an even better

weapon for Jaheira, though, make do with Slings at first, then the

Boomerang Dagger +2, and finally the Crimson Dart +3. As a Specialist

Mage she can handle some redundancy in her spellbook, and as a Wild

Mage, she'll need it. Carry several copies of important debuffs, such

as Dispel Magic, Breach, and True Sight, to name the ones that win

fights most frequently.

Recruiting Neera:

-----------------

Neera can be found in the Bridge District of Athkatla... but only after

talking to Lieutenant Aegisfield and getting started with the 'Skinner

Murders' questline. Essentially there are events that need to trigger

and resolve from the original game on the Bridge District so they do not

over-lap with Neera's quest, both of which occur in roughly the same

area-the northern part of the Bridge District. Anywho, once you've seen

the dead bodies as required by the Skinner Murders questline, return to

the Bridge District to witness Neera rescue a child named Mereth from

some Red Wizards, led by Lanneth. Leave the district and head anywhere

else in Athkatla and you'll be approached by Neera, who'll ask you to

help her with her red scare. Agree and she'll mark the Wild Forest on

your map. Head there (OH6000) and talk to Neera (x=1000, y=3530) to get

her to join up with you.

Neera's Quest:

--------------

Like most Enhanced Edition character quests, Neera's comes in two

more or less distinct stages. The first part of Neera's quest, after

making your way through the Wild Forest and into the Hidden Refuge,

revolves around a series of free-form quests involving Neera's misfit

Wild Mages. Whether you're herding cats or teaching Half-Orcs not to

hit, they tend to be fairly simple and highly variable in the quality

of their rewards. The more of these quests you do, however, the more

Wild Mages will survive later, which leads to more rewards. After those

quests, there are two tasks to complete-one is gather the materials for

the creation of a Talisman of the Hearthfire (the creation of which will

save yet another, yet unencountered Wild Mage). The other is to go

retrieve said Wild Mage, so obviously if you plan to save him, you'll

need to create the Talisman first.

When you do go after this rogue Wild Mage, Daxus, you'll encounter some

Red Wizard opposition. This 'rescue' operation ultimately ends up with

all the Wild Mages in captivity (with a few exceptions, depending upon

what quests you've done before). The next task is assaulting the Red

Wizard Enclave (OH6300), which involves a series of rather difficult

fights... unless you try to use subterfuge and dialogue whenever

possible. After you defeat Lanneth and save whatever Wild Mages are

still alive, the Wild Mages will disperse and Neera's quest with it.

In Throne of Bhaal a bird named Jerome will deliver a message to Neera

randomly upon entering an area. The Thayans are still hunting Wild

Mages, and if anything, their tactics have improved since we routed them

in Athkatla. Neera will suggest luring the Thayans into an ambush-she

gets more than she bargained for when Vicross-leader of the Order of the

Eight Staves-shows up. After defeating Vicross' minions, Vicross flees

back to Thay, dragging us with her. There you'll meet with Szass Tam,

who sends you to deal with Vicross in order to humiliate her master,

who is Tam's rival. All you have to do now is assault Vicross' estate,

kill her and her guards, and hope Szass Tam will keep his word after

the reason for your collaboration is gone...

Rasaad {CHR019}

o======================================================================o

Male, Human, Sun Soul Monk, Lawful Good

Str 16, Dex 16, Con 14, Int 11, Wis 14, Cha 14

Starting Proficiencies:

Katana: +

Scimitar +

Dart +

Sling +

Overview:

---------

As some might have guessed, the much higher level cap of Baldur's

Gate 2 really allows Rasaad (and all Monks, really) to come into his

own. The paltry handful of levels in the first game just wasn't enough

to make a Monk into a decent killer. Now, however, their movement and

attack speed will keep going up, as will their damage, and their Armor

Class keeps going down... along with all the other perks of leveling

up. Most importantly, their fists start couting as magical weapons at

level 9, and in short order, at level 15, as +3 weapons. All of this

helps Rasaad, of course, but he's still a poor Monk, all things

considered. He gains no Hit Points from his Constitution, and meager

bonuses from Strength and Dexterity. Fortunately for him, stat-boosting

items are fairly common in this game, and with a few choice items-a

Girdle of Giant Strenth and Bracers of Armor, for example, any Monk can

become quite dangerous. Rasaad included. Rasaad's base Hit Points are

quite good, at least... I mean, considering he has no Constitution

helping him out-he's only a few points off the maximum.

How to Use Rasaad Effectively:

------------------------------

Rasaad's stats suck, and much of his combat prowess will be determined

solely by his level. Ironically, then, this Monk's effectiveness depends

upon the gear you give him. He'll absolutely need a Girdle of Giant

Strength if you want him to make any impact in melee. If you want him

to survive, invest him with a protection item and Bracers of Defense.

This alone can possibly drop his Armor Class to levels comparable, even

superior to, your best front-line fighters. If you continue to pamper

him by giving him items like the Cloak of the Sewers or a Dusty Rose

Ioun Stone will certainly help, but considering that his, Armor Class

will only get better with time, you can probably stick to more generic

items, saving stackable gear for more vulnerable characters, like Anomen

and Keldorn. Early on in the game you'll probably want to find him a

weapon to use-the Scarlet Ninja-To +3 works well. Once he hits

15th-level he can drop all pretenses of using anything but his fists.

Recruiting Rasaad:

------------------

In Trademeet (AR2000) you'll find Rasaad near the fountain dominating

the center of town. He'll get into a scuffle with two fellow Sun Soul

Monks before walking off. Discuss Rasaad's actions with the two Monks

he smacked around, then walk off. Rasaad will come find you, shortly,

asking for your help in infiltrating a new cult threatening his own.

Take him along and he's yours.

Rasaad's Quest:

---------------

After recruiting Rasaad, you'll need to take him to the City Gates

of Athkatla (AR0020), where a 'Cloaked Figure' will point you in the

right direction. After that, head to the Abandoned Amphitheater area

and make your way to the north-east to encounter Hammerhelm and his

Monk recruits. Either by violence or diplomacy, learn the location of

the Heretic Temple, then proceed there, fighting or talking your way

through a Sun Soul Monk ambush enroute. Once at the Heretic Temple,

make your way inside, where you can either complete the cult's

challenges or start fighting. Both result in a revelation about the

true nature of the Heretic Cult and a larger fight. In Throne of Bhaal

he'll be ambushed by a group of Sharrans. On one of their bodies you'll

recover a map that points out the Deepstone Dwarven Clanhold as the new

base of operations for Alorgoth. Head over there and find your way into

the Clanhold, defeat the Sharrans and chase Alorgoth into the depths

of the Shadow Plane itself.

??????? {CHR020}

o======================================================================o

Male, Human, Fighter (Deathbringer), Chaotic Evil

Str 18/00, Dex 17, Con 18, Int 17, Wis 10, Cha 15

Starting Proficiencies:

Two Handed Sword +++++

Halberd +

Cross Bow +

Two Handed Weapon Style ++

Overview:

---------

??????? is the best Fighter in the game. Look at those stats! He

doesn't need any Strength-boosting items, The Brawling Hands, nothing

but a Two-Handed Sword and something to kill! That said, you don't get

him until Throne of Bhaal starts, which is too bad, because he would

have been great through Shadows of Amn. Note that you can change his

alignment over the course of the game by generally being trusting, kind,

and good to him, showing him a superior example, and all that good

stuff. Just keep that in mind if you're a good party, and want his

alignment to become more fitting. If you're playing an evil party...

well, just keep being the bastard you've always been, and have fun.

How to Use ??????? Effectively:

-------------------------------

??????? starts out with Grandmastery in Two-Handed Swords, so give him

something suitable to use and build up his proficiency in Halberds.

Once he gets the Ravager, switch him over and keep on killing. It's as

easy of an equipment setup as there is.

Recruiting ???????:

-------------------

After entering your Pocket Plane for the first time (a mandatory step

near the beginning of Throne of Bhaal) ??????? will appear and offer

to help you out... for part of your soul. An insubstantial part, as it

turns out, just enough to give ??????? what he wants without

inconveniencing (or threatening) you. Win-win, right? ??????? sure seems

to think so, and offers to join up. He can see the way the wind is

blowing, and is more than content to take some of the table-scraps from

your epic climb to power. Smart, smart man...

***Changing ???????'s Alignment***

Thanks to Infinity Explorer, I've been able to look into the data files

and see how all this works. That said, it's probably a good idea to

explain in more detail how to change ???????'s alignment. Over the

course of Throne of Bhaal, your new ally will chat with you, as all

companions in Baldur's Gate 2 do. If you say good things, show trust,

and express good morality, your behavior will rub off on ???????. Have

at least two positive alignment global variables while conducting the

third banter, and you can get ???????'s alignment to change to Chaotic

Good. Note that it's possible to be... less encouraging, and effect

???????'s alignment negatively, but this part of the guide is about

changing ???????'s alignment to fit into the good party, I'll ignore all

but the optimum responses. Also, I've kept the name of this character

replaced by question marks, but I've included some lines of dialogue in

full, below. The more astute of you may be able to figure out who this

character is by reading the following... so if you're an idiot, read on

with no fear. If you're smart, beware of spoilers. Or, just wait until

the beginning of Throne of Bhaal to bother with this at all.

o=========o

|Banter #1|

o=========o

??????? says: "So. I yet remain at your side. I am surprised. But from

your constant wary glances, it seems that you do not

trust my presence, yet."

If you made ??????? take an oath in the Pocket Plane before joining you,

pick any option regarding the oath. When you get a chance to make

another response, pick "No, not really. You paid for what you did".

Afterwards, either say that "No. You're not the same man, are you?" or

"Perhaps. But I already took my revenge. Now you get the benefit of the

doubt." Either will improve ???????'s alignment.

If you didn't make him take an oath, you'll get three different

dialogue options, all inconsequential. After he says "It eats away at

me, then, as to why you would agree to take me with you and not force

some form of compliance from me through an oath. I told you that oaths

had real power in our father's realm." you'll get another chance to

respond. Don't pick the response "I take you with me because you may be

of use. But I don't need an oath of servitude." Afterwards say either

"You paid for what you did. You're a new man, free to make new mistakes,

if you wish." or "You might. But everyone gets a second chance, ???????.

Even you."

o=========o

|Banter #2|

o=========o

??????? says: "It appears the seeds that our sire sowed long ago are

about to come to fruition. For good or ill, the issue

will be finally resolved very soon."

Pick whatever dialogue option you wish-if you made him take the oath

before joining you, he'll mention the oath, otherwise he'll say the

more neutral term, 'usefulness'. Afterwards he'll ask what you intend

for him after it's all over.

You can pick one of three responses-and really, it doesn't matter what

you pick, but to make life easier on myself, if you pick "So? What about

it?" You'll get one of four choices to pick later. Pick "You'll be free

to go, as you wish.", then pick "Your destiny is your own to forge,

???????. Make the same mistakes, if you must." to improve ???????'s

alignment by one. In response to this he'll ask "And do you believe

that I have another choice?" Pick either "Another choice than being

evil? Always." or "It all depends on whether or not you want to end up

in the same place, ???????." to improve ???????'s alignment again.

o=========o

|Banter #3|

o=========o

??????? says: "The end draws closer. We both know this to be true.

Listen to a proposition, then, that I have given much

thought to as of late."

Pick any option other than "I'm not interested in what you have to say."

and ??????? will comment on your alignment before rambling on, finally

getting to the point by suggesting that you take over as the new Lord

of Murder, claim your birthright... and allow ??????? to stand by your

side. He's canny enough to realize that if you can't wield godly power

yourself, you might as well bask in its favor. Pick option "I have

other plans, ???????. Forget it." and a whopping eight dialogue options

will pop up. Pick any option other than "It doesn't matter what happens

to me, ???????... you won't be involved, regardless." or "It's none of

your business, ???????." to get six more dialogue options. Don't pick

"There are better things than power, don't be a fool." or "I'm not

going to discuss this with you, as they don't go anywhere, and don't

pick "It don't know. But it doesn't have to be used for self-serving,

evil purposes."

That leaves us with "You can't take an empire with you when you die.

You should know that.", "There is much good that can be done with that

power. That is more important.", and "With that power comes great

responsibility." All three of these options will improve ???????'s

alignment by one. He'll respond by saying "After... after all you've

been through? With the taint in your soul, you still believe this?"

Respond "I do." If you have at least two positive alignment increases at

this time, ??????? will say "I believe your words may have merit,

<CHARNAME>. My own methods did not end well... and I have no desire to

return to the Abyss when I perish next." At this time, ???????'s

alignment will change to Chaotic Good and he'll say "Perhaps it is time

to rethink my views. I shall have to think on your words most

carefully."

o=========o

|Banter #4|

o=========o

If you had at least one point towards changing ???????'s alignment for

the better and followed my advice during banter #3, you should get the

following for banter #4.

??????? says: "I... have been considering your words. I have changed

my outlook, and think perhaps it may be a good thing.

I feel I must thank you."

You have three options-but they all result in the same responses from

???????... this is just a "hey, I'm a good guy now!" banter.

Valygar {CHR021}

o======================================================================o

Male, Human, Ranger (Stalker), Neutral Good

Str 17, Dex 18, Con 16, Int 10, Wis 14, Cha 10

Starting Proficiencies:

Katana ++

Dagger +

Spear ++

Long Bow ++

Two Weapon Style ++

Overview:

---------

Notice that his physical stats are identical to Yoshimo's... anyways,

Valgyar is a good Ranger, so you won't be using him in any legit evil

party. Also he's got the Stalker kit, which makes him good at back-

stabbing and gives him the ability to cast Haste, which is always handy.

There are few downsides with him, in fact, so few that he's a very

considerable substitute for Minsc if you're willing to invest an item

of Giant Strength in him. He comes built for two-weapon fighting, and

despite his need to stay in lighter armor, his Dexterity makes this

a real possibility. Nothing really bad to say about Valygar, really,

save his location kind of sucks... and he'll be waiting for gear for

a long time. Waiting for Katanas to open up, waiting for items of

Giant Strength... he needs a lot of gear set aside for other characters,

but he'll eventually get all he needs-and more-in Throne of Bhaal. I'm

also indisposed towards picking him over Minsc, who is, after all, an

old friend from Baldur's Gate 1.

How to Use Valygar Effectively:

-------------------------------

See that 18 Dexterity? See those proficiencies? They give you good

incentive to actually follow through on the Two-Weapon Style

dual-Katanas thing. The only problem is, of course, that I've co-opted

Katanas for my protagonist, so what to do? Well, he's already got a

rank in Daggers. Get Specialized in Daggers, and Master in Two Weapon

Style. This will allow him to use whatever Daggers Jaheira isn't using

(she certainly doesn't need BOTH Boneblade +4 and Fire Tooth +3, if

Valygar is needy.) All in all, it's a great set-up. He'll have to use

second-rate Katanas for most of the game, but he'll survive well

enough-there are plenty of +2 Katanas that my protagonist will not have

any use for, like Malakar +2, Dak'kon's Zerth Blade, or hell, even his

own Corthala Family Blade. In Throne of Bhaal, my protagonist will hand

off Celestial Fury, which is a good upgrade for Valygar, and in the

long run he can aspire to dual-wielding the Dagger of The Star +5 and

Hindo's Doom +4. Give him the White Dragon Scale and he'll have a -6

Armor Class with nothing else equipped, and once Jaheira hands down her

Girdle of Hill Giant Strength, he'll be doing pretty well. He's not as

potent with the whole backstabbing thing as our Fighter/Mage/Thief

protagonist will be, and he's probably not even as lethal in melee as

Minsc or ??????? with the Ravager +6, but that doesn't mean he's a

waste of a character. If you prefer having another front-line melee

warrior with a backstab dynamic over Minsc's more traditional range and

reach approach, Valygar does that quite well.

Recruiting Valygar:

-------------------

You can find him in the Umar Hills area (AR1100) in his house marked on

the map as 'Valygar's Cabin' (AR1101). To keep him, you're going to

need to take him back to Athkatla and deal with the Planar Sphere in

the Slums District [WLK016].

Viconia {CHR022}

o======================================================================o

Female, Elf, Cleric, Neutral Evil

Str 10, Dex 19, Con 8, Int 16, Wis 18, Cha 14

Starting Proficiencies:

War Hammer +

Mace +

Sling +

Overview:

---------

Our old Dark Elven gal-pal has become a bit wiser since the first

game... not wise enough to avoid nearly getting burnt to crisp by

bigots, but still... This will give her a few more low-leveled spells,

but otherwise not much has changed. She still has her great Dexterity

and her Magic Resistance keeping her safe, but in Baldur's Gate 2 Magic

Resistance is purely beneficial... no more will you resist healing and

spell buffs from your own party members. If anything, this makes Viconia

even more potent this time around. She does have two glaring weaknesses

however, and you should be able to spot them just by looking over her

attributes. Her Strength is abysmal for a character who'll be in melee

combat often-putting some Strength-boosting items on her is mandatory

before she can ever wear any armor worth talking about. Also her low

Hit Points offset her Dexterity and Magic Resistance quite a bit. In

the first game we could get her early enough to roll her Hit Points

ourselves-she ended the first game with 60 Hit Points for me, but she

will only start this one with 44, if you get to her as early as

possible. That's just pathetic. She even has fewer Hit Points than

Edwin! It's the most serious weakness she has, far more severe than her

Strength issue, which can be covered up with a Giant Strength band-aid.

On the plus side, you can give her the Girdle of Fortitude, or much

later on, Draw Upon Holy Might, although in the latter case she'll need

to be 24th level to make the most of that spell. As far as melee combat

goes, she will never be in the same league as Jaheira or Anomen, but

with her Magic Resistance and Armor Class she can at least compete. Get

her good armor, a good shield, and some Strength and she's a great

defensive character. She's also a romantic option this time aroud,

provided you can put up with her provocative stories, mood swings, and

general hatred of the fact that she's falling for you.

How to Use Viconia Effectively:

-------------------------------

When you have a point to spend, get her a proficiency point in Flails so

she can use the Flail of the Ages. A better weapon for her you will not

find, as Crom Faeyr is a bit of a waste on her. Her high Charisma, good

defensive qualities, and ability to equip the Sensate Amulet all combine

to make her a decent party leader.

Recruiting Viconia:

-------------------

Good old Viconia can be found in the Government District of Athkatla

(AR1000) at (x=1820, y=1080). Once again, she's gotten herself in

trouble. In the first game you had to save her from a Flaming Fist

Mercenary, but in this game she's gotten captured by an angry mob. It

makes me wonder why she left your company after the first game... In any

event to recruit Viconia you'll have to save her. If you screw around

too long she'll be burned alive and you'll have lost access to the best

evil Cleric in the game. Click on the logs next to her twice to set her

free. You'll have to fight three Fanatics-none of which are very strong-

for letting her go. Afterwards she'll ask to join up. If you take her

along you'll lose two points of reputation, just like in the first game,

but this is a minor penalty for such a good Cleric.

Yoshimo {CHR023}

o======================================================================o

Male, Human, Thief (Bounty Hunter), True Neutral

Str 17, Dex 18, Con 16, Int 13, Wis 10, Cha 14

Starting Proficiencies:

Katana +

Dagger +

Short Bow +

Single Weapon Style +

Overview:

---------

Well, he's a Thief, and the lamest of the Thief Kits at that. He's got

good stats otherwise though, and his Find Traps skill starts out at 100,

which is all you'll ever really need. His Pick Pockets is only 25

however, so to do some early game stealing you'll need to invest some

Potions of Master Thievery into him. Really, he'll have to chug them by

the half dozen to do any stealing. He's also promising because you can

dual-class him into a Fighter and make him significantly more useful.

Alas, I wouldn't put too much stake in him, as he will not accompany to

the end of the game. Take him with you until you get Imoen back, but the

evil party is left bereft of a Thief still.

How to Use Yoshimo Effectively:

-------------------------------

I wonder if there's really any point to this section? Yoshimo is...

well, I better keep up appearances, eh? As a single-classed Thief,

Yoshimo sucks. Fortunately, he's got a 17 Strength, and hence, is

capable of dual-classing into a Fighter, which is a far, far superior

build than continuing as a Thief. Given Yoshimo's short-term status,

however, you might not want to bother. You'll need him as a Thief, and

you probably won't get enough experience to make the dual-class option

pay off. Equip him with Short Bows and let him shoot at foes, disarm

traps, and generally act as a marginal character until you get Imoen

back.

Recruiting Yoshimo:

-------------------

After making your way to the second level of Irenicus' Dungeon (AR0603),

you'll run across Yoshimo, who is only too eager to join up with your

party and get the hell out of there.

***SPOILERS***

You have been warned, if you don't want spoilers don't read ahead.

Yoshimo is a promising Thief, at least if you dual-class him into a

Fighter. But he suffers from one crippling, inextricable, problem. He is

going to betray you if you take him to Spellhold, as Irenicus has geased

him. Without getting into it too deeply, one of two things happens to

Yoshimo. He attacks you at Spellhold and you're forced to kill him, or

if you leave him behind, he'll die upon sight of the party once they

return from Spellhold. I have heard of one way to get around this. You

MUST leave him behind in Athkatla instead of taking him to Spellhold.

When you come back you must talk to him BEFORE he can die and have him

rejoin your party. Then when he dies (and he will) you can simply raise

him. He has no more banters, and nobody will interact with him, but you

CAN keep Yoshimo with this exploit. Since it's clearly outside what the

creators of the game intended, I write him off as a dead man after

Spellhold, but if you're an evil party who is in desperate need of a

Thief, this is a way to keep Yoshimo. If you keep him alive you'll get a

character with great fighting stats and crappy proficiencies. Whether

you have a good or evil party, I'd suggest dual-classing him into a

Fighter and getting him as many ranks into Halberds and the Two Handed

Style as possible, allowing him to use the Ravager Halberd you'll

eventually get. In a good party he'd replace Minsc, and in the evil

party he'd fill a hole that otherwise needs to be plugged with a

protagonist Thief or player-created side-kick. He's certainly more

useful than Jan. In any event, if you bring Yoshimo along with you to

Spellhold, at least you'll get a ton of experience for it-eventually.

Table of Character Attributes {CHR024}

o======================================================================o

For reference purposes, here's a list of the attributes of the

characters you may recruit in the game. It should help you compare their

strengths and weaknesses and plan for item distribution accordingly.

I also threw in some useless 'averages', just because it interested me,

and by deduction, every other sentient being in the universe.

o=======o=======o=======o=======o=======o=======o======o

| Str | Dex | Con | Int | Wis | Cha | Total|

o=======o=======o=======o=======o=======o=======o======o

Aerie | 10 | 17 | 9 | 16 | 16 | 14 | 82 |

|-------|-------|-------|-------|-------|-------|------|

Anomen | 18/52 | 10 | 16 | 10 | 12 | 13 | 79 |

|-------|-------|-------|-------|-------|-------|------|

Cernd | 13 | 9 | 13 | 12 | 18 | 15 | 80 |

|-------|-------|-------|-------|-------|-------|------|

Dorn | 19 | 16 | 14 | 10 | 15 | 16 | 91 |

|-------|-------|-------|-------|-------|-------|------|

Edwin | 10 | 10 | 16 | 18 | 10 | 10 | 74 |

|-------|-------|-------|-------|-------|-------|------|

Haer'Dalis | 17 | 17 | 9 | 15 | 13 | 16 | 87 |

|-------|-------|-------|-------|-------|-------|------|

Hexxat | 20 | 20 | 14 | 14 | 12 | 18 | 98 |

|-------|-------|-------|-------|-------|-------|------|

Imoen | 9 | 18 | 16 | 17 | 11 | 16 | 87 |

|-------|-------|-------|-------|-------|-------|------|

Jaheira | 15 | 17 | 17 | 10 | 14 | 15 | 88 |

|-------|-------|-------|-------|-------|-------|------|

Jan | 9 | 17 | 15 | 16 | 14 | 10 | 81 |

|-------|-------|-------|-------|-------|-------|------|

Keldorn | 17 | 9 | 17 | 12 | 16 | 18 | 89 |

|-------|-------|-------|-------|-------|-------|------|

Korgan | 18/77 | 15 | 19 | 12 | 9 | 7 | 80 |

|-------|-------|-------|-------|-------|-------|------|

Mazzy | 15 | 18 | 16 | 10 | 13 | 14 | 86 |

|-------|-------|-------|-------|-------|-------|------|

Minsc | 18/93 | 16 | 16 | 8 | 6 | 9 | 73 |

|-------|-------|-------|-------|-------|-------|------|

Nalia | 14 | 18 | 16 | 17 | 9 | 13 | 87 |

|-------|-------|-------|-------|-------|-------|------|

Neera | 11 | 17 | 14 | 17 | 13 | 11 | 83 |

|-------|-------|-------|-------|-------|-------|------|

Rasaad | 16 | 16 | 14 | 11 | 14 | 14 | 85 |

|-------|-------|-------|-------|-------|-------|------|

??????? | 18/00 | 17 | 18 | 17 | 10 | 15 | 95 |

|-------|-------|-------|-------|-------|-------|------|

Valygar | 17 | 18 | 16 | 10 | 14 | 10 | 85 |

|-------|-------|-------|-------|-------|-------|------|

Viconia | 10 | 19 | 8 | 16 | 18 | 14 | 85 |

|-------|-------|-------|-------|-------|-------|------|

Yoshimo | 17 | 18 | 16 | 13 | 10 | 14 | 88 |

|-------|-------|-------|-------|-------|-------|------|

"Average" PC | 14.81 | 15.81 | 14.71 | 13.38 | 12.71 | 13.43 | 84.86|

o======================================================o

Note: The average result of a 3d6 dice roll is 10.5 (3.5 per d6).

Bioware and Overhaul Games were using some loaded dice to come up with

a lot of those attributes. Then again, if these were 'average'

characters, they wouldn't be worthy traveling companions, right? It's

also obvious that many of these characters are blatant archetypes, but

we all love archetypes. Still, we don't get some of the randomness that

we saw in some of the Baldur's Gate 1 characters... or in real Dungeons

and Dragons. The great thing about anomalies, however, is the

possibility to dual-class, and in Baldur's Gate 2 major

character-building is largely-and rightfully-over.

It also amuses me that the stats that Bioware and Overhaul games found

the least useful-Wisdom and Charisma-are the stats that I found the

least useful in my days as Dungeon Master. (If I bothered to average

out stats for Baldur's Gate 2 characters, you can bet I have

spreadsheets of old campaigns and characters of my own). Many

characters that are fun to play aren't nice (everybody likes to

play a jackass, from time to time) and/or they aren't wise. Crazy

characters... or more politely, dangerously uninhibited characters...

are often more fun to play than characters who are responsible,

cautious, and deliberate. I think these are universal traits that

most long-time players will discover if they bother to average out

their PC and NPC attributes.

I must also point out that the characters in Baldur's Gate 2 are

decidedly superior to the Baldur's Gate 1 characters, being close in

two of the six attributes, and a point on average superior in Strength,

Constitution, Wisdom, and Charisma, and having an average total of

84.86 compared to 80.79 in the last game. The main reason for this is

the fact that there are much fewer 'junk' characters in this game-higher

stakes require stronger allies. Only three of the potential allies in

this game have a total attribute spread of less than 80 points, while

eight of the twenty-nine recruitable characters in Baldur's Gate 1 had

less than 80 points. It also doesn't hurt that many of the Baldur's

Gate 1 characters who made it into the sequel have higher attributes in

the sequel.

Out of 29 characters in the first game, four had exceptional (18+)

Strength. Two of them made it into the sequel. In the sequel six out

of the 21 characters have exceptional Strength.

Out of twenty-one characters in this game, only four do not receive a

bonus to Armor Class from their Dexterity. Of the seventeen characters

who have a bonus to their Armor Class, seven of them have a +4 or

greater bonus to Armor Class.

No character in the game has a higher-than-useful Constitution (a Mage

with 17 or 18 Constitution, for example.) No characters receive a

penalty to their Hit Points from Constitution. Seven Characters do

not receive a bonus to their Hit Points from Constitution. Seven of the

seventeen characters in the game have a Constitution score of 16. All

of the Enhanced Edition characters have a 14 Constitution.

Seven of twenty-nine characters had a Charisma score of less than ten

in the first game. Only two have a Charisma of less than ten in this

game. Thirteen characters have a Charisma score of 14 of greater.

We're a pretty bunch, all around.

Chart of Characters by Role {CHR025}

o======================================================================o

Below is a list of all the recruitable characters in the game and the

different roles they fill. This will list what roles-both in combat and

out-each character is best suited for. In addition, below this chart I

will explain the roles more in-depth, and include why some characters

meet certain qualifications whereas others do not.

Fighter

|Cleric

| |Mage

| | |Thief

| | | |Leader

| | | | |The Brawling Hands

| | | | | |Needs Giant Strength

| | | | | | |Good

| | | | | | | |Neutral

| | | | | | | | |Evil

o===o===o===o===o===o===o===o===o===o===o

Aerie | | X | X | | | | | X | | |

o===o===o===o===o===o===o===o===o===o===o

Anomen | X | X | | | | X | | | X | |

o===o===o===o===o===o===o===o===o===o===o

Cernd | | X | | | | | | | X | |

o===o===o===o===o===o===o===o===o===o===o

Dorn | X | | | | X | | | | | X |

o===o===o===o===o===o===o===o===o===o===o

Edwin | | | X | | | | | | | X |

o===o===o===o===o===o===o===o===o===o===o

Haer'Dalis | | | | | | | X | | X | |

o===o===o===o===o===o===o===o===o===o===o

Hexxat | | | | X | | | | | | X |

o===o===o===o===o===o===o===o===o===o===o

Imoen | | | X | X | | | | X | | |

o===o===o===o===o===o===o===o===o===o===o

Jaheira | X | X | | | X | | X | | X | |

o===o===o===o===o===o===o===o===o===o===o

Jan | | | X | X | | | | | X | |

o===o===o===o===o===o===o===o===o===o===o

Keldorn | X | | | | X | X | X | X | | |

o===o===o===o===o===o===o===o===o===o===o

Korgan | X | | | | | X | | | | X |

o===o===o===o===o===o===o===o===o===o===o

Mazzy | X | | | | X | | X | X | | |

o===o===o===o===o===o===o===o===o===o===o

Minsc | X | | | | | | | X | | |

o===o===o===o===o===o===o===o===o===o===o

Nalia | | | X | X | | | | X | | |

o===o===o===o===o===o===o===o===o===o===o

Neera | | | X | | | | | | X | |

o===o===o===o===o===o===o===o===o===o===o

Rasaad | X | | | | | | X | X | | |

o===o===o===o===o===o===o===o===o===o===o

??????? | X | | | | X | | | | | X |

o===o===o===o===o===o===o===o===o===o===o

Valygar | X | | | | | | X | X | | |

o===o===o===o===o===o===o===o===o===o===o

Viconia | X | X | | | X | | X | | | X |

o===o===o===o===o===o===o===o===o===o===o

Yoshimo | | | | X | | | | | X | |

o===o===o===o===o===o===o===o===o===o===o

Fighter: Characters who can meet foes in melee combat with regular

success. These characters typically have decent Hit Points, a good

THAC0, and multiple attacks per round. Heavy armor for an exceptionally

low Armor Class is also a must. A Cleric is typically better at fitting

into this category than a Ranger or Thief, since they do not work as

well with heavy armor... and the main point of a Fighter is to tank.

A character who is a multi-class Cleric may not meet the criteria to be

a Fighter (such as Aerie) because she cannot wear heavy armor and get

into combat, and her lower Hit Points and THAC0 progression make her in

every way a less appealing combatant than, say, Viconia, who might not

be ideal, but is otherwise comparably superior. Although Cernd and

Haer'Dalis are weak in armor like Minsc and Valygar, the latter two have

better options with their proficiencies (such as specialization) a lower

THAC0, and better Hit Points. Most importantly, they will both get

Greater Whirlwind, where Cernd and Haer'Dalis do not, making them much

better at fitting into a Fighter role, despite their lack of heavy

armor. Hexxat, despite her Strength, will not gain multiple melee

attacks per round, Specialization, or Whirlwind Attack, nor is she

overly well-protected by armor or Hit Points, making her a decidedly

poor Fighter, despite being a heavy-hitter.

<---------------------------------------------------------------------->

Cleric: In order to meet this classification, a character must not only

be able to heal, but be able to cure poisons, diseases, restore drained

levels, and cast higher level Clerical spells. A Druid fits into this

category just fine in Baldur's Gate 2 thanks to the expanded variety of

healing spells. Clerics in Baldur's Gate 2 are pretty simple, if they

have the class, they work. In this regards, a Cleric is almost like a

Thief, it's almost useless on its own (and a poor choice for a main

character). You should pick what Cleric you want to use not because you

need one, but because of what other things in addition to Clerical

power the Cleric brings to the table.

Anomen has the benefits of a dual-classed Fighters THAC0 and Hit Points.

Jaheira is a multi-classed Fighter/Druid who can specialize in weapons

and learn Greater Whirlwind. Viconia has magic resistance and a great

Dexterity, making her a superior defensive character. Aerie, in

addition to her Clerical abilities can cast Mage spells, although she

suffers in weapon and armor selection.

<---------------------------------------------------------------------->

Mage: The requirements for a Mage are much steeper in Baldur's Gate 2, a

Bard no longer cuts it... and a triple-class character might not either.

Ideally a Mage should be able to cast Finger of Death, Horrid Wilting,

Spell Trigger, Time Stop, and Comet. If they can't cast those, they

need not apply.

Edwin is the best pure Mage in the game, gaining an extra spell per

level (above what being a Conjurer gives him) with no downsides. You

really can't do better, yourself. Neera occupies the second spot, even

though I loathe Wild Mages, I can't argue that her extra spells per

day makes her superior to Imoen. Imoen/Nalia will satisfy your need for

a Thief, as well as provide the third-most potent selection of Mage

spells in the game. Aerie is multi-classed, which will slow her down,

and overall she's not as good of a Mage as either Edwin or Imoen/Nalia,

but since she's not a specialist she does place ahead of Jan, who cannot

cast Necromantic spells.

<---------------------------------------------------------------------->

Thief: A Thief only needs to be able to find and disarm traps.

Everything else can be done another way. Thus, Bards and Rangers do not

qualify as Thieves, even though they can use some Thief skills.

A Thief is in all honesty a waste of a class. With dual-or-multi-

classing it's a valuable asset to be able to hide and backstab, but not

on its own. You'll notice that very few characters can actually fit this

role, the best of which are Hexxat and Yoshimo. Hexxat, as powerful as

she may be in some respects, is still a single-classed Thief, with all

the limitations that'll make her less appealing as the game goes on,

and Yoshimo, even though he can dual-class into a Fighter, he's not in

it for the long haul, This leaves us with with Jan, Imoen, or Nalia.

Imoen's prowess as the third best Mage in the game makes her a shoo-in

for a good party, but evil parties are left with Jan. He's serviceable,

and with a bow is a decent addition, probably better than Haer'Dalis,

in any event. The best thing an evil party can do, however, is to either

have a main character who is at least in part a Thief (Fighter/Thief,

Fighter/Mage/Thief, etc), or was dual-classed from a Thief at one point.

<---------------------------------------------------------------------->

Leader: Technically anybody can be a leader, but to be a good leader,

you need to have a high Charisma, and you need to be durable enough to

survive in the front. This narrows our selection down a bit, but with

the Sensate Amulet and the Armor of Balduran, even a modest Charisma of,

say, 14 can get up to snuff. This role isn't a huge deal, as you can

simply switch out a character with low Charisma for one with higher

Charisma when you need to do some shopping. Of course, the Ring of

Human Influence makes this role available to anybody able to endure the

punishment of being in front-provided they've a ring slot to spare.

<---------------------------------------------------------------------->

The Brawling Hands: This character needs The Brawling Hands to excel.

These are typically Fighters with a low Dexterity (and hence, a poor

Armor Class). Ideally almost every character could use these, but this

category is for otherwise decent characters who become much stronger by

equipping the gauntlets. This is not a category for characters who do

not fit into a fighting role, or characters who will still perform

poorly in combat with them. It's also not for characters who really

don't need these gauntlets to excel. If it's not lowering their Armor

Class by three or four points, they probably don't need it.

<---------------------------------------------------------------------->

Giant Strength: These characters need a boost to their Strength to be at

peak efficiency, pretty much regulating this to Fighter-role characters.

Since there are multiple such items in the game, including the Hands of

Takkok, a Girdle of Hill Giant Strength, a Girdle of Stone Giant

Strength, a Girdle of Frost Giant Strength, a Girdle of Fire Giant

Strength, Crom Faeyr, Angurvadal, and the Runehammer, to name a few,

you have lots of opportunities to address this problem. Your goal should

always be to match the best benefits with the best warriors. Obviously

a character with two attacks a round will make better use of a higher

Strength than a character with one. Practically, however, most of these

items come later in Shadows of Amn or in Throne of Bhaal, so this guide

is more to give you an idea of who to equip the Girdle of Hill Giant

Strength and the Hands of Takkok on, rather than clue you in to who will

eventually need a Strength-boosting item.

<---------------------------------------------------------------------->

Good: Characters of Good alignment. These characters can travel with

Neutral characters, but might fight with characters of Evil alignment

(especially Keldorn).

<---------------------------------------------------------------------->

Neutral: Characters of Neutral alignment. Note neutrality is secondary

to Good and Evil. Chaotic and Lawful characters do not cause problems.

A Neutral character can travel with either Good or Evil characters,

although not without some friction.

<---------------------------------------------------------------------->

Evil: Characters of Evil alignment. These characters can travel with

Neutral characters. but might provoke Good characters. This doesn't mean

all Evil characters will get along peachy, but it does mean that they

won't defect.

Suggested Parties by Role {CHR026}

o======================================================================o

These are my suggestions for characters, based on their Strengths. The

order of the character DOES indicate how well I feel they'll fit their

role (i.e.: Keldorn is a better party leader than Viconia because he's

named first.) Although keep in mind this doesn't really rate their

overall usefulness (Korgan's brute Strength over Keldorn's Dispel Magic,

True Sight, and Holy Avenger) it just rates how well they fill a role.

Overall it's nothing to get your panties in a twist over. Somebody had

to come first, and with how few characters there are and with the

variety of pros and cons they have it's mostly a matter of opinion.

Also, you'll obviously have to exclude a party member to make room for

your main character, although whom you exclude will pretty much be

resolved by what class your protagonist is.

Leader (1): Keldorn, Dorn, Viconia, Jaheira, ???????, Mazzy

Fighter (2): Korgan, Keldorn, ???????, Dorn, Jaheira, Minsc, Valygar,

Mazzy, Anomen, Viconia, Rasaad

Cleric (1): Viconia, Anomen, Aerie, Cernd

Mage (1): Edwin, Neera, Imoen, Nalia, Aerie, Jan

Thief (1): Hexxat, Jan, Imoen, Nalia

Example Evil Party

Leader: Dorn

Fighter: Korgan

Fighter: Jaheira/???????

Cleric: Viconia

Mage: Edwin

Thief: Hexxat

Dorn is as good of a party leader as you can get-he's got more

Charisma than Viconia, and he's a tried-and-true front-line warrior.

Korgan is probably the best Fighter in the game, and Jaheira, while

not seeming like much of a Fighter, has many benefits that make her

more appealing than any other character-Insect Plague, Iron Skins,

Greater Elemental Summoning... so what if it takes her three million

experience to mature in Throne of Bhaal? Better to take a while to

become great than settle for a character who isn't as good. Once you

get to Throne of Bhaal you can recruit ??????? and replace Dorn, if you

feel like it, since the two fight similarly and ??????? has superior

attributes. Viconia is just the only good Cleric option the evil party

has-just as well, as she's a damn good Cleric. She's not much of an

offensive character, but she's got great defensive characteristics,

including a high Dexterity and Magic Resistance. Edwin is by and far

the best Mage the game has to offer, leaving only the Thief... Hexxat

is as powerful as a single-class Thief as you can hope to get, but

that's still not good enough in my mind. Her slew of resistances and

high attributes just doesn't make up for the fact that she'll never

get enough attacks nor will she be physically sturdy enough to compete

with any of the warriors, nor can she cast spells like Jaheira and

Viconia can. The best option the evil party has is for a Thief-classed

protagonist, since Imoen and Nalia are both Good-aligned.

Example Good Party

Leader: Keldorn

Fighter: Jaheira

Fighter: Minsc/???????

Cleric: Anomen

Mage: Neera/Imoen/Nalia

Thief: Imoen/Nalia

Keldorn is a great party leader, as his Paladin class ensures he's got a

good Charisma. Also he's relatively well-off in the Armor Class

department, although he needs The Brawling Hands to bring him up to

snuff, especially considering he won't be carrying a shield. His ability

to Dispel Magic and use True Sight makes him phenomenal for destroying

enemy Mages, and he's an overall great character. Jaheira can specialize

in weapons, wear heavy armor, and use a shield. With her improved

attributes she also has a good amount of Hit Points and Armor Class,

making her a good Fighter. She might not be as great as Keldorn and

Anomen, but her compliment of Druidic spells puts her well above any

competition she might have. Minsc is a secondary Fighter, and can be

substituted for Valygar, who serves much the same role. There are some

issues with Valygar that make me pick Minsc over him, however. He's a

good bit off the beaten path, whereas you get Minsc right in the first

dungeon. Oh, his lower Strength makes him more of a liability, too, and

the fact that he's built to fight with two katanas means he won't be

staying out of melee like Minsc (not to mention the competition he'll

provoke for other katana-users.) ??????? makes a good replacement for

Minsc, if you don't mind doing a little roleplaying to change ???????'s

alignment, and if you won't miss the stealth too much. Anomen is pretty

much the mandatory Good Cleric... there just isn't another one in the

game besides Jaheira, and it's always best to have two characters who

can heal. That's not to say he's baggage, mind you. His high Strength

and starting proficiencies means he'll be as deadly as... well, as most

Fighters, even if he won't have access to Whirlwind Attack. Stick Crom

Faeyr on him, or his holy symbol, and you've got a pretty damn strong

'Cleric'. Lastly, we have Imoen/Nalia, who are practically identical.

Again, the lack of a dedicated Thief makes one of them mandatory, as

well the fact that there's no Good Mage in the game. They fill dual-

roles, both of which the Good party desperately needs filled. And no,

I don't consider Jan a viable replacement. If you don't need a Thief...

well, I'd suggest you still stick with Imoen/Nalia, but even Aerie is a

better choice than Jan.

Good Party versus Evil Party {CHR027}

o======================================================================o

Now, hopefully I've stated enough about your potential allies and their

relevence in a party to help you build up an idea of what to expect

from each party member-and in combining all the characters in the game,

what to then expect from your party as a whole. However, in case it

wasn't clear enough, I've made this section to cover the differences

between the parties so you'll know exactly what's going on. Note that

much of this information is found throughout the Walkthrough itself,

and in the character and party descriptions above. This is merely a

condensed and direct comparison of the strengths, weaknesses, and

resulting tactics covered above.

Party Composition

<---------------------------------------------------------------------->

This shouldn't be so very complex. In my mind, the game decides who

you will travel with as soon as you pick your alignment-with a few

exceptions. First, let me reiterate. You get five party members plus

your protagonist, which is well shy of the total number of characters in

the game. However, since good and evil don't mix, you can only pick so

many to take with you. If you grab Keldorn, you're not travelling with

Korgan, Edwin, or Viconia, and so on. Throw in some useless allies like

Cernd and Jan, and consider that Nalia is just a cheap copy of Imoen,

and you've thinned the ranks. Then there are the dubious characters-

Haer'Dalis, Mazzy, and Aerie, who are hard to fit into a party for

various reasons-mostly because, although they're decent, they're just

over-matched. Yoshimo is a long-term bust (don't plan a party around

him) and that leaves us with only one real choice... do we bring along

Minsc or Valygar in the good party? Much, much later on in the game,

??????? joins up, at which point you must decide... ditch whatever extra

characters you're dragging along in the evil party (likely Haer'Dalis),

or in the good party ditch Minsc/Valygar, or tell ??????? to take a

walk.

The Protagonist

<---------------------------------------------------------------------->

Ideally a protagonist is simply the strongest character on the screen

at any given time-a Fighter/Mage is really the way to go, in my

opinion. Being able to hold the front-line is good, but being able to

lend Mage support while you're at it is even better, and the

Time Stop/Greater Whirlwind tactic just isn't fair... In a good way!

As far as gear is concerned, a Fighter/Mage can soak up the attacks

of enemy spellcasters (read: Liches) without getting scratched once

the Cloak of Mirroring is obtained. Ilithids are another foe that is

best handled almost exclusively by a Fighter/Mage. With good combat

stats, a decent Armor Class, and protective spells like Mirror Image

and Blur, there really is no better character for weathering psionics

and surviving Intelligence drain. Last but not least, our protagonist

Fighter/Mage can handle Vampires once the Amulet of Power is obtained.

This isn't quite as exclusive as the Illithid tactic, since other

classes (Clerics) can pick up the slack. Still, a Fighter/Mage is more

lethal in combat (better weapon selection and Greater Whirlwind Attack)

and has better defensive spells-all in all, it's the best anti-vampire

character you'll be able to easily build. That's three very dangerous

foes that can be completely negated by our protagonist. Of course,

they're not capable of handling everything-sometimes a Fighter is needed

for brute work, or a Mage is needed to caster higher-level spells (or

numerous low-level spells) that the Fighter/Mage just can't access-yet.

When you slap the Helm of Vhailor on a Fighter/Mage, all those perks

are doubled.

Life isn't so simple for the evil party, however. Imoen barely cuts it

as a Thief for the good party, but the evil party doesn't have access

to her. Yoshimo isn't in it for the long run, and Hexxat-potent as she

is-is still a single-class Thief. And no, I do not consider Jan a

serious option. How then, do we obtain those awesome perks of being a

Fighter/Mage and still introduce a decent Thief into the party? Easy,

make a Fighter/Mage/Thief instead. Is it as good as a Fighter/Mage? No,

your spell progression will be even more stunted, as will your Hit

Points and THAC0 progression, and you'll never get 9th-level Mage

spells (without cheating). On the other hand, all the tactics otherwise

fit seamlessly (save Time Stop/Greater Whirlwind, obviously), and the

Fighter/Mage/Thief gains a few very important benefits. First, being

able to create your own Thief is much better than borrowing an

recruitable Thief. Imoen can't upgrade her Thief skills any-but you

can. No stupid kits (Yoshimo), no annoying turnip-Gnomes (Jan), and no

dragging a single-classed Thief along (Hexxat). Second-and best of

all-is the backstabbing. Adding x5 damage to an already potent

Bhaalspawn almost ludicriously strong. Of course, many enemies will be

immune (no cheap-shots on that dragon!) but for most enemies... it'll

make you forget that you're playing what I view as the weaker of two

alternatives.

Jaheira

<---------------------------------------------------------------------->

Jaheira is not an optional character in my mind. Not in Baldur's Gate,

or in Baldur's Gate 2. Since she's become even stronger in the sequel,

this is a no-brainer. Every party should have Jaheira. She can assist

the Clerics in healing and buffing, her Hit Points are some of the best

you'll find on a recruitable character, she has the THAC0 and armor to

compete in melee, and she's neutral-every party can have her (albeit,

with some friction.) Her Druid levels allow you to gain the benefits of

a Druid, without actually having to suffer the crappiness of an actual

Druid. And Insect Plague just wins... well... much of Shadows of Amn,

really. It's the go-to spell of the early-to-mid game. When Jaheira

levels up, her tactics change, but if anything she gets even stronger.

When she starts getting high level abilities, she'll be able to compete

with the best Fighters in the game with her Greater Whirlwind Attacks,

and if she learns Summon Elemental Prince she can call upon one of the

strongest summoning spells in the game. Finally, a high Armor Class and

Iron Skins makes her the closest thing to a Fighter/Mage the game offers

in terms of brute survivability.

Fighters

<---------------------------------------------------------------------->

As far as I'm concerned, this is a real easy choice. Keldorn can gain

access to a very powerful exclusive weapon and whatever he lacks in

attributes, he makes up for with True Sight and super-powered Dispel

Magic. An easy choice for the good party. Korgan is the best pure

Fighter in the game. Enough said, and an easy choice for the evil

party.

Clerics

<---------------------------------------------------------------------->

Here you have some options-watch as I whittle them down. Cernd doesn't

count for much as a Cleric. Not that Druids can't compete... wait...

they really can't. Well, that's settled. That leaves us with Aerie,

Anomen, and Viconia, and when push comes to shove, Aerie clearly loses

the contest. Viconia and especially Anomen are decent Clerics, although

Viconia is the fastest-progessing Cleric thanks to her single-classed

status. Still, this is a matter of a marginal bit of experience, in

exchange for which Anomen has much higher Hit Points, lower THAC0, and

all the other perks of dual-classing as a Fighter. What they both can

do that Aerie cannot is participate in melee combat from the moment

you recruit them. Sure, Anomen's Dexterity sucks, and Viconia has

Hit Point and Strength issues, but a Girdle of Hill Giant Strength

fixes Viconia's problem, and Anomen can just strap on a shield. Aerie,

however, has to mind her Mage limitations, and offers no easy solution.

Aerie's slow progression kills whatever usefulness she might have had-

she's not a good candidate as either the party Mage or the party Cleric.

On the other hand, Viconia's Armor Class and magic resistance make her

a potent defensive character, and Anomen's Hit Points and Strength

make him a sturdy front-liner. Anomen for the good party, Viconia for

the evil party.

Mages

<---------------------------------------------------------------------->

We have a variety of Mages to choose from, but let me expel two right

off the bat. Aerie's slow progression makes her less-than-ideal as

either the party Mage or Cleric. In particular, Edwin, Imoen, and

Nalia all out-progress her. Jan suffers from the same problem... and on

top of that, he's a specialist Mage whose class prohibits him from ever

casting any of a variety of potent Necromancy spells. No thanks. Now

that we're done with that, we have the aforementioned three. Edwin is

the evil party Mage pretty much by default. He'll cast more spells per

day than any Mage you can make, and this allows us to ignore his lack of

Identify and True Sight. On that note, since Edwin just has so much

more spell-power than the good-party candidates, the evil party will

make much more use of spell-assaults, especially in the early-going.

Having two-extra spell-slots per level and unimpeded progression as a

Mage just allows Edwin to throw out a Slow or Chaos spell just about any

time he wishes-not to mention other late-game greats like Horrid

Wilting, Comet, and debuffs like Breach and Pierce Magic. Our good-

party candidates on the other hand includes a pair of dual-classed

Thieves... practically clones, in fact. This makes me think Nalia only

exists to supply you with an Imoen while the real Imoen is out of

reach. So that being the case, why not just go with Imoen? She's a

bit stunted when compared to Edwin, and you'll really notice how many

more spells per day Edwin gets. Even with a Fighter/Mage on the good

party versus a Fighter/Mage/Thief on the evil party, Edwin tips the

spell-power balance towards the evil side. And of course, Imoen has

better Thief abilities, making her absolutely necessary for a good

party.

True Sight

<---------------------------------------------------------------------->

One main tactic in the game for breaching enemy defenses and keeping

them honest is to use True Sight. You'll do this quite early in the

game, and it'll be necessary until the end credits roll. How you do it,

however, depends on who you've brought along. In this regards, the good

party has a huge advantage in Keldorn. His Inquisitor kit allows him to

use True Sight very early in the game, and quite often. He's really all

you need to bust enemy illusions. Of course, Jaheira will also be able

to pitch in, as will our Clerics, Anomen/Viconia. All that's left are

our Mages, and here Edwin shows one of his few-yet conspicuous-

shortcomings. Edwin can never learn Divination spells, and for the

most part, who cares? Sadly, one of the few spells (and certainly the

most harmful for Baldur's Gate 2) prohibited is True Sight. That means

the standard evil party will have no Keldorn, and their Mage-despite

his staggering number of spell-slots, can never memorize True Sight.

This leaves True Sight entirely up to Viconia and Jaheira. It's a

limitation, to be sure, but one that can be overcome.

Thieving

<---------------------------------------------------------------------->

Already touched upon in the Protagonist section is the issue of Thief

skills. The good party has Imoen, who is just good enough. The best

answer for the evil party is to have a Thief protagonist, but failing

that, Hexxat is as powerful of a single class Thief as you can hope

for.

The Sixth Wheel

<---------------------------------------------------------------------->

The sixth wheel is that extra character that sort of solidifies an area

already bolstered by other party members better suited to the role. For

the good party you can add one of two Rangers-Minsc or Valygar. Minsc is

my favorite choice, as... well, he doesn't need any Strength-boosting

gear, he's hilarious, and he was in the first game. Both have some bad

points, namely their absurd proficiencies. Both at least have Long Bows,

but they both also have two ranks wasted on Two Weapon Style. Neither

really has the Armor Class to pull it off, although Minsc's Two Handed

Sword specialization makes him more attractive, compared to Valygar's

Spear. My only guess is that, since Baldur's Gate 2 found itself

pressured by the release of 3rd Edition Dungeon and Dragons, the

developers decided to give both their Rangers Two Weapon Style. While

it's a feature of the class in 3rd Edition, in Baldur's Gate 2, it's

just a waste of points. Both can pull off stealth for scouting purposes,

both are decent warriors who will ideally contribute at a range, and

when proficiencies allow-with reach weapons that keep them out of direct

melee. Valygar can backstab (albeit poorly) and has a better Dexterity.

Misnc has better armor selection, and better Strength.

The Enhanced Edition has been very kind to the evil party. In the

original game, after Edwin, Jaheira, Korgan, and Viconia, the well was

really running dry. This often led to us choosing to drag along ???????

or Haer'Dalis. The latter is fair enough in Shadows of Amn, while the

former is a heavyweight Fighter in Throne of Bhaal... but this lack of

continuity always left something to be desired. Enter Dorn and Hexxat,

two new characters that serve a role the evil party have long since

needed. Dorn serves as a less potent Keldorn-he's a great party leader

and front-line warrior. He doesn't have the great Inquisitor abilities

like Keldorn, but his Blackguard abilities at least come in handy once

in a while. Hexxat is an evil Thief, as potent of a Thief as you can

hope for. How to choose between the two? Well, despite Hexxat's

potency, the qualifier in the above statement is 'Thief'. A single-class

Thief just isn't a great character, no matter how... unusual... they

are. On the other hand, if you drag Hexxat along, you can drop the

'Thief' from the Fighter/Mage/Thief and go with a more potent

Fighter/Mage. Overall, however, I think Dorn is the more powerful

character.

Once you reach Throne of Bhaal, you can consider removing your 6th

wheel for ???????-unless, of course, you're using Hexxat as your

party Thief, in which case she's mandatory. ??????? has an edge on

Dorn in attributes, but the two are pretty close in potency. He does,

however, significantly out-class Minsc-Minsc's archery and stealth are

both becoming quite ineffective by Throne of Bhaal. Best of all,

depending on how you interact with ???????, his alignment can go either

way.

Character Builds and Weapon Loadouts {CHR028}

o======================================================================o

This is a section where I'll discuss some high-level tactics which will

become available for us once we start accumulating loot and levels.

Ideally, this is a section where I'll discuss various weapon load-outs

for various PCs. For most of the game, you'll use what you find, and

honestly your equipment will be more or less cobbled together

haphazardly in the early-going through mid-game. The gear you'll equip

will be determined by opportunity and starting proficiencies, and this

is obviously not an ideal way to make it through the game. However, as

we play through the game, you'll be developing your characters to

obtain the proficiencies they'll need to equip some of the best weapons

in the game. To that end, this section will describe these weapons and

their various combinations in some detail. If you don't want to know

what awesome weapons we'll be finding in this game, don't read any

more. And as an aside, this isn't an elitist gear rant, putting the

right gear on the right character is indeed a great deal of the

strategy this game requires, but building a character to suit the gear

is more foreknowledge, and not quick-thinking or adaptive practice.

Spell-buffing and micro-management are much more important tools for

surviving the few challenging encounters in this game... and of course,

knowing what you're facing, and what will hurt what you're facing, and

sheer luck. In large part, using good gear is a matter of common sense.

Anybody with two brain-cells to rub together will realize that Crom

Faeyr is an awesome off-hand weapon for the Strength-boost alone, and

that Celestial Fury is an over-powered weapon for how easily it can be

obtained. These are-in all honesty-fairly obvious builds, but it doesn't

take a keen intellect to realize that vorpal weapons are meant to be

used in the main-hand, followed by debilitating weapons (like Flail

of the Ages), and defensive or boosting items (like Hindo's Doom, Crom

Faeyr, and Angurvadal) make great off-hand weapons.

Best of the Best Two-Fisted Fighter

<---------------------------------------------------------------------->

Flail of the Ages + Axe of the Unyielding or

Flail of the Ages/Axe of the Unyielding + Hindo's Doom/Angurvadal

Suggested Characters: Korgan, Mazzy, Protagonist

Flail of the Ages is clearly the best one-handed non-edged weapon in

the game. At its best it deals 10 elemental damage per hit, gives its

user Free Action, +5% magic resistance, and has a 33% chance to Slow

without a save. On the other hand, you have Axe of the Unyielding,

which has a 10% chance to kill outright with no save, +1 Armor Class,

+1 Constitution, and a regeneration rate of three Hit Points per round.

Both offer considerable defensive bonuses-which can be obtained just as

well on the off-hand, so what we have is an offensive comparison. In

this case, it seems that the Flail of the Ages' 10 damage per hit and

33% chance to Slow an enemy out-competes even the vorpal property of

Axe of the Unyielding. For big fights, it's not like you can't just

switch over to the Axe of the Unyielding as a main-hand weapon after

the enemy has been Slowed. You can even combine the two as primary

weapons, and just use Angurvadal as your constant off-hand weapon for

the Strength and negative plane protection, or Hindo's Doom for the

magic resistance and Death Ward.

Crom Faeyr Cleric

<---------------------------------------------------------------------->

Crom Faeyr

Suggested Characters: Anomen

Crom Faeyr is obviously a great weapon, for no better reason than the

fact that it boosts your Strength to a ludicrous 25. Of course, it

serves this role just fine as an off-hand weapon, but for lack of

options it'll work as a primary weapon as well. Especially if you

want to keep a shield and have other uses for the Flail of the Ages.

Sure, it doesn't provide any useful offensive or defensive bonuses

(by Throne of Bhaal, Trolls, Ogres, and Ettins will be the least of your

problems), but the sheer damage boost gained from having a 25 Strength

is more than most weapons give.

Flail of the Ages Cleric

<---------------------------------------------------------------------->

Flail of the Ages

Suggested Characters: Anomen, Viconia

A better solution for equipping your Cleric is to use Flail of the Ages

and a shield. For Anomen, when he hits level 25 he'll get a Holy

Symbol which will boost his Strength from 18 to 19, with all the

awesome benefits that apply. Viconia will need some help-ideally the

Girdle of Hill Giant Strength, and with her Holy Symbol she'll go from

19 to 20 Strength.

Holy Avenger

<---------------------------------------------------------------------->

Carsomyr

Suggested Characters: Keldorn

Another simple weapon build. You see Carsomyr? If you had anybody who

could wield it, why would you not equip it? 50% magic resistance?

That's all the spell defense anybody could ever need, and the fact that

it casts Dispel Magic on targets means you can rip through enemy spell

casters. It's certainly one of the better reasons to drag Keldorn along,

and it makes creating your own Paladin a somewhat interesting

proposition.

Perfect Swordsman

<---------------------------------------------------------------------->

Angurvadal + Hindo's Doom (Spectral Brand + Hindo's Doom/Angurvadal)

Suggested Characters: Protagonist, Valygar

This build is especially useful if you're playing with Korgan and

Viconia, with the implications that you won't have access to Crom Faeyr,

the Axe of the Unyielding, or Flail of the Ages. The Perfect Swordsman

begins with points into Katanas, Long Swords, and Two Weapon Style.

They'll get Celestial Fury early on, and Namarra, Dak'kon's Zerth

Blade, and Malakar make decent early-to-mid game off-hand weapons. When

you reach the end of Shadows of Amn you'll add Daystar to your arsenal

(great against Undead) and the Equalizer, although Celestial Fury

remains the weapon to beat in Shadows of Amn. By the time you get to

Throne of Bhaal, however, Celestial Fury is losing its edge, and

replacements abound. Unfortunately, nothing really steps up to takes

its place, as there really aren't any great debilitating swords

(no vorpal one-handed swords, and nothing that forces a save at a

negative penalty.) In this case, I give Angurvadal the nod over other

weapons, like Hindo's Doom, simply because of the fire damage... Hindo's

Doom works just as well as an off-hand weapon. If you don't mind

depriving Jaheira of a great weapon, grab some proficiency points in

Scimitars. You can then use Belm through much of Shadows of Amn, and

when you reach Throne of Bhaal switch to the Spectral Brand as a main

hand weapon, which more or less removes the need for Angurvadal. If

you're using this build for your protagonist (with the implication

that you imported with a 19 Strength) you might as well just use Hindo's

Doom as your offhand weapon for the Magic Resistance. It's just an

idea, whether Angurvadal's 1d4 +1 fire damage and 22 Strength is better

than Spectral Brand's 1d6 cold damage... well, the two seem close enough

that one or the other doesn't make a huge difference.

Ravager

<---------------------------------------------------------------------->

Ravager

Suggested Characters: Dorn, Haer'Dalis, Minsc, ???????, Valygar

The Ravager Halberd is easily one of the best weapons in the game... in

fact, it may be THE best two-handed weapon in the game. Of course, I

prefer Axe of the Unyielding in straight comparison (both are vorpal,

but the Axe of the Unyielding also boosts Armor Class, gives

regeneration, and increases your Constitution.) Still, for a two-handed

weapon wielding character, you really can't get any better, unless

you're a Paladin, and even then it's debatable. It is preferable to

Psion's Blade and Gram, which is why most two-handed warriors shun Two

Handed Swords for Halberds near the end of Shadows of Amn. The Silver

Sword will see them through Shadows of Amn and a bit of Throne of Bhaal,

but this is the weapon to shoot for. A +6 Halberd with a 10% chance to

kill with no save? That's a no-brainer, and it's great for dedicated

two-handed weapon users like ???????, as well as weaker characters who

should distance themselves from the front-lines, but who shouldn't

avoid combat entirely.

Spearman/Staffman

<---------------------------------------------------------------------->

Ixil's Spike/Staff of the Ram

Suggested Characters: Cernd, Protagonist

This is more of a compromise for a Druid than anything else. They can't

use shields, and they just aren't strong enough or well-defended enough

in melee combat to do well without some distance. Since they can't use

Halberds, this is the next best option. The Staff of the Ram can stun

and knockback, and deals 12 crushing damage and 1d4 piercing damage

while Ixil's Spike can immobilize an enemy for three rounds, while doing

1d6 +5 damage each round. The Staff of the Ram seems the superior

offensive weapon, even though Ixil's Spike provides Free Action, and for

most of Shadows of Amn Spears are superior to Quarter Staffs... although

on the other hand, you can buy the Staff of Rynn +4 from the

Adventurer's Mart at the beginning of the game...

The Bludgeoner

<---------------------------------------------------------------------->

Flail of the Ages + Crom Faeyr

Suggested Characters: Anomen, Protagonist

This is an idea I've toyed around with, but I've never actually put into

action. In my mind, a Fighter/Cleric or Cleric/Ranger protagonist would

make a great candidate for this, but honestly, Anomen would work just as

well (although Viconia might not have the proficiencies to see this

through, and she's certainly not nearly a good enough Fighter for it.)

This build combines the awesome power of Crom Faeyr with the disabling

properties of the Flail of the Ages, which never loses its potency

throughout the game, indeed, it only gets stronger. This almost begs

for a multi-class Fighter/Cleric, who can take advantage of the extra

proficiencies, use Greater Whirlwind, and scrape together some defensive

items to make up for their lack of a shield. On top of this, a

Cleric/Ranger can add Iron Skins to their defenses, making them almost

comparable to a Fighter/Mage defensively. Eh... at least against

physical attacks, anyways.

Ultimate Assassin

<---------------------------------------------------------------------->

Dagger of the Star + Angurvadal/Hindo's Doom

Suggested Characters: Protagonist, Hexxat, Valygar

There's only one real purpose to this build-to take advantage of the

Dagger of the Star's ability to bestow invisibility on its wielder In

the hands of a Thief (preferably a Fighter/Thief protagonist) it becomes

an awesome weapon of mass destruction, as backstabs will flow liberally.

The off-hand weapon in this case is merely a boosting or defensive item,

Angurvadal will boost your Strength, while Hindo's Doom will boost your

magic resistance, as the situation demands. In most situations,

Angurvadal will be the best choice, as the Strength boost will

exponentially increase the damage done by the backstab.. although if

you're using this build on a protagonist, they may not NEED the

Strength boost so much... especially if they're evil (secrets implied).

Vorpal Juggernaut

<---------------------------------------------------------------------->

Axe of the Unyielding + Crom Faeyr

Suggested Characters: Korgan, Mazzy

One of the more obvious builds in the game, unless you're planning for

it early, it can be difficult to get the proficiencies for this build

to work in a timely manner. Korgan is by and far the easiest character

to fit into this build, as he's a Fighter (and hence will get lots of

proficiencies) and already starts out with Grand Mastery in Axes. Since

he already starts out Proficient in War Hammers, it almost feels like

the game is nudging us in the direction of this build. Gauntlets of

Dexterity will in large part cover his Armor Class woes, and Crom

Faeyr will give him all the Strength he needs. Axe of the Unyielding

further adds to his Armor Class, gives him regeneration, and best of

all gives him a vorpal weapon to attack with. Mazzy can fit into this

role as well, but she requires a lot more work. Get her one point into

War Hammers in Shadows of Amn and try and boost her Two Weapon Style.

When you get Crom Faeyr... you should probably just keep it as an off-

hand weapon, and have her use a Short Sword in her main hand. By

Throne of Bhaal, look to get her proficient with Axes, and then

continue to build up both Axes and War Hammers (favoring the former, as

it is, of course, her main weapon) and switch off to the upgraded Axe

of the Unyielding as soon as possible. It'll take her longer, but she

will get there, and she doesn't need The Brawling Hands like Korgan

does.

o======================================================================o

| Spell Tactics {SPT001} |

o======================================================================o

This section was added by request, since I had provided detailed

information on how to equip and build your characters, a similar section

was requested to discuss how to build up your spellbooks. I think that

what was desired were suggestions on what (and how many) spells to

memorize, so with that in mind, let me mention a few things about this

section. First, let it be known that most (if not all) of this

information can be found-sometimes in greater detail and always in

more pertinent form-in the Walkthrough. When you encounter enemies that

require certain spell tactics to defeat, they are laid out in detail

when you fight them. For example, when you deal with Illithids, you'll

know to have Chaotic Commands at the ready. This, in my mind, pretty

much covers everything you'll need to know, when you need to know it.

This section, then, is to provided detailed, general information about

the spells themselves so that all the information scattered throughout

the Walkthrough can be consulted here. Note, however, that I won't

bother suggesting how many spells to memorize, since this is really

subjective to the enemies at hand, and the caster in question.

Obviously Edwin will have luxuries that Imoen doesn't, and when fighting

a dragon they'll want a different spell-loadout than they will when

fighting a Lich.

Healing Spells {SPT002}

<---------------------------------------------------------------------->

I tend to have a subtractive, rather than additive view towards the

inclusion of healing spells in my spell-books. Healing spells are good,

nobody doubts that, but how many should you get? In my mind, it

varies by spell-level. Cure Serious Wounds is clearly better than

Cure Light Wounds, but the competition for 1st-level Cleric spells is

much less intense than for 4th-level spells. So, how do I determine what

to get? I get all the spells I want besides healing spells, then fill

up left-over slots with healing. Therefore, most of my 1st-level

Clerical spells tend to be Cure Light Wounds (with a token Remove Fear

on every caster, just in case) while on the other hand, I have almost

no Cure Serious Wounds, as I'd rather have Defensive Harmony, Protection

from Evil 10' Radius, and so on. The only healing spell unworthy of this

second-class status is Heal, which is the ultimate healing spell, and

really, one of the best things about a Cleric or a Druid. Too bad you

can't get that spell in this game, eh?

1st Level Cleric Spells {SPT003}

o======================================================================o

***TOP SPELLS***

Armor of Faith: Blocks 5% of damage per five levels.

---

Cure Light Wounds: Heals 8 Hit Points.

---

Remove Fear: cures and prevents fear effects for one turn.

*Armor of Faith

<---------------------------------------------------------------------->

A simple defensive spell that will remain in your list of memorized

spells throughout both games... simply because good defensive Clerical

spells are so rare. This spell absorbs 5% of all damage the caster

would otherwise sustain from physical and magical attacks, and protects

against another 5% for every five levels of the Cleric. Which means...

up to 10% in this game. That doesn't sound like much-and it isn't-but

losing one point in ten of damage isn't horrible, and it has a decent

duration, too. By the time you hit Throne of Bhaal and your Clerics are

pushing 20th level, it'll be seriously reducing damage.

Bless

<---------------------------------------------------------------------->

Bless gives all allies within a 30-foot radius a +1 bonus to attack

rolls and a +1 bonus to saves versus fear. I'll be honest, I rarely use

it, but it's not that bad of a spell. Your THAC0 won't be low enough to

ignore a +1 bonus... but its six-round duration is just lame. You have

better buffs to use.

Command

<---------------------------------------------------------------------->

You can attempt to make an enemy 'die' (go to sleep) for one round.

Anything under six Hit Dice (about 48 Hit Points) gets no save against

the effect, but anything with six Hit Dice or more are entitled to a

Saving Throw vs. Spells. This spell was useful in the first game, but

by now, pretty much everything you fight will have over six Hit Dice...

and besides, you have Greater Command, so why bother with this

under-powered spell?

*Cure Light Wounds

<---------------------------------------------------------------------->

The essential healing spell, you'll probably want to keep several

instances of this spell ready at all times.

Detect Evil

<---------------------------------------------------------------------->

It's.. not a great spell, and I wouldn't keep one prepared, but Ajantis

can use it as a special ability. It's got quite a range, and nearby

enemies will be detected as evil in your dialogue box. Want to know if

some Black Talons are currently lurking in Larswood, or want to know if

those humble-looking fishermen are up to no good? Give this spell a go.

Doom

<---------------------------------------------------------------------->

This curse bestows a -2 penalty to saves and attack rolls upon a single

enemy. This is actually a decent spell to cast on tougher enemies, as

that -2 save penalty can end up paying off in a big way if the critter

then falls victim to some spell or weapon effect. Of course, Greater

Malison affects multiple creatures and bestows a -4 penalty to their

saves, making it a far superior cast.

Magic Stone

<---------------------------------------------------------------------->

You enchant a small pebble, which flies out and hits a foe for... 1d4

damage. It counts a magical (+1) weapon, but otherwise gets no bonuses

to damage. Compare this to, say, Magic Missile and marvel at how much

this spell sucks.

Protection from Evil

<---------------------------------------------------------------------->

A handy little personal buff that gives the target +2 bonus to Saves and

Armor Class... of course, when you've got Protection from Evil 10'

Radius, why would you ever bother with this?

*Remove Fear

<---------------------------------------------------------------------->

Enemy Mages love using Horror. This spell prevents such magics from

working, and will counter it if you're affected by fear. Always keep

one prepared on each Cleric.

Sanctuary

<---------------------------------------------------------------------->

Gives the priest temporary immunity to prosecution by foes, during

which time he can heal/buff themselves (but they cannot affect other

creatures without ending the spell). I don't see the point. If you're

getting hurt, retreat and cast a healing spell. Why waste two rounds

doing what can be done in one?

Shillelagh

<---------------------------------------------------------------------->

Creates a +1 cudgel that deals 2d4 damage. You won't spend much of the

game with a permanent weapon worse than this, so why bother?

2nd Level Cleric Spells {SPT004}

o======================================================================o

***TOP SPELLS***

Draw Upon Holy Might: Boosts Strength, Dexterity, and Constitution.

---

Hold Person: Paralyzes one living, humanoid foe.

---

Resist Fire and Cold: 50% Resistance to Fire and Cold.

---

Silence 15' Radius: Shuts up spell-casters.

---

Slow Poison: Cures poison.

Aid

<---------------------------------------------------------------------->

Bestows the effects of Bless and heals 1-8 Hit Points. Since it only

effects one creature, I don't bother with it.

Barkskin

<---------------------------------------------------------------------->

Grants a target an Armor Class of six, which improves (decreases) by

one for ever four levels of the caster... This can effectively give you

an Armor Class that's comparable to Full Plate Mail at higher levels,

but by then, you've certainly found better, permanent, armor.

Chant

<---------------------------------------------------------------------->

It affects a 30-foot radius, and gives your allies a one-point bonus to

attack rolls, damage rolls, and saves, and imposes a one-point penalty

to the same onto your enemies. A decent spell, even though it takes a

full round to cast... I'm almost never using my Clerics to buff in

combat, and the first-strikes are handled almost exclusively by my

Mages... and with a five-round duration, I tend to ignore the spell in

favor of Defensive Harmony and Protection from Evil 10' Radius.

*Draw Upon Holy Might

<---------------------------------------------------------------------->

This is actually a decent spell for some Clerics... alright, it's

useful for Anomen (and possibly a protagonist with good attributes).

At first it won't give much of a bonus, but boosting Anomen's Strength

up to 19 is worthwhile up until he gets his hands on a permanent

Strength-boosting item. Once you're late in Shadows of Amn or Throne of

Bhaal, this spell will start adding serious points to Strength,

Dexterity, and Constitution (up to a +6 bonus at 18th level). This can

be a serious boost to a Cleric's combat prowess, and should not be

ignored.

Find Traps

<---------------------------------------------------------------------->

Detects traps in a very close range. This spell doesn't disarm them,

however, so it's rather pointless.

Flame Blade

<---------------------------------------------------------------------->

This spell allows the caster to create a flaming blade, which the caster

is considered Proficient with. It deals 1d4 slashing damage, plus 1d2+4

fire damage. Despite being a magical blade of flame it does NOT count

as a magical weapon for determining what it can hit-makes sense to me.

*Hold Person

<---------------------------------------------------------------------->

Another spell that should be good, that I just don't use. It affects

everybody within a 7.5-foot radius, but most often you'll be using this

on one character. It only affect man-sized humanoids, but fortunately,

they're common. No save penalty, and it only lasts 10 rounds... which is

long enough to kill them and then some, to be fair. Still, almost

anything I would use this on, I could just nail with Chaos or Greater

Command, instead.

Know Alignment

<---------------------------------------------------------------------->

Like Detect Evil, except it detects... everything. Evil things glow red,

neutral things glow blue, and friendly things glow green... like those

little circles under your feet!

*Resist Fire and Cold

<---------------------------------------------------------------------->

You won't fear the elements too often, but when dealing with fire or

cold happy foes, this spell can cut their damage in half. I wouldn't

keep it ready all the time, but it'll come in handy once in a while.

*Silence 15' Radius

<---------------------------------------------------------------------->

Enemy Mage or Cleric getting you down? Not if they can't cast spells-

which is exactly what this little beauty does. It boasts a 15-foot

radius, a duration of two rounds per level, and forces the save to be

made at -5... which means it works often. It saw more use in the first

game, but now, uber-powerful Mages (like Liches) will probably have

Magic Resistance to avoid it. Failing that, almost every Mage with any

real power will have Vocalize, which counters this spell handily. This

makes it decidedly inferior to other Mage-bashing tactics, like Insect

Plague, which is nearly fool-proof... but it doesn't hurt to cast at

a group of casters. Cleric have little way to counter it, and forcing

a Mage to waste time casting Vocalize gives you another round to hit

them with another spell.

*Slow Poison

<---------------------------------------------------------------------->

Slow Poison is being humble. This spell eradicates the effects of most

poisons in the game. Keep at least one handy on each Cleric all the

time.

Spiritual Hammer

<---------------------------------------------------------------------->

Conjures a magical hammer, which may be used as an implement of

righteous smiting. It counts as a +1 weapon from 1st-6th level, as a

+2 weapon from 7th-12th level, and a +3 weapon at 13th level and

beyond. You'll find more powerful weapons than this spell conjures. You

should never need to use it.

3rd Level Cleric Spells {SPT005}

o======================================================================o

***TOP SPELLS***

Cure Disease: Cures disease, blindness, and feeblemind.

---

Cure Medium Wounds: Heals 14 Hit Points.

---

Dispel Magic: Remove buffs/debuffs in an area.

---

Holy Smite: Deals 1d4 damage/level to evil creatures.

---

Protection from Fire: Grants 80% Resistance to Fire.

---

Remove Paralysis: Curse paralysis/hold effects.

Animate Dead

<---------------------------------------------------------------------->

Ah... Animate Dead... this was a great spell in Baldur's Gate 1, but its

hour has passed. Skeleton Warriors are nothing special anymore, and

the Stinking Cloud/Animate Dead tactic has been surpassed by superior

spells. You'll find better minions who are stronger and can take more

abuse, so remove this spell from your spellbooks and move on.

*Cure Disease

<---------------------------------------------------------------------->

Diseases suck. They function like Poison, but take much longer to deal

their damage, and tend to last much, much longer. Unless you're injured,

you rest, or travel across the world map, your chances of dying due to

disease are pretty low... But having to run back to a temple to get a

character cured is no good solution, and Mummies aren't uncommon in

this game. It's a good idea to always have one of these prepared.

*Cure Medium Wounds

<---------------------------------------------------------------------->

This spell restores 14 Hit Points.

*Dispel Magic

<---------------------------------------------------------------------->

Bad guys cast spells too-buffing themselves, or debuffing you. Just as

a Chaos spell can win a fight for you, if it's cast on you, it can also

result in casualties if the enemy gets one on you... unless you're wise

enough to keep a Dispel Magic handy. This spell is just wonderful, and

everybody who can cast it should always have one prepared.

Glyph of Warding

<---------------------------------------------------------------------->

Creates a static 'trap' that explodes when an enemy comes close, dealing

1d4 damage/level to foes within range. This spell is party friendly, so

it should be used-not defensively, as the description suggests, but

offensively, like Fireball. Still, the Cleric has better 3rd-level

spells to cast, and the Mage has far, far superior damage-dealers.

*Holy Smite (Good characters Only)

<---------------------------------------------------------------------->

One of the rare alignment-specific spells in Baldur's Gate, Holy Blight

deals 1d4 damage per level of the caster to all evil foes in a 20-ft.

radius. A fair number of enemies are actually neutral, which limits this

spell's effectiveness, but there are plenty of evil foes to bring holy

doom down upon. This spell is party-friendly... provided you're not

traveling around with evil folks.

Invisibility Purge

<---------------------------------------------------------------------->

Like the Arcane spell 'Detect Invisibility' this spell will allow you

to detect-and therefore thwart-sneaking enemies. You're better off

springing for True Sight.

Miscast Magic

<---------------------------------------------------------------------->

You'll see the enemy cast this spell a few times, but I never bother

with it. If the enemy fails at a Save vs. Spells (save at -2), they'll

suffer an 80% spell casting failure rate. Of course, Silence 15' Radius

can affect multiple foes, imposes a -5 save, and makes spell casting

100% impossible for affected creatures... and Insect Plague is superior

to Silence. This puts Miscast Magic pretty low on my list of anti-Mage

spells.

*Protection from Fire

<---------------------------------------------------------------------->

Like the Resist Fire/Cold, but it protects you from 80% of fire

damage. Excellent in a few areas.

Remove Curse

<---------------------------------------------------------------------->

You should NEVER need to cast this spell. It's grand purpose? Getting

icky cursed items out of your hands. This guide tells you what items

you're getting, and you should never equip unidentified items in the

first place.

*Remove Paralysis

<---------------------------------------------------------------------->

Paralysis isn't a terribly uncommon affliction in Baldur's Gate 2, and

while it's not the main tactic the enemy will be using on you anymore,

it's still common enough that it's worth having one of these spells

prepared at all times.

Rigid Thinking

<---------------------------------------------------------------------->

Another spell you'll more often see when it's cast on you than when you

actually waste the time to cast it-it affects one critter and inflicts

confusion. It lasts one turn, and can be negated by a simple Save vs.

Spells. Compare this to the 4th-level Arcane spell Confusion, and you'll

see what a butt-nutter this pansy version is.

Strength of One

<---------------------------------------------------------------------->

Gives the entire party a Strength score of 18/75, and lasts for a turn.

It might seem nifty at first, but once you get the Gauntlets of Ogre

Power, or any of the other Strength-boosting items in the game, this

spell will actually hinder you in combat. For natural heavy-hitters like

Minsc or Korgan, this spell is a meagre bonus from the outset.

Unholy Blight

<---------------------------------------------------------------------->

Like Holy Blight, but with different alignment effects. This spell

deals 1d4 damage per level of the caster to all good foes in the area

of effect (20-ft. radius). The spell deals half damage on a successful

save, but on a failed save, it also imposes a -2 penalty 'to all their

rolls' for four rounds. This spell is massively less useful than Holy

Blight, since most foes you'll fight are either neutral or evil...

Meaning few enemies will be affected by this spell at all.

Zone of Sweet Air

<---------------------------------------------------------------------->

Dispels spells like Stinking Cloud or Cloudkill. Honestly, I tend to

be the Cloudkill/Stinking Cloud caster, the computer rarely uses such

spells... and if they do, I'm more than happy to cast Animate Dead and

let the computer trip over their own spells. I have never bothered with

this spell.

4th Level Cleric Spells {SPT006}

o======================================================================o

***TOP SPELLS***

Death Ward: Makes character immune to death magic.

---

Neutralize Poison: Cures poison, diease, blindness, deafness, and heals.

---

Protection from Evil 10' Radius: Long-lasting party buff.

Animal Summoning I

<---------------------------------------------------------------------->

Low-level summoning spell suck in Baldur's Gate 2, where the quality of

the foes you'll be facing demands higher-quality minions. Think it

doesn't suck? You'll summon one or two of the following creatures when

you cast this spell-a Dire Wolf, or a War Dog. Yeah. Pass on it.

Cause Serious Wounds

<---------------------------------------------------------------------->

Touch a bad-guy, and deal 17 damage to them. Seriously? There are many

better ways to deal 17 damage to a creature-ONE creature.

Cloak of Fear

<---------------------------------------------------------------------->

This spell creates as three-foot radius fear effect centered on the

caster. I'm always dubious about spells that require the proximity of

the caster... but this spell has no effective radius (if your Cleric is

surrounded, maybe, but good luck getting the spell off) and imposes no

save penalty. Even worse, it only causes fear for four rounds. How is

this spell in any way comparable to the 2nd-level Arcane spell, Horror?

Cure Serious Wounds

<---------------------------------------------------------------------->

A more potent version of Cure Light Wounds, it must compete with many

great 4th-level Cleric spells. At the end of the day, healing is just

not strong enough in this game to save you during a fight, the way the

'Heal' spell will. 17 Hit Points is just a band-aid, not a life-saver in

the heat of battle.

*Death Ward

<---------------------------------------------------------------------->

Death Ward is a wonderful, indispensible, must-have spell for every

Cleric in Baldur's Gate 2. You will have lots od death-spells thrown

your way. Liches and Beholds are especially fond of throwing effects at

you like Disintegrate and Finger of Death. Want to ensure that a certain

character won't get offed by a certain enemy? This is the way to counter

such death-effects.

Defensive Harmony

<---------------------------------------------------------------------->

This spell gives you a +2 bonus to Armor Class for ten rounds-the

perfect last preparation before a big fight. +2 Armor Class is the same

as 10% miss chance, and it affects the whole party. Kind of the opposite

of Death Ward, I use it frequently in the first game, but almost never

in Baldur's Gate 2. Armor Class can get quite low naturally in Baldur's

Gate 2, but by Throne of Bhaal, we're contending with foes who have

THAC0s of -10... which renders most Armor Class considerations moot.

It might be worth a cast once in a while in Shadows of Amn, but...

really, the duration just sucks so much I don't ever bother with it.

Farsight

<---------------------------------------------------------------------->

You could this spell... or you could simply sneak around with a Thief,

Ranger, or invisible character. You'll see more, and it wastes-at best-

a 2nd-level Arcane spell.

Free Action

<---------------------------------------------------------------------->

This spell comes in handy any time you encounter Carrion Crawlers,

Ghouls, Ghasts, Greater Ghouls, or butthole Clerics who like to cast

Hold Person. Of course, it's just as easy to strap on a Ring of Free

Action and save yourself the 4th-level spell slot.

Holy Power

<---------------------------------------------------------------------->

A weak attempt at Tenser's, save it allows the caster to keep their

spell casting powers. This spell is a mix of good and mediocrity. First,

one Hit Point per level will not a Fighter make. Second, while it grants

a massive bonus to combat prowess, it does not increase the Cleric's

attacks per round... again, 18/00 Strength and a good to hit does not a

Fighter make. On the other hand, it's still a welcome boost for those

melee-heavy fights where another competent warrior could tip the

balance... cast on a 7th-level Viconia, it raised her Hit Points from

52 to 59, dropped her THAC0 from a wretched 15 to a respectable 10,

and increased her damage range from 3-8 to 9-14. It duration means it

won't be worth casting all the time (like Protection from Evil 10'

Radius will be), but for big fights, it's worth considering. Hybrid

characters like a Fighter/Cleric will arguably make better use of it-

they already have the THAC0, but the Strength bonus helps, especially

with their superior attacks per round. Ultimately, this spell is decent

at times in the first game, but in Baldur's Gate 2, it'll be utterly

eclipsed by Draw Upon Holy Might.

Lesser Restoration

<---------------------------------------------------------------------->

This spell will remove energy drain on the target, but will fatigue the

caster outright. Energy drain is quite common in this game, but you

don't usually need to keep this spell prepared, and my tactic for

dealing with energy draining foes tends to be... well, preventing any

energy drain in the first place. But, nothing is perfect, and you might

well find yourself in need of this spell. Still, it's not like disease

or poison, where somebody will die if it's not cured quickly, so you can

always just prepare it after you need it, cast it, and replace it with

something else when everybody is good to go.

Mental Domination

<---------------------------------------------------------------------->

Like the Arcane spell Domination... but Clericy. It allows you to take

control of a critter and command it. I never bother with these spells,

as there's always a better debuff to cast.

Negative Plane Protection

<---------------------------------------------------------------------->

This spell seems like it might be useful, save for a few sad facts.

First, it only affects one person. Second, it lasts for only five

rounds... which is absurd. If you need such protection, you're better

off casting the 7th-Level Mage spell Limited Wish, which will do the

same thing for the whole party.

*Neutralize Poison

<---------------------------------------------------------------------->

Don't let the name fool you-this spell provides a suite of curative

effects. It cures poison, sure, but is also cures diseases, blindness,

deafness, and heals 10 Hit Points. Until you get access to the Heal

spell, it's the best panacea you've got, and it won't hurt to keep one

handy... as it cures a variety of afflictions.

Poison

<---------------------------------------------------------------------->

Deals variable damage, but the target receives a Saving Throw vs. Poison

at no penalty to negate all effects, as follows:

o===============o===============o

|Caster's Level | Poison Damage |

o===============o===============o

| 7th-9th | 2d8 + 2/round |

|---------------|---------------|

| 10th-12th | 3d8 + 3/round |

|---------------|---------------|

| 13th-14th | 4d8 + 4/round |

|---------------|---------------|

| 15th-16th | 6d8 + 5/round |

|---------------|---------------|

| 17th+ | 8d8 + 6/round |

o===============o===============o

As you can see, its damage scales as you level, but it scales just slow

enough to be too weak to bother casting at every level. Really, 68-108

damage sounds like a lot, but since you need to reach 17th-Level to get

that damage, and it takes ten rounds for this spell to deal it... well,

it sounds less impressive, doesn't it?

*Protection from Evil 10' Radius

<---------------------------------------------------------------------->

One of the best all-purpose buffs in the game, it always deserves a

4th-level spell slot. Enemies suffer a -2 penalty to attack rolls, and

your saves against spells and attacks made by such creatures receive

a +2 bonus. At a turn per level, this spell will last long enough for

any encounter... or perhaps several encounters.

Protection From Lightning

<---------------------------------------------------------------------->

Makes the recpient entirely immune to lightning. It's handy in a few

instances where a Lightning Bolt trap can be used to cause collateral

damage, or where a hostile Mage is likely to fling such magic at you,

but otherwise it's forgettable.

5th Level Cleric Spells {SPT007}

o======================================================================o

***TOP SPELLS***

Chaotic Commands: Makes target immune to mind-affecting effects.

---

Flame Strike: 1d8 damage per level to target.

---

Greater Command: Puts to sleep all creatures in a 20-foot radius.

---

True Sight: Dispels illusion. Party-friendly.

Animal Summoning II

<---------------------------------------------------------------------->

Just like Animal Summoning I, but with slightly stronger summons.

Still, it's competing against True Sight, Chaotic Commands, and Greater

Command. Far, far superior spells. You can summon either a Black Bear, a

Brown Bear, a Cave Bear, or a Jaguar. Wee.

Cause Critical Wounds

<---------------------------------------------------------------------->

Deal 27 damage to a creature with a successful touch attack... or there

is Flame Strike, which deals 1d8 damage per level.

Champion's Strength

<---------------------------------------------------------------------->

Another Clerical spell that boost the fighting abilities of a character.

This time, you cna choose the recepient, and the spell actually has a

passable duration of three rounds per level. When cast, it improves the

target's THAC0 by one point per three levels (up to a maximum of +6 at

18th level) and increases (or decreases) the target's Strength to 18/00.

The downside? Your Cleric can't cast spells while this spell's in

effect. Losing your Cleric's spell-casting abilities is NOT worth the

benefits this spell's bestows... not to mention the fact that, for much

of the game your warriors will have Strength scores in excess of 18/00.

*Chaotic Commands

<---------------------------------------------------------------------->

Oh, Chaotic Commands, how I love you... this little spell makes the

target immune to... pretty much every mental effect out their. Hold,

Charm, Domination, Suggestion, Psionics, Confusion, all of it. Many

enemies use these attacks and spells, and so, this spell will come in

handy often. Best of all, it has a duration of one turn per level.

Always keep one handy.

Cure Critical Wounds

<---------------------------------------------------------------------->

Heals for 27 Hit Points.

*Flame Strike

<---------------------------------------------------------------------->

Target a critter and make 'em toasty, that's what this spell does. I

wouldn't compare it with any of the better Mage damage-dealers, but for

a Cleric... well, they just don't have much else like it. It deals 1d8

damage per level, allowing a save for half damage. If you've got some

free 5th-level spell slots, it might be worthwhile to give your Cleric

the extra firepower.

*Greater Command

<---------------------------------------------------------------------->

Like Command, except it doesn't have a Hit Dice limit and affects all

creatures in a 20-foot radius, it's a great mind-affecting spell, but it

does have one problem-it is not party friendly. Aim with caution... and

if you can, use in conjunction with spells like Greater Malison.

Magic Resistance

<---------------------------------------------------------------------->

Gives the caster 2% Magic Resistance per level, up to a maximum of 40%

at 20th level. Note that it does not RAISE your current Magic Resistance

to this amount, it SETS it to this amount, potentially even lowering it,

if it's higher (Viconia, for instance, has a base 50% Magic Resistance).

It might prove useful, but I don't consider it an essential buff. There

are, after all, better ways to shield the party from magic...

Mass Cure

<---------------------------------------------------------------------->

Heals all allies within a 30-foot radius of the caster for 1d8+1 damage

per caster level. Honestly... the healing just isn't enough to bother

with. If you have scrapes and bruises, use a Ring of Regeneration. If

you need serious healing... well, use Heal.

Raise Dead

<---------------------------------------------------------------------->

Revives a dead character... albeit, with one Hit Point. I have a better

idea-don't die.

Repulse Undead

<---------------------------------------------------------------------->

Knocks undead back when they get too close... really, this is as much

of a hassle for you in combat as it is for your foe, as it'll disrupt

your attack formation and force you to go chasing enemies. If you think

it might be a way to counter energy draining foes, know now that it's

not. It acts in 'pulses', which often doesn't occur frequently enough to

outright prevent attacks... and of course, it does nothing to Liches, or

other undead that are just dandy with the idea of pelting you with

spells or other ranged attacks.

Righteous Magic

<---------------------------------------------------------------------->

Yet ANOTHER I-wanna-be-a-warrior spell, this one gives one Hit Point

per level of the Cleric (up to a maximum of 20) and increases the

Cleric's Strength by one point per three levels (again, up to a maximum

of six points). It also makes all their attacks do maximum damage. It

has a healthy duration of one round per level, but there are still

issues... it doesn't address the Cleric's poor number of attacks per

round, and honestly, how much better is it than Draw Upon Holy Might?

Slay Living

<---------------------------------------------------------------------->

Touch a living creature and make 'em dead. After casting, the Cleric has

three round (18 seconds) to touch a creature, at which time they must

Save vs. Spell or die... taking 2d6+9 damage on a successful save.

Honestly, I'm not a fan of the touching thing, and no save penalty

suck. I'd stick to Finger of Death.

*True Sight

<---------------------------------------------------------------------->

An essential debuff, True Sight is the bane of all illusions, which

enemy Mages will use constantly. A party without True Sight is a party

that's ill-prepared to deal with many of the stronger creatures in the

game. Have one prepared at all times on every character able to cast

it.

6th Level Cleric Spells {SPT008}

o======================================================================o

***TOP SPELLS***

Bolt of Glory: Deals variable damage based on target type. No save.

---

Heal: Fully heals target and cures a variety of status effects.

Aerial Servant

<---------------------------------------------------------------------->

Conjures an Aerial Servant for the caster to control. As we should

remember from Baldur's Gate 1, Aerial Servants aren't terrible strong,

and really not worth a 6th-Level spell.

Animal Summoning III

<---------------------------------------------------------------------->

The highest-level of all the Animal Summoning spells, it still sucks.

It'll have to compete against Heal, which is not really a good spell to

compete against. You can summon a Lion, a Winter Wolf, a Cave Bear, or

a Polar Bear.

Blade Barrier

<---------------------------------------------------------------------->

Creates a wall of 'circling, razor-sharp blades' that 'create an

unpenetrable barrier'... except not, for the last part. Anything

(friend or foe) attempting to pass through the barrier (like, to make

a melee attack) suffers 8d8 points of damage. It's just not enough

damage, really, and the fact that your Cleric-who you might need to

heal poeple-might hurt your own party members... it really makes me

think it's not worth the bother.

*Bolt of Glory

<---------------------------------------------------------------------->

Against a few, select, enemies, this spell is very useful. It only

affects one creature, but there's no save, and the damage is pretty

good. Against normal creatures or elementals it's not worth casting,

but against undead it'll deal 8d6 damage, and against demons it really

shines, dealing 10d6 damage. No save, no missing. Before you have wide

access to highly enchanted weapons, this can be a life-saver, and when

you just need a sure way to deal some damage, this is a great option.

Still, I wouldn't keep it prepared unless I knew for certain that I

would have to fight such creatures.

Conjure Animals

<---------------------------------------------------------------------->

...essentially Animal Summoning IV. In fact, in Infinity Explorer, the

Animal Summoning spells are listed as 'ANISUM01', 'ANISUM02', etc.

This literally is 'ANISUM04', whereas Animal Summoning III is

'ANISUM03'... so, yeah, it's Animal Summoning IV. It allows you to

summon a Polar Bear or two. Really, really not worth the 6th-Level

spell slot.

False Dawn

<---------------------------------------------------------------------->

Essentially an area-of-effect spell that only harms undead. 6d6 damage,

no save, and it confuses undead the following round. 6d6 just isn't

a whole lot of damage, even if the fact that this spell is party-

friendly helps. Another downside, although I rarely complain about it,

is that its casting time is horrible for the type of spell it is. It

doesn't matter anyways, the real reason you should ignore this spell

is Sunray, which is just far superior.

Harm

<---------------------------------------------------------------------->

The opposite of Heal, it reduces a target's Hit Points to one. It does,

of course, require a touch attack to work, which makes me less inclined

to bother with it. But, in case you're enthralled with the damage

potential, I'll work some math to show you why you shouldn't bother with

this spell. First, and obviously, it takes a round to cast the spell.

Then you must make an attack with it to to work-that's two rounds to

do what Finger of Death attempts to do in one. Second, you must actually

hit a target unarmed for the spell to work. For most Clerics, it'll

be easier to overcome an enemy's Save vs. Spells with Finger of Death

than it will be to overcome their Armor Class with Harm.

*Heal

<---------------------------------------------------------------------->

This is the best healing spell in the game, and it really makes all

other healing spells obsolete. It fully cures any one creature

regardless of how much damage they've sustained and cures all diseases,

and a variety of other effects. Most of your 6th level Cleric/Druid

spell slots should be occupied by Heal spells.

Physical Mirror

<---------------------------------------------------------------------->

Creates a barrier that reflects missile attacks back at the attacker...

while allowing you to make ranged attacks freely. Ranged attacks aren't

nearly as threatening in Baldur's Gate 2 as they were in the original

Baldur's Gate, so I really can't recommend taking this extra defensive

measure. Besides, it only lasts nine rounds... which is probably enough

to see out a fight, but seriously, ranged attacks are rarely a source

of serious danger by the time you get 6th-Level spells.

Sol's Searing Orb

<---------------------------------------------------------------------->

The caster chucks a glowing orb of fiery not-niceness, which deals 6d6

damage and blinds the target for 1d6 rounds... if it hits. That's right,

it's another damage-dealer that requires a to-hit roll. Worse still,

the target can save for half damage (a successful save also negates the

blindness). That being the case, why would you ever use this stupid

spell? Harm deals much more damage, and gives no save. Flame Strike

deals more damage, is a ranged attack, and doesn't require an attack

roll. Oh, the spell deals more damage to undead and blinds them longer.

This spell still sucks.

Wondrous Recall

<---------------------------------------------------------------------->

Allows you to recall two spent spells of 5th-Level or lower... which,

if used to recover important 4th-or-5th-level spells seems like it might

be useful, right? Sure, save one problem. It picks the spells you

recover randomly. So... unless you feel particularly lucky, this spell

is of minimal tactical value.

7th Level Cleric Spells {SPT009}

o======================================================================o

***TOP SPELLS***

Aura of Flaming Death: Protects and deals fire damage to attackers.

---

Elemental Blades: Throw numerous blades that deal 1d4+5, +1d10 damage.

---

Finger of Death: Enemy must save at -2 or die.

---

Greater Restoration: Cures status effects and fully heals target.

---

Summon Deva/Summon Fallen Deva: Summons a Deva to fight at your side.

---

Sunray: Undead in area take damage and must save or die.

*Aura of Flaming Death

<---------------------------------------------------------------------->

An improved version of Fireshield, this spell grants a four-point bonus

to Armor Class, 90% resistance to fire damage, and deals 2d10+2 points

of damage to attackers. You should always keep one ready for big fights.

Confusion

<---------------------------------------------------------------------->

We all know about Confusion-as a 4th-Level Mage spell, it's pretty

awesome... or it was, in the first game... or something. As a 7th-Level

Cleric spell, however, it's a bit of a waste.

Earthquake

<---------------------------------------------------------------------->

This spell might sound promising, just looking it over. It releases

three tremors of varying potency. The first deals 6d6 damage to all

creatures in a wide area (not party-friendly) and if they fail to save

at -6 they are knocked down for four rounds. The second does 3d6 damage

(save at -2), and the final deals 2d6 (normal save). So, three saves for

a total of 11d6 damage and a chance to knock down. The real damning

thing about this spell, save the fact that enemies get so many saves to

reduce damage, is the fact that it's not not party-friendly. I've never

had it deal spectacular damage, and worse still, there's a chance that

you'll provoke an Earth Elemental. At the end of the day, there are just

better 7th-Level spells to cast.

Elemental Summoning

<---------------------------------------------------------------------->

Summons a pair of 16 Hit Dice elementals (of a random type) to fight

for you, with a 10% chance to summon an Elemental Prince. This spell is

a decent summoning spell, but it pales in comparison to Greater

Elemental Summoning. Alas for Clerics, only Druids get it.

*Energy Blades

<---------------------------------------------------------------------->

Creates a number of energy blades which can be thrown at foes. Yes,

thrown. Still, this spell has the good sense to gives a +10 bonus to

THAC0 and each one deals 1d4+5 damage, as well as 1d10 additional

electrical damage. The Cleric gets one disc per level to throw, and can

throw nine per round. For a Cleric, this spell isn't nearly as bad as

it is for a Mage-a 7th-level Cleric spell just isn't as valuable as a

9th-level Mage spell. Also, Clerics have a lower base THAC0. Thinking

of Viconia with this spell, her high Dexterity would also help her out,

and since she's only got one melee attack per round anyways, she really

is increasing her attacking power with this spell. Assuming no misses,

the potential damage of this spell per round is 9d4+5 (36-81) plus 9d10

(9-90), or 45-171, which can't compete with Comet or Time Stop, but

does compare well with other 7th-level, damage-dealing Clerical spells.

I still consider it a tertiary consideration-after Aura of Flaming Death

and Sunray, if I still have a few empty spell slots, it's worth

preparing... even though it didn't perform as well in combat trials as

its description suggested it should, it was still superior to Viconia

with the Flail of the Ages or the Erinne Sling.

*Finger of Death

<---------------------------------------------------------------------->

This spell instantly snuffs out the victim's life force. It's a killer,

and I love it. It imposes a -2 penalty on the victim's save, which

makes it a compotent killer, if not a spectacular one, but if you help

them along with Greater Malison, you actually stand a chance at

snuffing out baddies. Even if it fails, they still take 2d8+1 damage,

which isn't much, but it's better than nothing. I always have one

ready. After all, if you do not play, you cannot win.

Firestorm

<---------------------------------------------------------------------->

Deals 2d8+1/level damage to everything in the 20-foot radius area of

effect, and lasts for four rounds. It... has a rare use, perhaps, but

unless you can keep foes in the area, it's of little value. Also, the

fact that it's not party-friendly doesn't help.

Gate

<---------------------------------------------------------------------->

Gate is a summoning spell with serious liabilities. Unless you have a

Protection of Evil spell cast on your caster (and anybody else you don't

want the Pit Fiend to attack) the Pit Fiend will view them as fair game.

On one hand, you should be used to using Protection From Evil 10' Radius

frequently... but on the other hand, having a summon who will turn on

you if a Dispel Magic is tossed around doesn't strike me as a good

idea. Besides, there are plenty of other, superior summoning spells out

there. Ones not coated in liability sauce.

Globe of Blades

<---------------------------------------------------------------------->

This spell deals 10d10 points of damage to creatures (friendly or not)

adjacent to the caster, and lasts a turn. In combination with Aura of

Flaming Death it can make attacking the caster very, very painful. Just

beware of friendly fire.

*Greater Restoration

<---------------------------------------------------------------------->

This spell cures all level drain, corrects pretty much every status

effect, and full heals any character it's cast upon. It'll tire the

caster, but sometimes it's worth casting to bring severely damage

allies back from the brink.

Holy Word

<---------------------------------------------------------------------->

Smites all creatures of evil alignment in the spell's 30-foot radius

area of effect, depending upon the target's level:

o===============o===============================o

|Target's Level | Effect |

o===============o===============================o

| > 4 | Death |

|---------------|-------------------------------|

| 4 - 7 | Stunned for one turn |

|---------------|-------------------------------|

| 8 - 11 | Slowed for 1 turn with 75% |

| | spell failure |

|---------------|-------------------------------|

| < 12 | Deafness for 1 turn with 50% |

| | spell failure |

o===============o===============================o

As you can see, the spell's effects wane as the targets get stronger.

If your idea of a good time is to smite Goblins, then this is the

spell for you. If you want to smite strong foes, you'll need to look

elsewhere.

Implosion

<---------------------------------------------------------------------->

Deals 10d10 fire and 10d10 bludgeoning damage to a single target over

the course of two rounds. Save for half. It's great damage... even if

it only affects one creatures and, with no save penalty you're probably

only going to deal 10d10 damage. This of course, makes me wonder how

much better this spell is than Flame Strike... probably not worth a

7th-Level spell slot.

Mass Raise Dead

<---------------------------------------------------------------------->

Remember what I said about Raise Dead? Yeah, that plus extra. Don't suck

and you won't need this spell.

Regeneration

<---------------------------------------------------------------------->

So... it gives the recepient regeneration of three Hit Points per second

over the course of one round per two levels. Wouldn't a Heal spell do

more, and more quickly? Rhetorical question. It would.

Resurrection

<---------------------------------------------------------------------->

Like Raise Dead, except it fully heals the taget thus revived. Again,

don't suck and you won't die.

Shield of the Archons

<---------------------------------------------------------------------->

Creates a shield that protects the caster from a number of spells equal

to half the caster's level... potentially blocking quite a few spells at

higher levels. Of course, it's not proof against area-of-effect spells,

so it's like conjuring a low-quality, temporary Cloak of Mirroring. It

might prove to be a useful defensive measure for some people, but I've

never bothered with it.

Storm of Vengeance

<---------------------------------------------------------------------->

Instantly kills foes of 8th-Level or lower... which will not be worthy

foes by the time you get this spell. Against foes of higher quality, it

will deal 1d6 acid, 1d6 electrical, and 1d6 fire damage each round for

three rounds. A non-party-friendly spells that takes three rounds to

deal 9d6 damage? Yeah, it sucks. Oh, it has a chance to poison on the

first round. I don't care.

*Summon Deva/Summon Fallen Deva

<---------------------------------------------------------------------->

Summons a Deva-a potent angel (or fallen angel) to fight for the caster.

Strong ally, good duration, no liabilities... yep, it's a great

summoning spell for the Cleric, alright. The Deva is hardy and strong,

and has a number of useful spells it can cast. Good stuff.

*Sunray

<---------------------------------------------------------------------->

The ultimate anti-undead spell, it deals 1d6 points of damage per

caster level to undead within a 20-foot radius, and the undead must

save vs. spells or be destroyed. It's a great way to blast away

Liches... or any other undead creature in general. It's party friendly,

too. Once you get it, use it to cheap-shot any troublesome undead you

encounter. It also affects non-undead, but it's not worth wasting it

on such foes.

Symbol: Death

<---------------------------------------------------------------------->

Inscribes a magical symbol that, when approached, causes all creatures

in the area to Save vs. Death or die. Unfortunately it doesn't work on

any foes with 60 Hit Points or more, so... yeah. I wipe my ass with this

spell.

Symbol: Fear

<---------------------------------------------------------------------->

Another Symbol spell, when something enters the area of effect it

triggers, attempting to cause fear (save at -4). It, like all Symbol

spells are plagued by the fact that they're not party-friendly... but,

the range is decent, the save penalty good, and if you prepare with

Remove Fear, it might not be a terrible spell to cast.

Symbol: Stun

<---------------------------------------------------------------------->

Everything within a 30-foot radius must save at -4 or be stunned for

two rounds, +1 round/3 levels of the caster. Keep in mind that the spell

is not party friendly.

Unholy Word

<---------------------------------------------------------------------->

Unholy word acts exactly like Holy Word, but it only affects good

creatures. This spell is useless for the same reason that Unholy Blight

is useless-there just aren't many good foes in the game. Oh, and the

fact that even if there were good creatures worth smiting, this spell

would probably just tickle them, anyways.

o===============o===============================o

|Target's Level | Effect |

o===============o===============================o

| > 4 | Death |

|---------------|-------------------------------|

| 4 - 7 | Stunned for one turn |

|---------------|-------------------------------|

| 8 - 11 | Slowed for 1 turn with 75% |

| | spell failure |

|---------------|-------------------------------|

| < 12 | Deafness for 1 turn with 50% |

| | spell failure |

o===============o===============================o

1st Level Druid Spells {SPT010}

o======================================================================o

***TOP SPELLS***

Armor of Faith: Blocks 5% of damage per five levels.

---

Cure Light Wounds: Heals 8 Hit Points.

*Armor of Faith

<---------------------------------------------------------------------->

A simple defensive spell that will remain in your list of memorized

spells throughout both games... simply because good defensive Clerical

spells are so rare. This spell absorbs 5% of all damage the caster

would otherwise sustain from physical and magical attacks, and protects

against another 5% for every five levels of the Cleric. Which means...

up to 10% in this game. That doesn't sound like much-and it isn't-but

losing one point in ten of damage isn't horrible, and it has a decent

duration, too. By the time you hit Throne of Bhaal and your Clerics are

pushing 20th level, it'll be seriously reducing damage.

Bless

<---------------------------------------------------------------------->

Bless gives all allies within a 30-foot radius a +1 bonus to attack

rolls and a +1 bonus to saves versus fear. I'll be honest, I rarely use

it, but it's not that bad of a spell. Your THAC0 won't be low enough to

ignore a +1 bonus... but its six-round duration is just lame. You have

better buffs to use.

*Cure Light Wounds

<---------------------------------------------------------------------->

The essential healing spell, you'll probably want to keep several

instances of this spell ready at all times.

Detect Evil

<---------------------------------------------------------------------->

It's... not a great spell, and I wouldn't keep one prepared, but Ajantis

can use it as a special ability. It's got quite a range, and nearby

enemies will be detected as evil in your dialogue box. Want to know if

some Black Talons are currently lurking in Larswood, or want to know if

those humble-looking fishermen are up to no good? Give this spell a go.

Doom

<---------------------------------------------------------------------->

This curse bestows a -2 penalty to saves and attack rolls upon a single

enemy. This is actually a decent spell to cast on tougher enemies, as

that -2 save penalty can end up paying off in a big way if the critter

then falls victim to some spell or weapon effect. Of course, Greater

Malison affects multiple creatures and bestows a -4 penalty to their

saves, making it a far superior cast.

Entangle

<---------------------------------------------------------------------->

Like Stinking Cloud and Web, this spell is no longer terribly useful.

We have better spells to debilitate our foes with.

Shillelagh

<---------------------------------------------------------------------->

Creates a +1 cudgel that deals 2d4 damage. You won't spend much of the

game with a permanent weapon worse than this, so why bother?

2nd Level Druid Spells {SPT011}

o======================================================================o

***TOP SPELLS***

Resist Fire and Cold: 50% Resistance to Fire and Cold.

---

Slow Poison: Cures poison.

Barkskin

<---------------------------------------------------------------------->

Grants a target an Armor Class of six, which improves (decreases) by

one for ever four levels of the caster... This can effectively give you

an Armor Class that's comparable to Full Plate Mail at higher levels,

but by then, you've certainly found better, permanent, armor.

Charm Person or Mammal

<---------------------------------------------------------------------->

Like the Arcane spell, Charm Person, save it also can affect a few

quadrapeds, as well. It's utterly negatable by a single save at no

penalty, so I wouldn't bother with it.

Find Traps

<---------------------------------------------------------------------->

Detects traps in a very close range. This spell doesn't disarm them,

however, so it's rather pointless.

Flame Blade

<---------------------------------------------------------------------->

This spell allows the caster to create a flaming blade, which the caster

is considered Proficient with. It deals 1d4 slashing damage, plus 1d2+4

fire damage. Despite being a magical blade of flame it does NOT count

as a magical weapon for determining what it can hit-makes sense to me.

Good Berry

<---------------------------------------------------------------------->

Creates five magical berries that each heal for one Hit Point. They

last forever, so it's like creating a weak healing potion to use...

just as long as you don't expect them to be worth anything in combat.

They take time to use in combat, and since they can only be consumed

one at a time... yeah, one Hit Point of healing per round will not win

you any fights. If for some reason you cannot rest, you could

conceivably give thirty of the weightless things to each party member...

but I can't think of a single instance where this is necessary. So,

no combat uses, takes forever to actually use them all, and there's no

point in time where you'd need to do it. Useless spell.

Know Alignment

<---------------------------------------------------------------------->

Like Detect Evil, except it detects.. everything. Evil things glow red,

neutral things glow blue, and friendly things glow green.. like those

little circles under your feet!

*Resist Fire and Cold

<---------------------------------------------------------------------->

You won't fear the elements too often, but when dealing with fire or

cold happy foes, this spell can cut their damage in half. I wouldn't

keep it ready all the time, but it'll come in handy once in a while.

*Slow Poison

<---------------------------------------------------------------------->

Slow Poison is being humble. This spell eradicates the effects of most

poisons in the game. Keep at least one handy on each Cleric all the

time.

3rd Level Druid Spells {SPT012}

o======================================================================o

***TOP SPELLS***

Cure Medium Wounds: Heals 14 Hit Points.

---

Dispel Magic: Remove buffs/debuffs in an area.

---

Protection from Fire: Grants 80% Resistance to Fire.

Call Lightning

<---------------------------------------------------------------------->

This spell calls down lightning to randomly strike foes. Once per turn

you'll summon one bolt per four levels of the caster, each dealing

2d8 damage +1d8 per level of the caster. It sounds awesome enough-an

8th-level caster can call down two bolts a turn, each dealing 10d8

damage. Still, you can only target the first bolts, and what fight

lasts longer than a turn? None, really. Ultimately, I just find this

spell too damn random to bother with.

*Cure Disease

<---------------------------------------------------------------------->

Diseases suck. They function like Poison, but take much longer to deal

their damage, and tend to last much, much longer. Unless you're injured,

you rest, or travel across the world map, your chances of dying due to

disease are pretty low... But having to run back to a temple to get a

character cured is no good solution, and Mummies aren't uncommon in

this game. It's a good idea to always have one of these prepared.

*Cure Medium Wounds

<---------------------------------------------------------------------->

This spell restores 14 Hit Points.

*Dispel Magic

<---------------------------------------------------------------------->

Bad guys cast spells too-buffing themselves, or debuffing you. Just as

a Chaos spell can win a fight for you, if it's cast on you, it can also

result in casualties if the enemy gets one on you... unless you're wise

enough to keep a Dispel Magic handy. This spell is just wonderful, and

everybody who can cast it should always have one prepared.

Hold Animal

<---------------------------------------------------------------------->

Another hold spell-it only affects 'normal and giant-sized' animals,

pointedly exempting Wyverns and Ankhegs, for no good reason. That

leaves... what? Cave Bears? Who cares? This spell just doesn't have

enough potential targets to make it worthwhile, nor are the foes it

affects worth keeping it prepared.

Invisibility Purge

<---------------------------------------------------------------------->

Like the Arcane spell 'Detect Invisibility' this spell will allow you

to detect-and therefore thwart-sneaking enemies. You're better off

springing for True Sight.

Miscast Magic

<---------------------------------------------------------------------->

You'll see the enemy cast this spell a few times, but I never bother

with it. If the enemy fails at a Save vs. Spells (save at -2), they'll

suffer an 80% spell casting failure rate. Of course, Silence 15' Radius

can affect multiple foes, imposes a -5 save, and makes spell casting

100% impossible for affected creatures... and Insect Plague is superior

to Silence. This puts Miscast Magic pretty low on my list of anti-Mage

spells.

*Protection from Fire

<---------------------------------------------------------------------->

Like the Resist Fire/Cold, but it protects you from 80% of fire

damage. Excellent in a few areas.

Rigid Thinking

<---------------------------------------------------------------------->

Another spell you'll more often see when it's cast on you than when you

actually waste the time to cast it-it affects one critter and inflicts

confusion. It lasts one turn, and can be negated by a simple Save vs.

Spells. Compare this to the 4th-level Arcane spell Confusion, and you'll

see what a butt-nutter this pansy version is.

Strength of One

<---------------------------------------------------------------------->

Gives the entire party a Strength score of 18/75, and lasts for a turn.

It might seem nifty at first, but once you get the Gauntlets of Ogre

Power, or any of the other Strength-boosting items in the game, this

spell will actually hinder you in combat. For natural heavy-hitters like

Minsc or Korgan, this spell is a meagre bonus from the outset.

Summon Insects

<---------------------------------------------------------------------->

A very, very weak version of the absolutely devastating 5th-level Druid

spell, Insect Plague. A single target must Save vs. Breath Weapons

(at a -2 peanlty) or take one damage per two seconds of duration... why

such a weird number? I don't know-it deals three damage per round, for

seven rounds. More importantly, the target suffers a -2 penalty to THAC0

and Armor Class, and has a 50% spell-casting failure. Ultimately, I'd

rather use Animate Dead and/or Silence 15' Radius to deal with enemy

spells, and a Slow spell retards melee combat far more effectively.

4th Level Druid Spells {SPT013}

o======================================================================o

***TOP SPELLS***

Death Ward: Makes character immune to death magic.

---

Neutralize Poison: Cures poison, diease, blindness, deafness, and heals.

Animal Summoning

<---------------------------------------------------------------------->

Low-level summoning spell suck in Baldur's Gate 2, where the quality of

the foes you'll be facing demands higher-quality minions. Think it

doesn't suck? You'll summon one or two of the following creatures when

you cast this spell-a Dire Wolf, or a War Dog. Yeah. Pass on it.

Call Woodland Beings

<---------------------------------------------------------------------->

This spell might have been useful in the first game, but in Baldur's

Gate 2, it'll take more than the promise of a Confusion spell to make

me waste a spell slot on it.

Cause Serious Wounds

<---------------------------------------------------------------------->

Touch a bad-guy, and deal 17 damage to them. Seriously? There are many

better ways to deal 17 damage to a creature-ONE creature.

Cloak of Fear

<---------------------------------------------------------------------->

This spell creates as three-foot radius fear effect centered on the

caster. I'm always dubious about spells that require the proximity of

the caster... but this spell has no effective radius (if your Druid is

surrounded, maybe, but good luck getting the spell off) and imposes no

save penalty. Even worse, it only causes fear for four rounds. How is

this spell in any way comparable to the 2nd-level Arcane spell, Horror?

Cure Serious Wounds

<---------------------------------------------------------------------->

A more potent version of Cure Light Wounds, it must compete with many

great 4th-level Druid spells. At the end of the day, healing is just

not strong enough in this game to save you during a fight, the way the

'Heal' spell will in the sequel. 17 Hit Points is just a band-aid to a

late-game warrior, not a life-saver in the heat of battle.

*Death Ward

<---------------------------------------------------------------------->

Death Ward is a wonderful, indispensible, must-have spell for every

Cleric in Baldur's Gate 2. You will have lots od death-spells thrown

your way. Liches and Beholds are especially fond of throwing effects at

you like Disintegrate and Finger of Death. Want to ensure that a certain

character won't get offed by a certain enemy? This is the way to counter

such death-effects.

Defensive Harmony

<---------------------------------------------------------------------->

This spell gives you a +2 bonus to Armor Class for ten rounds-the

perfect last preparation before a big fight. +2 Armor Class is the same

as 10% miss chance, and it affects the whole party. Kind of the opposite

of Death Ward, I use it frequently in the first game, but almost never

in Baldur's Gate 2. Armor Class can get quite low naturally in Baldur's

Gate 2, but by Throne of Bhaal, we're contending with foes who have

THAC0s of -10... which renders most Armor Class considerations moot.

It might be worth a cast once in a while in Shadows of Amn, but...

really, the duration just sucks so much I don't ever bother with it.

Farsight

<---------------------------------------------------------------------->

You could this spell... or you could simply sneak around with a Thief,

Ranger, or invisible character. You'll see more, and it wastes-at best-

a 2nd-level Arcane spell.

Negative Plane Protection

<---------------------------------------------------------------------->

This spell seems like it might be useful, save for a few sad facts.

First, it only affects one person. Second, it lasts for only five

rounds... which is absurd. If you need such protection, you're better

off casting the 7th-Level Mage spell Limited Wish, which will do the

same thing for the whole party.

*Neutralize Poison

<---------------------------------------------------------------------->

Don't let the name fool you-this spell provides a suite of curative

effects. It cures poison, sure, but is also cures diseases, blindness,

deafness, and heals 10 Hit Points. Until you get access to the Heal

spell, it's the best panacea you've got, and it won't hurt to keep one

handy... as it cures a variety of afflictions.

Poison

<---------------------------------------------------------------------->

Deals variable damage, but the target receives a Saving Throw vs. Poison

at no penalty to negate all effects, as follows:

o===============o===============o

|Caster's Level | Poison Damage |

o===============o===============o

| 7th-9th | 2d8 + 2/round |

|---------------|---------------|

| 10th-12th | 3d8 + 3/round |

|---------------|---------------|

| 13th-14th | 4d8 + 4/round |

|---------------|---------------|

| 15th-16th | 6d8 + 5/round |

|---------------|---------------|

| 17th+ | 8d8 + 6/round |

o===============o===============o

The damage it deals is... passable, but I find little merit with spells

that have no save penalties. Also, that juicy damage that might be

enticing you isn't going to happen in this game. You'll have to weigh

it's merits on 2d8 + 2/round damage... or 22-36 damage over one turn,

to one creature, that's negated by a single save. Doesn't sound so epic

when you do the math, does it?

Protection From Lightning

<---------------------------------------------------------------------->

Makes the recpient entirely immune to lightning. It's handy in a few

instances where a Lightning Bolt trap can be used to cause collateral

damage, or where a hostile Mage is likely to fling such magic at you,

but otherwise it's forgetable.

5th Level Druid Spells {SPT014}

o======================================================================o

***TOP SPELLS***

Chaotic Commands: Makes target immune to mind-affecting effects.

---

Insect Plague: Deals damage, prevents spell casting, causes panic.

---

Iron Skins: Creates a number of skins that prevent physical damage.

---

True Sight: Dispels illusion. Party-friendly.

Animal Summoning II

<---------------------------------------------------------------------->

Just like Animal Summoning I, but with slightly stronger summons.

Still, it's competing against True Sight, Chaotic Commands, and Greater

Command. Far, far superior spells. You can summon either a Black Bear, a

Brown Bear, a Cave Bear, or a Jaguar. Wee.

Cause Critical Wounds

<---------------------------------------------------------------------->

Deal 27 damage to a creature with a successful touch attack...

Seriously? This spell is nowhere near competition for awesome 5th-level

Druid spells like Chaotic Commands, Insect Plague, Iron Skins, or True

Sight.

*Chaotic Commands

<---------------------------------------------------------------------->

Oh, Chaotic Commands, how I love you... this little spell makes the

target immune to... pretty much every mental effect out their. Hold,

Charm, Domination, Suggestion, Psionics, Confusion, all of it. Many

enemies use these attacks and spells, and so, this spell will come in

handy often. Best of all, it has a duration of one turn per level.

Always keep one handy.

Cure Critical Wounds

<---------------------------------------------------------------------->

Heals for 27 Hit Points.

Harper's Call

<---------------------------------------------------------------------->

A new spell in the Enhanced Edition... and it's just a toned-down

version of Raise Dead. If one of my characters die during a fight, I

just reload and try again-there's no fight in the game so difficult

that it can't be won without loss. Anyways, not only is this a spell

I don't use, it's just not as good as Raise Dead, since it deals ten

damage to the caster, and all the target's ability scores take a

temporary five point hit. If you need to revive dead characters, use a

Cleric, not a Druid, as there are plenty of better 5th-level Druid

spells to cast.

*Insect Plague

<---------------------------------------------------------------------->

One of the best reasons to include Jaheira is Insect Plague, and this

spell really just dominates Shadows of Amn. You target a single victim,

and after affecting them the plague will 'jump' to nearby enemies until

six are affected. The damage is a worthy consideration, as it deals one

point of damage every two seconds for the duration of the spell, but

the real reason to use it is that it prevents spell-casters who are

affected from casting spells. It only lasts six rounds, but this gives

you plenty of time to hit enemy Mages with Breach and take them down

with your fighters. It also has a chance to make enemies run around in

a panic, which can further break up groups of enemies. It's not

exaggeration to say that in Shadows of Amn, whenever a spell-caster

rears their ugly magic at you, Insect Plague can effectively handicap

them. Always keep one ready.

*Iron Skins

<---------------------------------------------------------------------->

An indispensible defensive spell for the Druid, it's essentially the

Druidy version of Stoneskin. Since Stoneskin is one of the best

defensive spells in the game... well, this is a very good spell to

have. If only there was a multi-classed Druid somewhere who could take

this defensive spell into combat... perhaps a Fighter/Druid? That would

be grand...

Magic Resistance

<---------------------------------------------------------------------->

Gives the caster 2% Magic Resistance per level, up to a maximum of 40%

at 20th level. Note that it does not RAISE your current Magic Resistance

to this amount, it SETS it to this amount, potentially even lowering it,

if it's higher (Viconia, for instance, has a base 50% Magic Resistance).

It might prove useful, but I don't consider it an essential buff. There

are, after all, better ways to shield the party from magic...

Mass Cure

<---------------------------------------------------------------------->

Heals all allies within a 30-foot radius of the caster for 1d8+1 damage

per caster level. Honestly... the healing just isn't enough to bother

with. If you have scrapes and bruises, use a Ring of Regeneration. If

you need serious healing... well, use Heal.

Pixie Dust

<---------------------------------------------------------------------->

Makes all allies in a 30-foot radius invisible, as per the Invisibility

spell. Invisibility sucks compared to its superior counterpart, the

aptly-named Improved Invisibility. Also... well, this is Baldur's

Gate 2. Just watch how fast enemy casters sniff you out and cast True

Sight.

*True Sight

<---------------------------------------------------------------------->

An essential debuff, True Sight is the bane of all illusions, which

enemy Mages will use constantly. A party without True Sight is a party

that's ill-prepared to deal with many of the stronger creatures in the

game. Have one prepared at all times on every character able to cast

it.

6th Level Druid Spells {SPT015}

o======================================================================o

***TOP SPELLS***

Conjure Fire Elemental: Summons a 12, 16, or 24 Hit Dice Elemental.

---

Heal: Fully heals target and cures a variety of status effects.

Animal Summoning III

<---------------------------------------------------------------------->

The highest-level of all the Animal Summoning spells, it still sucks.

It'll have to compete against Heal, which is not really a good spell to

compete against. You can summon a Lion, a Winter Wolf, a Cave Bear, or

a Polar Bear.

Conjure Animals

<---------------------------------------------------------------------->

...essentially Animal Summoning IV. In fact, in Infinity Explorer, the

Animal Summoning spells are listed as 'ANISUM01', 'ANISUM02', etc.

This literally is 'ANISUM04', whereas Animal Summoning III is

'ANISUM03'... so, yeah, it's Animal Summoning IV. It allows you to

summon a Polar Bear or two. Really, really not worth the 6th-Level

spell slot.

*Conjure Fire Elemental

<---------------------------------------------------------------------->

Druids gain access to this spell at 6th-Level, and it is in every way

superior to the Mage version. There's simply no chance that your

elemental is going to break from your control and run amok. Using the

5th-Level Mage spell might be necessary simply due to the fact that you

will get it earlier, but once you can pull this off, use it instead.

As for what it does... it summons a 12, 16, or 24 Hit Dice Elemental

to do your bidding. The big draw of an Elemental is that it's immune to

weapons that don't have an enhancement bonus of +2 or better.

Dolorous Decay

<---------------------------------------------------------------------->

Slows the target automatically and, if the target fails at a Save vs.

Poison at -2, they'll suffer one point of damage per second until 50

points of damage have been inflicted. A Druid's 6th-level spell

selection isn't great, but slowing one creature and taking almost a

minute to deal a moderate amount of damage just isn't a good casting.

Fire Seeds

<---------------------------------------------------------------------->

Creates four 'fire seeds', which will appear in the caster's inventory,

which can then be thrown at targets, dealing 2d8 damage per hit, and

allowing a save for half. Do I really need to go on ranting about why

this spell sucks? Yes, I do. 2d8 damage is sucky damage. No save

penalty sucks. The fact that you have to throw and hit targets sucks,

and you probably won't even be able to get all four out in a single

round sucks. Jaheira using the Fire Tooth +3 Dagger will do far

superior damage without wasting any spell slots.

Harm

<---------------------------------------------------------------------->

The opposite of Heal, it reduces a target's Hit Points to one. It does,

of course, require a touch attack to work, which makes me less inclined

to bother with it. But, in case you're enthralled with the damage

potential, I'll work some math to show you why you shouldn't bother with

this spell. First, and obviously, it takes a round to cast the spell.

Then you must make an attack with it to to work-that's two rounds to

do what Finger of Death attempts to do in one. Second, you must actually

hit a target unarmed for the spell to work. For most Clerics, it'll

be easier to overcome an enemy's Save vs. Spells with Finger of Death

than it will be to overcome their Armor Class with Harm.

*Heal

<---------------------------------------------------------------------->

This is the best healing spell in the game, and it really makes all

other healing spells obsolete. It fully cures any one creature regardless

of how much damage they've sustained and cures all diseases, and a

variety of other effects. Most of your 6th level Cleric/Druid spell

slots should be occupied by Heal spells.

Physical Mirror

<---------------------------------------------------------------------->

Creates a barrier that reflects missile attacks back at the attacker...

while allowing you to make ranged attacks freely. Ranged attacks aren't

nearly as threatening in Baldur's Gate 2 as they were in the original

Baldur's Gate, so I really can't recommend taking this extra defensive

measure. Besides, it only lasts nine rounds... which is probably enough

to see out a fight, but seriously, ranged attacks are rarely a source

of serious danger by the time you get 6th-Level spells.

Wondrous Recall

<---------------------------------------------------------------------->

Allows you to recall two spent spells of 5th-Level or lower... which,

if used to recover important 4th-or-5th-level spells seems like it might

be useful, right? Sure, save one problem. It picks the spells you

recover randomly. So... unless you feel particularly lucky, this spell

is of minimal tactical value.

7th Level Druid Spells {SPT016}

o======================================================================o

***TOP SPELLS***

Aura of Flaming Death: Protects and deals fire damage to attackers.

---

Greater Elemental Summoning: Summons an Elemental Prince for one turn.

*Aura of Flaming Death

<---------------------------------------------------------------------->

An improved version of Fireshield, this spell grants a four-point bonus

to Armor Class, 90% resistance to fire damage, and deals 2d10+2 points

of damage to attackers. You should always keep one ready for big fights.

Druids should think of this spell even more fondly than Clerics, since

they can combine it with Iron Skins for extra-potent defense.

Confusion

<---------------------------------------------------------------------->

We all know about Confusion-as a 4th-Level Mage spell, it's pretty

awesome... or it was, in the first game... or something. As a 7th-Level

Cleric spell, however, it's a bit of a waste.

Conjure Earth Elemental

<---------------------------------------------------------------------->

Summons a 12, 16, or 24 Hit Dice Earth Elemental to fight for the Druid.

Something like this was fine last level, but there are far, far

superior things for a Druid to cast at 7th-level... like, why not

summon an Elemental Prince, instead?

Creeping Doom

<---------------------------------------------------------------------->

This spell is like Insect Plague on crack, but with two important

weaknesses... first, the 5th-level spell is a 5th-level spell, not a

7th-level spell. Second, it deals double the damage. Score! But it only

lasts half the time. Since the major benefit of Insect Plague was that

it interrupted spell-casters, wouldn't you, you know, want that effect

to last longer?

Earthquake

<---------------------------------------------------------------------->

This spell might sound promising, just looking it over. It releases

three tremors of varying potency. The first deals 6d6 damage to all

creatures in a wide area (not party-friendly) and if they fail to save

at -6 they are knocked down for four rounds. The second does 3d6 damage

(save at -2), and the final deals 2d6 (normal save). So, three saves for

a total of 11d6 damage and a chance to knock down. The real damning

thing about this spell, save the fact that enemies get so many saves to

reduce damage, is the fact that it's not not party-friendly. I've never

had it deal spectacular damage, and worse still, there's a chance that

you'll provoke an Earth Elemental. At the end of the day, there are just

better 7th-Level spells to cast.

Elemental Summoning

<---------------------------------------------------------------------->

Summons a pair of 16 Hit Dice elementals (of a random type) to fight

for you, with a 10% chance to summon an Elemental Prince. This spell is

a decent summoning spell, but it pales in comparison to Greater

Elemental Summoning.

Fire Storm

<---------------------------------------------------------------------->

Deals 2d8+1/level damage to everything in the 20-foot radius area of

effect, and lasts for four rounds. It... has a rare use, perhaps, but

unless you can keep foes in the area, it's of little value. Also, the

fact that it's not party-friendly doesn't help.

Globe of Blades

<---------------------------------------------------------------------->

This spell deals 10d10 points of damage to creatures (friendly or not)

adjacent to the caster, and lasts a turn. In combination with Aura of

Flaming Death it can make attacking the caster very, very painful. Just

beware of friendly fire.

*Greater Elemental Summoning

<---------------------------------------------------------------------->

Possibly the best summoning spell in the game, it summons an Elemental

Prince. A great ally, indeed. It only lasts a turn, so only use it in

the most pressing of fights.

Nature's Beauty

<---------------------------------------------------------------------->

Transforms the Druid into the ideal of beauty. Onlookers must Save vs.

Spell (at a +3 bonus) or die. If they pass the save, they are merely

blinded. It's party friendly, but you know... I really just don't think

blinding foes is worth a 7th-Level spell slot.

Regeneration

<---------------------------------------------------------------------->

So... it gives the recepient regeneration of three Hit Points per second

over the course of one round per two levels. Wouldn't a Heal spell do

more, and more quickly? Rhetorical question. It would.

Shield of the Archons

<---------------------------------------------------------------------->

Creates a shield that protects the caster from a number of spells equal

to half the caster's level... potentially blocking quite a few spells at

higher levels. Of course, it's not proof against area-of-effect spells,

so it's like conjuring a low-quality, temporary Cloak of Mirroring. It

might prove to be a useful defensive measure for some people, but I've

never bothered with it.

1st Level Arcane Spells {SPT017}

o======================================================================o

***TOP SPELLS***

Identify: Identifies magical items.

---

Magic Missile: Up to five bolts that unerringly deal 2-5 damage each.

Armor

<---------------------------------------------------------------------->

A simple cast that drops your Armor Class to six (as if you were wearing

Scale Mail) and lasts for nine hours. Of course, when you realise you

can buy Bracers of Defense A.C. 3 right at the beginning of the game...

yeah, this spell's got nothing.

*Blindness

<---------------------------------------------------------------------->

Like most low-level debuffs, this spell has seen the end of its

usefulness... this spell attempts to blind one enemy. If they fail to

save (at no penalty) they'll take a -4 penalty to attack rolls and to

their Armor Class. You're far better off with Slow.

Burning Hands

<---------------------------------------------------------------------->

A simple offensive spell that deals 1d3+2 damage damage per caster

level, up to a maximum of 1d3+20. Unfortunately, it doesn't have much

range and isn't party friendly, so it can't be safely cast from behind

more sturdy characters. It might come in handy once in a while against

Trolls... but you can always just buy Arrows of Fire. instead.

Charm Person

<---------------------------------------------------------------------->

This spell attempts to charm-or befriend-a neutral or hostile foes

(man-sized humanoids only), but whatever usefulness it might have once

had has been severely reduced in Baldur's Gate 2. Simply put, any debuff

without a save penalty is rarely worth casting.

Chill Touch

<---------------------------------------------------------------------->

A horrible, horrible damage-dealer, for two reasons-first, the caster

has to touch the foes in order to deal the damage. Second, this requires

the caster to actually 'make a successful melee attack'. Two things

Mages are not built for-being where enemies can hit them, and trying to

hit foes in melee. On top of that, the 1d8 damage and no save penalty

side effect of a -2 THAC0 penalty is nothing special.

Chromatic Orb

<---------------------------------------------------------------------->

Chromatic Orb is a handy little spell that deals damage and afflicts

an enemy with status effects. At fourth level the spell can blind, at

fifth it can stun for three rounds, and at seventh level it will

paralyze for 20 rounds. Of course, by that time you'll have better

disabling spells, and if you want to deal damage, the 10-25 damage

Magic Missile causes will probably be more reliable than a chance to

stun.

Color Spray

<---------------------------------------------------------------------->

We should consider this spell like a debuff version of Burning Hands...

you emit a party unfriendly effect in an arc in front of you. Instead of

damage, however, it'll knock foes out (unless they save at no penalty,

or they have more than four Hit Dice) for five rounds. A few obvious

problems... Okay, one, really big problem. Nothing worth killing has

fewer than four Hit Dice.

Find Familiar

<---------------------------------------------------------------------->

Ah... a very odd spell, indeed. We all know what Familiars are, they're

wizardry lore by now, so onto the spell. First, it can be cast only by

the Protagonist (that's the guy or gal you made at the beginning of this

mess) and you can only have one Familiar at a time. The spell lasts...

indefinitely, up until your Familiar dies, which is something you want

to avoid at all costs... but we'll get to that later. In essence, it's

a permanent summoning spell that creates a critter you completely

control. The type of creature is determined by your alignment, and they

vary widely in capabilities (and I dare say, quality.) Most have 24 Hit

Points, their Armor Class ranges from -2 to 6, and Magic Resistance is

likewise variable from 10% to 65%, having been upgraded a bit since the

first Enhanced Edition game. Some have spells they can use, others have

Thief abilities, while another has special melee attacks... but they are

all obsolete by now, if they ever were useful to begin with. So, what's

the point of casting this spell? The benefits are simple-you get a

7th-wheel who does whatever you tell it to do. Also, you get 1/2 of the

Familiar's Hit Points as a bonus to your Mage's Hit Points. Huzzah. Now

for the crippling downside. If your Familiar dies, you'll suffer damage

equal to half the Hit Points your Mage got out of the deal... not too

bad, right? Oh, and you also lose a point of Constitution permanently.

No big deal.

There is one redeeming quality to this spell, however-if you force-talk

to your familiar, you can put the critter in your pack. It'll take up

an inventory slot, but only weighs one pound, and is immune to harm

while safely stored away. In essence, it's worth learning this spell

with your protagonist, summoning a familiar for the bonus Hit Points,

then putting it safely away for the rest of eternity.

As requested, the stats of all the familiars are as follows, taken

right from the spell's description. I would comment on the famaliars,

but honestly, in Baldur's Gate 2 you should never have the things out

of your backpack, there's just no constructive use for them outside.

In the first game they occassionally could serve as bait or, at the

beginning of the game, as a legitimate summon, but in Baldur's Gate 2

they're just a Constitution loss waiting to happen.

LAWFUL GOOD, NEUTRAL GOOD: Pseudo Dragon

--> Hit Points: 24

--> Armor Class: -2

--> Magic Resistance: 50%

--> Combat: 2 attacks per round at 13 THAC0 for 1d3 damage, save vs.

Death or be rendered unconscious for 2 turns.

--> Special Abilities: Can cast Blur once per day. Regenerates

1 HP/round. Immune to level drain, sleep, and petrification.

LAWFUL NEUTRAL: Ferrets

--> Hit Points: 24

--> Armor Class: 0

--> Magic Resistance: 50%

--> Combat: 2 attacks per round at 13 THAC0 for 1d3 damage

--> Special Abilities: Has 75% in Pick Pockets, 40% Hide in

Shadows/Move Silently, and 20% in Detect Traps. Can cast Blur

once per day. Immune to level drain, sleep, and petrification.

LAWFUL EVIL: Imp

--> Hit Points: 18

--> Armor Class: 2

--> Magic Resistance: 25%

--> Combat: 1 attack per round at 15 THAC0 for 1d6 damage

--> Special Abilities: Has 100% resistance to fire, cold, and

electricity. Can cast Polymorph Self once per day. Regenerates

1 HP/round.

NEUTRAL: Rabbit

--> Hit Points: 24

--> Armor Class: 1

--> Magic Resistance: 65%

--> Combat: 2 attacks per round at 13 THAC0 for 1d2 damage

--> Special Abilities: Has 50% in Detect Traps and 30% Hide in

Shadows/Move Silently. Has 75% resistance to fire, cold and

electricity.

It's resistant to elements, but with only twelve Hit Points, the Rabbit

can't really serve as a decoy like the Imp can. All the Rabbit can

really boast is 40% Find Traps, which will not be good enough for most

of the traps in the game. Oh, and 45% Magic Resistance, which is the

best of all the familiars.

NEUTRAL EVIL: Dust Mephit

--> Hit Points: 24

--> Armor Class: 6

--> Magic Resistance: 10%

--> Combat: 2 attacks per round at 13 THAC0 for 1d2 damage

--> Special Abilities: Has 100% resistance to fire and 50%

resistance to slashing, piercing, and missile damage. Can cast

Glitterdust once per day and Glass Dust twice per day.

Regenerates 1 HP/round. Immune to level drain, sleep, and

petrification.

CHAOTIC GOOD: Fairy Dragon

--> Hit Points: 24

--> Armor Class: 4

--> Magic Resistance: 32%

--> Combat: 2 attacks per round at 13 THAC0 for 1d2 damage

--> Special Abilities: Can cast Mirror Image and Invisibility 10'

Radius once per day. Immune to level drain, sleep, and

petrification.

CHAOTIC NEUTRAL: Cat

--> Hit Points: 24

--> Armor Class: 0

--> Magic Resistance: 50%

--> Combat: 2 attacks per round at 13 THAC0 for 1d3 damage

--> Special Abilities: Has 30% in Pick Pockets and 99% in Move

Silently/Hide In Shadows. Can cast Blur once per day. Immune

to level drain, sleep, and petrification.

CHAOTIC EVIL: Quasit

--> Hit Points: 24

--> Armor Class: 2

--> Magic Resistance: 25%

--> Combat: 3 attacks per round at 13 THAC0 for 1d6 damage

--> Special Abilities: Has 100% resistance to fire, cold, and

electricity. Can cast Horror once per day, Regenerates

1 HP/round.

Friends

<---------------------------------------------------------------------->

This spell can be useful when shopping, as it raises your Charisma by

six points temporarily-long enough to lower prices. Keep in mind that

this spell doesn't seem to have an effect if your Charisma is over 20.

Grease

<---------------------------------------------------------------------->

Much like Web and Stinking Cloud-superior 2nd-level spells-this is an

area-of-effect spell that hampers anything caught in the area... albeit,

after a Saving Throw to attempt to negate the effects. Those who fail

are forced to move quite slowly for the rest of the round, and must save

every round to avoid the movement impediment. This spell was hardly

a consideration in the first game, but in the sequel, it's far beyond

obsolete.

*Identify

<---------------------------------------------------------------------->

You'll always some of these spells prepared, as they... identify magical

items. Sure, having a high Lore skill can do the same, but most strong

magical items require a higher Lore score than you'll probably have...

and it's not worth playing a Bard just to identify crap. Combat use?

None. But it'll save you 100 gold that you would have wasted identifying

items at merchants. Considering how many magical items abound in the

game, this is a necessary money-saver.

Infravision

<---------------------------------------------------------------------->

Cast this spell, and the creature affected gains infravision, which in

this game makes creatures glow orange. Of course, if you have anybody

with infravision naturally, you can simply turn on the 'Group

Infravision' option and use it at will. It's not terribly useful

anyways, either naturally or as a spell, and at 10 turns, this spell's

duration isn't terribly enviable.

Larloch's Minor Drain

<---------------------------------------------------------------------->

A mediocre damage-dealing spell, this spell deals a measely four points

of damage and heals the caster for the same amount. On the plus side,

it's got range and doesn't allow a save, so I find it superior to

Burning Hands or Chill Touch, at least. Heck, it's even comparable to

Magic Missile... up until Magic Missile starts getting additional

missiles. Since every Mage in this game will have multiple-missile

Magic Missiles... yeah, this spell is useless in Baldur's Gate 2.

*Magic Missile

<---------------------------------------------------------------------->

The essential damage-dealing spell you'll use through most of the

game... it deals 1d4+1 points of damage, and while that sounds paltry-

and it is-it gains an additional missile at 3rd, 5th, 7th, and finally

9th level. On top of that it has a casting time of one, it always hits,

and allows no save. At 9th level, that's 10-25 damage per casting... not

bad for a 1st-level spell. Honestly, I rarely use this spell, but it

does come in handy during a few fights... chaining multiple copies of

this spell via sequencers, Spell Trigger, etc., can be quite potent.

Nahal's Reckless Dweomer

<---------------------------------------------------------------------->

A Wild Mage-only spell, this spell gambles on the Mage's wild surge

ability, which this spell intentionally triggers after you select

another spell. The Wild Mage attempts to shape the energy into the

desired form... in other words, into the spell you tried to cast. The

odds of you casting the desired spell, however, are very slim-on the

normal table you have a 1% chance of casting a spell normally during a

wild surge. Of course, since you're not screwing up, you're

intentionally channeling wild magic, you add your level to the roll on

the wild surge chart... which means, presumably, you've got a chance to

cast the desired spell equal to 1% plus your level. Even near the end of

Baldur's Gate 2, you'll be lucky to get this spell to work when you need

it, much less to use it regularly. My suggestion? Don't bother with it.

Protection from Evil

<---------------------------------------------------------------------->

A low-level buff that protects the recepient...against evil! Attacks

against the protected character are made at a -2 penalty, while saves

made by the protected character are made at a +2 bonus. You're better

off just letting a Cleric do this for the entire party with Protection

From Evil 10' Radius.

Protection from Petrification

<---------------------------------------------------------------------->

Petrification attacks aren't an issue in Baldur's Gate 2... in fact,

I can't remember a single Basilisk in the entire game... you don't need

this spell.

Reflected Image

<---------------------------------------------------------------------->

A poor man's Mirror Image, it give you one image that mimmics the

caster. Foes attacking the caster have a 50% chance to hit the image,

and a 50% chance to hit the caster... if the image is struck, it

vanishes. Sounds useful, but considering that Mirror Image does the

same thing-but with two-to-eight images, you're better off just

waiting.

Shield

<---------------------------------------------------------------------->

Like Armor, this spell drops your Armor Class. Unlike Shield, Armor,

however, this spell drops your Armor Class to four against melee

attacks, and two against missile attacks... that's a six or eight

point bonus. It also renders you immune to Magic Missiles! Score.

Unfortunately, it-like Armor-doesn't stack with whatever mundane armor

you may be wearing, and you'll have better permanent armor shortly into

the game.

Shocking Grasp

<---------------------------------------------------------------------->

Another crappy 1st-level damage-dealer, it deals 1d8+1 point of damage

per level and the opponent has to be touched for the spell's damage to

be done. You miss, you wasted the spell. Me? I'd rather take the sure

damage of Magic Missile any day.

Sleep

<---------------------------------------------------------------------->

Sleep is one of the best low-level Mage spells in the game. It'll force

all critters within a 15-foot radius to save at -3 or fall asleep for

five rounds per level.. an insane amount of time, and more than enough

time to kill any and all affected critters. Against high-level enemies

(those with 4+3 Hit Dice or more) it's useless... which means despite

all its merits in the first game, it's useless now.

Spook

<---------------------------------------------------------------------->

This spell causes one creature to Save versus Spells are run away scared

for the duration of the spell. The target suffers a -1 save penalty

against the effect for every two levels of the caster, up to -6 at 12th

level... which is actually pretty decent. What's not decent, however, is

the aforementioned duration, a mere three rounds. You have far better

debuffs to cast.

2nd Level Arcane Spells {SPT018}

o======================================================================o

***TOP SPELLS***

Blur: Gives caster bonus to Armor Class and Saving Throws.

---

Knock: Open locked containers/doors.

---

Mirror Image: Creates 2-8 illusory images which confound attackers.

---

Resist Fear: Removes fear effects in area.

Agannazar's Scorcher

<---------------------------------------------------------------------->

This spell creates a 15 foot long jet of flames that deals 3-18 damage

to everything in its path. Technically, it's possible to hit several

foes in one cast, but this requires some good luck as to where the foes

place themselves. Frankly, there are many, many other 2nd-level spells

worth casting long before your need to settle for a mediocre damager

like Agannazar's Scorcher... for instance...

Blur

<---------------------------------------------------------------------->

...Blur. One of the best defensive spells a Mage has to offer, this

spell forces enemies to suffer a -3 penalty to attack rolls, and gives

the Mage a +1 bonus to Saving Throws. At four rounds +2 rounds per

level, it should last an entire encounter once you hit higher levels.

Granted, for most of the first game it won't really be worth casting,

but once your Armor Class and level improves, it'll be a spell you'll

lean on heavily before any large encounter. It might seem over-shadowed

by spells like Improved Invisibility, but actually the game's AI

actually favors Blur. Why, you ask? If you're invisible, you will

provoke a True Sight from many enemy spell-casters... which of course,

dispels all your illusions. This is almost guaranteed in Throne of

Bhaal, to the point where Improved Invisiblity actually compromises

your defenses. Spells like Blur and Mirror Image, however, will not

provoke such a response.

Chaos Shield

<---------------------------------------------------------------------->

This spell is a booster for Nahal's Reckless Dweomer, boosting your roll

on your magic surge table by 15. This turns your pathetic odds to...

well, still pathetic, but somewhat plausible. Still, a booster spell for

another spell that I don't consider worth the trouble, what do you think

my suggestion is?

Deafness

<---------------------------------------------------------------------->

This spell affects one creature and it attempts to deafen the foe, which

gives them a 50% chance of spell failure. Honestly, however, I'd rather

just let my Clerics cast Silence 15' Radius, which imposes a -5 save

penalty, is an area-of-effect spell, and outright prevents affected

creatures from casting... which makes Silence 15' Radius superior in

every category, really. Even better still is Insect Plague, so you can

safely ignore this spell.

Detect Evil

<---------------------------------------------------------------------->

It's... not a great spell, and I wouldn't keep one prepared, it might

prove interesting from time to time. If you follow my guide, however,

you will know who to attack and who to leave alone, alignment be damned.

Detect Invisibility

<---------------------------------------------------------------------->

Why would you ever use this half-measure when you could cast True

Sight?

Ghoul Touch

<---------------------------------------------------------------------->

A thoroughly bad debuff, this spell attempts to paralyze a foe... as if

you were a Ghoul, see? Unfortunately, you need to touch an enemy for the

spell to work and it imposes no save penalty whatsoever.

Glitterdust

<---------------------------------------------------------------------->

Gold! Glitterdust creates a cloud of adhesive, glowing, golden particles

that cover foes in the area of effect if they fail a save with a -4

penalty. Affected creatures are blinded (-4 penalty to attack rolls,

Saving Throws, and Armor Class) and invisible creatures are revealed.

More good news? It's party-friendly! Unfortunately it only lasts four

rounds, and we need not ever consider 2nd-level spells when we've got

access to far superior debuffs like Slow and Chaos.

Horror

<---------------------------------------------------------------------->

Horror was one of the most overly-abused trump cards the computer

employed in the first game... now it's more of a property than a spell

most foes will employ (ignoring Symbol: Fear, which is a superior

spell.) As for you, and this spell... it's day is done. You have better,

higher-level spells you can cast if you want to break up enemy groups.

Invisibility

<---------------------------------------------------------------------->

An interesting spell... it makes the caster... well, invisible, of

course. It might seem somewhat useful, strategically, as your Mage

would be better able to get into position while invisible, no? Sure,

but remember that in Baldur's Gate 2 the computer has access to True

Sight, and many spell-casters will employ it to expose invisible or

sneaking characters. That being the case, it's probably not going to

prove interesting very often.

*Knock

<---------------------------------------------------------------------->

Another essential Mage spell that has absolutely no use in combat. You

need to unlock something? Use Knock. If you're blessed with a Thief of

any quality, you can skip on this spell, but considering the diminished

status of 2nd-level spells in Baldur's Gate 2, you really don't have

anything better to fill your spellbook up with.

Know Alignment

<---------------------------------------------------------------------->

Want to know somebody's alignment? Cast this spell. Simple as. Of

course, why do you care anyways? If they're not evil, you don't need to

worry, and if you follow my guide, you'll know what to do without having

to pry into everybody's alignment.

Luck

<---------------------------------------------------------------------->

This spell absolutely reeks with suckness. It gives a '5% bonus' to any

and all actions... whatever the hell that means. I have to assume,

however, that on a d20 system... 5% equals a +1 bonus. See? I can do

math. The real suck, however, is that it's a low-powered buff that only

affects one person, and lasts all of three rounds. It's hard to imagine

a more underwhelming buff.

Melf's Acid Arrow

<---------------------------------------------------------------------->

It might have been an average damage-dealer in the first game, but now,

it just takes too long to do too little damage. Honestly, I prefer Magic

Missile, and I'd rather save my 2nd level spells slots for defense

(Mirror Image, Blur) or utility (Knock).

*Mirror Image

<---------------------------------------------------------------------->

You conjure 2-8 images which mimic the caster and confuse enemies.

Attacks made against the caster have a chance of hitting the caster, or

a chance of hitting one of the images... presumably proportional to the

number of images you have. On it's own, it's a pretty good defensive

spell. Combined with Blur and Stoneskin, it makes a Mage nearly

invulnerable to melee attacks.

Power Word: Sleep

<---------------------------------------------------------------------->

Introducing the Power Word spells-they allow no save, affect one

creature, and deal various forms of badness. The only defense against

them is being above their Hit Point threshold. In this case, the

threshold is twenty Hit Points. Everything with fewer Hit Points than

this is put to sleep-period. Undead, of course, are not affected... and

honestly, most foes in the game will be too powerful for this.

Ray of Enfeeblement

<---------------------------------------------------------------------->

Cast this bad ray at a creature and they must make a Saving Throw vs.

Spells (at no penalty) or have their Strength reduced to five for one

round per level. No penalty, one target? No thanks.

*Resist Fear

<---------------------------------------------------------------------->

If an enemy gets off a Symbol: Fear spell, or you succumb to a dragon's

or demon's fear aura, it can easily end in a reload. If you have one of

these spells prepared, however, you have nothing to fear... or at least,

you need not fear fear. A great protective spell, I tend to just make my

Clerics prepare Remove Fear, as 2nd level Mage spell slots are more

precious, and 1st-level Cleric spells are much less so.

Stinking Cloud

<---------------------------------------------------------------------->

Stinking Cloud creates nauseating clouds in a 15-yard radius that forces

enemies to save or be rendered helpless for 1d2 rounds. Lasting one

turn, this spell might not keep enemies down as long as Sleep, but it

has no Hit Dice limit. It used to be one of the best early debuffs in

the first Baldur's Gate, but it's far less useful in Baldur's Gate 2

as compared to higher-level spells.

Strength

<---------------------------------------------------------------------->

This crappy spell sets the Strength score of the target up to 18/50...

or rather, sets it to 18/50, potentially lowering their Strength if it's

higher. For some characters with mediocre Strength-Jaheira and Keldorn,

come to mind-this spell might prove to be a useful buff, but it's really

unnecessary for most fights, and where it'll prove useful, Potions of

Giant Strength abound, and later on, you'll find many items that

improve your Strength while worn.

Vocalize

<---------------------------------------------------------------------->

Allows the caster to cast spells without making use of its verbal

component... or in other words, you can cast spells silently. The

practical implications of this spell? It allows you to cast spells

while silenced. It only lasts a turn, however, and very few enemies

cast Silence. I have never found a use for this spell.

Web

<---------------------------------------------------------------------->

Web funcitons alot like Stinking Cloud-at least in its overall effect.

Creatures in the area-of-effect who fail their Saving Throw are

helpless. Good stuff. It's got a five yard per level radius (up to a

30 foot radius), lasts two turns per level, and imposes a -2 save

penalty. It can't, however, compare to higher level spells which we'll

have in abundance.

3rd Level Arcane Spells {SPT019}

o======================================================================o

***TOP SPELLS***

Dispel Magic: Removes buff/debuffs from all creatures in area.

---

Haste: Doubles movement speed, gives an extra attack per round.

---

Slow: Slows targets, massive penalties to attack rolls and Armor Class.

Clairvoyance

<---------------------------------------------------------------------->

This spell removes the fog-of-war in any outdoor area, but it does not

show creatures, and it does not allow you to 'see' what's in the area,

exactly. Again, it just removes the fog-of-war... you know, all that

black crap that's everywhere in a new area? Instead of casting this

spell, why not just walk around? Seriously I can't think of a single

time where this spell is useful.

Detect Illusion

<---------------------------------------------------------------------->

Detect Illusion dispells illusion spells of 3rd level or lower in a

20-foot radius... which means Invisibility, Mirror Image, Blur... the

weakest, but also fairly common illusion spells. Of course, many foes

also use Shadow Door, Mislead, Improved Invisibility, etc., which this

spell does nothing against. Just think instead of this, you could

prepared a shiney new Dispel Magic, which works on almost all spells.

Even better, you could go for True Sight, the REAL illusion-buster in

Baldur's Gate 2.

Dire Charm

<---------------------------------------------------------------------->

Just like Charm Person, but with no save bonus for targets. There are

far more useful 3rd-level spells to prepare.

*Dispel Magic

<---------------------------------------------------------------------->

Any time you fight spellcasters, they'll attempt to buff themselves and

hit you with debilitating spells. Dispel Magic should therefore be

memorized at least once by every spellcaster in the game, as it gives

you a chance to take down a protected Mage, or free your characters

from the effects of another spell. Dispel Magic is your magical safety

net, and every caster should have one prepared at all times.

Fireball

<---------------------------------------------------------------------->

Fireball has its uses, as might be expected from an iconic Mage spell.

The first time I played this game, I was much less refined in my

tactics, and was overjoyed by this brute force option. Still...

experience has taught me that buffs like Haste and debilitative spells

like Chaos are much better spells. That being the case, I rarely bother

using this spell.

Flame Arrow

<---------------------------------------------------------------------->

A single-target damage-dealer that's far easier to control, and hence,

more useful than Fireball in some circumstances. It deals 4d6 fire

damage and 1d6 piercing damage, but the target can save for half the

fire damage. Like Magic Missile, you obtain another missile-for this

spell, once every 5th level-so that's two bolts at 10th level, three at

15th, four at 20th, and so on... This spell is like a beefier Magic

Missile, and it has the same usefulness. On its own, it's fairly weak,

but if you chain a few of them together with Spell Trigger, it can

become monstrously strong... It gets a place of honor in one fight

late in the game, but otherwise, it's ignorable.

Ghost Armor

<---------------------------------------------------------------------->

Yeah, you knew there'd be more of these spells, didn't you? Like the

old 1st-level Armor spell, I consider these spells useless for

single-class Mages. They should be kept out of combat anyways, but for

multi-or-dual-class Mages? Well, let's be honest... you can get better

permanent armor than these spells provide. Ignore Armor, and ignore

Ghost Armor.

*Haste

<---------------------------------------------------------------------->

Haste is the best buff in the game, hands down. In every somewhat

difficult encounter, you should employ Haste. It just doubles your

offensive power. Literally, it gives an extra attack per round and

doubles you movement speed. Good stuff, indeed. Keep one ready on every

character who can cast it.

Hold Person

<---------------------------------------------------------------------->

Just like the 2nd-level Cleric spell, this spell attempts to 'hold', or

paralyze a target, and also affects nearby targets in a 7.5-foot radius.

It only affect man-sized humanoids, but fortunately, they're common. No

save penalty, and it only lasts 10 rounds... which is long enough to

kill them and then some, to be fair. Still, almost anything I would use

this on, I could just use Chaos on instead. Bigger radius, save

penalty... Yeah, you don't need this spell.

Hold Undead

<---------------------------------------------------------------------->

Just like Hold Person, but for undead, which are normally immune to

these types of spells. It affects all enemies in a 10-foot radius, which

is a decent radius, but it imposes no save penalty. There are better

ways to deal with undead.

Invisibility 10' Radius

<---------------------------------------------------------------------->

Like Invisibility, but for everybody in an area! It's just as likely to

be dispelled with True Sight, and there's only one time in the entire

game where I suggest its use.

Lightning Bolt

<---------------------------------------------------------------------->

This is an interesting damage-dealing alternative for enclosed spaces,

where you can try and bounce it off walls to deal outrageous damage.

Multiple hits will dispatch most enemies. It's a gimmick, however, and

I rarely ever use it, as I'm just not good at aiming it, and generally

find it unreliable.

Melf's Minute Meteors

<---------------------------------------------------------------------->

This spell creates one globe per level of the caster, which can then be

thrown by said caster (with a +5 bonus to hit). Each 'meteor' that hits

deals 1d4+3 points of damage, plus three fire damage, and the caster can

hurl five such 'meteors' per round. Quick, somebody explain to me how,

exactly, this spell is superior to Magic Missile? More damage? Sure, a

bit, but it's a 3rd-level spell-I'm not using up a 3rd-level spell slot

for 7-10 damage instead of 2-5 per missile. Also, you have to actually

hit the target with all five missiles-attack rolls and all that, which

is something a Mage can't exactly count on, can they? I'll stick to

Magic Missile, myself.

Minor Spell Deflection

<---------------------------------------------------------------------->

This spell absorbs a number of spells directed at the caster, up to four

spell levels worth... unless it's an area-of-effect spell, or a

stationary spell effect like Cloudkill or Web. Considering that many

spells you'll encounter in this game are area-of-effect spells... you

might as well just ignore this spell...

Monster Summoning I

<---------------------------------------------------------------------->

If you think summoning one or two weak monsters will help you out,

you're in for a rough time... just ignore this useless spell.

Non-Detection

<---------------------------------------------------------------------->

This spell makes you immune to scrying attempts, spells like

Clairvoyance, Invisibility Purge, etc. You know how many foes will

use these spells? None. You will never need this spell.

Protection From Cold

<---------------------------------------------------------------------->

Protection From Cold does just that-reduces the cold damage that comes

your way by 50%. You'll face cold attacks very rarely, so preparing a

3rd-level spell to do so is just a waste. Just use the 2nd-level Cleric

spell 'Resist Fire and Cold' instead.

Protection From Fire

<---------------------------------------------------------------------->

Like Protection From Cold-it protects you against 50% of fire damage

that comes at you. Fire damage is more common than cold, but still,

I suggest the Cleric spell 'Resist Fire and Cold' instead.

Protection From Normal Missiles

<---------------------------------------------------------------------->

Makes a target invulnerable to normal (non-magical) missiles for five

turns. This spell is pretty useless in this game. Any foe shooting

mundane missiles at you probably isn't much of a threat, and any foe

with magical missiles will ignore it.

Remove Curse

<---------------------------------------------------------------------->

You pick up a shiny new ring and stupidly put it on your finger not

knowing what it is, and boom! Wertle-wertle-woo for you. Honestly,

that's really the only way to get cursed in this game, save for perhaps

short-term spells like Doom, and who cares about that anyways? You can

always go to a church to have curses removed, but this is cheaper. You

probably will never need to use this spell.

Remove Magic

<---------------------------------------------------------------------->

Hailed as the 'combat version' of Dispel Magic, it functions exactly

the same way... save that it only removes buffs/debuffs on foes. This

might sound handy, and it is-if you have the extra 3rd-level spell

slots. On the other hand, it won't save you if you have debuffs

affecting your party, so it's got much less utility overall than Dispel

Magic, if you have any aim. I'll be honest, I've never found a need

for this spell. General party-buffs amongst your foes are rare, and

there are better spells for taking down more potent, individual buffs.

Skull Trap

<---------------------------------------------------------------------->

Create a... skull trap that explodes when enemies get too close to it,

dealing 1d6 points of damage per level to all critters in a 20-foot

radius. Honestly, I prefer Fireball. I can aim it, and decide what gets

hit, when. No need to lure foes into a trap with the hope that it'll

affect a good number of them.

*Slow

<---------------------------------------------------------------------->

This spell affects all enemies in a 30-foot radius, and any melee

character affected might as well be dead. It forces them to move and

attack at half the normal rate, and imposes a -4 penalty to attack rolls

and Armor Class. Enemies save against this effect at a -4 penalty.

When faced with a group of sturdy melee enemies, there's little better

to cast.

Spell Thrust

<---------------------------------------------------------------------->

Removes a number of spell defenses, including Minor Spell Deflection,

Minor Globe of Invulnerability, Spell Immunity and Minor Spell Turning.

Spell Immunity can be particularly troublesome, since it can prevent

more sophisticated take-down tactics and debuffs, but it's a rare cast

by enemies in this game, and the other spells are much less fearsome.

Vampiric Touch

<---------------------------------------------------------------------->

Deals 1d6 damage per every two caster levels (up to 6d6 damage), and

heals the caster for that amount. Unfortunately, it's a touch spell

(see the word 'touch' in the name?) so its utility for a single-classed

Mage is dubious, at best.

4th Level Arcane Spells {SPT020}

o======================================================================o

***TOP SPELLS***

Confusion: Foes in area are confused unless they save at -2.

---

Greater Malison: Reduces saves by 2, softening up foes.

---

Improved Invisibility: Recepient can't be targeted by spells.

---

Minor Sequencer: Chain two spells of 2nd-level or lower.

---

Stoneskin: Negates physical attacks entirely.

*Confusion

<---------------------------------------------------------------------->

Confusion is a great debilitating spell, but inferior to Chaos, which

outshines it in every way. Still, it forces all enemies in a 30-foot

radius to save at -2 or wander around, go berserk, or simply stand

there. Simply put, it breaks up all effective resistance and wins

fights.

Contagion

<---------------------------------------------------------------------->

A fourth-level debilitator with no save penalty? How well do you think

this spell is going to do? Ah well, let's get it over with... this spell

attempts to cause 'major disease and weakness' in a creature. The target

suffers a -2 penalty to Strength, Dexterity, and Charisma, and they

are slowed. One target. No save penalty. Compare this spell to, say,

Slow. Wouldn't you be better served by slowing a group of foes at a -4

save penalty? You would. Ignore this spell.

Emotion, Hopelessness

<---------------------------------------------------------------------->

Like Confusion, but with no save, and enemies 'sleep' (lie down and

remain helpless) for the duration of the spell. If it weren't for the

lack of a save penalty, it would be a great spell.

Enchanted Weapon

<---------------------------------------------------------------------->

Creates a +3 weapon that can be used by anybody-either a Mace, Axe,

Long Sword, or Short sword. Or... you could just get a permanent weapon.

Farsight

<---------------------------------------------------------------------->

Allows you to see an unexplored section of map, much like Clairvoyance.

Something else that reveals unexplored sections of map? Exploring it.

Save the spell-slot, just sneak around with a Thief or Ranger.

Fireshield (Blue)

<---------------------------------------------------------------------->

An aggressive form of defense, this spell surrounds the caster with a

shield of 'ice flame'. Yeah, makes sense to me. The caster gains 50%

Cold Resistance and foes that strike in melee suffer 1d8+2 points of

damage per hit. It's decent damage, but a single-classed Mage really

can't accept the damage trade-off. A Fighter/Mage might be able to

handle the abuse, however, but where it really shines is combined with

Stoneskin, where you take no damage, and the enemy suffers for removing

each skin.

Fireshield (Red)

<---------------------------------------------------------------------->

Same thing as Fireshield (Blue), save that Fireshield (Red) is... well,

actually a FIREshield. It grants 50% resistance to fire damage and deals

1d8+2 fire damage each time an enemy strikes you in melee.

*Greater Malison

<---------------------------------------------------------------------->

Hit enemies with this before casting other spells that allow saves and

you'll stand a greater chance of affecting your enemies. If it's used

to soften up foes before hitting them with Chaos, Insect Plague, Finger

or Death, or a Vorpal weapon, it becomes downright unfair.

Ice Storm

<---------------------------------------------------------------------->

A direct-damage dealing area of effect spell that allows no save. Sound

good? Here we go-it only deals 2d8 damage per round (lasting four

rounds) and is not party friendly. So... why cast something with less

damage potential than an 9th-level Mage's Fireball?

*Improved Invisibility

<---------------------------------------------------------------------->

Another great defensive spell, it imposes a -4 penalty to the attack

rolls of enemies, and gives the caster a +4 bonus to saving throws. Best

of all, you can't be targeted with spells until the invisibility is

dispelled. It does, however, have one Achilles heel-the spell True

Sight, which will be employed against you if you've got an invisible

character. By Throne of Bhaal, this counter is so widespread that this

spell is all but useless... in the mean time, however, abuse it.

Minor Globe of Invulnerability

<---------------------------------------------------------------------->

This spell makes you immune to 1st-3rd level spells... alas, since most

dangerous spells are now higher-level affairs, this is no longer the

defensive spell it used to be. Most foes will refrain from casting

such weak spells until they're out of superior spells... and if you

can't kill a Mage slinging Melf's Acid Arrows at you... well, you

deserve to lose.

*Minor Sequencer

<---------------------------------------------------------------------->

This spell can be quite useful, as it allows the caster to chain two

spells of 2nd-level or lower together in one quick cast. Want to pelt a

foe with two Magic Missile spells in one round? Or instantly bring up a

Mirror Image and Blur? This is the way to do it. Best of all, you can

cast this spell, prepare the Sequencer, remove this spell, and the

spells you are chaining together, as well. The only limitation is that

you must have the spells you want to sequencer memorized at the time

you cast the sequencer. The only real limitation this spell has? Well,

you don't get it until awfully late in the game...

Monster Summoning II

<---------------------------------------------------------------------->

Like the 3rd level spell, but it'll summon a few more Hit Dice of

monsters... still not enough to make it useful, however.

Otilukes's Resilient Sphere

<---------------------------------------------------------------------->

I'll admit, I like the idea of this spell. Taking a foe out of a fight

long enough to deal with its buddies makes me feel all strategyful, and

stuff. But it's just not a good spell. Otiluke's Resilient Sphere

captures a single foe in a 'globe of shimmering force', which prevents

the trapped critter from affecting the outside world, and vice versa.

Still, it's a single creature, the spell has no save penalty, and it

only lasts a turn... granted, probably enough time to resolve any

fight... but... Slow, Confusion, or Chaos would all be superior casts.

Polymorph Other

<---------------------------------------------------------------------->

Turns another foe into a Squirrel... still, it imposes no save

penalty and only affects a single target. It's more of a humorous

spell, than a serious tactical solution to any fight.

Polymorph Self

<---------------------------------------------------------------------->

Allows the caster to assume the form of another creature, which you can

select from a short list of the following (as per the spell's in-game

description):

Gnoll: wields a magical +1 halberd (+1 fire damage and strikes as an

enchanted weapon +3)

Mustard Jelly: capable of slowing opponents (if they fail a Saving

Throw when hit)

Ogre: capable of causing massive damage with its fists

Spider: causes poison when it hits an opponent.

You can also assume the form of a Brown Bear, Black Bear, or Wolf... but

these shapeshifts suck. Just ask any Druid. So, let's look at these in

depth, shall we?

First, you can change to any of these creatures at will-and back again-

for the entire duration of the spell, a passable one turn, plus three

rounds per level, so you can change your form as events necessitate.

Your statistics and attributes are affected by each form, which is not

mentioned by the spell, but which I will show below. Also, you cannot

cast spells while polymorphed-something to keep in mind, to be sure.

Your natural Armor Class may change, as well-magical protections will

still be counted, but armor will not. You can equip and unequip

clothing, jewelry, and armor at will, but not weapons.

Flind

Armor Class (Base): 2

Strength: 17

Dexterity: 17

Constitution 12

Mustard Jelly

Armor Class (Base): 4

Strength: 14

Dexterity: 9

Constitution 9

Cold Resistance: 50

Electrical Resistance: 100

Magic Resistance: 125

Magic Cold Resistance: 50

Slashing Resistance: 30

Crushing Resistance: 30

Piercing Resistance: 100

Missile Resistance: 85

Ogre

Armor Class (Base): 5

Strength: 18/00

Dexterity: 9

Constitution 18

Spider

Armor Class (Base): 1

Strength: 16

Dexterity: 16

Constitution 9

So... there everything is, all pink and naked. Honestly, I don't see

the point in turning a Mage into a melee creature, especially one that's

likely to be rather weak compared to your mainstay warriors...

If anything, however, the Mustard Jelly is interesting for its

resistances, if nothing else. I never make use of this spell, but if

you feel like giving it a go... eh... it's your Mage's funeral.

Secret Word

<---------------------------------------------------------------------->

Dispels one spell protection of 8th-level or lower, including Minor

Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Spell

Deflection, Spell Turning, and Spell Shield. It's... an option if you

don't want to use Spell Thrust, but there are far too many good

4th-level spells to bother with this.

Spider Spawn

<---------------------------------------------------------------------->

Allows you to summon one (80%) or two (20%) spiders of types that vary

by level. At 8th-level or lower, you summon wussy Giant Spiders, at

9th-11th levels you'll summon Phase Spiders, and at 12th-level and

higher you'll summon Sword spiders. None of these creatures really have

the muscle you'll want in a summoned creature.

Spirit Armor

<---------------------------------------------------------------------->

The strongest of the armor spells, this particular version creates an

intangible suit of armor that grants an Armor Class of one. It doesn't

stack with other armor, but it will stack with Dexterity bonuses,

magical protections, and shields. When the spell ends, it'll deal 2d4

points of damage to the caster. It's actually potentially very nice

armor, but honestly, it'll only drop the Armor Class of a well-equipped

Fighter/Mage by a few points.

*Stoneskin

<---------------------------------------------------------------------->

The ultimate physical defensive spell, Stoneskin makes the caster

outright immune to physical damage. It'll absorb a number of attacks

equal to the number of 'skins' or layers it has. The caster has one

skin per two levels, which means a high-level Mage could ignore over

a dozen melee attacks. These skins last until absorbing (and negating)

attacks, or until its whopping 12-hour duration ends. On its own, it's

wonderful physical defense. Mixed with a good Armor Class, and other

defensive spells like Blur and Mirror Image, and it'll make the Mage

nearly invulnerable to melee damage. It's the best thing a Fighter/Mage

can cast in most fights, and really, you should keep one prepared at

all times... which essentially means it's my 4th-level spell of choice

for my Fighter/Mage. It's less useful on single-classed Mages, since

their Armor Class is inferior and they don't tend to be exposed to

physical assaults often, but it's still useful for them, as well.

Teleport Field

<---------------------------------------------------------------------->

Randomly teleports all foes in the area of effect to... another spot in

the area of effect. I really can't think of a great use for this spell,

as the radius is actually rather small (it sure doesn't look like a

30-foot radius on screen, to me). I suppose indoors you could get lucky

and teleport a foe into another room, hence costing them... I don't

know, a round to walk back and continue attacking? Or perhaps you'll

teleport a vulnerable spell-caster closer to your hungry warriors.

Ultimately, it's just too random for me to bother with. Yes, random in

a way that Saving Throws are not. Shut up. At least with spells like

Horror, Slow, Confusion, or Chaos, I know that there's a good chance

at least one foe will be affected in a way that helps my cause.

Wizard Eye

<---------------------------------------------------------------------->

Creates an invisible sensory organ that... essentially allows him to

spy around and explore the level. Like all other Mage-spy spells, why

not just explore? Why waste a 4th-level spell slot to do what a hidden

Ranger or Thief can do?

5th Level Arcane Spells {SPT021}

o======================================================================o

***TOP SPELLS***

Breach: Dispels all combat protections on a target.

---

Chaos: Foes in area are confused unless they save at -4.

---

Lower Resistance: Lowers targets Magic Resistance by 10% + 1%/level.

---

Spell Immunity: Makes caster immune to spells from one school.

Animate Dead

<---------------------------------------------------------------------->

Just like the 3rd-Level Cleric spell of the same name, this spell

allows you to summon undead to fight for you. In Baldur's Gate 2, with

the level range you'll be dealing with, it pretty much means you'll be

summoning a Skeleton Warrior. A fairly beefy foe... in Baldur's Gate 1,

it's no longer much in the way of a threat to... much of anything,

really. The game has changed and victory now favors new tactics.

*Breach

<---------------------------------------------------------------------->

Dispels all 'specific and combat protections on a target creature',

including Shield, Protection Circle, Resist Fear, Protection From

Fire/Cold, Fireshield, Protection From Acid, Protection From

Electricity, Protection From Magic Energy, Protection from The Elements,

Protection From Energy, Protection From Normal Missiles, Protection From

Normal Weapons, Protection From Magic Weapons, Stoneskin, Armor, Ghost

Armor, Spirit Armor, Absolute Immunity, Mantle, and Improved Mantle.

No save, no check, no magic resistance, it's just gone. That's alot of

spells, and you new gamers out there might not know the signifigance of

this spell... but that's what I'm here for, right? Almost every Mage in

Baldur's Gate 2 will, in combat, throw up a Stoneskin and/or Protection

from Magic Weapons. Since your warriors are probably the characters most

likely to chop down these Mages, these spells can effectively retard

their ability to harm the Mage, which in turn will allow said Mage to

make your life miserable by casting spells. This spell should be used

any time a Mage brings up one of those two spells, and really, it's just

essential to Mage take-down tactics in this game. Every Mage who can

cast it should have at least one prepared at any time, and potentially

a few more, if expecting Mage-heavy opposition. It is worth noting that

the only effective way to counter Breach is with Spell Immunity that

protects against Abjuration. Don't worry, however. You will almost

always be on the casting end of this spell.

*Chaos

<---------------------------------------------------------------------->

This spell is one of the go-to debilitator for Baldur's Gate 2...

Forcing a save at -4 is just not fair. Otherwise it works just like

Confusion. Get used to hearing about this spell, as I'll be comparing

5th-level spells to it at every turn.

Cloudkill

<---------------------------------------------------------------------->

The only effective use of this spell that I can think of is in

conjunction with Animate Dead and Stinking Cloud. Your Skeleton Warriors

can simply distract enemies and cause them to take damage while they

remain within the Cloudkill. Still, at 1d10 damage per round, it's not a

great way to destroy enemies... not when you can just hit them with

Chaos, instead.

Cone of Cold

<---------------------------------------------------------------------->

Creates a... cone of cold, dealing 1d4+1 damage per level to all

creatures in the area. Not party friendly, but what do you expect?

Creatures inside the area can save for half. It's not a bad damage

dealer, really, but it's not exceptional, either.

Conjure Lesser Air Elemental

<---------------------------------------------------------------------->

Conjures an 8 Hit Dice Air Elemental to do the caster's whim until the

spell expires. Note that there are two problems with this spell. First,

an 8 Hit Dice Elemental is not the strongest of summoning spells in

the game, and will quickly become obsolete. Second, immediately after

casting the spell the caster becomes locked in a 'psychic contest' with

the elemental for three rounds, during which he attempts to establish

control. Three rounds of inactivity from your Mage is a terrible price

to pay for any spell, and on top of that there's a 15% chance your Mage

will not come out on top... that being the case, your summoned elemental

will... well, attack you. And isn't that kind of the opposite of what

you were going for? Ultimately, I really can't suggest such a spell when

Clerics and Druids get superior, less tempermental elemental summoning

spells. It still might be worth casting a few situtation early in the

game, as all elementals have one unique defensive property worth

considering... they are immune to mundane and +1 weapons. So... when

there are a bunch of foes who don't have the requisitie equipment to

play, these spells are essentially cheap ways to take them out. It's

a tactic that quickly stops bearing fruit, however, but since it's one

Edwin can potentially employ from the second you recruit him...

Conjure Lesser Earth Elemental

<---------------------------------------------------------------------->

Conjures an 8 Hit Dice Earth Elemental to do the caster's whim until the

spell expires. Note that this spell has the same liabilities as Conjure

Lesser Air Elemental.

Conjure Lesser Fire Elemental

<---------------------------------------------------------------------->

Conjures an 8 Hit Dice Fire Elemental to do the caster's whim until the

spell expires. Note that this spell has the same liabilities as Conjure

Lesser Air Elemental.

Domination

<---------------------------------------------------------------------->

Control a creature's actions while affected by this spell. It's

essentially the same as any Charm spell, but it imposes a -2 penalty to

their Saving Throws. Oh, and it only lasts eight rounds. Again, I'd

rather disable an entire group of foes with Chaos (at a -4 save!) than

control one.

Feeblemind

<---------------------------------------------------------------------->

Cast this spell for stupid-making. It's like watching to Fox News! The

target saves at a -2 penalty and lasts indefinately-unless dispelled.

This spell lowers the target's Intelligence to three. On most foes, it's

nothing serious, but if you hit a Mage with it... well, they won't be

casting anything, will they? Still, I'd rather... you guessed it, just

use Chaos. A foe affected by Chaos is not going to cast anything, the

save penalty is -4, and it affects a group.

Hold Monster

<---------------------------------------------------------------------->

Like Hold Person, but it affects pretty much any critter. It imposes a

-2 save penalty and affects any foes within a very small 7.5-foot area

of the target... which is, for all intents and purposes, adjacent. Chaos

is still superior.

*Lower Resistance

<---------------------------------------------------------------------->

A fair spell that should see its way into your spellbook from time to

time... at least until you have access to Pierce Magic, but I digress...

Lower Resistance does exactly what its name implies-it lowers the Magic

Resistance of a foe by 10% + 1% per caster level. Even a mid-level

casting of this spell will knock off about 25% Magic Resistance, and

if you chain two of them and a Breach into a Spell Trigger... yeah, it's

worth using to soften up some of the bigger foes in the game.

Minor Spell Turning

<---------------------------------------------------------------------->

I typically stay away from spell turning spells simply because... well,

I just don't find them all that useful, really. If you need real defense

against spells-the best defense is a good offense. Take them down

quickly with Breach and sharp, pointy things. Failing that, the next

best defense is an impenetrable defense, which this spell simply is not.

Rely on Spell Immunity and the Cloak of Mirroring and laugh as your

foes exhaust themselves trying to harm you-to no avail. This spell

doesn't contribute to either strategy, so I ignore it.

Monster Summoning III

<---------------------------------------------------------------------->

Like the lower spells, but with stronger monsters. Still, not strong

enough to bother summoning. A single conjured elemental will certainly

be strong enough to finish off anything this spell summons.

Oracle

<---------------------------------------------------------------------->

Dispels all illusion/phantasm spells of 5th-level or lower in the area,

including Reflected Image, Invisibility, Mirror Image, Non-Detection,

Improved Invisibility, and Shadow Door. Party Friendly. It also has a

huge radius, and considering that the only spell this really leaves out

is Mislead... it seems like a good spell. And it is, but 5th-level

spells are absurdly good throughout the entire game-you're always going

to want Breach, and probably a few copies of it. 6th-level spells are

significantly less impressive, and one of them is True Sight, a superior

anti-illusion spell that has much less competition. Alas, Oracle, you

tried well, but just didn't make the cut.

Phantom Blade

<---------------------------------------------------------------------->

Creates a... yeah, a phantom blade that acts a +3 weapon, which the

caster is automatically proficient with. It deals +10 damage to undead,

but is otherwise not noteworthy. A possibility for a Fighter/Mage, but

a single-classed Mage is wasting their time... and since you can get

your hands on permanent +3 weapons fairly early into the game, even

a combat-focused Mage can ignore this spell.

Protection From Acid

<---------------------------------------------------------------------->

Confers complete invulnerability to acid. Fair enough, but you'll only

encounter acid-using foes a few times in the game, and only once or

twice are they potent enough to even consider this spell.

Protection From Electricity

<---------------------------------------------------------------------->

Confers complete invulernability to electricity. Again, you will seldom

encounter electric damage, and... you know, I can only think of a

single enemy that uses electricity potently or exclusively enough for

this spell to be worth casting... and even then, it's near the end of

Throne of Bhaal, where you will doubtlessly have superior, more

all-encompassing elemental protection, like Protection From the

Elements.

Shadow Door

<---------------------------------------------------------------------->

This spell is essentially a 5th-level version of Improved Invisibility,

save with a longer duration. 4th-and-5th-level spells are highly

contested, but a Mage will certainly find it easier to spare a 4th-level

spell slot for Improved Invisibility than they will a 5th-level spell

slot for Shadow Door.

*Spell Immunity

<---------------------------------------------------------------------->

This is the best spell-defense in the game. Enemies tend to use a

handful of tried-and-true spells to destroy your party, and it can

be pretty frustrating if you don't know how to protect against them.

Unwary players might fall victim to various Symbol spells when they

inadvertantly stumble upon their first Lich (speaking from painful

experience here.) But fear not, for this is the solution. When you

cast this spell you'll be prompted to choose what school to protect

against. The best ones are Abjuration (Breach, Imprisonment) Conjuration

(Symbol spells, Power Words), Necromancy (Horrid Wilting, Wail of the

Banshee, Finger of Death), and Transmutation (Flesh to Stone). If you

cast multiple instance of this spell, you can make yourself immune to

multiple spellschools. A character wearing the Cloak of Mirroring, with

three or four instances of Spell Immunity-Abjuration Conjuration,

Necromancy, and Transmutation-is virtually immune to anything an enemy

Mage can throw at them. Just sit back, wait for them to deplete their

arsenals, and then destroy them.

Spell Shield

<---------------------------------------------------------------------->

This spell will protect you from one attempt to debuff your spell

protections, protecting against spells like Breach, Lower Resistance,

Pierce Magic, and Spell Thrust. If an enemy uses it, give them the

old try, try again treatment. It's rare that an enemy will use Breach

or other spell-strippers on you, however, so you probably won't need

this spell... and Spell Immunity (Abjuration) offers superior protection

against all these spells.

Sunfire

<---------------------------------------------------------------------->

Like a Fireball centered around the caster, it deals 1d6 damage per

level (up to a maximum of 15d6 damage). A protected Mage might make use

of this spell, or perhaps a Fighter/Mage, but honestly, I'd rather just

use a Fireball. Puts the Mage-and his allies-at much less risk.

6th Level Arcane Spells {SPT022}

o======================================================================o

***TOP SPELLS***

Death Spell: Kills weaker monsters and summons, no save.

---

Pierce Magic: Dispels spell protections, lowers Magic Resistance.

---

True Sight: Dispels all enemy illusions in wide area for one turn.

Carrion Summons

<---------------------------------------------------------------------->

Life just wouldn't be complete if we didn't start things out with a

crappy summoning spell, right? This spell summons one or two buffed-up

(but still weak) Carrion Crawlers to fight for you. Pass.

Chain Lightning

<---------------------------------------------------------------------->

At 1d6 points of damage per two levels, it can get up to a hefty bit of

damage, but note that it won't be until 20th level that it matches

humble Fireball, and almost all enemies struck will only take half

damage from being hit by an arc, instead of the main blast-and many

will save against that to halve the damage yet again. Still, no

friendly fire, which means you can use it at will. Keep in mind,

however, that Horrid Wilting is vastly superior once you get access to

8th level spells, and breaking up a group of foes with Chaos is

probably better than dealing a bit of damage with Chain Lightning.

Still, until Pierce Magic becomes necessary you might as well fill up

your 6th level spell slots with something.

Conjure Air Elemental

<---------------------------------------------------------------------->

Didn't we just do this spell? Blah. It's the same as the 5th-level

'lesser' version of the spell, but you've got a 60% chance of conjuring

a 12 Hit Dice elemental, a 35% chance of conjuring a 16 Hit Dice

elemental, and a 5% chance of conjuring a 24 Hit Dice elemental. Still,

three rounds wasted in a staring contest after summoning, and a 15%

chance it'll go berserk. There's also a good chance that, by the time

you can cast 6th-level spells, the novelty of immunity to +1 weapons

has worn off.

Conjure Earth Elemental

<---------------------------------------------------------------------->

Same as the previous spell, but with Earth Elementals. Wee...

Conjure Fire Elemental

<---------------------------------------------------------------------->

Yeah, yeah, we get it...

Contingency

<---------------------------------------------------------------------->

I personally don't use Contingency often, as I'd rather control when

my buffs kick in, and honestly, the 'responses' we can pick for the

Contingency's trigger aren't very great. Enemies use it frequently,

however, and it can be useful to pop on a Stoneskin, Mirror Image,

and Blur on when the caster is threatened. It allows you to prepare up

to 18 spell levels of spells, using no more than three spells, of up to

6th level. All the spells must target the caster, so this is purely a

defensive measure.

Death Fog

<---------------------------------------------------------------------->

Conjures up an acidic fog, dealing eight points of acid damage per

round. It also has the added bonus of killing any and all summoned

creatures in the area, regardless of power or resistances. Score. Still,

cloud spells tend to suck, since it's never easy to get foes to hang

around in them... and I'm not fond of delayed gratification when it

comes to damage.

*Death Spell

<---------------------------------------------------------------------->

Although it only affects creatures with 8 Hit Dice or less (by the book

rules, a Hit Dice for a monster is set at 1d8 Hit Points per die, or

up to 64 Hit Points) this actually manages to be a great early-to-mid

game spell. It won't kill many of the more dangerous foes we'll have to

fight, as the high quality adventurers (like the ones in the sewers

under Athkatla, and those in the slaver compound in the Temple District)

are simply higher than 8th level, it doesn't affect undead, and it's

probably wasted on grunts, guards, and other low-quality foes. But then,

what use does it have? First, it's an excellent way to dispatch

dangerous foes like Illithids, Trolls, and Umber Hulks, which are quite

strong and dangerous to engage in melee. Second, it dispatches summoned

creatures instantly, which can be useful against summon-happy Mages. If

you're playing a good party, you probably won't have access to it

terribly early, but Edwin can get it early, and often, and abusing it

is a great idea. As you get deeper into Shadows of Amn, however, it

becomes less useful as foes routinely become too powerful to be affected

by it.

Disintegrate

<---------------------------------------------------------------------->

You can instantly knock off a creature with this spell, and at first

it seems pretty great... but it's not. First, whatever gear the target

has can often be lost with it. Do you want to risk losing gear over this

spell? Second, it has no save penalty, so chances are it's not going to

be terribly effective. Don't waste your time, or worse, gear. Just wait

until you get access to 7th level's Finger of Death.

Flesh to Stone

<---------------------------------------------------------------------->

Yeah, it might be novel to be on the afflicting end of petrification for

a change, but this isn't a great spell. First, no save penalty. Second,

gear is petrified with it... meaning you'll have to cure the

petrification if you want the petrified creature's gear. That being the

case, against many foes it's less of a death spell, and more of an

over-glorified Otiluke's Resilient Sphere.

Globe of Invulnerability

<---------------------------------------------------------------------->

Like the 4th-level spell Minor Globe of Invulnerability, but less minor.

Tihs spell grants immunity to 1st-4th level spells. Honestly, many enemy

spell-casters you encounter throughout Shadows of Amn fall into two

categories-mediocre casters easily slain by Breach and physical attacks,

or overwhelmingly strong casters (like high-level Mages and Liches) who

probably will never bother with anything less than a 5th-level spell

until the fight is mostly decided. In either case, this spell isn't

useful. Sorry, kids. Baldur's Gate 2 is just a higher spell league. And

think, really, what 4th-level and lower spells are you really afraid of?

The best spells in those levels tend to be buffs, which are not what you

want to stop.

Improved Haste

<---------------------------------------------------------------------->

Unlike Improved Invisibility, the 'Improved' part of this spell is

deceptive. As far as a personal buff goes, it actually does double the

attacks of the affected character each round. When you're getting four

attacks per round, doubling that can be... brutal. Unfortunately, it

doesn't affect the whole party like Haste does, making it a less

effective buff. Still, if a Fighter/Mage were to work it into a Spell

Trigger... it could be part of a great buffing sequence. As usual, Edwin

makes this spell handy by sheer abundance of spell-slots. He can

prepare enough to boost choice fighters before any significant battle...

for most fights, however, Haste is more than enough.

Invisibile Stalker

<---------------------------------------------------------------------->

Yay... you get to summon another Baldur's Gate 1 critter for fight for

you. Too bad this is Baldur's Gate 2, and creatures from the first game

are a little less than fodder now.

Mislead

<---------------------------------------------------------------------->

Like Shadow Door, it gives you Improved Invisibility, but unlike the

former, it creates a little clone of you to fool enemies. I don't see

the point. True Sight still fixes matters.

*Pierce Magic

<---------------------------------------------------------------------->

Remember when I said later enemies would have spell defenses as well as

magic resistance? Here is your answer to them. Pierce Magic lowers an

enemy's magic resistance by 1% per caster level and removes one of a

various group of spell defenses, like Spell Deflection, Spell Turning,

and Spell Immunity. Use it on dragons, and critters with too many

defenses before starting with Breach and other spell assaults. Later on

in the game, replace Lower Resistance with this spell.

Power Word: Silence

<---------------------------------------------------------------------->

I would call this spell a poop-master, or something similar... but it's

actually a decent spell. Using it silences a character-no save, no Hit

Point threshold, and it lasts seven rounds... not an eternity, but still

longer than most fights tend to last. The downsides? It does allow Magic

Resistance, so you're probably not going to get it to work on a Lich.

Also, by looking at the spell lists of foes on Infinity Explorer, one

thing becomes abundantly clear-the developers anticipated the use of

silence effects to shut down Mages, and hence, nearly every Mage of

substance in the entire game has Vocalize prepared, ready to counter

this spell. The upside is the fact that they only tend to have one, so

if you could keep applying pressure-perhaps hit them with this spell,

then when they countered with Vocalize, hit them with Dispel Magic and

cast this spell again... but you're better off following other Mage

busting tactics. It's a good spell, and you might find it useful on

Clerics or the odd Mage who isn't protected, but most of the time you'll

want to use it, the computer will have a counter.

Protection from Magic Energy

<---------------------------------------------------------------------->

This spell makes a Mage immune to non-elemental, magical damage, such

as the damage dealt by Magic Missile and Horrid Wilting. Yeah, we'll be

using it against the latter of the two. 6th-level spells are fairly

easy to give up, and this spell lasts a whopping turn per level, so

nobody should be terribly unhappy using up one 6th-level spell slot on

this. That said, it's mostly useful in Throne of Bhaal, when we might

encounter strong spell-casters who can cast Horrid Wilting, and either

the fight takes place where full party attendance is mandatory, or they

have strong enough allies that leading with a single character otherwise

protected by the Cloak of Mirroring is ill-advised. In most encounters

where you might need this spell, it's the third best option for dealing

with such attacks, the others being, of course 1) Killing the enemy

spell-caster before they can cast Horrid Wilting, 2) Leading with a

character wearing the Cloak of Mirroring, and hence immune to Horrid

Wilting. It's best used as a fairly complete magical-damage defense in

conjunction with the 7th-level 'Protection from the Elements'. Edwin

can, of course, skip both those spells and just prepare the 8th-level

'Protection from Energy', as he will likely have more 8th-level spell

slots than he needs. Still, this is an infrequent cast, at the very

best.

Protection from Magical Weapons

<---------------------------------------------------------------------->

Chances are you'll see the enemy use this more than you will. It makes

you immune to magical weapons for four rounds. A short time, but later

on almost all enemies will use magical weapons. Used by an enemy-

particularly an enemy who is naturally immune to weapons of low

enchantment, it makes them all but immune to physical attacks. Breach

still takes care of the problem, however. All in all, I'd rather just

use Stoneskin.

Spell Deflection

<---------------------------------------------------------------------->

Another spell-defense I find wanting. Again, like Minor Spell Turning,

I find this spell rather low-down on my ways to deal with enemy magic,

the two leading options being, of course to 1) overwhelm the Mage

quickly, or 2) lead with a character well and truly protected against

magic... which calls for Spell Immunity, not Spell Deflection.

Stone to Flesh

<---------------------------------------------------------------------->

A remedy for Flesh to Stone or other forms of petrification... I never

use Flesh to Stone offensively, and if a character is petrified, I tend

to reload, so I have no use for this spell.

Summon Nishruu

<---------------------------------------------------------------------->

Summons a magical creature that feeds on magical energy, this minion is

interesting because of its properties... first, it is proof against

magic-actually healed by it, rather. On the other hand, it's not a

warrior, and stands no chance in melee combat. Its usage, then, is

obvious-it's an anti-Mage summon. Brought to bear on an enemy Mage,

it'll quite literally suck up their memorized spells. If it seems too

good to be true, a real Mage-slayer... well, that's because it is.

Despite being immune to magic damage, it is NOT immune to spells, and

a simple Death Spell will see it off. It's a spell most potent enemy

Mages have. Still, there are a few instances where this spell comes in

handy. Just note that the Nishruu sucks up charges from magical items

that targets may be carrying.

Tenser's Transformation

<---------------------------------------------------------------------->

The ultimate god-maker in Icewind Dale, it can still be a powerful

spell in Baldur's Gate, but with one signficant difference. Spell-play

in Icewind Dale was rather stunted, compared to the rich strategic

options in Baldur's Gate 2. Icewind Dale was literally a spell-buffers

paradise, there was little in the way of counters, no sophisticated

spell-casters that required specialized take-down tactics, and nary a

single spell sequencer to keep things interesting. In that situation,

it was fine to buff up and then go nuts with Tenser's. Tenser's, in a

nutshell, tries to make a warrior out of a Mage. It is largely

unsuccessful for the same reason that the plethora of Cleric spells that

attempt the same are-it doesn't increase your attacks per round. That's

the reason why Viconia is never to be considered a true warrior, despite

her absurd Armor Class and Flail of the Ages, while Anomen, lazy,

clumsy, stupid Anomen can be.

...but of course, we have a solution, don't we? A Fighter/Mage already

has the attacks, the THAC0, the specialization, and 3/4 the Hit Points

of a true Fighter. Take what Tenser's does for a Mage-doubles the Hit

Points and boosts the Armor Class-and give that to a Fighter/Mage, and

we're talking about a whole different level of power-play here. My

late-game Fighter/Mage, when he applied Tenser's, went from 132 Hit

Points to 264, and from a -9 Armor Class to -13-the spell's maximum of

-10 be damned, apparently. This, of course, made him a juggernaut that

not even Korgan would compare to. Of course, it disables their Mage

spells while cast, so the Icewind Dale rules would have to apply-buff

first, then Tenser's. But in Baldur's Gate 2, I find myself requiring

my Fighter/Mage to keep the Mage part of his class. One Stoneskin might

not last him, especially since he becomes a late-game tank, and you

never know when you'll need a True Sight or Breach. Lastly... when it

comes down to it, Time Stop/Greater Whirlwing is a better tactic than

buffing and Tenser's... although I wouldn't say my Fighter/Mage/Thief

wouldn't find the latter tactic useful, especially since she's incapable

of the former... It's an interesting spell, to be sure, but not so

grand as to be worth negating the spell arsenal of a late-game Mage.

*True Sight

<---------------------------------------------------------------------->

This spell instantly removes all hostile illusions within a large

radius of the caster. This removes Blur, Mirror Image, Shadow Door,

Mislead, and, of course, Improved Invisibility. It's absolutely

essential for defeating Mages, who will constantly cloak themselves and

wreck havoc upon your party-safely immune to spell reprisals until you

tackle their invisibility. Remember, you can't target enemies with

spells until you take down their invisibility, and even if you can see

them to attack them, you can't use Breach to take down their Fireshield,

Protection from Magical Weapons, and Stoneskin. You need True Sight like

you need Dispel Magic-every spell caster needs at least one, all the

time. Better safe than sorry.

Wyvern Call

<---------------------------------------------------------------------->

Summons a Wyvern to fight for you... Wyverns are, of course, prequel

monsters, and hence, not up to snuff.

7th Level Arcane Spells {SPT023}

o======================================================================o

***TOP SPELLS***

Finger of Death: Kills foe unless they save at -2.

---

Limited Wish: Summon a Dao to grant a variety of wishes.

---

Spell Sequencer: Chain three spells of 4th level or lower.

Cacofiend

<---------------------------------------------------------------------->

Summons a powerful demon to go on a rampage... anybody, even your own

party, not protected by Protection from Evil will be at risk. It's a

lesser version of the Gate spell, and shares the same liability-if

a Dispel Magic drops your Protection from Evil, your cuddle little

Cacofiend will become... well, less cuddly and more summocidal. I'd

rather indulge in more reliable summons, myself.

Control Undead

<---------------------------------------------------------------------->

Essentially charms several undead with no save allowed... if the undead

are undead three Hit Dice. What freakin' undead in this game will have

less than three Hit Dice, you ask? None. Otherwise, it allows a save at

no penalty. This spell is poop.

Delayed Blast Fireball

<---------------------------------------------------------------------->

Delayed Blast Fireball can function as a magical trap of sorts... but

I prefer to just use it like Fireball and drop it right on foes. In that

role, its 15d6 damage easily surpasses Fireball's 10d6... but Horrid

Wilting is just around the corner, guys... if you're having trouble

filling up 7th-level spell slots, it might be worth a go, but I'd just

rather pack up some Fingers of Death, instead.

*Finger of Death

<---------------------------------------------------------------------->

Speak of the devil! This spell instantly snuffs out the victim's life

force. It's a killer, and I love it. It imposes a -2 penalty on the

victim's save, which makes it a compotent killer, if not a spectacular

one, but if you help them along with Greater Malison, you actually stand

a chance at snuffing out baddies. Even if it fails, they still take

2d8+1 damage, which isn't much, but it's better than nothing. I always

have one ready. After all, if you do not play, you cannot win.

Khelben's Warding Whip

<---------------------------------------------------------------------->

This debuffer lasts for three rounds and dispels one spell protection

up to 8th-level each round. The affected spells include Minor Spell

Turning, Minor globe of Invulnerability, Spell Immunity, Globe of

Invulnerability, Minor Spell Deflection, Spell Turning, Spell

Deflection, Spell Shield, and Spell Invulnerability. Spell

Invulnerability? What the shit is that? Oh right... it doesn't exist.

Ooops, Bioware. Frankly, in any situtation where I might want to cast

this, I find Pierce Magic more useful, instead. Who wants to wait three

rounds? And if a foe has a specific buff that bothers me, I'll

specifically counter it... and lower their Magic Resistance, too.

*Limited Wish

<---------------------------------------------------------------------->

This spell has many uses, but mostly I use it to protect my entire party

from level drain. There are a few cases when it will be absolutely vital

to protect yourself in this manner, but it's nothing you need to keep a

constant slot tied up for. Also, a number of interesting effects can be

obtained by making 'one time only wishes', which are covered in the

walkthrough at [WLK043].

Mantle

<---------------------------------------------------------------------->

Protects the caster from all weapons with an enchantment bonus of less

than +3... but it only lasts for four rounds. You know, Stoneskin

protects against all weapons, and lasts eight hours. Why not just use

that, instead? If it wears down, cast another. Easy.

Mass Invisibility

<---------------------------------------------------------------------->

Essentially a very potent party-wide spell-buff, with Edwin's sheer

amount of memorization capacity, the regular use of this spell becomes

a real option. It will give the benefits of Improved Invisibility to

everybody within a 30-foot radius, namely a four point bonus to Armor

Class and a four point bonus to Saving Throws. Huge, huge bonuses. The

only problem? By Throne of Bhaal, enemies regularly expect-and can

counter-your Illusion spells. And since a single True Sight can waste

this spell-buff, it's not something I use often.

Mordenkainen's Sword

<---------------------------------------------------------------------->

Mordenkainen's Sword is a fairly useful spell that happens to find

itself fortunately placed in our books as a 7th-level spell. I don't

find it to be a game-breaking spell on its own, but since you really

only need so many 'Finger of Death' spells, it tends to find itself

prepared. With it, you summon a floating magical sword, which counts as

a +4 weapon and deals 5-20 damage. The enhancement bonus is pretty nice,

but the damage and duration (one round per level) aren't anything to get

worked up over, but the fact that it's nearly impossible to damage is.

It can be 'slain' by death effects, but it's nearly impossible to hit,

and immune to physical and elemental damage. This makes it an ideal

distraction, and you could certainly summon weaker things to draw the

attention of enemies. Just don't rely on it to deal too much damage,

it's THAC0 isn't very good.

Power Word: Stun

<---------------------------------------------------------------------->

Stuns a creature for a variable duration depending upon their current

Hit Points, as follows:

o===============o===============o

| Hit Points | Duration |

o===============o===============o

| > 29 | 4d4 rounds |

|---------------|---------------|

| 30 - 59 | 2d4 rounds |

|---------------|---------------|

| 60 - 89 | 1d4 rounds |

|---------------|---------------|

| 90+ | unaffected |

o===============o===============o

No save is otherwise allowed. The best way to use this spell is to

blast a foe with some dependable damage-dealer (a sequencered series

of Magic Missiles, or Horrid Wilting, for example) then follow up with

this spell. And that's exactly what the computer will try to do, quite

often, actually. Ultimately, it's a spell that the computer gets more

use out of. Liches with contingencies and natural immunities and

resistances can afford such tactics, while being immune to them, in

turn. Our party will get better mileage out of other tactics.

Prismatic Spray

<---------------------------------------------------------------------->

Creats a long cone of prismatic light that has varying effects on all

caught within it, depending upon the color they were struck with. All

creatures with less than 8 Hit Dice (64 Hit Points) are blinded for 2-8

rounds regardless of whatever else happens:

o=======o=======================================o

| Color | Effects |

o=======o=======================================o

| Red | 20 damage (save for half) |

|-------|---------------------------------------|

|Orange | 40 damage (save for half) |

|-------|---------------------------------------|

|Yellow | 80 damage (save for half) |

|-------|---------------------------------------|

| Green | Save vs. Poison or die, 20 damage on |

| | successful save |

|-------|---------------------------------------|

| Blue |Save vs. Petrification or be turned to |

|-------|---------------------------------------|

|Indigo | Save vs. Wand or go insane |

o=======o=======================================o

As you can see, the effects are highly variable, and the spell is not

party friendly, but if you're careful, it might be worth a gamble

against a group of foes. My experience with the spell, however, has

just been underwhelming. It's simply too random to be of much use in

most fights.

Project Image

<---------------------------------------------------------------------->

Makes an illusory copy of the casting wizards, which can cast the same

spells and has the same Hit Points as the casting Mage... but it makes

the Mage immobile during the spell, so don't think you're getting to

double your fun from this spell. Also note the word 'illusory'. It's a

word that means 'True Sight will counter it', and so it shall be.

Protection from the Elements

<---------------------------------------------------------------------->

A rare cast for me, but it has a very, very, important function. When

you have vulnerable characters with low Hit Points (like, say, Mages,

for example) and angry critters that cast mean spells or use breath

weapons, this spell is the answer. It confers 75% immunity to all

elemental attacks. 75% won't stop the hurt entirely, but it will prevent

devastating loss of Hit Points. The 8th-level spell 'Protection from

Energy' covers magical damage (like Horrid Wilting) too, but a 7th-level

spell-slot is easier to give up than an 8th-level spell slot... unless

your name is Edwin. Used in combination with the 6th-level spell

'Protection from Magic Energy' the two provide better protection than

the 8th-level 'Protection from Energy', and in all honesty, it's easier

to give up a 6th-and-7th-level spell than it is to give up an 8th-level

spell.

Ruby Ray of Reversal

<---------------------------------------------------------------------->

Dispels one spell protection of any level, favoring the highest level

one if there are numerous. This includes the following spells: Minor

Spell Turning, Minor Globe of Invulnerability, Spell Immunity, Globe of

Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield,

Spell Deflection, and Spell Trap. Really? Did we need this AND Khelben's

Warding Whip in the same level? I've got the same response to this one,

too; use Pierce Magic, instead.

*Spell Sequencer

<---------------------------------------------------------------------->

Like Minor Sequencer, but it can queue up three spells of 4th level or

lower. This allows you to chain up three Flame Arrows to really hurt

something. Another good option for our Fighter/Mage is to chain

Improved Invisibility, Stoneskin, and Mirror Image. You can also chain

up a 'super slow', a Greater Malison and two Slow spells, when it just

needs to work. Still, we're not quite at the heavy tactical stage.

That, like all things good, must wait until level eight.

Spell Turning

<---------------------------------------------------------------------->

ANOTHER one of these? Okay, to be fair, it's not a Spell Deflection-

it's Spell TURNING... which in this case does the same thing, except

negated spells are turned back on their caster. Save of course, area of

effect spells. Again, I don't find a use for it. Many of the more

dangerous casters (Liches) are likely to be immune to their own spells,

and it doesn't do one of the two better options for fighting Mages,

which, in case you forgot, are 1) kill them quickly, or 2) render a

character lastingly immune to their spells.

Sphere of Chaos

<---------------------------------------------------------------------->

Magical effects run rampant in a spherical area for one turn. Every

round a foe is in the sphere they must save (at no penalty) or suffer

one of the following effects: polymorphed into a squirrel, confusion,

burst into flames, paralysis, disintegration, healed for 20 Hit Points,

randomly teleported a short distance, rendered unconscious, or Hasted.

Considering that one of the effects can cause the loss of equipment

(disintegration), one is useless (teleportation) and two are actually

beneficial to the enemy (healing and Haste), why would you ever cast

this?

Summon Djinni

<---------------------------------------------------------------------->

Summons a Djinn to fight for you. They have a selection of a few

offensive 1st-3rd level Mage spells, but nothing to get excited about,

and are sub-par melee combatants. All in all, you're better off

summoning an Efreeti instead. They're somewhat more hardy and have the

same spells.

Summon Efreeti

<---------------------------------------------------------------------->

Like the previous spell, but the Efreeti has a few more Hit Points and

the same spell selection. Still, it's not a very powerful summon.

Summon Hakeashar

<---------------------------------------------------------------------->

A more potent version of Summon Nishruu, the Hakeashar has more Hit

Points (92 versus 72) better THAC0, and immunity to non-magical weapons.

If you have the option, and the need, summon a Hakeashar instead, but

it still won't survive a Death Spell...

8th Level Arcane Spells {SPT024}

o======================================================================o

***TOP SPELLS***

Abi-Dalzim's Horrid Wilting: High-damage, party friendly, area effect.

---

Spell Trigger: Simultaneous cast up to three spells, 6th level or less.

*Abi-Dalzim's Horrid Wilting

<---------------------------------------------------------------------->

This is one of the best damage-dealing spells of the game, made even

more useful for the fact that unlike Comet, it doesn't use up a precious

9th level spell slot, or a high level ability. Let's discuss, shall we?

It deals a whopping 1d8 damage per caster level, far outpacing the next

nearest damaging spell out there. It imposes a -2 penalty on the saves

of an enemy trying to mitigate the damage, further improving the odds

of it hurting extra. Lastly, it's party friendly. What more could you

ask for? Learn it, memorize it, use it, love it. It really shines

against various high-level Mages in Throne of Bhaal, who usually don't

have the spell defenses or Hit Points to survive too many of these.

Bigby's Clenched Fist

<---------------------------------------------------------------------->

Summons a giant fist which will hinder and harm the target for several

rounds. First round it deals 3d6 damage with no save and holds the

target. Second round the foe can save at -2 to escape, or suffers 4d6

damage. Third round the target gets another save at no penalty, or

suffers 6d6 damage. The problems with this spell are simple to see-

first, it allows Magic Resistance, so if you think you're going to

confound any Liches, think again. Second, the saves aren't too

difficult, and once a save is made, the spell ends. Third, the damage

isn't great. I don't see why anybody wouldn't just use a Finger of

Death, instead. Kills if they fail a save at -2, and deals 2d8+1 damage

as a consolation prize if they survive.

Improved Mantle

<---------------------------------------------------------------------->

Yeah... Improved means it protects against +3 weapon (but not +4 or

higher), not that it lasts longer. It doesn't. Four rounds is all you

get, and I still have the same remark-Stoneskin doesn't care if it's a

+3 or a +4 weapon, it just works. It lasts longer. Use Stoneskin,

instead.

Incendiary Cloud

<---------------------------------------------------------------------->

Deals 1d4 points of damage per level of the caster per round to all

foes in the area for its one-turn duration. That damage is actually not

bad, and it can really add up if you can keep a foe in the area for a

while (perhaps with a summoned Fire Elemental, or a character protected

by Protection From Fire? This spell has merit, so I won't call it mean

names, but I won't get it an '*', either. It's no Horrid Wilting, and

it should lose out to Horrid Wilting every time.

Maze

<---------------------------------------------------------------------->

You'll see this spell in action, oh yes... it's a favorite of enemy

Mages. Why? Well, it offers no save, and... well, it just works. The

affected creature is 'mazed' taken to an extra-dimensional maze for a

variable number of rounds depending on their Intelligence (presumably,

the dumber you are the more time it takes you to solve the Maze and

escape):

o===============o===============o

| Intelligence | Duration |

o===============o===============o

| > 3 | 2d4 turns |

|---------------|---------------|

| 3 - 5 | 1d4 turns |

|---------------|---------------|

| 6 - 8 | 5d4 rounds |

|---------------|---------------|

| 9 - 11 | 4d4 rounds |

|---------------|---------------|

| 12 - 14 | 3d4 rounds |

|---------------|---------------|

| 15 - 17 | 2d4 rounds |

|---------------|---------------|

| 18+ | 1d4 rounds |

o===============o===============o

Cast on a dumbass like Anomen, this spell could last quite a while-

probably longer than a late-game fight will take to win-or lose. So,

it's stritly a way to pick on warriors too dumb to escape, essentially

removing them from the battlefield so you can deal with greater threats.

Still, there are superior ways to do this, and at the cost of an

8th-level spell slot... it's an awful lot to ask me to pass up on a

Spell Trigger or Horrid Wilting. I'm convinced the spell has strategic

merit, even though it'll work less often for you than the computer

(most of them have Magic Resistance, and most of your party will not,

you see), but I'm not convinced it ranks as one of the best 8th-level

spells.

Pierce Shield

<---------------------------------------------------------------------->

Like Pierce Magic, but marginally better. Still, not enough better that

I'd waste an 8th level spell slot on it. It's got a few more spells it

can dispel, and reduces the enemy's magic resistance by another +10%.

On the other hand, Pierce Magic can be used with a Spell Trigger, so

why would you ever use Pierce Shield?

Power Word: Blind

<---------------------------------------------------------------------->

Stun is 7th-level and blind is 8th? Oookay... Power Word Blind allows

no save and affects all creatures within a 10-foot radius of the target

foe, inflicting blindness upon them all... unless they have Magic

Resistance (which they will). It could prove useful against some

tougher melee foes, like Fire Giants... but I have to question how much

better it is for this than Slow or Chaos. Sure, they both allow saves...

but at a crippling penalty. And they don't take up an 8th-level

spell slot... Besides, a Fire Giant with a base THAC0 of 0 will be

hardly affected by a few point penalty to their THAC0, but Slow or

Chaos? Slow will reduce their number of attacks, and Chaos might prevent

them from attacking altogether. All in all, I'd say this spell just

doesn't bring enough to the table. Especially not with a six-round

duration.

Protection from Energy

<---------------------------------------------------------------------->

A rare cast for me, but it has a very, very, important function. When

you have vulnerable characters with low Hit Points (like, say, Mages,

for example) and angry critters that cast mean spells or use breath

weapons, this spell is the answer. It confers 75% immunity to all

energy attacks-which in this case means elements or magic damage (like

Horrid Wilting). 75% won't stop the hurt entirely, but it will prevent

devastating loss of Hit Points. In practice, Edwin can use this spell

whenever he's at risk, but other Mages need to be more stingy-typically

resorting to the 7th-Level 'Protection from the Elements' to deal with

elemental damage, or the 6th-level 'Protection from Magic Energy'. It's

not as complete of a defense, but the instances where we might get hit

by both a Horrid Wilting and potent elemental attacks are rare. In

theory, every Mage could qualify for that sort of dual-threat, but such

Mages are rare until Throne of Bhaal, they typically start throwing out

Horrid Wilting long before they bother to cast elemental spells (all of

which are invariably lower-level attacks). Point of the matter is, if

they're casting elemental spells, they're doing so because they've

exhausted their initial spell barrages-and most Mages don't tend to last

more than a few rounds against me. Not boasting, I make it a point to

kill Mages first. It's a little thing we call 'strategy'.

Simulacrum

<---------------------------------------------------------------------->

A powerful spell that I tend to under-rate for one... or perhaps two

reasons... First, Vhailor's Helm allows you to create a Simulacrum once

per day, free of charge. It's a wonderful thing to be able to conjure up

a copy of an uber powerful Fighter/Mage, complete with his own buffs,

Greater Whirlwinds, and premium gear... but of course, if we have

Vhailor's Helm we've got no reason to waste an 8th-level spell slot,

too. As for our Mages, then, who might actually end up wanting to

prepare one... this spell has mixed results, really. As far as the

spell's description is concerned, it's supposed to create a Simulacrum

at 60% the caster's level. Take a level 28 Edwin, and cut him down to

60%... you get about a 16th-level Edwin. Fair enough, but it's not the

same league of potency by a long-shot. Your Simulacrum will be able to

cast a few Breaches, a Finger of Death or two, which can be pretty

useful, but not game-breaking. Imoen, on the other hand... well, I sense

a bug. Her Simulacrum comes packed with up to 9th-level spells, which

makes it very worthwhile for her to cast this spell. Why is her

Simulacrum so much stronger than anybody else's? I suspect it might be

because of her dual-classed status. Take my level 26 Imoen, who at 60%

should produce a Simulacrum of 15th level (rounded down)... or roughly

on par with Edwin's. This is not, in fact, what we see. But if we add

Imoen's seven dormant Thief levels into the equation, we get her

acting as a 33rd-level Mage for the purposes of this spell, 60% of which

is 19th-level (rounded down)-enough to cast 9th-level spells. I haven't

done an exhaustive trial on this idea, but it seems to fit. In any

event, Simulacrum's usefulness is highly variable. On a well-equipped

phenom like my Fighter/Mage, it's invaluable... as an item-accessed

spell. On your Mages, it might be worthwhile if you're very, very

high-leveled, and your name is Imoen.

*Spell Trigger

<---------------------------------------------------------------------->

This spell is where you really get to play with your multi-spell

tactics. It allows you to chain up to three spells, of sixth level or

less. Three Chain Lightnings is a pretty awesome combo, but my

favorite is my one-shot defense breaker. Typically consisting of two

Pierce Magic spells and a Breach, or a Pierce Magic, Breach, and Greater

Malison. Start out fights with powerful, well-protected enemies with

this combo to leave them open to both physical and magical attacks.

You'll learn to love it, and during Throne of Bhaal you should strive to

always have one ready to go.

Summon Fiend

<---------------------------------------------------------------------->

This spell is just like Gate or Cacodemon, and has the same problem-

the summoned demon is too unpredictable, and with a single Dispel Magic

becomes a liability instead of an ally.

Symbol: Death

<---------------------------------------------------------------------->

Inscribes a magical symbol that, when approached, causes all creatures

in the area to Save vs. Death or die. Unfortunately it doesn't work on

any foes with 60 Hit Points or more, so... yeah. I wipe my ass with this

spell.

Symbol: Fear

<---------------------------------------------------------------------->

Another Symbol spell, when something enters the area of effect it

triggers, attempting to cause fear (save at -4). It, like all Symbol

spells are plagued by the fact that they're not party-friendly... but,

the range is decent, the save penalty good, and if you prepare with

Remove Fear, it might not be a terrible spell to cast... it just fails

for taking up an 8th-level spell slot.

Symbol: Stun

<---------------------------------------------------------------------->

Everything within a 30-foot radius must save at -4 or be stunned for

two rounds, +1 round/3 levels of the caster. Keep in mind that the spell

is not party friendly.

9th Level Arcane Spells {SPT025}

o======================================================================o

***TOP SPELLS***

Comet: 1d10 damage, party-friendly, chance to stun and knock down foes.

---

Time Stop: Gives caster three free rounds to act.

Absolute Immunity

<---------------------------------------------------------------------->

Might as well be called 'Ultimate Mantle', it protects against even +5

weapons... and it's a rare foe indeed who can penetrate that. Of course,

you know god-damn well what I'm going to say, don't you? Four round

duration, and we've been stopping weapons of all enhancement bonuses

since we first got Stoneskin. Stoneskin is king, and won't eat up a

9th-level spell slot.

Bigby's Crushing Hand

<---------------------------------------------------------------------->

Oh Bigby's how you suck, let me count the ways... first, it has a

maximum damage of 9d10 damage to ONE foe, spread over the course of

three rounds. The spell gives them three chances to save, just like

Bigby's Clenched Fist, and if they manage, it negates all future

damage. First save is at -4, second is at -2, third is at no penalty.

Why in the hell would ever cast this when you could cast Comet?

Black Blade of Disaster

<---------------------------------------------------------------------->

The only thing disasterous about this spell is that it happens to be a

9th-level spell. It counts as a +5 weapon, which you are a Grand Master

at wielding. It deals 2d12 damage per hit and every time it hits the

creature must save (at a generous +4) or be disintegrated... which is,

if anything, a liability in my eyes. Also, it has a 10% chance to drain

four levels from the target and heal the wielder (you!) for 20 Hit

Points. Sounds decent, but when you think of all the damage you could

do with a single Comet or all the mischief you can cause during a Time

Stop, and this spell seems pretty patry, indeed.

Chain Contigency

<---------------------------------------------------------------------->

Releases three spells under preset conditions, all of which must be

8th-level or lower. Seems pretty awesome, but since it triggers

reactionarily, instead of voluntarily, the spells must all be defensive,

and the best defensive spells are 5th-level or lower. So... you really

don't need the power of this spell. Also, it's a 9th-level spell. You

need to be packing a whole lot of badass to make it into my list of

prepared 9th-level spells. Speaking of badass...

*Comet

<---------------------------------------------------------------------->

...10d10 damage marginally out-does Fireball, but this spell has three

great advantages that makes it the best damage-dealer in the game.

First, it offers no save against the damage. Second, it doesn't hurt

party members. Third, it has a chance to stun enemies for 1d4 rounds

and knock them down. It's great for dealing a good chunk of damage to

a lot of enemies, and breaking them up a bit so your fighters can get

some breathing room. While Horrid Wilting is potentially more damaging,

Comet's ability to change the course of a fight in a single cast make it

a better cast on a spell-for-spell basis.

Dragon's Breath

<---------------------------------------------------------------------->

Another 9th-level damage dealer, this spell has the allure of dealing

a possible 20d10 damage to all foes in a 30-foot radius and knocking

them back. Of course, there is no save penalty for this spell, and a

save negates the knock-back. All in all, I'd rather use Comet, as in

all likelyhood they're going to do the same damage, and I'd prefer a

chance to Stun and knock down for 1d4 rounds, instead ofjust knocking

a foe away from me.

Energy Blades

<---------------------------------------------------------------------->

Creates a number of energy blades which can be thrown at foes. Yes,

thrown. Still, this spell has the good sense to gives a +10 bonus to

THAC0 and each one deals 1d4+5 damage, as well as 1d10 additional

electrical damage. The Mage gets one disc per level to throw, and can

throw nine per round. Still, the fact that you must hit foes to do any

damage makes this spell of dubious worth in my eyes. Ultimately,

assuming no misses, the potential damage of this spell per round is

9d4+5 (36-81) plus 9d10 (9-90), or 45-171, which sounds fine and all...

but when you think of how much damage Comet could do if employed against

a group of enemies, plus the stun and knock-down... You know, I really

have to wonder if this spell is any better than a high-level Flame

Arrow. Think about it, at level 20 you'd get four arrows, each doing

5d6 damage. Thats 20-120 damage with no attack roll. Even if the foes

saves, they're still going to take 12-72 damage, barring any fire

resistance (which isn't a valid criticism, considering that much of

Energy Blade's damage is from equally-resistable electrical damage).

And you could link three Flame Arrows with a Spell Trigger! Why waste

a 9th-level spell slot doing what a 3rd-level spell can do almost as

well?

Energy Drain

<---------------------------------------------------------------------->

Take two levels from the enemy and laugh. No save allowed, and chances

are, the computer will not have a Cleric handy. Still, two level isn't

much, and a single casting of this spell won't seriously diminish any

foe, much less win fights like Comet or Time Stop can.

Freedom

<---------------------------------------------------------------------->

Counters Imprisonment or Maze. I tend to reload if a character is

Imprisoned, and Maze wears off. You never really have a reason to cast

this spell.

Gate

<---------------------------------------------------------------------->

Gate is a summoning spell with serious liabilities. Unless you have a

Protection of Evil spell cast on the caster (and anybody else you don't

want the Pit Fiend to attack) the Pit Fiend will view them as fair game.

On one hand, you should be used to using Protection From Evil 10' Radius

frequently... but on the other hand, having a summon who will turn on

you if a Dispel Magic is tossed around doesn't strike me as a good

idea. Besides, there are plenty of other, superior summoning spells out

there. Ones not coated in liability sauce.

Imprisonment

<---------------------------------------------------------------------->

This spell sucks for the same reason Flesh to Stone sucks. It removes an

enemy from the fight, sure, but it also takes out their gear, too. If

you are confident that the foe has no equipment of value on them, by

all means, Imprison away, there's no saving throw, so it will probably

work... I mean, except for the fact that quite a few foes have Magic

Resistance. If you want to retrieve an Imrisoned creature later, you'll

have to go through the trouble of casting a Freedom spell, and I just

can't be bothered...

Improved Alacrity

<---------------------------------------------------------------------->

Allows a Mage to cast spells more quickly. Normally, a Mage can only

cast one spell per round. With this spell, the Mage is presumably only

limited by casting time... which means you'll get variable mileage out

of this spell depending upon your chosen spells. Of course, the effect

only lasts two rounds... honestly, I'd stick to Time Stop. That gives

you three rounds to do whatever you wish... under normal speed rules,

of course.

Meteor Swarm

<---------------------------------------------------------------------->

Despite the awesome-sounding name, this spell leaves a bit to be

desired in a damage-dealer. Everything-friend or foes-in a 30-foot

radius will take 4-40 damage if they are hit by one of the meteors.

Ultimately, this spell is capable of quite a bit of damage, but it's

also highly variable. Ultimately a factor of randomness I don't find

fitting for a 9th-level spell... not when Comet is guaranteed to do

twice as much damage to all foes in an area and not harm any of your

party members.

Power word: Kill

<---------------------------------------------------------------------->

Kills one creature... unless their current Hit Points are higher than

60. Since this means pretty much every creature worth casting this on,

you can safely ignore it.

Shapechange

<---------------------------------------------------------------------->

Like Polymorph Self, the caster can change freely into-and out of-a

variety of creatures. Namely, a Mind Flayer, Iron Golem, Greater

Wolfwere, Earth Elemental, Fire Elemental, or Giant Troll. By the time

you can do this, however, there is no real attraction to it. All the

Shapechange options are likely to be more vulnerable than your Mage was

(except perhaps the Iron Golem). In any event, you didn't make a Mage

so you could pummel things, did you? No, so stick to blasting things

with spells, buffing, and debuffing. It's what you're good at.

Spell Trap

<---------------------------------------------------------------------->

I'll admit, Spell Trap is quite the hefty spell defense, absorbing up

to 30 spell levels... it could take a while for a mage to penetrate it.

On the other hand, it will be all but impossible for a Mage to ever

penetrate three or four Spell Immunities, and that's where the problem

lies. My Fighter/Mage will never have many 9th-level spell slots, and

I'd rather save the few I have for Time Stop, rather than waste them

on Spell Trap when I can just use a few 5th-level spell slots.

Spellstrike

<---------------------------------------------------------------------->

Dispels a number of spell protections including: Minor Spell Turning,

Minor Globe of Invulnerability, Spell Immunity, Globe of

Invulnerability, Minor Spell Deflection, Spell Turning, Spell Shield,

Spell Deflection, Spell Invulnerability, and Spell Trap. You know,

doesn't Pierce Magic do almost the same thing? Yeah, it doesn't take

down ALL of them, but the odds of a Mage having more than one or two

up at a time is uncommon, and this spell doesn't do anything to their

Magic Resistance. Again, I say stick to humble old 5th-level Pierce

Magic.

Summon Planetar/Summon Dark Planetar

<---------------------------------------------------------------------->

Summon a badass celestial minion to help you. These critters come loaded

with spells, both Druidic (like Insect Plague), Clerical (Heal, Cure

Disease, Globe of Blades) and Mage (Chaos, Haste). They also come

with a Silver Sword (not the Vorpal weapon we got from the Gith, just a

2d10+3 weapon) and the attacks, THAC0, Armor Class, Hit Points, and

Strength to make an impression in melee. It's the strongest thing a

Mage can summon... shame, then, that I feel it's not worth a 9th-level

spell slot. I say leave the summoning to the Clerics and the Druids.

Let the Mages stick to Time Stop and Comet.

*Time Stop

<---------------------------------------------------------------------->

This is probably the best spell in the game. When cast, you get three

rounds to do whatever you wish. If you cast spells, those spells will

all take effect when the Time Stop ends-not during it. If you want to

sequence spells, you'll need to be a little sneaky. If you cast one

spell closer to an enemy than another spell, the closer spell will

reach first, allowing you to thus chain spells that just need to work-

like Pierce Magic or Breach. Three favorite tactics of mine-and they

aren't complex, but they are effective-are as follows. First, just

using three Horrid Wiltings can obliterate enemy opposition, especially

low Hit Point enemy Mages, who can do little but die under the

onslaught. Second, use a Spell Trigger to blast an enemy with a

combination of spells that destroys their defenses, then use a Spell

Sequencer and Minor Sequencer to hit them with various damage-dealing

spells, like Flame Arrow, or Magic Missiles. Don't underestimate the

damage that five Magic Missiles can do on a single unlucky enemy... no

creature in the game can ignore 50-125 damage. Third, I just cast Time

Stop and have my Fighter/Mage use up three Greater Whirlwind attacks-

30 attacks-on a wretched victim.

Wail of the Banshee

<---------------------------------------------------------------------->

Honestly, I can't remember ever using this spell, or having it used

against me. Perhaps it's the lack of a save penalty? Maybe by the time

I get it, in Throne of Bhaal or damn near it, I'm not worried about

killing off groups of weak enemies, and have better tools to do it with?

Why waste a 9th-level spell slot on it?

Wish

<---------------------------------------------------------------------->

Wish... ah, Wish is a very peculiar spell, indeed. See, you are

attempting to bend cosmic forces to your whim, and apparently this

can't be done without some wretched Djinni (in place of the typical

asshole Dungeon Master) trying to distort your intentions while still

honoring your words. Deliberate misinterpretation, in other words.

The effectiveness of this spell depends solely on the caster's Wisdom

score, which will determine what effects you are able to choose from

after haggling with the Djinni. Without going into too much detail,

a good number of the options the spell presents are unfavorable, either

because they harm the party exclusively, or they harm both the party and

enemies, or they help both the party and enemies. Having a high Wisdom

gets your more favorable responses, but it doesn't remove any negative

ones. So... what you get after 'negotiating' are five options, randomly

chosen from the list of options appropriate for your Wisdom. Some are

quite good, like casting Breach on all foes in the area, or Improved

Haste on all allies, or casting a double-length Time Stop and Improved

Alacrity on the caster, Restoration on the party, or restoring the

party as if they had rested a full night, restored spells and all. You

also get the bad ones, of course, but you can chose any of the five

options you get. Odds are you won't get a terrible option on any

casting of the spell, but it's not guaranteed you'll get something good,

either. Ultimately, it's just far too random to bother using Wish. If

it comes through, it can really help the party, but most likely its

results will be mediocre. At the end of the day, I really can't justify

gambling with Wish when a guaranteed Time Stop can be prepared instead.

Spell Buff Order {SPT026}

o======================================================================o

Now you know what spells to have, and why to have them, but apparently

this isn't enough for some people. Some people know who they are, but

I tolerate them because they're usually right when it comes to these

things. Anyhow, in this section we'll discuss what spells to use-when,

and in what order you should cast your buffs. What kind of lazy ass FAQ-

writer wouldn't put this information in the walkthrough, you know, when

you fight creatures that require buffing? Beats me, I made sure to put

it in the walkthrough, but here you'll find a stable, easy-to-find

location that discusses spell-buffing in more detail. I see the appeal,

I follow FAQs myself (on games I can't bother to learn everything about

myself or play twice-JRPGs, for example) and it's a pain in the ass to

have to scroll through a walkthrough to find the author's off-hand

comments on how to do something that should really be mentioned in its

own context.

Also note that many of these buff combos either require-or are vastly

improved by having-a multi-class Mage of some sort. In case you didn't

get it earlier, I have pushed the Fighter/Mage = Godly angle throughout

the guide. While it might not have been obvious in Baldur's Gate 1, it

will become quite obvious in Baldur's Gate 2. Your Fighter/Mage is your

combat tactician, the versatile crux upon which most-if not all-

sophisticated take-down strategies turn. A Fighter/Mage/Thief works

nearly as well, and Thief/Mages, Cleric/Mages, and Fighter/Cleric/Mages

are also passable. Any character who can fight and spell-buff with Mage

spells (many of which are exclusive to the caster). Sure, there are

other ways to win fights, but the buff combos using a Fighter/Mage or

Fighter/Mage/Thief are arguably the easiest way to go through the game.

Buff Combo: Spell Buff to the Max! {SPT027}

<---------------------------------------------------------------------->

Requires: 1) Two divine spell casters (Cleric/Druid)

2) Two arcane spell casters (Bard/Mage)

3) Summoning Items

4) Buffing items

You'll see this phrase used a few times throughout the guide-the phrase

came before the section, honest. This is the general spell-buffing you

will use in most major fights. It's name is rather deceptive, since all

other specific buff combos actually include using MORE spells, not less.

However, since this is the big, general buff combo, it'll bear the most

explanation.

Round #1: Iron Skins/Stoneskin

(These are the longest-lasting buffs in the game, so they should

ALWAYS go first.)

Round #2: Blur/Protection from Evil 10' Radius

(Again, two general buffs that last a long time. At 1 turn/level,

Protection from Evil 10' Radius is more of a level-lasting buff

than a fight-per-fight buff. Cast it when you start an area, and

it should stick the whole time. Blur is more modest at

4 + 2 rounds/level, but it's a great Armor Class and Saving

Throw booster.)

Round #3: Armor of Faith/Mirror Image

(Now for more personal spell-buffs. Armor of Faith and Mirror

Image are both decent personal buffs with durations of

3 +1 rounds/level.)

Round #4: Summons

(Use items, especially Vhailor's Helmet and whatever other

trinkets you have, like the Black Spider Figurine, the Silver

Horn of Valhalla, and the Efreeti Bottle. Later on in the game,

the last three items are not worth the trouble. Summon an

Elemental Prince if you have them, and have Keldorn summon a

Deva, or have Viconia summon a Fallen Deva.)

Round #5: Aura of Flaming Death/Dual Golem Manual/Haste/Item Buffs

(Now we're on some serious time constaints-many of our summons

will only last a turn, or ten rounds. My protagonist-who always

wields the Golem Manual and Vhailor's Helm, now uses the former,

and so does the Simulacrum we summoned last round. Your

dedicated Mage (Edwin or Imoen) should cast the Haste

immediately after the Golems appear, and the Divine spell-

casters bring up Auras of Flaming Death. If you have the Short

Sword Ilbratha and/or Rings of Air Control, now is the time to

use them.)

Round #6: Final Buffing/Attack!

(Buffing is pretty much over-it's time to start combat. If your

Simulacrum is a Fighter/Mage or Fighter/Mage/Thief like mine,

it might be a good idea to see what spells they have and pop

out a Blur or Stoneskin, although I'm not nearly as concerned

about their survival as any of my party members.)

Buff Combo: Dragons and Demons {SPT028}

<---------------------------------------------------------------------->

Requires: 1) Two divine spell casters (Cleric/Druid)

2) Two arcane spell casters (Bard/Mage)

3) Summoning Items

4) Buffing items

Dragons and Demons require a little extra work. The former employ

devasting breath weapons that can outright kill weaker party members.

They absolutely need protection. Against stupid fire-breathing Dragons

we can buff the whole party with cheap, long-lasting elemental spells,

but against other Dragons, it just takes too much time-putting up a

half-dozen 7th-level 'Protection from the Elements'... well, not really,

but I'm lazy, so I rarely tend to do it. It's just easier to cast a

Heal spell in the middle of combat. Right before combat, cast 'Remove

Fear' on your party and their summons. Dragon fear can end fights before

they begin. Some Demons also use fear, as well.

Round #1: Iron Skins/Stoneskin

Round #2: Blur/Protection from Evil 10' Radius

Round #3: Armor of Faith/Mirror Image

Round #4: Elemental Buffing

(Dragons tend to use breath weapons, which are not your friend.

To counter that, we need to defend ourselves from them. Against

fire, you have an easy time, the 3rd-level spell 'Protection

from Fire', or, at higher levels, 'Aura of Flaming Death'. The

best all-purpose Mage buff is the 7th-level 'Protection from the

Elements'. Sure, there's the 8th-level 'Protection from Energy',

but 8th-level spells are precious, and it doesn't add and real

protection against what we need it for. In higher-level fights,

I tend to just have my Mages buff themselves with 'Protection

from Energy', since they're the most vulnerable (and perhaps

it's worthwhile to take an extra round out to protect Jaheira/

Viconia, who are more vulnerable.)

Round #5: Summons

Round #6: Aura of Flaming Death/Dual Golem Manual/Haste/Item Buffs

Round #7: Final Buffing/Attack!

(Again, have your Simulacrum buff themselves however they can,

but there's a special buff necessary before combating Dragons

and many demons-the humble 1st-leve 'Remove Fear'. Make sure it

gets all your summons, too. They're absolutely useless if they

are running around in fear-same with your party members.)

Buff Combo: Illithids {SPT029}

<---------------------------------------------------------------------->

Requires: 1) Fighter/Mage or Fighter/Mage/Thief who can cast 5th-level

Mage spells (9th-level Mage).

2) Divine Spell caster (Cleric/Druid) who can cast 5th-level

Cleric/Druid spells (8th-level Cleric/9th-level Druid)

Illithids are an odd sort of creature that requires different, less

generalized spell-buffing. First, I tend to keep most of my party back

in reserve, safely using missile weapons. The only character who engages

the Illithids in melee combat is my protagonist. Why? Illithids drain

Intelligence every time they hit, at least several points at a time.

Even my 19+ Intelligence Fighter/Mage can't weather a half dozen hits,

and box-of-rocks Intelligence warriors like Keldorn, Anomen, and Korgan

will only survive three or so. My entire strategy therefore becomes

about making one character as hard to hit as possible-the only character

that can do this well is a Mage combo. Blur, Greater Invisibility,

Mirror Image, and Fighter-esque armor will make Illithids survivable...

as long as you protect yourself against their psionics, and have a

staunch offensive effort to keep combat short.

Round #1: Blur/Chaotic Commands

(Chaotic Commands is absolutely essential for any character

wishing to engage a Mind Flayer in melee. Fortunately, every

divine spell-caster can use it, and it lasts one turn per level,

so you'll probably only need to use it once. Of course, we all

know about Blur and its Armor Class bonuses, as well as its

duration.)

Round #2: Mirror Image

(Take a breather this round and have your protagonist buff

himself (or herself) with wonderful, wonderful Mirror Image.

Illusion is the name of the game with this buff combo.)

Round #3: Greater Invisibility/Haste

(Have your protagonist cast 'Greater Invisibility' on themselves,

or use a Ring of Air Control. It'll lower their Armor Class, but

note that the point is NOT to avoid becoming a target. Also,

catch your entire party in Haste. A good offensive is the best

defense, and all that. Seriously though. Dead Illithids aren't

eating any brains.)

Round #4: Combat/Death Spell/Ranged Support

(Scout out Illithid groups with your invisible Fighter/Mage, and

use Death Spell to start out fights. Illithids usually come with

Umber Hulks, and Death Spell will smite them unerringly. Once

your Protagonist has safely engaged (oxymoron alert!) and

absorbed the inevitable psionic assault Illithids begin fights

with, having your Hasted party come up and shoot at anything

attacking your baitagonist. If your protagonist is taking too

many hits, withdraw and lure the Illithids around by running.

Hopefully you'll be able to recover some Intelligence or shoot

the Illithids down.)

Alternatives: This strategy still floats if you don't have a multi-class

Mage, but it'll take a specific set-up. First, take a strong

Fighter (Keldorn or Korgan, for example) and cast Chaotic

Commands on them. Make them use Ilbratha (for Mirror Image) and

a Ring of Air Control (Greater Invisibility). It's the best you

can do, just be very, very attentive to their Intelligence.

Buff Combo: Liches, Beholders, and other pesky Mages {SPT030}

<---------------------------------------------------------------------->

Requires: 1) Multi-class Mage who can cast 5th-level Mage spells,

ideally a Fighter/Mage or Fighter/Mage/Thief. 10th-or-11th-

level Mage is preferable.

2) Divine Spell caster (Cleric/Druid) who can cast 5th-level

Cleric/Druid spells (8th-level Cleric/9th-level Druid).

Note that a Cleric can cast all the required buffs, but

a Druid cannot.

3) The Cloak of Mirroring

The first time I played this game, nothing gave me more trouble than

Mages-especially Liches. It's a symptom of not knowing what quests to

do, what areas to explore, when, and what spells to use-all things that

this guide helps with! Of course, there are several good ways to take

down Mages-Insect Plague, the awesome 5th-level Druid spell, is one of

the easiest and simplest. Backstabbing Mages with a party Thief is also

possible (if not terribly easy, due to the prevelence of True Sight-any

Mage worth taking down this way is also usually capable of countering

it. This buff combo isn't just for any Mages, though, but very, very

strong, well-prepared Mages we'll typically face. This buff combo is

great for taking down Liches and other uber-Mages, but you know the

saying, the high tide raises all boats... err... perhaps the wrong

saying, but the point is, if you can use it to kill Liches, you can use

it to kill anything the is dependent upon spells. This buff combo

REQUIRES a multi-class Mage, a melee competent one is a plus, but not

necessary. It's also greatly simplified if you have the Cloak of

Mirroring-not a direct requirement-if you have a higher-level Mage

and/or are willing to rely on some luck-but it's a definate plus.

Round #1: Stoneskin

(Stoneskin? For Mage take-downs? Sure. First, it lasts forever,

so it doesn't really complicate things. Also, many spell

casters are not squeamish about summoning things, so it pays to

have some melee defense.)

Round #2: Chaotic Commands/Protection from Evil 10' Radius

(You should have two divine spell casters in your party, and

hence, these two buffs can go at once. Jaheira can cast Chaotic

Commands, which should be pretty self-explanatory-it'll stop

nasty spells like Charm, Confusion, and Maze. Anomen/Viconia can

cast Protection from Evil 10' Radius, which has a very special

purpose; Liches are prone to using Gate to summon in a Pit

Fiend. With Protection from Evil 10' Radius on, the Pit Fiend

won't attack you. In fact, it'll often turn on its summoner!)

Round #3: Death Ward/Remove Fear/Spell Immunity #1

(Death Ward seems like an obvious cast, too, as it'll stop evil

death spells. It's preferable to Spell Immunity: Necromancy

because it also stops Disintigrate (which is an Alteration, not

Necromancy.) Remove Fear is another obvious cast, as you

wouldn't want to be immune to so many deadly spells, but fall

victim to Horror, or something stupid like that. Finally, your

first Spell Immunity, the backbone of this strategy. Cast

Spell Immunity: Conjuration, which will block all Power Word and

Symbol spells. Liches use these quite often.)

Round #4: Spell Immunity #2

(Now for your final buff, and arguably the most important-

Spell Immunity: Abjuration. This will block spells like Breach,

Dispel Magic, and Spell Thrust which otherwise might conspire to

strip your spell defenses. Also, another important funciton of

this spell is to protect you from Imprisonment spells, a game-

ender that Liches love.)

Round #5: Mage Bane

(You're as invulnerable to magic as you can hope to be, and with

the Cloak of Mirroring, your pretty much ARE immune to magic. No

direct damage-dealing spell can harm you through the Cloak of

Mirroring. You're also immune to death spells, dispelling,

Imprisonment, Symbol and Power Word spells. One of the few

things that can bother you are summons-if the enemy summons an

Efreeti (which isn't uncommon), but of course, most of the

Efreeti's attacks won't work on you, either. Now the strategy

is simple-absorb everything the Mage has to throw at you, and

when their spell-arsenal is depleted, smite them. Or you can be

more pro-active. A competent Fighter/Mage or Fighter/Mage/Thief

can use Breach and True Sight to keep the Mage vulnerable and

cut them down while they waste magic on you.)

Buff Combo: The Throne of Bhaal General Buff {SPT031}

<---------------------------------------------------------------------->

This one is simpler than many of the other buffs-it's general buffing

for Throne of Bhaal, buffs you'll want to keep on for most fights. It's

like the spell buff to the max!, minus the max!

Round #1: Stoneskin/Iron Skins

(You have no reason not to have these spells on all the time.

It's the best defense against melee attacks in the entire game.

It doesn't hurt that if you pair it with a good Armor Class, it

only makes you more invulnerable.)

Round #2: Blur/Protection from Evil 10' Radius

(More long-lasting buffs that will protect you.)

Round #3: Haste

(The best spell-buff in the game. Haste makes all fights easier.

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