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Baldur's Gate 2: Shadows Of Amn cheats / Baldur's Gate 2: Shadows Of Amn hints / Baldur's Gate 2: Shadows Of Amn faqs / Baldur's Gate 2: Shadows Of Amn solutions



Baldur's Gate 2: Shadows Of Amn faqs and solutions

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Baldur's Gate II: Shadows of Amn (PC)
Class FAQ
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December 15, 2000
Version 1.4

Written by: Dan Simpson
Email: manymoose@hotmail.com


______________________________________Notes____________________________________
You will find the most up to date version of this FAQ at:

http://www.gamefaqs.com/

I also have a FAQ/Walkthrough and an Items List for Baldur's Gate II. Both of
which can be found at the above address.

This guide is intended to help the player decide which character(s) to create
and why. Each class and kit will be rated with both a Pro and a Con, as well
as an overall grade. If you disagree with any of my ratings, email me! If
you have a good argument as to why the Wizard Slayer is really the ultimate
class, then send it in. Or, if you think that Kensai are better left unused,
email that in as well.

This FAQ looks best in a fixed-width font, such as Courier New.

This Document is Copyright 2000 by Dan Simpson
Baldur's Gate II is Copyright 2000 by Bioware/Black Isle/Interplay

I am not affiliated with Bioware, Black Isle, Interplay or anyone who had
anything to do with the creation of this game. This FAQ may be posted on any
site so long as NOTHING IS CHANGED and you EMAIL ME telling me that you are
posting it. You may not charge for, or in any way profit from this FAQ.
_______________________________________________________________________________


Table of Contents:

Quick Reference

Barbarian

Bard
··Skald
··Jester
··Blade

Cleric
··Lathander
··Helm
··Talos

Druid
··Totemic Druid
··Shapeshifter
··Avenger

Fighter
··Kensai
··Berserker
··Wizardslayer

Mage

Monk

Paladin
··Cavalier
··Undead Slayer
··Inquisitor

Ranger
··Archer
··Beastmaster
··Stalker

Sorcerer

Thief
··Bounty Hunter
··Assassin
··Swashbuckler

Other Arguments
··Fighter/Mage/Thief

Final Words...


-------------------------------------------------------------------------------
Quick Reference
-------------------------------------------------------------------------------

Best classes for Protagonist/Single Player (in order of preference):

Fighter/Mage -- this can be either a human Kensai/Mage, Berserker/Mage or a
multiclass Fighter/Mage. Combines good offense, with good
magical abilities, which are very important to have in BG2.
Fighter/Cleric -- or Fighter/Druid. Same idea as above, but with curative
spells instead.
Swashbuckler/Mage -- must be a human swashbuckler dualled to a Mage. Gets
some very good bonuses from the swashbuckler side
(who is already practically a fighter/thief) and can
cast spells.
Inquisitor -- can't cast priest spells, but can cast a cool version of
Dispel Magic that casts at twice his ACTUAL level. You can
dispel almost anything with it. Plus he is immune to charm
and hold and can use the best weapon in the game, Carsomyr.
Kensai -- if you aren't going to dual him to another class later, go with
a Half-Orc Kensai and get 19 STR and CON. Then you not only get
the Kensai bonuses, you also get higher STR bonuses and lots more
HP.
Monk -- not that great at the start of the game, so probably won't appeal
to newbies. Can't wear armor, but by level 18, you don't need
armor. Faster than others, needs no weapon to be deadly, and with
great extra abilities.
Barbarian -- a much more "newbie friendly" character. Only worthwhile as a
Half-Orc for the extra STR and CON. Moves faster, and has
lots more HP than anyone.
Cleric/Ranger -- can cast both Druidic and Cleric spells. Automatically
has 2 points in 2 weapon style, allowing points to be
spent on other things. More offensive minded than a mere
Cleric, and can cast more varieties of spells.

Racial Bonuses:

Dwarves -- +1 CON
-1 CHA
Resistant to Magic & Poison

Elf -- +1 attack with swords and bows
+1 DEX
-1 CON
Resistant to Charm & Sleep

Gnomes -- +1 INT
-1 WIS
Resistant to Magic

Half-Elf -- Lightly resistant to Charm & Sleep

Halfling -- Bonus to thieving abilities*
+1 DEX
-1 STR
Resistant to Poison & Magic

Half-Orc -- +1 STR
+1 CON
-2 INT

* all non-human (except Half-Orc) races get a bonus to thieving abilities,
but halflings get the best bonuses:

Skill Dwarf Elf Gnome Half-Elf Halfling
----------------------------------------------------------------------
Pick Pockets -- +5 -- +10 +5
Open Locks +10 -5 +5 -- +5
Find/Remove Traps +15 -- +10 -- +5
Move Silently -- +5 +5 -- +10
Hide in Shadows -- +10 +5 +5 +15
Detect Illusion +5 -- +10 -- --
Set Traps +10 -- +5 -- --
----------------------------------------------------------------------
Total ==> +40 +15 +40 +15 +50

Note: Since Halflings and Elves can get 19 DEX, they get further bonuses
to thieving skills (roughly +5 per skill over what you get at
18 DEX).

Grades are based on this question: Should this character be the Single-
Player Protagonist? A+ being the best grade possible, F being the lowest.


-------------------------------------------------------------------------------
Barbarian
-------------------------------------------------------------------------------

Grade: B ... Solid frontline warrior, but not at all versatile.

Best Races: Half-Orc (19 STR and 19 CON, who needs INT and CHA for a
Barbarian anyway? He's a tank!)
Dwarf (19 CON... penalty to DEX makes this less preferable)

Best Weapon
Proficiencies: Any. May want to go for a Shield (rather than 2 Weapon or
2 Handed) to make up for the poor armor choices.

Max. Level w/
Experience Cap: 19

General Information:

A barbarian can be an excellent warrior. While not as disciplined or as
skilled as a normal fighter, the barbarian can willingly throw himself into
a berserker rage, becoming a tougher and stronger opponent. The barbarian
uses the fighter avatar.

Advantages:
- They move at 2 points faster than the usual character.
- Barbarians are immune to backstab.
- Can Rage once per day for every 4 levels (starts at 1st level with one
use). Rage gives them +4 to constitution and strength for 5 rounds.
Gives a -2 armor class penalty and +2 to saves vs. magic (for 5
rounds). Rage also gives immunity to all charm, hold, fear, maze,
confusion and level-drain spells.
- At 11th level, the barbarian gains 10% resistance to slashing,
piercing, crushing and missile damage. He gains +5% to this every 4
levels thereafter.
- The barbarian rolls d12 for hit points instead of a fighter's d10.

Disadvantages:
- A barbarian cannot wear full plate or plate mail.
- A barbarian cannot specialize past normal specialization.

Pro: There are two primary things that makes the Barbarian an attractive
class. First he gains d12 HP per level, which is the highest of any
class. By level 10 he could have 20 more HP than a Fighter. Second,
his Rage ability is every bit as useful as the Berserker's, giving him
extra muscle. A Half-Orc Barbarian who rages could get 23 STR, which
is very strong. This guy is a Tank! Send him into any battle and
watch the fun.

Another useful point in his favor is the fact that he moves at 2 ticks
faster than other characters. This might not sound like much, but it
allows your character to do better hit-and-fade attacks, as well as
better scouting. Run in a room, see the enemies, and run out. This
makes for an interesting Archer as well, as you can probably outrun
most enemies, you can easily keep shooting at almost anything and never
get hit. Also, unlike the Monk, the Barbarian CAN be Hasted.

The other benefits are good (immune to backstab & the weapon
resistances), but not the feature attraction. They just add spice to
this class.

Con: The Barbarian also has significant problems. First, he cannot multi or
dual class. Meaning he is stuck as a plain warrior. This can be very
bad if you are fighting extended series of mages and need more magical
power in your group.

Second, he cannot wear the better armors in the game. Plate Mail,
Full Plate are all forbidden to him. That means you are left with
Chainmail and Leather armors. Interestingly, the best armor you can
get for him is the Shadow Dragon Scale (AC 1), which counts as a
Leather Armor. So, although he has more HP, he is also going to get
hit more often.

Third, he cannot go beyond "specialized" in any Proficiency. That
gives the Barbarian less power attacking than a Fighter would get with
5 stars. Although the proficiency system isn't quite as powerful as it
was in BG or IWD, your Barbarian is still missing out on +1 to hit and
+1 to damage and some extra speed to attack.

Pro Rebuttal: The "Rage" +4 STR more than makes up that difference.
If a Half-Orc Barbarian has 19 STR, and Rages, his new
STR of 23 gives him an extra +2 to Hit and +4 to
Damage. And going from 18/00 is almost as good with
+1 to Hit and +4 to Damage. (total STR bonus at 23 STR
is +5, +11, at 22 STR +4, +10)

Finally, the "other" benefits of being a Barbarian: Immunity to
backstab and weapon resistances. First, how many times in the game
are you even backstabbed? I can't recall many instances of it. Plus,
they never go for the person with the most HP, always for the person
with the least, meaning this ability is completely USELESS. The weapon
immunities are nice, but at best you'll complete the game with 20%
resistance to slashing/piercing/crushing/missile. So, 1 in 5 damage
inflicted on you by one of those types is dropped. (i.e. if an arrow
would have done 10 damage, it instead does 8) This is neat, but comes
into play way too late in the game to truly be of use. By that point,
most enemies just kill you instantly (Mind Flayers).


-------------------------------------------------------------------------------
Bard
-------------------------------------------------------------------------------

Grade: C+ ... good niche character that needs a solid group

Best Races: Human or Half-Elf (you HAVE to be Human or Half-Elf)

Best Weapon
Proficiencies: Go with Short Bows (for the Tansheron and Gesen bows),
Katanas (for Dak'kon's Zerth Blade) and Single Weapon Style.
This way you can switch back and forth between weapons
without having to add an extra weapon/shield to your second
hand. Single Weapon Style also gives an AC bonus.

Max Level w/
Experience Cap: 23

General Information:

The Bard is also a rogue, but he is very different from the thief. His
strength is his pleasant and charming personality. With it and his wits he
makes his way through the world. A Bard is a talented musician and a
walking storehouse of gossip, tall tales and lore. He learns a little bit
about everything that crosses his path; he is a jack-of-all-trades but
master of none. While many bards are scoundrels, their stories and songs
are welcome almost everywhere.

Advantages:
- Picks Pockets
- Bard Song (improves party morale and luck). Morale determines when
characters "run away." Each character has a set morale, and when it
drops, they flee, or go berserk. Luck simply improves all rolls.
- Mage Spells up to 6th level
- High Lore ability. The Bard gets 10 Lore points per level.

Disadvantages:
- Must be human or half-elf
- Must have "neutral" somewhere in the alignment.
- Can't wear armor heavier than chainmail.
- Can't use shields larger than a buckler.

Pro: The Bard really is a little bit of everything. Part thief, as he can
pick pockets. Part mage as he can cast some spells (up to 6th spell
level). The Bard is unique.

The best thing about the plain Bard is his Lore. Lore allows you to
identify items without having to cast the spell, or spend money in a
shop. The bard can simply look at the item to tell what it is and what
it does. (right click on the item, if it is described, your Lore was
high enough) A good Bard can identify most items at the start of the
game, and by the end can identify anything. This allows you to
memorize other spells than Identify, such as Chromatic Orb or Magic
Missile.

Since the Bard can pickpockets (+10 per level), this frees up your
thief's skill points to the other skills. A Thief doesn't need to
pick pockets if your Bard can do it!

Mage spells are an awesome bonus for this class. Run out of arrows?
Shoot a magic missile! Plus you can cast protective spells on yourself
(Haste, Stoneskin, etc.) and get a much more useful character. True,
the Bard never gets more than 5 spells to cast per level, and can only
get up to level 6, but the Bard isn't there to REPLACE your Mage, only
to back him up.

Although the plain Bard song isn't as useful in combat as the Skald's
song, it does have the nice effect of improving Luck, that odd stat
that the game uses all over the place. It improves nearly every throw
by +1. It has the same effect of casting the spell "Luck" on everyone
in the party at once.

A Bard is not really a great individual, but he makes a great member of
a group.

Con: The Bard is a very weak fighter, near useless thief and can barely be
called a mage.

Bards only get 1 proficiency point per skill. Meaning that they never
even get a bonus in anything, all they can do is avoid the penalty.
Also they cannot wear anything better than Chainmail, and until you get
one of the Elven Chainmails, you can't wear armor and cast spells at
the same time. The Bard will get hit more than anyone in your party
(who isn't a mage). Combine this with a STR no higher than 18 (+1 to
hit, +2 dmg) and the Bard should avoid the frontlines at all cost.

Pro Rebuttal: This is why you give the Bard proficiency in Short
Bows (or other missile weapons) to avoid putting him
on the frontline. Then he can damage the enemies with
only a minimal risk to his own life. If the arrows
aren't doing anything, switch over to Bardsong to
help out the party.

Pick pockets is the LEAST useful Thieving skill in the game. There are
just not that many opportunities to use it for anything. There are far
more traps and locked doors than there are people with things to steal.

Pro Rebuttal: Yes, but when you find a Ring of Regeneration on the
owner of the Adventurer's Mart (or similar situations)
it makes it all worth while.

One major problem with the Bard's song is that the Bard can't do
anything but stand there and play it. No spells, no attacking. If
you want to give everyone that +1 to luck, you have to stop shooting
arrows at people, stand there and play your song. All you can do is
walk around, anything else cancels the song.

··Skald
-------

Grade: B ... Better than a Bard in many ways

Best Races: Human or Half-Elf (you HAVE to be Human or Half-Elf)

Best Weapon
Proficiencies: Same as Bard. Go with Short Bows (for the Tansheron and
Gesen bows), Katanas (for Dak'kon's Zerth Blade) and Single
Weapon Style. This way you can switch back and forth between
weapons without having to add an extra weapon/shield to your
second hand. Single Weapon Style also gives an AC bonus.

Max Level w/
Experience Cap: 23

General Information:

This Nordic bard is also a warrior of great strength, skill and virtue. His
songs are inspiring sagas of battle and valor, and the skald devotes his
life to those pursuits.

Advantages:
- +1 to hit and +1 damage with all weapons.
- The skald's song is different from the typical bard and varies with
level:
- 1st: Gives allies +2 to hit, +2 to damage and -2 to AC.
- 15th: Gives allies +4 to hit, +4 to damage, -4 to AC, and immunity
to fear.
- 20th: Gives allies +4 to hit, +4 to damage, -4 to AC, and immunity
to fear, stun and confusion.

Disadvantages:
- Pick Pockets ability one-quarter normal.

Pro: The Skald is a Bard who has more Fighter and less Thief in him. Skalds
work ideally for anyone who doesn't use the pickpocket ability, or has
another character with that ability.

Since he is +1 to hit and damage with all weapons, that is nearly the
same as being Specialized in any weapon that he is already proficient.
It also makes the penalty for not being proficient less severe.

The Skald song is also considerably beefier (from a fighting
standpoint) and by level 20, it gives out some substantial bonuses to
hit, AC and various good immunities. Much better than luck.

Con: The Skald is MORE fighter, but still isn't a Fighter. Anyone trying to
use him on the frontline will quickly learn that. For starters, he
still can't wear more than chainmail. He still can't specialize in
any weapon. The +1 to hit and damage is nice, but that doesn't give
you more attacks.

The Skald song is more useful, but you still have to keep the Skald
from joining the battle.

If you don't like Bards, you won't like Skalds.


··Jester
--------

Grade: B- ... Nearly the same as a Bard, with one difference

Best Races: Human or Half-Elf (you HAVE to be Human or Half-Elf)

Best Weapon
Proficiencies: Same as Bard. Go with Short Bows (for the Tansheron and
Gesen bows), Katanas (for Dak'kon's Zerth Blade) and Single
Weapon Style. This way you can switch back and forth between
weapons without having to add an extra weapon/shield to your
second hand. Single Weapon Style also gives an AC bonus.

Max Level w/
Experience Cap: 23

General Information:

This bard is well versed in the arts of ridicule and hilarity, and uses his
abilities to distract and confuse his enemies, cavorting madly during
combat.

Advantages:
- Jester's song does not help allies. Instead, it affects every opponent
within 30 feet, and they must save vs. magic at +4 once per round or be
confused.

Disadvantages:
- None

Pro: Only one difference here between Bards and Jesters, instead of the Bard
song helping your party with +1 luck, it attempts to Confuse the enemy.
It's a more useful Bard song as you can use it as much as you would
like (making it more useful than the spell confusion as it works on
groups and is unlimited).

Con: Confused enemies can still attack you (though they are just as likely
to attack each other) and all the other Con's of the Bard still apply.


··Blade
-------

Grade: C ... One step forward, two steps back

Best Races: Human or Half-Elf (you HAVE to be Human or Half-Elf)

Best Weapon
Proficiencies: Same as Bard. Go with Short Bows (for the Tansheron and
Gesen bows), Katanas (for Dak'kon's Zerth Blade) and Single
Weapon Style. This way you can switch back and forth between
weapons without having to add an extra weapon/shield to your
second hand. Single Weapon Style also gives an AC bonus.

Max Level w/
Experience Cap: 23

General Information:

The blade is an expert fighter and adventurer, whose bardic acting
abilities make him appear more intimidating and fearsome. His fighting
style is flashy and entertaining, but is also quite deadly.

Advantages:
- May use Offensive Spin and Defensive Spin abilities once per day per 4
levels. Offensive Spin lasts 24 seconds, granting the blade +2 to hit,
+2 to damage, and an extra attack. As well, all of his attacks do
maximum damage for the duration. Defensive Spin lasts 24 seconds, roots
him to the spot, but gives -1 AC per level of experience. This armor
class bonus does not go over -10.
- May place three slots into two-weapon fighting style.

Disadvantages:
- Only has one-half normal Lore value.
- Only has one-half Pick Pockets percentage.
- Bard Song does not become better with levels.

Pro: Similar to the Skald, the Blade is a more fighterish type of Bard. His
offensive spin gives +2 to hit and damage (more than a Skald!) as well
as giving an extra attack and maxing out the damage. (if you weapon
is a 1d10 Katana, then it will always do 10 dmg.) The extra attack
is the best part of the "Offensive Spin", but the whole thing is
awesome making your Bard into a offensive dynamo.

Secondly, the Blade can put three points into two weapon fighting.
This reduces the penalty for using an offhanded weapon to a mere -2
THAC0, and finally solves what to do with the Bard's near-useless
second hand.

Randy Gaw has more Pro-Blade things to say: Blades can both cast
spells and fight when in defensive spin. That is an awesome ability
because it basically means that the blade becomes a spellcaster that
can't have his spells interrupted due to the really low AC. He can
also be placed in the middle of a melee without taking too much damage,
freeing up the rest of your characters to pound away. The spin is
activated instantaneously so you never have to worry about getting
interrupted. Offensive spin shouldn't be underestimated either IMO
(maximum damage + extra attack -- assuming you dual wield your Blade,
you get 3 attacks per round at max damage).

Con: The problem with the two Spins is that they are mutually exclusive.
That is, you can only do one at a time. So, yes the offensive spin is
cool and does lots of damage. However, you still have the same cruddy
AC as any Bard since you are still just in chainmail (or perhaps
Bracers). And, if you were a Fighter you'd get more than +2 to hit and
damage anyway. (Fighters can have 18/00 STR, which is +2, +4 better
than 18 STR) Not to mention the "Mastery" bonuses fighters get from
4-5 proficiency points.

Pro Rebuttal: Yes, fighters are better warriors, but they can't do
what Blades can do, namely spells, lore and
pickpocket.

Con Response: True, but Blades don't do Lore or Pickpocket very well
at all. You might get 40 pickpocket... who can you
steal from like that? And 50 Lore? Beyond +1 and +2
items what can you identify? As for spells, make a
Fighter, dual later to Mage and you have more spells,
and once your Fighter abilities return, a much better
warrior too.

Finally the Defensive Spin is completely useless. Why would you ever
use this? It PLANTS your Blade in place for 24 seconds. His AC can
go to -10, but he can't attack anything. Or move. Or do anything but
stand there and try to avoid getting hit. That is a very passive way
to fight a battle, and won't help much. The best defense is a good
offense anyway. Further, back to my Fighter/Mage, with the proper
armors you can get -10 AC easy. Sure, you can't spellcast in armor,
but you can't spellcast in a Defensive Spin either.


-------------------------------------------------------------------------------
Cleric
-------------------------------------------------------------------------------

Grade: C+ ... The healer, but get a Priest Kit

Best Races: Any

Best Weapon
Proficiencies: Get points in Maces, Flails and War Hammers. Then you
probably want either 2 weapon style or Sword and Shield
style.

Max Level w/
Experience Cap: 20

General Information:

The cleric is a generic priest (of any mythos) who tends to the spiritual
needs of a community. He is both protector and healer. He is not purely
defensive, however. When evil threatens, the cleric is well suited to
seek it out on its own ground and destroy it.

Advantages:
- Can cast Priest spells (not Druidic)
- Can Turn Undead

Disadvantages:
- Cannot used Bladed or Piercing weapons

Pro: The only serious healing class. Has all the major Priest spells,
including Raise Dead and Resurrect (which Druids don't get). Unlike
Mages can wear any armor they please. Being limited to just Blunt
weaponry isn't as bad as you might think, since the best weapon in the
game, the Crom Faeyr is a Hammer. Turn Undead has two major functions,
either controlling/repelling undead or destroying them. Useful in
vampire swarms, no doubt.

Con: Druids have better offensive spells, such as Summon Fire Elementals,
and if you want a plain cleric, you should probably take a Kit
(Cleric of Lathander, Helm or Talos) to get their special ability.
There are no downsides to taking a Kit here, so avoid the plain ole
Cleric.

Useful Multiclasses:

Fighter/Cleric -- I prefer to do this one Dual classed, rather than multi
B+ classed. Start with a plain fighter (or Kensai/Berserker
/Wizard Slayer) and dual immediately to a Cleric. That
way you can pick up 5 * in a weapon proficiency. Better
at fighting and just as good at healing... eventually.
Ranger/Cleric -- Starts with two points in Two Weapon fighting, so you can
A spend all your points on weaponry. Even better, can
cast both Cleric AND Druid spells.
Cleric/Mage -- Your one stop magic shop. Has all spells, except Druid
B+ spells. Unlike normal mages, can still wear a helmet
and cast spells. Still can't wear armor and cast magic
(though you could cast Cleric spells).

··Lathander
-----------

Grade: B- ... The "good" healer

Best Races: Any

Best Weapon
Proficiencies: Same as Cleric. Get points in Maces, Flails and War Hammers.
Then you probably want either 2 weapon style or Sword
and Shield style.

Max Level w/
Experience Cap: 20

General Information:

Lathander is the good god of renewal, creativity and youth, and is
celebrated nearly everywhere. His followers are very popular throughout the
Realms, and there are numerous wealthy temples devoted to him.

Advantages:
- May cast Hold Undead once per day for every 5 levels of the caster
(starts at 1st level with one use).
- May cast Boon of Lathander once per day per 10 levels of the caster
(starts at 1st level with one use). This spell lasts for 6 seconds per
level of the caster. It gives the caster +1 to hit, +1 to damage, +1 to
all saving throws and gives the caster 1 extra attack per round. It
also protects the recipient from level drain.

Disadvantages:
- None.

Pro: Casting Hold Undead may not sound that great, but there are a lot of
undead monsters in the game, many of whom you might wish couldn't move.
But the real Pro here is the Boon of Lathander which gives the caster
(the cleric) some serious bonuses, most significant is the extra attack
per round. This spell lasts 6 seconds * your level, so at level 20
it will last 2 minutes real time.

Con: Nifty yes, but hardly a "super" ability. +1 to Hit, damage and saving
throws plus an extra attack. The "Helm" ability "Seeking Sword"
provides your cleric with better offensive muscle and Talos has good
offensive AND defensive spells. The only convincing reason to be of
Lathander is to get the "good" alignment and the "good" reputation.


··Helm
------

Grade: B- ... The "neutral" healer

Best Races: Any

Best Weapon
Proficiencies: Same as Cleric. Get points in Maces, Flails and War Hammers.
Then you probably want either 2 weapon style or Sword
and Shield style.

Max Level w/
Experience Cap: 20

General Information:

Followers of the neutral God of Watchers and Protectors are warriors in
their own right and are often seen as defenders of the innocent.

Advantages:
- May cast True Sight once per day per 5 levels (starts at 1st level with
one use).
- May cast Seeking Sword once per day per 10 levels (starts at 1st level
with on use). This spell creates a sword in the player's hand (that
cannot be dropped or unequipped). The sword is +4 for purposes of
determining what it can hit (but this bonus does not apply to damage),
and it deals out 2-8 damage to any target it hits. The weapon sets the
number of attacks of the cleric to 3. It lasts for 1 round per level of
the caster. When equipped, the wielder cannot cast further spells.

Disadvantages:
- None.

Pro: Can cast True Sight to dispel nasty illusions in the area (invisibility
and Shadow Door come to mind). But even better is the Seeking Sword,
which although only does 2-8 dmg (2d4, the same as a Bastard Sword)
it gets 3 attacks per round and hits as a +4 (though it doesn't affect
the THAC0 any). +4 weapons are hard to come by, there just aren't that
many of them, and to START THE GAME with one (in effect) is powerful.
You could take on Kangaxx from the very start!

Con: Yes, Seeking Sword is neat, however, it lasts 1 round per level of the
caster. PLUS you cannot cast spells while the sword is in your hand!
So, a level 10 cleric would be silent for an entire MINUTE with a 2d4
weapon.

Pro Rebuttal: A 2d4 weapon that improves THAC0 by +4, however.
(Even if it doesn't do +4 damage) Further, there are
times when you might want a more "warrior" type of
character and this spell fits that bill.


··Talos
-------

Grade: A- ... The "evil" healer

Best Races: Any

Best Weapon
Proficiencies: Same as Cleric. Get points in Maces, Flails and War Hammers.
Then you probably want either 2 weapon style or Sword
and Shield style.

Max Level w/
Experience Cap: 20

General Information:

Talos is the evil god of storms, destruction and rebellion. Clerics of the
Stormlord warn that Talos must be appeased or he will rain destruction upon
the land.

Advantages:
- May cast Lightning Bolt once per day per 5 levels of the caster (starts
at 1st level with one use).
- May cast Storm Shield once per day per 10 levels of the caster (starts
at 1st level with one use). This spell lasts 6 seconds per level of the
caster. It protects the caster from lightning, fire, cold and normal
missiles.

Disadvantages:
- None

Pro: Yes, it is nice to cast Lightning Bolt while as a Priest (assuming you
learn where to aim those pesky things), but the real attraction here is
the Storm Shield spell. It works like 4 simultaneous spells:
Protection from Normal Missiles, Protection from Fire, Protection from
Electricity and Protection from Cold. So walk into that cone of cold,
or that fireball, it won't hurt you in the least. The spell also lasts
a VERY long time, 6 seconds per level, so by the end of the game it
could last 2 real time minutes. And, since Storm Shield is a special
ability, it casts really fast.

Con: If only you could cast Storm Shield on other people...


-------------------------------------------------------------------------------
Druid
-------------------------------------------------------------------------------

Grade: D ... Not very good at all

Best Races: Must be human or half-elf

Best Weapon
Proficiencies: Go for Scimitars and Quarterstaff. Sword and Shield Style if
you go with Scimitars, Two Handed style if you go for
Quarterstaff. The best staff in the game is one that only
Druids can use.

Max Level w/
Experience Cap: 14

General Information:

The druid serves the cause of nature and neutrality; the wilderness is his
community. He uses his special powers to protect it and to preserve the
balance in the world.

Advantages:
- Can cast "Druidic" spells
- Can Shapechange

Disadvantages:
- Must be human or half-elf
- Can only wear leather armor or bucklers
- Can only use darts, clubs, spears, daggers, slings and staffs

Pro: The druid is a more offensive oriented type of priest. They have some
nasty spells, such as Summon Fire Elemental that is even more powerful
than the mage version (as you don't have to spend time "controlling"
the elemental). Druids also get the highly useful spell Iron Skins,
the variant on the Mage Stoneskin. Summon Woodland Creatures nets you
a Nymph, who can heal your party, or Dominate the enemy. Insect Swarm
is great against enemy spellcasters.

Shapechange isn't as useful as the spells, but still provides your
Druid an offensive set of abilities. The "Bear" change, for example,
ups your Strength, Dexterity and Constitution and its attack counts as
a +3 weapon. This makes up for many of his fighting shortfalls.

Con: Yes, the Druid has nice spells, but misses the most important healing
spell of Raise Dead and Resurrect. Which means that if anyone dies,
you may have to reload from your last save. Also, most of the Druid
spells are at the higher levels, there are fewer at the first few
levels. Meaning that with all those nifty spells, you can cast few of
them. They get 7 spells on the first level, 8 on the second, 11 on
third, 12 on fourth, 10 on fifth, 9 on sixth and 8 on seventh.

Shapechange is far less useful when you realize that you cannot cast
spells while changed. Further your "weapon" while shapechanged never
ever improves. Fighting something that requires a +4 weapon? Out of
luck. There are only 3 shapechanges, 2 bears and one wolf. The wolf
is very weak, acting as a +1 weapon and affecting the stats very
little. That leaves you with the 2 bears to rely on for offensive
power, and neither improves STR beyond 18/00. (The wolf mainly improves
your DEX) Essentially what the shapechange does is turn your Druid
into a Fighter. However, your THAC0 in this state only improves
slightly (+3) and your DEX is SET to 12, which may in fact be lower
than your natural DEX. A similar level fighter would get many more
bonuses to his THAC0 and could hit many more times. Any armor your
Druid is wearing is not counted (except for bucklers) which means you
have a ludicrously high AC. So, imagine a fighter using a Long
Sword +3, wearing NO armor, and a buckler. Would you want that person
on the frontline where he would get killed?

The Druid outside of the shapechange is very weak offensively. He can
only use a small variety of weapons, and can only wear leather armor.
The Druid, like its cleric counterpart, can only be proficient in a
weapon. And the Druid will never get more than 1 attack per round.
Even at the very end of the game, your THAC0 will be no better than 5
or 6. (even with a +4 weapon and the Girdle of Hill Giant STR)

Pro Rebuttal: Why would you use a Druid as a Fighter anyway? Use
him as a backup character, casting spells at the
enemy.

Con Response: The Druid just doesn't have that many offensive
spells. Yes, Fire Elementals are neat, as are the
other summoned creatures, but there aren't many
straight out Attack spells. At level 3 there is
"Call Lightning", but it can only be cast OUTDOORS,
where most of the game takes place INDOORS. Cause
Serious Wounds or Harm type spells put your Druid
back on the frontline, where he will suffer damage.
It takes until level SIX before you get some good
offensive type spells (Fire Seed 6, and Fire Storm 7).
Fire Seed is a weaker version of Melf's Minute Meteors
(with the bonus that they can be given to anyone, on
the penalty that it creates only a handful) and Fire
Storm is close to Meteor Swarm. Nice, yes, but you
won't get them until far into the game, and you won't
be able to cast many anyway.

Finally the Druid's final level is 14. They get to level 14 at 1.5
million experience, and the experience cap is set at 2.95 million.
Therefore, any experience a druid gains past level 14 goes to waste.

If you simply MUST have a Druid, go with a multiclass, such as Fighter/
Druid.

Useful Multiclasses:

Fighter/Druid -- Solves many of the Druids basic melee problems. Can wear
B (multi) real armors and shields, although weaponry is still
B+ (dual) limited to Druid weapons. Can become "specialized" in a
weapon, resulting in an extra 1/2 attack per round. (The
Dual Class version is quite a bit better here, start with
a human fighter, true neutral, with 15 STR and 17 CHA.
Then at level 13 Fighter, dual to Druid. You can still
get level 14 at Druid, which is their highest level
anyway. Advantages? Can become a Grand Master in a
weapon.)


··Totemic Druid
---------------

Grade: B- ... Much better than a Druid

Best Races: Must be human or half-elf

Best Weapon
Proficiencies: Go for Scimitars and Quarterstaff. Sword and Shield Style if
you go with Scimitars, Two Handed style if you go for
Quarterstaff. The best staff in the game is one that only
Druids can use.

Max Level w/
Experience Cap: 14

General Information:

This druid closely identifies with a particular animal, an animal that he
feels represents his spirit. This grants him a special connection to the
animal kingdom, and he is able to call upon their spirits to aid him.

Advantages:
- May summon a special 'spirit' animal once per day per 5 levels of
experience. Spirit animal is randomly selected from 'Spirit Bear',
'Spirit Wolf', 'Spirit Lion' and 'Spirit Snake'.

Disadvantages:
- Cannot shapeshift.

Pro: At first glance, you might dismiss the Totemic Druid as a mild and not
very powerful variation of the normal druid. However, it is quite a
bit more powerful than the plain druid. The Totemic switches from
shapeshifting himself, to conjuring forth "spirit animals" to fight
for him. Your Totemic will start the game able to summon 2 animals
right away, and depending on what you get, you could have a find little
army. The Spirit Animals have decent stats:

HP AC THAC0 # of Attacks DMG STR DEX
Spirit Bear 96 2 10 3 1D10 18 14
Spirit Wolf 56 0 9 3 1D4* 16 20
Spirit Snake 45 -1 9 2 1D10 18 18
Spirit Lion 72 1 8 3 1D8+2 19 18

* The wolf does extra COLD damage.

All the Spirit animals have 100% resistance to Cold and Electricity.

And you can summon as many as you have spells for, for an eventual
maximum of 3 at a time, each randomly chosen. Each of these creatures
is more powerful than what a Druid would get as shapeshifted (look at
the AC of the Spirit Bear, 2, compared with a shapeshifted bear who
gets no armor bonus and probably gets an AC of 6). So, the Totemic can
summon forth three of these at a time, and they stick around until
killed. Unlike a shapechanged druid, the totemic can still cast spells
with his creatures running around.

Add to that the fact that you can still summon Fire Elementals, Nymphs,
etc. and your Totemic Druid is a wonderful Conjurer, able to throw
many bodies at any enemy. Thus he can stay back and avoid any conflict
while his creatures fight for him. This makes the Totemic more of a
general than a footsoldier.

Con: It isn't as though your Totemic can entirely avoid fighting himself,
however. And as such he is just as weak as any druid in that regard.
He still can only wear leather armors, and no shield larger than a
buckler. If he is attacked directly by archers, he has no real
recourse.

Secondly, although the Totem animals work great in the early portion
of the game, they never gain power, and so become much less useful when
attacking mightier foes (Beholders, Mind Flayers, Dragons).

Pro Rebuttal: Yes, but in those cases, you still have extra bodies
to throw at the enemy. Sure, the mind flayer can
quickly kill your Totem animals, but that was at
least one attack where he wasn't killing YOU.


··Shapeshifter
--------------

Grade: C+ ... Better than a Druid, but not by much

Best Races: Must be human or half-elf

Best Weapon
Proficiencies: Go for Scimitars and Quarterstaff. Sword and Shield Style if
you go with Scimitars, Two Handed style if you go for
Quarterstaff. The best staff in the game is one that only
Druids can use.

Max Level w/
Experience Cap: 14

General Information:

This druid is not called shapeshifter because he has access to a great
variety of forms, rather because of his complete dedication to a single
alternate form. This druid has willingly allowed himself to become infected
with lycanthropy, but due to intense study and training he has the ability
to control his affliction. The creature he becomes is that of the werewolf,
the most famous of the lycanthrope shape changers.

Advantages:
- May shapeshift into the form of a werewolf once per day for every 2
levels (starts at 1st level with one use).
- At 13th level, gains the ability to change into a greater werewolf once
per day.

Disadvantages:
- No other shapeshifting abilities due to the effort required maintaining
balance in his primary forms.
- Cannot wear any armor.

Pro: The werewolf is a powerful melee fighter and makes up the difference
between Druids and Fighters. It gains bonuses to STR, DEX and CON
(although these SET those stats to 19, 16 and 15, which could be a step
down). Furthermore its weapon is considered a +3 weapon, meaning
that you don't have to find a good weapon for your shapeshifter.
However, it is the Greater Werewolf ability (level 13) that makes this
class sparkle. As the Greater Werewolf your STR, DEX, CON are 21, 20
and 25, which are some great bonuses. The G. Werewolf hits as a +4,
has 3 attacks per round and the 25 CON allows him to automatically
regenerate.

Con: Except you still can't cast spells while hiding as a Werewolf, meaning
that you are either devoted ENTIRELY to melee, or ENTIRELY to
spellcasting, which is somewhat similar to a Fighter/Mage wearing
armor. In the middle of a battle you can't cast spells because you
are stuck with the armor. The same goes here, you can't cast spells
because you are stuck as a werewolf.

Second, you can't wear any armor at ALL. Which means that if you want
to survive any battle, you MUST turn yourself into a werewolf. Which
also has the effect that you will cast very few spells in battle. And
since Druids are more "battle" oriented than Clerics, that seems a
little odd to me.

Pro Rebuttal: Yes, but you can always cast Summoning spells BEFORE
the battle, turn yourself into a werewolf and leap
into the fray. Further, with spells like Iron Skins
you can beef up your defenses, THEN turn into a
Werewolf.

Finally even the Greater Werewolf has a pitiful AC. Reaching at best
-1 on its own.

Pro Rebuttal: True, but the werewolf can wear rings and cloaks. And
the Shapeshifter Druid can wear bracers. AC isn't
that big of a problem.


··Avenger
---------

Grade: B- ... Better than a Druid, but not by much

Best Races: Must be human or half-elf

Best Weapon
Proficiencies: Go for Scimitars and Quarterstaff. Sword and Shield Style if
you go with Scimitars, Two Handed style if you go for
Quarterstaff. The best staff in the game is one that only
Druids can use.

Max Level w/
Experience Cap: 14

General Information:

A member of a special sect within the Druidic order, a druid of this type
is dedicated to fighting those who would defile nature. Avengers have
powers the average druid does not; additional abilities that have been
earned through extensive rituals, a process that is very physically
draining.

Advantages:
- May shapechange into normal forms, as well as those of sword spider,
baby wyvern and fire salamander.
- 6 mage spells are added to his repertoire, all the way up to 6th level.
These are listed below:
- 1st: Chromatic Orb
- 2nd: Web
- 3rd: Lightning Bolt
- 4th: Improved Invisibility
- 5th: Chaos
- 6th: Chain Lightning

Disadvantages:
- May not wear better than leather armor.
- On character creation, he receives a -2 to strength and constitution.

Pro: Aside from the obvious benefits of getting new Froms to shapechange to,
the real benefit here are the 6 extra mage spells. These are all
available from the very beginning of the game, which is good for the
powerful spells of Chaos and Chain Lightning. True, these must be
memorized as normal Priest spells, but it does add a lot of variety
to the Druid spell set. Chromatic Orb gives the druid a good 1 enemy
attack spell.

As for the new Forms for the shapechanger in your druid, they are nice,
but nothing fabulous. The Fire Salamander can shoot out three small
"fireballs" (think Melf's Minute Meteors) and is naturally resistant
to fire. The Sword Spider gets you a 5 good attacks per round.

Con: Yes the new spells are nice. Chromatic Orb in particular is great to
have. But Web? The first level spell Entangle does the same thing.
Improved Invisibility? Nice, but when would you ever need to be
invisible (if you wanted to simply not get attacked, while you summon
forth monsters to fight for you, Sanctuary can do that just as well).
Chaos is neat, but is no better than Confusion, I.e. all it does is
make the enemies wander around.

Pro Rebuttal: Yes, and while the monsters wander around, your party
can move in and kill them.

Con Response: Assuming the spell works in the first place. Most
enemies you would most like to get this spell to work
on, manage to avoid its effects. And even if it does
work, confused monsters have a tendency to attack
back when they are hit.

Chain lightning is a dangerous spell to cast, just like Lightning Bolt.
When cast it goes from its first target, to whoever is standing closest
to that target. If the nearest person to the target is YOU, or someone
in your party, it will hit you.

Pro Rebuttal: That is why you cast it well away from your party.

Con Rebuttal: And when the monster runs right next to your party
before you finish casting? Then you manage to hit
one monster and many of your own party!


-------------------------------------------------------------------------------
Fighter
-------------------------------------------------------------------------------

Grade: B ... Still a good class, but better off with a kit or multiclass

Best Races: Human (to dual class later), Half-Orc (for the 19 STR, CON),
Dwarf (for the 19 CON), Elf (for the +1 with swords/bows)

Best Weapon
Proficiencies: Long Swords or Katanas. Then take that all the way up to
5 points. Then probably want to get 2 Weapon style. If
not, go for Sword and Shield style for the missile defense.

Max Level w/
Experience Cap: 19

General Information:

The fighter is a champion, swordsman, solider and brawler. He lives or
dies by his knowledge of weapons and tactics. Fighters can be found at the
front of any battle, contesting toe-to-toe with monsters and villains. A
good fighter needs to be strong and healthy if he hopes to survive.

Advantages:
- Can use any weapon or armor
- Can become a Grand Master at any weapon

Disadvantages:
- none

Pro: Even with all the fancy kits around, the plain fighter is still an
excellent choice for both the newbie and the seasoned veteran alike.
Gets more HP's than most other classes, levels up faster than Rangers
or Paladins, the ONLY class that can achieve Grand Mastery (even though
that's not as powerful as it once was). Can also wear any armor, or
equip any weapon.

Con: Grand Mastery matters far less in BG2 than it did in IWD or BG. And
since G. Mastery was the main reason to take a fighter, the fighter is
significantly weaker without it. How is Grand Mastery weaker? Here is
the old proficiency chart from BG:

points spent to hit bonus damage bonus attacks
1 (Proficient) 0 0 1
2 (Specialized) +1 +2 3/2
3 (Master) +3 +3 3/2
4 (High Master) +3 +4 3/2
5 (Grand Master) +3 +5 2

Here is how things were changed in BG2:

points spent to hit bonus damage bonus attacks
1 (Proficient) 0 0 1
2 (Specialized) +1 +2 3/2
3 (Master) +2 +2 3/2
4 (High Master)* +2 +2 3/2
5 (Grand Master) +2 +3 3/2

* Improves Speed of weapon

Between "Specialized" and "Grand Master" there USED to be +2 to hit
and +3 damage, not to mention an extra 1/2 attack. Now there is only
+1 to hit, +1 damage and a little extra speed. So you spend 3 whole
points, and get very very little. The result of this is that the
plain fighter is far less useful than he used to be. This almost
necessitates going to one of the fighter kits, or even the barbarian,
rather than go through the normal fighter. At least the kits have
extra bonuses that make up for this loss. (Can you imagine the best
person in the world at something getting beat by someone who had only
some marginal skill? That is what this seems like to me.)

You're better off going for a Kit or a Multiclass. The game almost
seems designed to discourage a plain fighter.

Useful Multiclasses:
__
Fighter/Cleric |
Fighter/Thief |__ (these are discussed in the other class's section)
Fighter/Druid |
Fighter/Mage __|
Kensai/Mage -- Since neither Kensai nor Mages can wear armor this is a
natural fit. (Fighter/Mages CAN wear armor, but not cast
spells at the same time) This way you get all the bonuses
of a Kensai (+1 to hit and damage every 3 levels) and can
cast spells. ONLY available through Dual classing a human
with 15 STR and 17 INT.
Kensai/Thief -- Thieves work better without armor anyway. Also because
Kensai get bonuses to hit and damage, and have the kai
shot, their backstabs could be tremendous. Only available
through Dual classing a human with 15 STR and 17 DEX.


··Kensai
--------

Grade: A ... A great fighter

Best Races: Human (to dual class later), Half-Orc (for the 19 STR, CON),
Dwarf (for the 19 CON), Elf (for the +1 with swords/bows)

Best Weapon
Proficiencies: Long Swords or Katanas. Then take that all the way up to
5 points. Then probably want to get 2 Weapon style. If
not, go for Sword and Shield style for the missile defense.
If you are going for the Kensai/Mage, make sure to go for
Katanas for Dak'kon's Zerth blade.

Max Level w/
Experience Cap: 19

General Information:

This class is also known as the Sword Saint, and consists of a warrior who
has been specially trained to be one with his sword. They are deadly and
fast and trained to fight without encumbrance.

Advantages:
- +1 to hit and +1 damage for every three levels.
- -2 bonus to AC.
- -1 bonus to speed factor for every 4 levels.
- May use Kai ability one time per day for every 4 levels (starts at 1st
level with one use). This ability lasts 10 seconds and makes all the
attacks do maximum damage.

Disadvantages:
- May not use missile weapons.
- May not wear armor.
- May not wear gauntlets or bracers.

Pro: There are a lot of good things about the Kensai. First and foremost
we're starting from a Fighter, which leaves open the possibility of
Grand Mastery, which although isn't what it used to be, is still good.

Second, the Kensai gains +1 to hit and +1 damage every 3 levels. This
is huge. By level 18 you could have +6 to hit and +6 damage and this
is on TOP of what a Fighter would normally get. (At level 18 your
THAC0 would be 2 normally, add in the +3 for 18/00 STR, +2 for weapon
mastery and +6 for kensai bonus and your THAC0 would be -9... before
even adding in the weapon bonuses! If you're using a +4 sword, your
THAC0 could be -13!)

Speed factor also improves every 4 levels. What does this mean? That
your Kensai will almost always hit the enemy, before the enemy hits
him back. With the extra damage (and possible dual wield) it means
you may KILL the enemy before he ever hits you!

Kai ensures that for the next 10 seconds, all your hits do maximum
damage. If you are using a 1D10+2 Dak'kon's Katana, then all your
hits will do 12 damage (rather than randomly rolling between 3 and 12).

Finally, the Kensai makes for some of the best dual class combinations
in the game (see above).

Con: The Kensai cannot wear armor. The Kensai cannot wear bracers. Aside
from the -2 AC bonus you get at the start of the game, your AC never
ever improves. The Monk's AC improves every 2 levels. Even the
Swashbuckler's AC improves every 5 levels, but the poor Kensai is
stuck with cruddy AC.

Pro Rebuttal: Yes, but with good weaponry and high levels, your
Kensai can obliterate the enemy without putting his
life in danger. Also, the Kensai can wear rings and
robes. Finally there is the Shield Amulet that can
help protect the Kensai. It comes with 40 or so
charges, more than enough to last the entire game.

··Berserker
-----------

Grade: B+ ... A good fighter

Best Races: Human (to dual class later), Half-Orc (for the 19 STR, CON),
Dwarf (for the 19 CON), Elf (for the +1 with swords/bows)

Best Weapon
Proficiencies: Long Swords or Katanas. Then take that all the way up to
5 points. Then probably want to get 2 Weapon style. If
not, go for Sword and Shield style for the missile defense.
If you are going for the Berserker/Mage, make sure to go for
Katanas for Dak'kon's Zerth blade.

Max Level w/
Experience Cap: 19

General Information:

This is a warrior who is in tune with his animalistic side and, during
combat, can achieve an ecstatic state of mind that will enable him to fight
longer, harder and more savagely than any human has a right to. Berserkers
tend to be barbarian-like in nature, but not always. Sometimes it is a
conscious choice that a warrior in training makes. Regardless, opponents on
the battlefield will be unsettled with they see the savage and inhuman
elements of the berserker's personality. This class is common amongst
dwarves, know to them as "battleragers."

Advantages:
- May use Enrage ability once per day per 4 levels. While enraged: +2 to
hit, +2 damage, -2 AC. The berserker at this time is immune to charm,
hold, fear, maze, imprisonment, stun and sleep. He also gains 15 hit
points while enraged. These hit points are temporary, and are taken
away at the end of his berserk spree, possibly killing the berserker.
Enrage also makes him immune to level drain.

Disadvantages:
- Becomes winded after berserking. While he's winded, he receives -2 to
hit, -2 to damage and a +2 penalty to AC.
- Cannot specialize in ranged weapons.

Pro: The berserker might at first seem like a poor imitation of the
Barbarian, but in reality it's more like a cross between that and the
Fighter. Like the fighter, the Berserker can wear any armor, and any
weapon. He also can get 5 proficiency points in weaponry. Further,
he can "Enrage" to become a much more effective fighter. Why is
enrage so useful? It is very comprehensive.

Read the list of its immunities: Charm, Hold, Fear, Maze, Imprisonment
(very useful if you are fighting Kangaxx the Lich!), Stun and Sleep.
In other words, your Berserker is immune to just about any negative
effect. Send him into any and all combat situations without worry.
He won't get scared and run away. Enrage also has the normal "neat
battle improvements" such as +2 to hit damage and AC. Your Berserker
also gets +15 HP. Sure, he loses those HP when the battlerage wears
off, but in the mean time it allows him to fight longer and harder.

Suppose that your Berserker had 100 HP and fought a battle without
being Enraged. Suppose that somewhere in the battle 101 damage is done
to him and he dies. At that point, the game is over. Now using the
Enrage you get 115 HP and can use that extra time to kill more enemies.

Con: But ask yourself, is Enrage really all that useful? +2 to hit, damage
and AC is nice, but the Kensai gets that NATURALLY, without having to
enrage first. Also Kensai get far past that later in the game (an 18th
level Kensai gets +6 to hit and damage). In fact, a level SIX Kensai
gets the same exact bonuses.

Pro Rebuttal: Yes, but Kensai can't wear armor, and Berserkers can.
Also, while Enraged a Berserker is immune to Charm,
Hold, Fear, Maze, etc., etc.!

Further, when the Enrage ends you not only lose the 15 "extra" HP
(possibly even killing you, which is quite devastating for a
protagonist since the game ENDS when he dies), but you also are
EXHAUSTED at the end of the rage. (results in a -1 to all their rolls,
such as THAC0 and damage) In battle going from +2, to -1, possibly
before the enemy is even defeated, could be the difference between
winning and losing.

Pro Rebuttal: Yes, but the Enrage lasts long enough to finish most
battles.

Con Response: Yes, but it only takes one instance of the Enrage
wearing off too early. Suppose it happens while
fighting a dragon.


··Wizardslayer
---------------

Grade: D+ ... Laughable bonuses

Best Races: Human (to dual class later), Half-Orc (for the 19 STR, CON),
Dwarf (for the 19 CON), Elf (for the +1 with swords/bows)

Best Weapon
Proficiencies: Long Swords or Katanas. Then take that all the way up to
5 points. Then probably want to get 2 Weapon style. If
not, go for Sword and Shield style for the missile defense.
If you are going for the Berserker/Mage, make sure to go for
Katanas for Dak'kon's Zerth blade.

Max Level w/
Experience Cap: 19

General Information:

This warrior has been specially trained by his sect to excel in hunting and
attacking spellcasters of all kinds.

Advantages:
- For each successful hit on an opponent, 10% cumulative spell failure
penalty is applied.
- 2% magic resistance per level.

Disadvantages:
- May not use any magic items except for weapons and


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7. Baldur's Gate 2: Shadows Of Amn faq and solutions
9. Baldur's Gate 2: Shadows Of Amn faq and solutions



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