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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 _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Baldur's Gate II: Shadows of Amn (PC) Class FAQ _____________________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ 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 Other Baldur's Gate 2: Shadows Of Amn cheats hints faqs solutions: 1. Baldur's Gate 2: Shadows Of Amn cheat codes 2. Baldur's Gate 2: Shadows Of Amn cheat codes 3. Baldur's Gate 2: Shadows Of Amn cheat codes 4. Baldur's Gate 2: Shadows Of Amn cheat codes 5. Baldur's Gate 2: Shadows Of Amn cheat codes 6. Baldur's Gate 2: Shadows Of Amn cheat codes 7. Baldur's Gate 2: Shadows Of Amn cheat codes 8. Baldur's Gate 2: Shadows Of Amn cheat codes 9. 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