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CHARECTER FAQ
________________________________________________________________________________
COPYRIGHT NOTICE
All copyright goes to Dark Wolf alias David C. Hansen. This FAQ may be published all over the net, as long as it is not modified in any way, and I am given credit. The newest version can always be found on www.gamefaqs.com. You may not take money to show my FAQ, or sell it. If I in this
FAQ have done anything illegal, I would like to be noticed, before sued.
BALDUR'S GATE II:
SHADOWS OF AMN: Developed and ¸ 2000 BioWare Corp. BALDURS GAT II: THRONE OF
BHAAL: Developed and ¸ 2001 BioWare Corp. All Rights Reserved. Baldur's
Gate, Shadows of
Amn, Forgotten Realms, the Forgotten Realms logo, Advanced Dungeons &
Dragons, the AD&D logo, and the Wizards of the Coast logo are trademarks owned by Wizards of the Coast, Inc. and are used by Interplay under license. All Rights Reserved. BioWare, the BioWare
Infinity Engine and the BioWare logo are trademarks of BioWare Corp. All Rights Reserved. Black
Isle
Studios and the Black Isle Studios logo are trademarks of Interplay
Entertainment Corp. All Rights
Reserved. Exclusively licensed and distributed by Interplay Entertainment
Corp. All other trademarks and copyrights are property of their respective owners.
________________________________________________________________________________
This FAQ is for learning which characters to choose, and how to use the different characters in and outside combat.
_______________________________________________________________________________
INDEX:
1. FIGTER
2. RANGER
3. PALADIN
4. BARBARIAN
5. CLERIC
6. DRUID
7. MONK
8. THIEF
9. BARD
10. MAGE
11. SORCERER
________________________________________________________________________________
W A R R I O R S:
2. FIGHTER
The fighter is a champion, swordsman, soldier, 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.
Special Abilities: Advanced Weapon Specialization
Restrictions: None
General Comments:
Most groups should have a fighter, since they are the best hack and slasher in the game. The fighters should be put in the front of any battle, where the fighting is most intense.
Recommended ability points: put 18 in dex and con if you can. Don't base yourself so much on the strength, since the belts will give you that.
Recommended race: half-ogre, for the better con, which can be a lifesaver when there's a psycho mage around.
BERSERKER:
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.
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.
Comments
The prize of not being able to use long range is a cheap prize when you consider the power of the berserk. Keep him where the battle is hottest, and use the berserk skill when most needed.
WIZARD SLAYER:
Advantages:
For each successful hit on an opponent,
10% cumulative spell failure penalty is applied.
4% magic resistance per level. 20th level: gains 5% magic resistance every second level. Gains 1% every odd level.
Disadvantages:
May not use any magic items except for weapons and armor.
Comments:
I'd say that the prize is too high. Wizards of any power, would have you killed in no time, and if you want the magic resistance that badly, get a monk. Of course he is the best for slaying mages, so if you really want him, take him. I'd take a regular fighter any day.
KENSAI
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.
Comments:
Dealing damage is this guy's special! Give him a greater whirlwind attack, and the enemies are blown to pieces. Remember though, that this guy has low armor, so 18 in dex will be really smart on this guy. Also specialize in a single-handed weapon (long sword or katana), and put points into one-handed mastery, to get rid of that horrible armor class. When this is done, send him into battle, and watch him kill ]:-)
________________________________________________________________________________
2. RANGER:
The ranger is a hunter and a woodsman. He is skilled with weapons and is knowledgeable in tracking and woodcraft. The ranger often protects and guides lost travelers and honest peasant-folk.
A ranger needs to be strong and wise in the ways of nature to live a full life.
Special Abilities: Weapon Specialization, Racial Enemy, Stealth, charm person/mammal
Restrictions: Human Elf or Half-Elf only, must be of Good alignment
The Racial enemy gives a 4+ to THACO against your racial enemy. The racial enemies that you can take are: Beholder, demonic/fell, dragon, elemental, ettercap, faerie, genie, ghoul, golem, hobgoblin, imp, kobold, kuo-toa, lich, lycanthrope, mindflayer, ogre, otyugh, rakshasa, sahuagin, shadow, slime, spider, troll, umber hulk, and vampire. I would recommend vampire, dragon, or troll.
ARCHER:
The archer is the epitome of skill with the bow. He is the ultimate marksman, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the archer has had to sacrifice some of his proficiency with melee weapons and armor.
Special Abilities: Bonuses when using missile weapons. Called shots.
Restrictions: Cannot wear metal armor. Can only be proficient in melee weapons. At 18th level the to hit and damage bonus goes down to +1 per 5 levels.
When he activates the called shot, every shot in the next 10 secs will have the following abilities (depending on level of ranger): 4th level: -1 to THACO of target 8th level: -1 to save vs. magic of target 12th: -1 to strength of target 16th: +2 bonus to damage
Comments: If you want to have anyone with long-range weapons, then this guy should be your choice. Make him real strong (or wear any of the giant strength belts), give him a good longbow, and you will see your enemies blood very quickly. Keep him with the spell-casters in the back row.
STALKER:
Stalkers serve as covert intelligence-gatherers, comfortable in both wilderness and urban settings.
They are the spies, informants and interrogators and their mastery of stealth makes them deadly opponents. 12th level: All the mage spells gained are memorized as priest spells
Special Abilities: Can backstab like a thief. Has access to a small amount of mage spells.
Restrictions: Cannot wear armor greater that studded leather.
The spells are: haste, protection from normal missiles, and minor spell deflection.
Comments:
Of course the backstab multiplier can make the damage count, but the prize of good armor seems just a little bit to high. If you want him make sure to have him go into stealth at all times, so he can start the battle with a nice little backstab, and hopefully a dead enemy.
BEAST MASTER
This ranger is a wanderer and is not comfortable in civilized lands. He maintains a natural affinity for animals; they are his friends and com-rades-in-arms, and the Beast
Master has a limited form of telepathic communication with them.
Special Abilities: Can summon natural animals to his aid.
Restrictions: Cannot use metal weapons.
Comments:
Summon animals to do the damage instead of your self. Sounds nice don't it?
Well, it isn't. The animals are way to weak at the later levels. Drop him. If you want to summon, take a druid, or a mage!
________________________________________________________________________________
3. PALADIN
A paladin is a warrior bold and pure, the exemplar of everything good and true. Like the fighter, the paladin is a man of combat. However, the paladin lives for the ideals of righteousness, justice, honesty, piety and chivalry. He strives to be a living example of these virtues so that others might learn from him as well as gain by his actions.
Special Abilities: Weapon Specialization, Lay Hands, Turn Undead, +2 all
Saving Throws, Protection from Evil, Detect Evil
Restrictions: Human only, must maintain Lawful Good alignment
General Comments:
The paladin is a decent fighter, his touch can heal instantaneously, and he can cast supporting priest spells. Do I really need to say more?
CAVALIER
This class represents the most common picture of the knight; the gentleman warrior who epitomizes honor, courage and loyalty. He is specialized in battling "classical" evil monsters such as demons and dragons.
Special Abilities: Bonus to hit demons and dragons, immune to fear and
________________________________________________________________________________
COPYRIGHT NOTICE
All copyright goes to Dark Wolf alias David C. Hansen. This FAQ may be published all over the net, as long as it is not modified in any way, and I am given credit. The newest version can always be found on www.gamefaqs.com. You may not take money to show my FAQ, or sell it. If I in this
FAQ have done anything illegal, I would like to be noticed, before sued.
BALDUR'S GATE II:
SHADOWS OF AMN: Developed and ¸ 2000 BioWare Corp. BALDURS GAT II: THRONE OF
BHAAL: Developed and ¸ 2001 BioWare Corp. All Rights Reserved. Baldur's
Gate, Shadows of
Amn, Forgotten Realms, the Forgotten Realms logo, Advanced Dungeons &
Dragons, the AD&D logo, and the Wizards of the Coast logo are trademarks owned by Wizards of the Coast, Inc. and are used by Interplay under license. All Rights Reserved. BioWare, the BioWare
Infinity Engine and the BioWare logo are trademarks of BioWare Corp. All Rights Reserved. Black
Isle
Studios and the Black Isle Studios logo are trademarks of Interplay
Entertainment Corp. All Rights
Reserved. Exclusively licensed and distributed by Interplay Entertainment
Corp. All other trademarks and copyrights are property of their respective owners.
________________________________________________________________________________
This FAQ is for learning which characters to choose, and how to use the different characters in and outside combat.
_______________________________________________________________________________
INDEX:
1. FIGTER
2. RANGER
3. PALADIN
4. BARBARIAN
5. CLERIC
6. DRUID
7. MONK
8. THIEF
9. BARD
10. MAGE
11. SORCERER
________________________________________________________________________________
W A R R I O R S:
2. FIGHTER
The fighter is a champion, swordsman, soldier, 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.
Special Abilities: Advanced Weapon Specialization
Restrictions: None
General Comments:
Most groups should have a fighter, since they are the best hack and slasher in the game. The fighters should be put in the front of any battle, where the fighting is most intense.
Recommended ability points: put 18 in dex and con if you can. Don't base yourself so much on the strength, since the belts will give you that.
Recommended race: half-ogre, for the better con, which can be a lifesaver when there's a psycho mage around.
BERSERKER:
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.
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.
Comments
The prize of not being able to use long range is a cheap prize when you consider the power of the berserk. Keep him where the battle is hottest, and use the berserk skill when most needed.
WIZARD SLAYER:
Advantages:
For each successful hit on an opponent,
10% cumulative spell failure penalty is applied.
4% magic resistance per level. 20th level: gains 5% magic resistance every second level. Gains 1% every odd level.
Disadvantages:
May not use any magic items except for weapons and armor.
Comments:
I'd say that the prize is too high. Wizards of any power, would have you killed in no time, and if you want the magic resistance that badly, get a monk. Of course he is the best for slaying mages, so if you really want him, take him. I'd take a regular fighter any day.
KENSAI
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.
Comments:
Dealing damage is this guy's special! Give him a greater whirlwind attack, and the enemies are blown to pieces. Remember though, that this guy has low armor, so 18 in dex will be really smart on this guy. Also specialize in a single-handed weapon (long sword or katana), and put points into one-handed mastery, to get rid of that horrible armor class. When this is done, send him into battle, and watch him kill ]:-)
________________________________________________________________________________
2. RANGER:
The ranger is a hunter and a woodsman. He is skilled with weapons and is knowledgeable in tracking and woodcraft. The ranger often protects and guides lost travelers and honest peasant-folk.
A ranger needs to be strong and wise in the ways of nature to live a full life.
Special Abilities: Weapon Specialization, Racial Enemy, Stealth, charm person/mammal
Restrictions: Human Elf or Half-Elf only, must be of Good alignment
The Racial enemy gives a 4+ to THACO against your racial enemy. The racial enemies that you can take are: Beholder, demonic/fell, dragon, elemental, ettercap, faerie, genie, ghoul, golem, hobgoblin, imp, kobold, kuo-toa, lich, lycanthrope, mindflayer, ogre, otyugh, rakshasa, sahuagin, shadow, slime, spider, troll, umber hulk, and vampire. I would recommend vampire, dragon, or troll.
ARCHER:
The archer is the epitome of skill with the bow. He is the ultimate marksman, able to make almost any shot, no matter how difficult. To become so skilled with the bow, the archer has had to sacrifice some of his proficiency with melee weapons and armor.
Special Abilities: Bonuses when using missile weapons. Called shots.
Restrictions: Cannot wear metal armor. Can only be proficient in melee weapons. At 18th level the to hit and damage bonus goes down to +1 per 5 levels.
When he activates the called shot, every shot in the next 10 secs will have the following abilities (depending on level of ranger): 4th level: -1 to THACO of target 8th level: -1 to save vs. magic of target 12th: -1 to strength of target 16th: +2 bonus to damage
Comments: If you want to have anyone with long-range weapons, then this guy should be your choice. Make him real strong (or wear any of the giant strength belts), give him a good longbow, and you will see your enemies blood very quickly. Keep him with the spell-casters in the back row.
STALKER:
Stalkers serve as covert intelligence-gatherers, comfortable in both wilderness and urban settings.
They are the spies, informants and interrogators and their mastery of stealth makes them deadly opponents. 12th level: All the mage spells gained are memorized as priest spells
Special Abilities: Can backstab like a thief. Has access to a small amount of mage spells.
Restrictions: Cannot wear armor greater that studded leather.
The spells are: haste, protection from normal missiles, and minor spell deflection.
Comments:
Of course the backstab multiplier can make the damage count, but the prize of good armor seems just a little bit to high. If you want him make sure to have him go into stealth at all times, so he can start the battle with a nice little backstab, and hopefully a dead enemy.
BEAST MASTER
This ranger is a wanderer and is not comfortable in civilized lands. He maintains a natural affinity for animals; they are his friends and com-rades-in-arms, and the Beast
Master has a limited form of telepathic communication with them.
Special Abilities: Can summon natural animals to his aid.
Restrictions: Cannot use metal weapons.
Comments:
Summon animals to do the damage instead of your self. Sounds nice don't it?
Well, it isn't. The animals are way to weak at the later levels. Drop him. If you want to summon, take a druid, or a mage!
________________________________________________________________________________
3. PALADIN
A paladin is a warrior bold and pure, the exemplar of everything good and true. Like the fighter, the paladin is a man of combat. However, the paladin lives for the ideals of righteousness, justice, honesty, piety and chivalry. He strives to be a living example of these virtues so that others might learn from him as well as gain by his actions.
Special Abilities: Weapon Specialization, Lay Hands, Turn Undead, +2 all
Saving Throws, Protection from Evil, Detect Evil
Restrictions: Human only, must maintain Lawful Good alignment
General Comments:
The paladin is a decent fighter, his touch can heal instantaneously, and he can cast supporting priest spells. Do I really need to say more?
CAVALIER
This class represents the most common picture of the knight; the gentleman warrior who epitomizes honor, courage and loyalty. He is specialized in battling "classical" evil monsters such as demons and dragons.
Special Abilities: Bonus to hit demons and dragons, immune to fear and
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