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    Character FAQ by DHansen

    Updated: 09/27/01 | Search Guide | Bookmark Guide

    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 
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    FAQ have done anything illegal, I would like to be noticed, before sued. 
    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 
    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.
    1.	FIGTER
    2.	RANGER
    3.	PALADIN
    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 
    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.
    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.
    Becomes winded after berserking.
    While he's winded, he receives -2 to hit, -2 to damage and a +2 penalty to 
    Cannot specialize in ranged weapons.
    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.
    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 
    May not use any magic items except for weapons and armor.
    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.
    +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.
    May not use missile weapons.
    May not wear armor.
    May not wear gauntlets or bracers.
    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 
    Special Abilities: Weapon Specialization, Racial Enemy, Stealth, charm 
    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
    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.
    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
    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 
    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.
    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.
    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
    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?
    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 
    poison. 20% resistance to
    Restrictions: Cannot use missile weapons.
    My favorite paladin kit! He's immune to a lot of stuff, and if you want to 
    fire missile weapons, take
    an archer. This guy kicks butt! A lot of the strong monsters are demons, so 
    he's a killer in almost
    any strong monster battle.
    INQUISITOR (Paladin Kit)
    The Inquisitor has dedicated his life to finding and eliminating 
    practitioners of evil magic and
    defeating the forces of darkness and his god has provided him with special 
    abilities towards that
    Special Abilities: Immune to hold and charm. True sight, dispel magic.
    Restrictions: May not use 'lay on hands' ability, may not cast priest 
    spells, may not turn undead,
    may not use 'cure disease' ability.
    This is a choice, 'cos the Inquisitor is not really a paladin, giving up all 
    the paladin skills, but his
    skills are still very useful. When I've had this guy in my party, I found 
    his skills great in almost
    every battle with a mage in it.
    UNDEAD HUNTER (Paladin Kit)
    This holy avenger has honed his abilities towards the destruction of the 
    undead and other unnatural
    creatures and is immune to many of their more devastating abilities.
    Special Abilities: Immune to hold and level drain. Bonus to hit and damage 
    vs. undead.
    Restrictions: May not use lay on hands
    The game contains tons of undeads, and here we have the perfect killer of 
    them. In battle with
    undeads, he'll turn the weak, and then kill the powerful. The lay hands 
    ability is really great,
    healing instantaneously, but it can be replaced by the healing spells if 
    need be.
    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
    Special Abilities: Fast movement, berserker rage, high hit points.
    Restrictions: Cannot wear full plate, plate mail. Can't specialize past 
    normal specialization.
    A great crash dummy! Make the enemies hit him, and the let your other 
    characters do some serious
    damage. This tactic actually lets your paladin cast spells in the middle of 
    a battle.
    P R I E S T S:
    5. CLERIC:
    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.
    Special Abilities: Turn Undead, Spell Casting
    Restrictions: Cannot use bladed or piercing weapons.
    Level 25: Gains holy symbol from his good, which gives the following 
    + 1 STR, % magic resistance, memorizes one extra level 6 and 7 spell.
    Recommended race: dwarf, since you can't use any really good two-handed 
    weapons anyway, and
    the ring of human influence can negate the charisma penalty found in the 
    General Comments.
    You should keep the cleric in the back, casting supporting spells like 
    chant, healing, and doing
    damage with the spells (like bolt of glory and holy smite). The cleric can 
    also be quite a good
    fighter if you remember to cast spells like, draw upon holy might, spiritual 
    hammer, and stoneskin,
    Level 25: Gains holy symbol from his good, which gives the following 
    + 1 STR, % magic resistance, memorizes one extra level 6 and 7 spell.
    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.
    Special Abilities: Casts Lightning bolt, Stormshield
    Restrictions: None.
    Stormshield protects against lightning, fire, cold, and normal missiles.
    If you want to go evil, then this is the way, and the stormshield can be 
    very useful, but I never use
    lightning, because of the annoying bouncing effect.
    Followers of the neutral God of Watchers and Protectors are warriors in 
    their own right and are
    often seen as defenders of the innocent.
    Special Abilities: Casts True sight, Seeking sword.
    Restrictions: None.
    The way for the neutral. The seeking sword (like mordenkain's sword) can be 
    very powerful,
    drawing the attention in another way. True sight is nice when the thieves 
    and the mages are
    annoying you. My favorite.
    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.
    Special Abilities: Casts Hold undead, Boon of Lathander.
    Restrictions: None.
    The good way. Hold undead is ok, and Boon of Lathander is really great, 
    making your cleric a
    young, renewed and creative fighter.
    6. DRUID:
    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 balance in the world.
    Special Abilities: Shape Change, Spell Casting
    Restrictions: Human or Half-Elf only; leather armor and bucklers only; can 
    only wield clubs, darts,
    spears, daggers, slings, and staffs.
    Level 15: Immune to poison
    Level 18: 10% resistance to environmental damage (fire, cold, electricity, 
    and  acid).
    Level 21: 20% resistance to environmental damage (fire, cold, electricity, 
    and acid).
    Level 24: 30% resistance to environmental damage (fire, cold, electricity, 
    and acid).
    General comments:
    Much like the cleric, even though the spell selection is more summoning 
    based. The shape-change
    is good in the start of the game. The druid is more spell-minded, because of 
    the limited weapon and
    armor selection, and the fewer support spells.
    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.
    Special Abilities: Summon spirit animal.
    Restrictions: Cannot shapeshift.
    This druid is certainly better then the normal druid. The spirit animals are 
    more powerful than the
    shapeshift forms, and you can cast spells while the animals attack. The 
    Americans should be glad
    that the Indians couldn't summon creatures like these.
    AVENGER (Druid Kit)
    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.
    Special Abilities: May shapechange into normal forms, as well as those of 
    sword spider, baby
    wyvern and fire salamander. May cast a limited selection of mage spells.
    Restrictions: -2 to strength and constitution.
    Spells (one per level:
    1st: Chromatic Orb
    2nd: Web
    3rd: Lightning Bolt
    4th: Improved Invisibility
    5th: Chaos
    6th: Chain Lightning
    The new shapeshifting forms aren't worth it. They're weak, even though 
    stronger than the original.
    The mage-spells are the only things saving this character form total 
    screw-up. Chain lightning and
    chaos are two very powerful spells, but do you really think that they are 
    the low strength and
    constitution worth?
    SHAPESHIFTER (Druid Kit)
    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 Lycanthrope, 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.
    Special Abilities: Shape change into werewolf
    Restrictions: Cannot wear armor, cannot shapechange into any other
    The best druid kit. The werewolf is really powerful, and when you get the 
    greater at level 13, you
    are going to kick so much but. The no armor thing won't really affect you, 
    since you'll be hand-to-
    hand fighting in the werewolf-form.
    7. MONK:
    Monks are warriors who pursue perfection through contemplation as well as 
    action. They are
    versatile fighters, especially skilled in combat without weapons or armor. 
    Though monks cannot
    cast spells, they have a unique magic of their own. They channel a subtle 
    energy, called ki, which
    allows them to perform amazing feats. The monk's best known feat is their 
    ability to stun an
    opponent with an unarmed blow.
    Special Abilities: Martial arts, magic resistance, fast movement, lay on
    hands, thief abilities (stealth and detect traps).
    Restrictions: Cannot wear armor, cannot use two-handed weapons.
    A monk's natural armor class gets better as he goes up in levels. His armor 
    class starts off at 9, and
    then decreases by 1 for every 2 levels. Stunning blow, once per day for 
    every 4 levels. All attacks in
    the next 6 seconds force the victim to save or be stunned. Note: This 
    special ability automatically
    modifies a monk's normal attack, no targeting needs to be done.
    Monks have the Deflect Missiles ability. This gives them a -1 to their AC 
    Vs. missiles for every 3
    The monk gains a +2 to save vs. spells.
    A monk starts off moving at +2 move, then +1 move every 5 levels.
    5th level: Immunity to all diseases, and cannot be Slowed or Hasted.
    7th level: Lay on Hands to heal 2 hit points per level.
    8th level: -1 to speed factor.
    9th level: +1 to all saves. Immune to charm. The monk's fist is considered a 
    +1 weapon (+2 at 12th,
    +3 at 15th).
    11th level: Immune to poison.
    12th level: Another -1 to speed factor.
    13th level: Quivering Palm spell once per day. This spell gives them one 
    hand attack. If they hit an
    opponent, the opponent must save or die.
    14th level: The monk gains 3% magic resistance per level (i.e. 42% at 14th 
    level) Stops at 78%.
    20th level: Immune to non-magical weapons.
    21st Level: +1 AC
    24th Level: +2 AC
    25th Level: Fists +4 weapons
    27th Level: +3 AC
    30th Level: +4 AC
    35th Level: +5 AC
    40th Level: +6 AC
    Damage increase:
    Level 1-2: 1-6
    Level 3-5: 1-8
    Level 6-8: 1-10
    Level 9-14:1-12
    Level 15+: 1-20
    One of my favorite classes! The magic resistance is always nice, and with a 
    high dex, the armor
    class will be OK. This guy has 4 attacks per round! The stunning blows are 
    ok, but I didn't use 'em
    much. The quivering palm is really great to destroy a greater malison'ed 
    R O G U E S:
    8. THIEF:
    To accomplish his goals, for good or ill, the thief is a skilled pilferer. 
    Cunning, nimbleness and
    stealth are his hallmarks. Whether he turns his talent against innocent 
    passers-by and wealthy
    merchants or oppressors and monsters is a choice for the thief to make. 
    There are seven thief
    abilities in Baldur's Gate II. At first level a thief character will receive 
    30 points to allocate among
    his abilities. Every level thereafter he will gain an extra 20 points. See 
    Table 2 on pg 138 in the
    manual to see how a thief's abilities are modified according to race and 
    Special Abilities: Open locks, find traps, pick pockets, move silently, hide 
    in shadows, detect
    illusions and set traps.
    Restrictions: Cannot be of Lawful Good alignment; cannot wear any armor 
    other than leather or
    studded leather; cannot use any shield except for bucklers; can only wield 
    clubs, daggers, darts,
    crossbows, short bows, slings, long swords, short swords and quarterstaffs.
    Recommended race: halfling. A halfling with 18 dex could steal the filling 
    in a dragon's molar,
    sneak away, and have the hole cave filled with traps before the dragon even 
    discovers a thing.
    General Comments:
    A party without a thief will very soon be a dead part, since the thief are 
    the only class that can
    actually remove traps. Start of by trying to get detect trap, and open locks 
    up to 100. Then you can
    either concentrated on hide in shadows and move silently, so you can become 
    a good backstabber
    (there's nothing like a blade between the shoulder blades), or you can 
    concentrate on the traps and
    the detect illusions, and stay in the back with a crossbow or a short bow. 
    Without TOB, the thief is
    only fairly good, but with TOB, the thief can create scrolls, potions, use 
    any item, evade attacks,
    and the new traps are real killers :-)
    This is a killer trained in discreet and efficient murder, relying on 
    anonymity and surprise to
    perform his task.
    Special Abilities: Use poison, combat bonuses
    Restrictions: Penalty to thief skills
    What is this guy? A thief or a black widow? Give me a monk instead; better 
    damage and better thief
    skills (if you a haven't noticed, I don't like this kit).
    BOUNTY HUNTER (Thief Kit)
    This is a hunter of men, skilled in tracking quarry and bringing them back 
    alive - whether for lawful
    authorities or underworld masters. Bounty Hunters are specially trained at 
    their task and make
    fearsome opponents. They have honed their trap making abilities well beyond 
    that of the average
    Special Abilities: Special trap setting
    Restrictions: Penalty to thief skills
    Special traps and what level they come at:
    1st: Damages and slows target unless saving throw is succeeded.
    11th: Casts hold on target unless saving throw is succeeded
    16th: Casts Otiluke's resilient sphere on target.
    21st: Casts Maze on target.
    If you want to go the trapping way, then this is your man; the new traps are 
    really useful.
    SWASHBUCKLER (Thief Kit)
    This rogue is part acrobat, part swordsman and part wit: the epitome of 
    charm and grace.
    Special Abilities: Combat bonuses
    Restrictions: Cannot backstab
    This guy is the only person (except the blade) who can put three into the 
    two-weapon fighting style.
    This and the combat bonuses makes him a great attacker, so if you can live 
    without the 4x backstab,
    this should be your thief choice.
    9. BARD
    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.
    Special Abilities: Pick Pockets, Bard Songs, Spell Casting, High Lore 
    Restrictions: Human and Half-Elf only; must be of partially Neutral 
    alignment; cannot use a shield
    or armor heavier than chain mail.
    General Comments:
    With a bard in your party, identify is a thing of the past. This guy knows 
    almost everything there is
    to know about items. The bard songs are nifty, making all your attackers 
    regular monsters (I wish I
    could play on a harp like that). The spells are normally low-level, but 
    there's nothing to equal the
    odds in a battle like chaos, or greater malison. The bard also has access to 
    the same TOB abilities as
    the thief, and even some only for the bard. For instance there's an improved 
    bard song, that's way
    better than the usual.
    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.
    Special Abilities: Offensive spin, defensive stance.
    Restrictions: Only has one-half normal lore value, only has one-half pick 
    pockets percentage; bard
    song does not become better with levels.
    The blade is kind of weak, giving up his bardic abilities, and trading them 
    for the offensive and
    defensive spin and the three skill points in two weapon fighting, simply 
    isn't worth it. Take a multi-
    class swashbuckler/mage instead if you can't live without the magic.
    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. Do not mistake him for a 
    true fool, however,
    as he can also be quite deadly.
    Special Abilities: Song will confuse enemies instead of giving bonuses to 
    Restrictions: None.
    The confusing ability is really need, unless you fight undead, whom you 
    can't confuse. Not much
    else to say about the jester. Whether you want the confusion or the better 
    fighters is totally up to
    W I Z A R D S:
    10. MAGE:
    The mage strives to be a master of magical energies, shaping them and 
    casting them as spells. To do
    so, he studies strange tongues and obscure facts and devotes much of his 
    time to magical research.
    A mage must rely on knowledge and wit to survive. Mages are rarely seen 
    adventuring without a
    retinue of fighters and men-at-arms. Because there are different types (or 
    schools) of magic, there
    are different types of mages. The generalist mage studies all types of magic 
    and learns a wide
    variety of spells. His broad range makes him well suited to the demands of 
    Special Abilities: Spell Casting.
    Restrictions: cannot wear armor, can only wield daggers, staffs, darts, and 
    General comments:
    The mage is really powerful, using magic that the clerics can only dream 
    about. He has a broad
    selection of spells, all with there own special and powerful ability. He can 
    turn people to dust,
    become invisible, and even stop the flow of time itself, or summon the head 
    of an angry dragon.
    Keep him in the back and let him cast his spell from there.
    Recommended ability points: 18 in int, and a high wis would also be good if 
    you plan to use spells
    like wish and limited wish.
    Mages that specialize in a specific school of magic are allowed to memorize 
    an extra spell of each
    level (once they are able to use spells of the appropriate level). They are 
    prohibited from learning
    spells in their opposition schools, and cannot be combined in a multi-class 
    character (though
    gnomish characters can become Fighter/Illusionists). Human specialist mages 
    can dual class if they
    wish. See Table 4 on pg 139 in the manual for opposition schools. Abjurer: A 
    mage who specializes
    in protective magics. Conjurer: A mage who specializes in creating creatures 
    and objects to assist
    him. Diviner: A mage who specializes in detection and divining magics. 
    Enchanter: A mage who
    specializes in manipulating the minds of sentient beings. Illusionist: A 
    mage who specializes in
    creating illusions to confuse and mislead. Invoker: A mage who specializes 
    in Invocation/Evocation
    magic. Necromancer: A mage who specializes in magic dealing with death. 
    Transmuter: A mage
    who specializes in magic that alters physical reality.
    I'd take the necro (Abi-dlazim's horrid wilting, wail of banshee), or the 
    conjurer (the power word
    spells, the symbol spells, and all the summon spells), if I had to take a 
    specialist, but honestly, I'd
    prefer the good old mage.
    Wild mages are wizards who specialized in the study of wild magic. They have 
    access to spells to
    protect themselves from Wild magic, and bend it to their wills. Wild magic 
    is extremely
    unpredictable, and should be used with caution.
    Abilities: Three wild mage spells: chaos shield, improved chaos shield, and 
    Nahal's reckless
    dweomer. 5% chance of spells exploding in wild surges. Wild surge gives 
    random effects (good or
    bad) instead of the intended spell. Nahal's reckless dweomer can copy the 
    effect of any other spell
    in the mage's book (no need memorizing), but will always go into wild surge, 
    giving it a 1% chance
    of having the actual spell effect. When a wild surge roll is made, the 
    mage's level will be added to
    the roll, since the higher rolls seldom end in a catastrophe. The total wild 
    surge table can be found
    on pg. 40 in the TOB manual. The spells cast by the wild mage also varies in 
    effect as if a caster
    between 5 levels lower, and five levels higher cast it.
    If you like gambling, then this is the character for you. With a simple 
    cheat, the wild mage can
    actually become the most powerful person in the game. The wild mage is fun 
    to play, but if you like
    him or not, is very different from person to person.
    11. SORCERER
    Sorcerers are practitioners of magic who were born with the innate ability 
    to cast spells. It is
    thought that the blood of some powerful creature flows through their veins; 
    perhaps they are the
    spawn of the gods themselves, or even dragons walking in humanoid form. 
    Regardless, the
    Sorcerer's magic is intuitive rather than logical. They know fewer spells 
    than mages, and acquire
    spells more slowly, but they can cast spells more often and have no need to 
    select and prepare spells
    ahead of time. Sorcerers cannot specialize in magic the way mages do. Other 
    than these differences,
    a Sorcerer is very similar to the mage.
    Abilities: Spell Casting, doesn't need to memorize spells.
    Restrictions: cannot wear armor, can only wield daggers, staffs, darts, and 
    slings. Cannot learn new
    spells from scrolls.
    Well, if the sorceress had been like the Diablo 2 sorceress, I would have 
    told you that this was the
    best character in the game. I don't really like the fact that she gains 
    spell levels slower than the
    mage, meaning she'll be casting weaker spells all the time. Personally I 
    never really felt that I
    needed to cast more spells in a battle, so I think that all this spell does, 
    is to make your need for
    sleep less. A lot of people feel that she's way more powerful than the mage, 
    so it's your choice.
    12. TEAMS:
    Remember that these are just suggestions, but you should always have some 
    kind of thief, and some
    kind of cleric or druid in your party. Also a mage is strongly recommended, 
    but you can do with a
    bard, or with non at all, if you feel that magic isn't your playing style. 
    If you choose not to have a
    mage in your party, I would strongly recommend that you have an inquisitor 
    to take down those
    protected mages. For dual and multi class, I can only say that it indeed is 
    an option, and I've heard
    nice things about the Kensai/mage (a super protected Kansai), the 
    Kensai/thief (a backstabbing
    Kensai = dead enemy), the cleric/mage (the hugest spell selection at all!), 
    and also the gnomish
    thief/ illusionist (an invisible thief= backstab, and then backstab again). 
    You can try other
    combinations as well, and I would love to hear about your experience with 
    dual/multi class.
    The classical:
    My team:
    Mage (human)
    Thief (halfling)
    Cleric of Lathander (human)
    Totemic druid (half-elf)
    Monk (human)
    Cavalier (human)
    Kensai (half-ogre)
    Bounty hunter (halfling)
    Shaepshifter (half-elf)
    Archer (human)
    Bard (human)
    Cleric/mage (elven)
    Damage team (no ac):
    Kensai (half-ogre)
    Monk (human)
    Swashbuckler (halfling)
    Necromancer or Invoker (human)
    Shapeshifter (half-elf)
    Kensai/cleric (dwarf)
    Team Lucky:
    Wild mage
    Bounty hunter
    Cleric of Talos
    Any ideas, suggestions, comments, questions, or critics can be send to:
    Hope this FAQ helped you.
    Dark Wolf.

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