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Baldur's Gate II: Shadows of Amn

Baldur's Gate II: Shadows of Amn

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Prepare for an epic journey in Baldur's Gate II: Shadows of Amn, a legendary PC strategy RPG. This extensive guide, featuring 115 sections, covers everything from character creation and class overviews to detailed walkthroughs and companion quests. Find expert advice on party composition, item locations, and strategies to overcome challenging boss fights.

Mechanics

Understand Baldur's Gate II: Shadows of Amn's core mechanics, including AC, THAC0, saving throws, spellcasting, weapon speed, attack rates, levels, experience, and hit points.

Baldur's Gate II: Shadows of Amn utilizes the Advanced Dungeons & Dragons (AD&D) 2nd Edition ruleset, which may differ from modern RPG conventions. This guide explains the core mechanics.

AD&D Rules Explained:

Armor Class (AC)
A measure of how difficult you are to hit in combat. AC starts at 10 and decreases; a more negative AC is better. Bonuses to AC lower the value. AC acts as a modifier to an opponent's 'to hit' roll.
THAC0 (To Hit Armor Class 0)
Determines the probability of hitting an opponent with a twenty-sided die (d20). A ninth-level Fighter or thirteenth-level Cleric has a THAC0 of 12, meaning they hit on a roll of 12 or higher before AC modifiers. For example, against AC -2, a roll of 14 or higher is needed (14 - 2 = 12). Against AC 1, a roll of 11 or higher is needed (11 + 1 = 12).
Saving Throws
A d20 roll used to resist magical effects. You must roll equal to or greater than your saving throw value to succeed. A saving throw of 16 vs. spells gives a 1-in-4 chance of avoiding or reducing magic's effects. Saving throws decrease as you gain levels. Different saving throw values exist for different attack types.
Magic System
Unlike mana pools, magic uses a finite number of spells. Once cast, a spell is unavailable until you rest. Mages can only cast spells they have memorized from their spellbook, which is updated by writing down spells from scrolls.
Weapon Speed
A number from 0 to 10, where lower is better, determining attack order. Spell casting time is equivalent to weapon speed. Being hit during casting interrupts the spell.
Attack Rate
Independent of weapon speed, this is determined by Fighter level and weapon skill. Base is one attack per round. Reaching Fighter level 7 or two points in weapon proficiency grants an extra half-attack per round. Two attacks per round require level 7 Fighter and proficiency level 2. The maximum of three attacks per round requires level 13 Fighter and proficiency level 5. Missile weapons have different base rates (e.g., crossbows one per round, darts three per round).

Levels

The term 'Level' in D&D can refer to a dungeon section, a character's power and spellcasting ability, or general power (e.g., 'high-level loot').

Experience Points (XP)

Characters gain levels by earning XP from defeating enemies and completing quests. XP requirements increase exponentially per level. After certain levels (9 for warriors/divine casters, 11 for Mages/Rogues), subsequent levels require a fixed XP amount (220,000 for Thieves/Bards to 375,000 for Mages/Sorcerers). XP is divided among party members, so smaller parties level up faster.

Hit Points (HP)

HP measures the vigour of characters and enemies. Player HP is visible; enemy HP is indicated by descriptive states (Uninjured, Injured, Near Death). Reaching 0 HP means death, though resurrection is possible via temples or spells. On Core Rules difficulty and higher, taking damage that results in deep negative HP causes permanent character death ('blasted into chunks'). On Story Mode, characters cannot die. On other difficulties, significant HP loss requires healing or retreating to rest.

Weapon Proficiency

To use a weapon effectively, at least one proficiency point must be spent. Using an unproficient weapon incurs a THAC0 penalty (2 for warriors, 5 for mages). Only single-classed Fighters can achieve proficiency levels higher than 2 in most weapons. The Archer kit can attain Grandmastery.

Guide and Walkthrough (PS4) by chris-williams

Baldur's Gate II: Shadows of Amn Table of Contents, covering all chapters, character creation, companions, items, and Watcher's Keep.

Walkthrough
  1. 1
    Introduction
  2. 2
    Mechanics
  3. 3
    Copyright and Acknowledgments
  4. 4
    Character Creation
  5. 5
    Attributes
  6. 6
    Character Race
  7. 7
    Warriors
  8. 8
    Fighters
  9. 9
    Barbarians
  10. 10
    Rangers
  11. 11
    Paladins
  12. 12
    Arcane Spellcasters
  13. 13
    Mages
  14. 14
    Sorcerers
  15. 15
    Mage Spells
  16. 16
    Divine Spellcasters
  17. 17
    Clerics
  18. 18
    Druids
  19. 19
    Monks
  20. 20
    Shamans
  21. 21
    Cleric Spells
  22. 22
    Druid Spells
  23. 23
    Rogues
  24. 24
    Thieves
  25. 25
    Bards
  26. 26
    Strongholds
  27. 27
    Companions
  28. 28
    Companion Listing
  29. 29
    Chapter 1: Finding a Way Out
  30. 30
    Irenicus' Dungeon
  31. 31
    Waukeen's Promenade
  32. 32
    Chapter 2: Exploring Athkatla
  33. 33
    Slum District
  34. 34
    Government District
  35. 35
    Circus Tent
  36. 36
    City Gates
  37. 37
    Docks District
  38. 38
    Temple District
  39. 39
    Bridge District
  40. 40
    Mae'Var's Guildhall
  41. 41
    Graveyard District
  42. 42
    Chapter 2: Beyond Athkatla
  43. 43
    de'Arnise Hold
  44. 44
    Trademeet
  45. 45
    Umar Hills
  46. 46
    Windspear Hills
  47. 47
    Planar Prison
  48. 48
    Planar Sphere
  49. 49
    Chapter 2: Companion Quests
  50. 50
    Anomen
  51. 51
    Cernd
  52. 52
    Edwin
  53. 53
    Hexxat
  54. 54
    Jaheira
  55. 55
    Jan
  56. 56
    Keldorn
  57. 57
    Mazzy
  58. 58
    Nalia
  59. 59
    Neera
  60. 60
    Rasaad
  61. 61
    Chapter 3: Picking a Side
  62. 62
    The Shadow Thieves
  63. 63
    The Rival Guild
  64. 64
    Athkatla: Loose Ends
  65. 65
    Chapter 4: Effecting a Rescue
  66. 66
    Brynnlaw
  67. 67
    Spellhold
  68. 68
    Spellhold Dungeon
  69. 69
    Escape from Spellhold
  70. 70
    The City-of-Caverns
  71. 71
    Chapter 5: Finding Your Way Back
  72. 72
    The Underdark
  73. 73
    Ust Natha
  74. 74
    The Eastern Tunnels
  75. 75
    The Southern Tunnels
  76. 76
    The Western Tunnels
  77. 77
    Chapter 6: Staking a Claim
  78. 78
    Return to Athkatla
  79. 79
    Limited Wish Quest
  80. 80
    Assault on Bodhi's Lair
  81. 81
    Wilderness Areas
  82. 82
    Chapter 7: Taking Back What's Yours
  83. 83
    Suldanessellar
  84. 84
    Hell
  85. 85
    Chapter 8: Besieged
  86. 86
    The Pocket Plane
  87. 87
    Saradush
  88. 88
    Saradush Prison / Saradush Palace
  89. 89
    Lifting the Siege
  90. 90
    Chapter 8: Companion Quests
  91. 91
    Neera (ToB)
  92. 92
    Rasaad (ToB)
  93. 93
    Chapter 9: The Bhaalspawn
  94. 94
    Amkethran
  95. 95
    Abazigal's Lair
  96. 96
    Sendai's Enclave
  97. 97
    The Last of the Five
  98. 98
    Watcher's Keep
  99. 99
    Finale: The Throne of Blood
  100. 100
    Appendix: True Lord of Murder
  101. 101
    Items
  102. 102
    Mundane Items
  103. 103
    Magic Weapons
  104. 104
    Magic Armour
  105. 105
    Equipment and Consumables
  106. 106
    Crafting
  107. 107
    Trophies

Character Creation

Learn how to create your character in Baldur's Gate II: Shadows of Amn, including importing saves, multiclass vs dual class, and class rankings.

If you have completed Baldur's Gate and/or Siege of Dragonspear and are happy with your character, you can import your character from a savegame. This offers several advantages:

  • Attribute boosts from tomes used in Baldur's Gate, potentially giving you an eight-point advantage to attributes.
  • Greater starting experience points (XP): up to 161,000 XP if you completed Baldur's Gate, and up to 500,000 XP if you completed Siege of Dragonspear.
  • The possibility of carrying over certain items, including the Golden Pantaloons (required for a very late-game bonus) and various magic items.

If you start a new character, you will begin with 89,000 XP.

Multiclass vs. Dual Class

A multiclass character (e.g., Fighter/Mage) combines the strengths of two classes simultaneously. A dual-class character (e.g., Fighter -> Mage) starts as one class and then switches to another, aiming to build a better version of the second class (e.g., a Mage with decent hit points and Grand Mastery in short bows). Both approaches aim for a combination superior to either class alone.

The primary advantage of multiclass characters is no downtime. A key advantage of dual-class characters is that the first class can be a kit, offering unique benefits like a Berserker's Rage. Dual-class characters also level twice as fast in their secondary class. However, very long-term, multiclass characters become more powerful, especially when High Level Abilities (HLAs) unlock, allowing them to use abilities from both classes, whereas dual-class characters only gain HLAs from their final class. HLAs do not appear until the very end of the saga, roughly one-third to one-fifth of total playtime.

Class Rankings

There are many class combinations in Baldur's Gate II: Shadows of Amn, but some are significantly stronger than others. The following rankings assume Core Rules difficulty; Legacy of Bhaal difficulty significantly boosts summoning, elevating the Shaman from a C to a B+ ranking.

Single Class

  • Fighter (B): A solid, beginner-friendly choice focused on combat. Grand Mastery is a powerful feature, and the vanilla Fighter is an excellent base for dual-classing.
  • Berserker (B): The best Fighter kit. You can work around weapon restrictions by taking proficiency points in daggers or axes. It's also the best base for dual-classing.
  • Wizard Slayer (D-): Among the worst choices due to the inability to equip most magic items. Its miscast magic ability and limited magic resistance do not compensate for these deficiencies. A niche late-game dual-class combination with Thief exists where a High Level Ability removes class restrictions, but this is only beneficial at the saga's end.
  • Kensai (C): Forces you to the front lines with minimal defense, keeping party Clerics busy. It excels at dealing damage but struggles with survival. It is a solid dual-class base, particularly when dualled to Thief. Importing a character can bypass the initial difficulty.
  • Dwarven Defender (B+): Damage reduction is crucial in Baldur's Gate II: Shadows of Amn, making the Dwarven Defender significantly more effective than a vanilla Fighter.
  • Barbarian (B-): Armour restrictions are a drawback, though long-term damage reduction offers some compensation. Otherwise, it functions similarly to a Fighter, which is acceptable.
  • Ranger (C): The upfront bonus of two free proficiency points in Two Weapon Style becomes less impactful by Baldur's Gate II: Shadows of Amn. The increased leveling cost without a significant benefit is also a drawback.
  • Archer (A-): The Archer's accumulating damage bonuses allow for consistent killing from a safe distance. Specializing in short bows is recommended due to better weapon selection. Elves are the preferred race for Dexterity and combat bonuses. Slings are also viable as they benefit from Strength and class bonuses to damage.
  • Stalker (C): Armour limitations are detrimental. A Fighter/Thief serves as a better scout, and an Archer is superior for ranged combat.
  • Beast Master (D-): Too many sacrifices are made for a few weak summoning spells.
  • Paladin (C+): The vanilla Paladin lacks expected bonuses (like immunity to disease), and its kits are generally superior.
  • Cavalier (B+): Offers useful immunities and resistances.
  • Undead Hunter (B+): A very strong choice, its class immunities are highly beneficial.
  • Inquisitor (B): Better suited to its role than the Wizard Slayer, though still not top-tier.

Attributes

A comprehensive guide to character attributes in Baldur's Gate II: Shadows of Amn. Learn how Strength, Intelligence, Wisdom, and Dexterity impact your gameplay, combat, and skills.

During character creation in Baldur's Gate II: Shadows of Amn, you will "roll" your characters' attributes. You can swap points between attributes, provided you don't go below the class minimums or 3. You can re-roll as much as you like if you don't like the numbers. A good rule of thumb is to aim for a total of around 90 attribute points. For Fighter-type characters, pay attention to the percentile score when Strength is 18; an 18/91 is better than 90 points and an 18/01. Generally, you cannot start with an attribute of 19 or greater, though some racial choices allow this at the cost of reducing other attributes' maximums. Characters imported from Baldur's Gate might have attributes of 19 or 20.

Strength

Investment in Strength increases THAC0 (To Hit Armor Class 0), damage per attack, bash chance, and weight allowance.

ValueTo HitDamageBash %Carry
900850
10001070
11001070
12001290
13001290
140014120
150014120
160+116150
17+1+118170
18+1+220200
18/01-50+1+325220
18/51-75+2+330250
18/76-90+2+435280
18/91-99+2+540320
18/00+3+645400
19+3+750500
20+3+855600
21+4+960700
22+4+1065800
23+5+11701000
24+6+12751200
25+7+14801600

The "To Hit" column applies to melee weapons; Dexterity provides the THAC0 bonus for missile weapons. The damage bonus applies to thrown weapons and slings. "Bash %" is the chance to break open locked containers, though a Thief is more convenient. "Carry" is the maximum weight for items; exceeding it slows movement, and greatly exceeding it can immobilize your character. Some equipment has a minimum Strength requirement; 15 is sufficient for all items.

Intelligence

Intelligence is crucial for Mage characters, governing maximum spell level and spells per level. For all characters, it provides a bonus to the Lore skill.

ValueSpell LevelLearn %Max SpellsLore Bonus
94356-10
1054070
1154570
1265070
1365590
1476090
15765113
16870115
17875147
189851810
19995All12
20996All15
21997All20
22998All25
23999All30
249100All35
259100All40

Intelligence above 18 is not strictly necessary for spellcasting. A score of 19, achievable by Gnomes, reduces the chance of failing to learn a spell, which can otherwise waste scrolls. Some consider this a reload condition. At 17 Intelligence, failures seem more frequent than the stated one-in-four chance. The Intelligence requirement for spell level only affects scribing, not casting. Mages can use potions of Genius or Mind Focusing to scribe spells and temporarily bypass the maximum spells per level limit. Sorcerers do not need Intelligence for high-level magic. Characters with Intelligence below 9 cannot use wands or scrolls, even if their class normally allows it.

Wisdom

Wisdom directly benefits Cleric and Druid characters, providing bonus spells at high values.

Value*Bonus SpellsLore Bonus
9--10
10-0
11-0
12-0
131st0
141st0
152nd3
162nd5
173rd7
184th10
191st, 4th12
202nd, 4th15
213rd, 5th20
224th, 5th25
235th, 5th30
246th, 6th35
256th, 7th40

Dexterity

High Dexterity provides an AC (Armor Class) bonus. For Thief, Ranger, Bard, and Monk characters, it also boosts (or penalizes) their skills.

ValueTo HitAC BonusPick PocketsOpen LocksDetect / Set TrapsStealth
900-15%-10%-10%-20%
1000-10%-5%-10%-15%
1100-5%0-5%-10%
1200000-5%
13000000
14000000
150+10000
16+1+20+5%00
17+2+3+5%+10%0+5%
18+2+4+10%+15%+5%+10%
19+3+4+15%+20%+10%+15%
20+3+4+20%+25%+15%+18%
21+4+5+25%+30%+20%+20%
22+4+5+30%+35%+25%+23%
23+4+5+35%+40%+30%+25%
24+5+6+40%+45%+35%+30%
25+5+6+45%+50%+40%+35%

A Dexterity score close to 18 is beneficial due to the AC bonus.

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