Baldur's Gate II: Difference between revisions

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==Character & Party Advice==
==Character & Party Advice==


* A balanced party is recommended. You'll likely want at least one heavy frontliner, a Cleric for buffs and healing between encounters, a Mage for extra damage and to do the heavy lifting later in the game, and a Thief for traps & locks.
* You'll likely want a balanced party with at least one heavy frontliner, a Cleric for buffs and healing between encounters, a Mage for extra damage and lategame power, and a Thief for traps/locks.


* It's a good idea to reroll your stats at character creation until you get at least a decent total. For a Fighter you'll want 18+ STR/DEX/CON, a Mage will want 16+/18+ CON/INT respectively and a Thief ideally wants 18+ STR/DEX and 16+ CON.   
* It's a good idea to reroll your stats at character creation until you get at least a decent total. For a Fighter you'll want 18+ STR/DEX/CON, a Mage will want 16+/18+ CON/INT respectively and a Thief ideally wants 18+ STR/DEX and 16+ CON.   


* A ring available from the circus tent quest outside the first dungeon nets you a ring which sets your Charisma to 18, so this stat can be left very low unless your class requires otherwise.
* A ring available from the circus tent quest outside the first dungeon sets your Charisma to 18, so this stat can be left very low unless your class requires otherwise.


* Non-multiclassed Druids almost universally suck in BG2, making Cernd the only really useless character.
* Non-multiclass Druids almost universally suck in BG2, making Cernd the only downright bad companion.


* If playing a Monk, pump your dexterity and don't multi/dual-class.
* Monks should pump their Dexterity and not multi/dual-class.


==Combat Advice==
==Combat Advice==
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* Some enemies are highly resistant or immune to certain types of damage, so keep a variety of damage types at hand. For enemies with high magic resistance, always keep a few Lower Resistance spells memorized.
* Some enemies are highly resistant or immune to certain types of damage, so keep a variety of damage types at hand. For enemies with high magic resistance, always keep a few Lower Resistance spells memorized.


* Acid or fire is required to kill a knocked down troll, carrying weapons or arrows which deal either is preferable to wasting spells to do it.
* Acid or fire is required to kill a knocked down troll. Carrying weapons or arrows which deal either is preferable to wasting spells to do it.


* Ranged attacks become increasingly devasting as your characters increase in level. If you're being rushed, you can have your party switch to ranged attacks before the mob reaches you to soften them up before they get too close.
* Ranged attacks become increasingly devasting as your characters increase in level. If you're being rushed, you can have your party switch to ranged attacks before the mob reaches you to soften them up before they get too close.

Revision as of 12:35, 23 July 2018

Character & Party Advice

  • You'll likely want a balanced party with at least one heavy frontliner, a Cleric for buffs and healing between encounters, a Mage for extra damage and lategame power, and a Thief for traps/locks.
  • It's a good idea to reroll your stats at character creation until you get at least a decent total. For a Fighter you'll want 18+ STR/DEX/CON, a Mage will want 16+/18+ CON/INT respectively and a Thief ideally wants 18+ STR/DEX and 16+ CON.
  • A ring available from the circus tent quest outside the first dungeon sets your Charisma to 18, so this stat can be left very low unless your class requires otherwise.
  • Non-multiclass Druids almost universally suck in BG2, making Cernd the only downright bad companion.
  • Monks should pump their Dexterity and not multi/dual-class.

Combat Advice

  • Use the pause button, plan out what you're going to do. The various auto-pause settings can make things a lot easier to control, so set them up to suit your needs - auto-pausing when sighting an enemy for example is very useful for positioning and getting the first strike in battle.
  • Enemy spellcasters are one of the biggest possible threats out there, so always carry around ways to dispel protective magic like Breach or Ruby Ray.
  • Direct damage or healing aren't always the way to go. Be creative, clever use of certain buffs or situational abilities can turn the tide in your favor.
  • Some enemies are highly resistant or immune to certain types of damage, so keep a variety of damage types at hand. For enemies with high magic resistance, always keep a few Lower Resistance spells memorized.
  • Acid or fire is required to kill a knocked down troll. Carrying weapons or arrows which deal either is preferable to wasting spells to do it.
  • Ranged attacks become increasingly devasting as your characters increase in level. If you're being rushed, you can have your party switch to ranged attacks before the mob reaches you to soften them up before they get too close.

General Advice

  • Look up some basic AD&D mechanics if you need to, some of the stats (like lower Armor Class being better) can be real confusing.
  • Make constant use of the tab key which shows up all doors, containers, items etc.
  • Save before resting in a hostile area if you're worried about being interrupted by monsters, especially if you're in a bad shape.
  • Level draining, a vampire favorite, can be cured by Restoration spells/scrolls or at temples. It can be prevented by anything that confers "Negative Plane Protection", such as certain items or the spell of the same name.
  • If you set a Thief's script to "Adventurer", it will have them auto-detect traps outside of combat.