Baldur's Gate II: Difference between revisions

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* You probably want a balanced party, you'll need a cleric at least for healing between encounters, a mage for extra damage and to do all the work later in the game (fighters are fine in the first bit, but in the expansion mages are way more effective), and you can't really get by without a thief (you can, but it's a pain).
==Character & Party Advice==


* Do yourself a favor and look up AD&D guidlines (gamefaqs has a fine guide), since some of the stats can be real confusing (e.g. half the time higher is better, half the time negatives are better).
* 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 not an action game, don't play it like one; use the pause button, plan out what you're going to do.
* 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.


* The first dungeon is essentially an elongated, freeform tutorial; it's not particularly brilliant, but it will teach you the essentials.
* 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.


* Read the loading screen tips, there are some vital things there (like having to use acid/fire to kill a knocked down troll).
* Non-multiclass Druids almost universally suck in BG2, making Cernd the only downright bad companion.


* If the main character dies it's game over but (unless you're playing Core or harder) your minions can't permanently die, so don't worry about sacrificing them. Get a Rod of Resurrection for precisely this reason and let your main character hold it.
* Monks should pump their Dexterity and not multi/dual-class.


* Don't necessarily accept the initial load of stats you're given, reroll until you get a good 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. You can bump CHA down to 3, as long as you do the Circus tent soon after you emerge from the first dungeon.
==Combat Advice==


* Hold TAB almost constantly between and after battles - it shows up all doors, containers, items etc. that are around the place, and makes finding all the useful items much easier.
* 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.


* Monk tips: pump your dexterity, don't multi-class or dual class.
* 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''.


* You need at least one cleric character, Viconia is a pure cleric and has good magic resistance, but is evil and pretty weedy. Anomen has 7 levels in fighter before dualing to cleric, so he'll be behind Viconia in cleric levels, but he is a great frontline fighter.
* 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.


* The only really useless character is Cernd, mostly because pure druids almost universally suck in BG2.
* 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.


* Enemy spellcasters are one of the biggest possible threats out there. Always carry around ways to dispel protective magic. If you don't have any, rest and memorize new spells. You should ALWAYS have things like Breach or Ruby Ray ready to go.
* 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.


* Don't be afraid to rest in hostile areas. In fact, you should rest as soon as you even begin to think you might need it. If you wait too long and rest when you're seriously hurting, you may get interrupted by monsters that can now easily finish you. Save beforehand if you're worried.
* 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.


* This is especially relevant if you've only ever played RPGs like Final Fantasy: Spells exist for more than making things go boom or healing in D&D. Be creative. Clever use of certain buffs or situational abilities can turn the tide in your favor.
==General Advice==


* Level draining can only be cured by a Restoration spell which divine spellcasters have access to, and which can also be purchased at temples or in scroll format. It can also be prevented by the divine spell “Negative Plane Protection” (which only affects one character and lasts for a short time) or by wielding certain items which confer the same effect.
* 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.


* Get weapons which deal fire or acid damage as soon as you can (this includes ammo with those effects). Trolls will quickly become a constant nuisance, and they can only be dispatched by those effects. Try not to waste spells on killing trolls.
* Make constant use of the tab key which shows up all doors, containers, items etc.


* Learn what monsters are immune to what weapons and what types of damage, and plan ahead. Specifically, make sure you're prepared to take on Clay, Iron and Adamantium Golems, Rakshasas, mummies, ghouls, and skeletons. For enemies with high magic resistance, always keep a few Lower Resistance spells memorized. In BG2's late game and in most of ToB, you'll also want to keep a variety of non-magical weapons, as they'll be the only things which can hurt Magic Golems.
* Save before resting in a hostile area if you're worried about being interrupted by monsters, especially if you're in a bad shape.


* Always set your thief's script to the "adventurer" script, as it will have him auto-detect traps whenever he isn't in combat. If your thief is an assassin, set him so that he auto-stealths.
* 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.


* Ranged attacks become increasingly devasting as your characters increase in level. Make sure every member of your party has a ranged weapon they can use, and employ these strategically. If you are being rushed by a group of enemies, have your whole party switch to ranged attacks before the mob reaches you to soften them up or take out an enemy or two before they get too close.
* If you set a Thief's script to "Adventurer", it will have them auto-detect traps outside of combat.


* Learn to use the autopause function. Mine is set to pause when an enemy is sighted and when a target is destroyed. This will be annoying 5% of the time and enormously useful for the other 95%. It lets you target enemies with a ranged attack when they're barely visible on screen, or before you've even noticed their presence. It's also useful for getting the jump on enemy mages before they can throw up too many protections.
== Time limits ==


[[Category:Games]]
* Despite the implied urgency, there is no time limit on any part of the main quest. Only exception is when somebody arranges a meeting at nighttime.
 
* Most quests given by party members are on a timer. They will usually remind you after about 2 days, at which point you should hurry up and get to it. The timers involving big dungeons are generous once the party has arrived and triggered some dialogue - no need to rush through a gauntlet of fights without resting or getting supplies.
 
* Nalia's quest is on a timer even if you don't let her join the party.
 
* A certain quest(s) involving disguises underground. You'll know when you get to it.
 
* Class stronghold quests. Check in once a week. If a messenger turns up, then it's on a more strict timer.
 
* However class stronghold quests are on pause when the party goes on a long voyage.
 
== Missables ==
 
* When given the option to travel by boat or magic, choose boat.
 
* Any sidequests involving Neera should be completed before persuading a mage.
 
* You'll need Valygar in your party or in your inventory to do his quest.
 
* The shadow thief side quest can't be completed once/if you say yes to helping their rival.
 
* All the content in Athkatla and its surrounds will still be there once you get back from where you're going.
 
* The point of no return involves a large tree.
 
[[Category:Games|Baldur’s Gate 2]]

Latest revision as of 13:47, 29 September 2023

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.

Time limits

  • Despite the implied urgency, there is no time limit on any part of the main quest. Only exception is when somebody arranges a meeting at nighttime.
  • Most quests given by party members are on a timer. They will usually remind you after about 2 days, at which point you should hurry up and get to it. The timers involving big dungeons are generous once the party has arrived and triggered some dialogue - no need to rush through a gauntlet of fights without resting or getting supplies.
  • Nalia's quest is on a timer even if you don't let her join the party.
  • A certain quest(s) involving disguises underground. You'll know when you get to it.
  • Class stronghold quests. Check in once a week. If a messenger turns up, then it's on a more strict timer.
  • However class stronghold quests are on pause when the party goes on a long voyage.

Missables

  • When given the option to travel by boat or magic, choose boat.
  • Any sidequests involving Neera should be completed before persuading a mage.
  • You'll need Valygar in your party or in your inventory to do his quest.
  • The shadow thief side quest can't be completed once/if you say yes to helping their rival.
  • All the content in Athkatla and its surrounds will still be there once you get back from where you're going.
  • The point of no return involves a large tree.