Gain damage bonuses with missile weapons and the Called Shot ability. Trade armor restrictions with natural resistances, use EnrageĮxpert marksman. Can't use many magical items.įocuses on damage increment, may not wear armor or use any ranged weapons except thrown.ĭwarf-only warrior with better defense abilities, but less skilled in weapons. Makes spell failure more likely for mage enemies, and has magic resistance. Can't become specialized in ranged weapons. May go into a Rage to increase fighting prowess but suffers fatigue afterwards.
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The following Table only reflects the state after EE version 2.0. Mage specializations are treated as mage kits from Baldur's Gate II, Barbarians are treated as a fighter kit in Enhanced Editions.
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Some class kits have restrictions that differ from those of the base class. Class kits modify the base class by adding bonuses, replacing special abilities, and balancing these with penalties. See also: Category:KitsAfter picking a single class in Baldur's Gate II and Enhanced Editions of the games, you can choose a class kit. * From Baldur's Gate II: Shadows of Amn onward, barbarian and mage specializations are treated as kits † Only from Baldur's Gate II: Shadows of Amn onward ‡ Only in Enhanced Editions Kits Bards have limited access to arcane spells. Thieves backstab enemies for additional damage. Reasonable combat capability and weapon selection, but limited to light armors. Medium-high hit points.Ĭast arcane spells, learn new spells by scribing scrolls (except sorcerers), very limited in combat, few weapon choices, and may only wear cloth. Restricted access to armor (except Cleric) and weapons. High hit points.Ĭast divine spells (except monks), learn new spells by levels (except monks), reasonable to good combat capability, can heal. Very limited access to magic (though rangers and paladins can cast priest HLA spells) most classes have only a few special abilities. Masters of combat, able to use the widest range of weapons and armor. Many characteristics of classes are further altered by kits which are modified versions of the basic classes. Some classes have strict requirements and are available only to creatures of particular races or alignments, but all have minimums in certain ability scores. The class also grants the creature special abilities, passive effects, and defines which benefits they gain with level advances.
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Classes in each group, with a few exceptions, follow the same basic rules and have access to similar high-level class ability pool.Ī creature's class affects nearly all aspects of the rules: the weapons and armor they may use, whether they may cast spells, and which spell books they use. There are four groups of classes: warrior, priest, mage and rogue.