When you first open Baldur's Gate: Enhanced Edition, you will see a menu with three different choices: Baldur's Gate, Tutorial, and The Black Pits
The basic actions you can perform in the Realms are simple You can wander the landscape, speak with the denizens, and occasionally swing a sword or two These
The Baldur's Gate interface has many facets designed to make playing the game easier once you have mastered the basic controls Most of the features are self-
Configure The hotkcys usccl wl1ile playing Baldur's Gate can be moclified using Tl1 basic actions you can perform are cescribed below along with a
3 Ancient Gold Dragon 4 Archivist of Oghma 5 Ascend from Avernus 6 Astral Confrontation BASIC LANDS COMMANDER LEGENDS: BATTLE FOR BALDUR'S GATE
logos, and Murder in Baldur's Gate, all other Wizards of the Coast can make a basic attack against the target as a free action Triggered Actions
BAlDUR's GATe™: DARK AlliAnce™ BlAcK Isle STUDios - 11 - CONTROLLING YOUR CHARACTER Once in the game world, you'll need to know the basics of moving
Baldur's Gate is a huge and varied computer role-playing game – but the game didn't happen out of thin easier once you have mastered the basic controls
Baldur's Gate uses the same weighting system for spells and weapons as in the Advanced The basic actions you can perform in the Realms are simple
The Basics: Character generation Your basic picks should be Human (so you will Experience Cap The experience cap in Baldur's Gate II is set to 2,950,000
Table of Contents ......................................................................................................................................................................2
AD&D® RulesuAn Introduction .......................................................................................................................................6
About Advanced Dungeons & Dragons ....................................................................................................................6
+RR %MOGXUpV *MPH 8VHV POH $G G 5XOHV ...............................................................................................................6
Character Actions ......................................................................................................................................................................8
Movement ................................................................................................................................................................................8
Dialogue ....................................................................................................................................................................................8
Fighting .....................................................................................................................................................................................8
Effects of Fatigue ..................................................................................................................................................................8
Effects of Encumbrance ....................................................................................................................................................9
Effects of Intoxication ........................................................................................................................................................9
Effects of Poison ....................................................................................................................................................................9
Effects of Reputation and Alignment ..................................................................................................................... 10
FRPNMP LQ %MOGXUpV *MPH ..................................................................................................................................................... 14
More than just Hack and Slash................................................................................................................................... 14
Personal Initiative Rounds ............................................................................................................................................ 14
Speed Factor ......................................................................................................................................................................... 14
Casting Time........................................................................................................................................................................ 14
Initiative ................................................................................................................................................................................. 15
Armor Class.......................................................................................................................................................................... 15
THAC0 .................................................................................................................................................................................... 15
Casting Spells ...................................................................................................................................................................... 17
Saving Throws..................................................................................................................................................................... 18
Morale ..................................................................................................................................................................................... 19
Combat Effects and Recovery ..................................................................................................................................... 19
3Experience and Gaining Levels....................................................................................................................................... 22
Group Experience Awards ............................................................................................................................................ 22
Experience Points for Multi- and Dual-Class Characters .............................................................................. 22
Character Attributes ............................................................................................................................................................. 24
Race .......................................................................................................................................................................................... 24
Ability Scores ....................................................................................................................................................................... 26
Class ......................................................................................................................................................................................... 27
Warriors ............................................................................................................................................................................. 27
Priests .................................................................................................................................................................................. 36
Rogues ................................................................................................................................................................................ 43
Wizards ............................................................................................................................................................................... 49
Multi-Class Characters (non-human) ................................................................................................................. 53
Alignments ........................................................................................................................................................................... 55
Weapon Proficiencies....................................................................................................................................................... 57
Special Abilities .................................................................................................................................................................. 60
Magic and the Spell System .............................................................................................................................................. 64
Wizard Spells........................................................................................................................................................................ 64
Priest Spells........................................................................................................................................................................... 65
Schools of Magic ................................................................................................................................................................ 65
Wizard SpellsuLevel 1 ................................................................................................................................................... 69
Wizard SpellsuLevel 2 ................................................................................................................................................... 78
Wizard SpellsuLevel 3 ................................................................................................................................................... 86
Wizard SpellsuLevel 4 ................................................................................................................................................... 96
Wizard SpellsuLevel 5 ................................................................................................................................................ 106
Wizard SpellsuLevel 6 ................................................................................................................................................ 116
Wizard SpellsuLevel 7 ................................................................................................................................................ 126
4Wizard SpellsuLevel 8 ................................................................................................................................................ 134
Wizard SpellsuLevel 9 ................................................................................................................................................ 139
Wizard SpellsuLevel 10 (High Level Abilities) ............................................................................................. 145
Priest SpellsuLevel 1 ................................................................................................................................................... 148
Priest SpellsuLevel 2 ................................................................................................................................................... 152
Priest SpellsuLevel 3 ................................................................................................................................................... 158
Priest SpellsuLevel 4 ................................................................................................................................................... 164
Priest SpellsuLevel 5 ................................................................................................................................................... 170
Priest SpellsuLevel 6 ................................................................................................................................................... 176
Priest SpellsuLevel 7 ................................................................................................................................................... 181
Priest SpellsuQuest Level (High Level Abilities) ......................................................................................... 187
Equipment............................................................................................................................................................................... 191
Armor ................................................................................................................................................................................... 191
Shields .................................................................................................................................................................................. 192
Miscellaneous Wearables............................................................................................................................................ 192
Weapons ................................................................................................................................................................................... 194
Bows....................................................................................................................................................................................... 194
Spiked Weapons............................................................................................................................................................... 194
Small Swords..................................................................................................................................................................... 194
Large Swords..................................................................................................................................................................... 195
Axes ....................................................................................................................................................................................... 195
Blunt Weapons ................................................................................................................................................................. 196
Missile Weapons .............................................................................................................................................................. 196
Polearms.............................................................................................................................................................................. 197
Exotic Weapons................................................................................................................................................................ 197
%MPPOH $[H Ą2 q%MPPOH $[H RI 0MXOHPMUr .............................................................................................................. 198
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ILJOP FURVVNRR RI 6SHHG q7OH $UP\ 6Ń\POHr ................................................................................................. 199
Ring of ProteŃPLRQ Ą1 q5LQJ RI POH 3ULQŃHVr ..................................................................................................... 199
Tables......................................................................................................................................................................................... 200
Table 1a: Physical Ability Scores ............................................................................................................................ 200
Table 1b: Mental Ability Scores .............................................................................................................................. 202
Table 2: Experience Progression ............................................................................................................................. 205
Table 3: Hit Dice Progression................................................................................................................................... 205
Table 4: Wild Surge ....................................................................................................................................................... 206
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of the scrolls that various sages have put together over the ages, which in the interests of saving my own time I have compiled and loosely edited for your reading pleasure below. However,research and editing can be dry work indeedu V R G U \ W K D W , I H H O D Q H H G W R T X H Q F K P \ W K L U V W , p O O
be back in a short while after I pay a visit to the Helm and Cloak for a drop of Saerloonian glowfire. In the meantime, read and enjoy! ¦ ª¤ ¤ -ª ¡ ¦¤ "ª ¤ ¦¡ဠ£
¤ထ ¦ " £¤ ¡ the Survival Guide. There you will learn how the rules are applied, whereas here we shall explore the foundations. If Volo kept more to his facts and less to his ale, that is. ့Elminster
At least I know how to enjoy the finer things in life, my wizardly friend! uVoloit is said that artificial MVVLVPMQPV ŃMOOHG qŃRPSXPHUVr LQ RPOHU RRUOGV OMYH NHHQ LQYRNHG MP PLPHV
to simplify things. Defining such a vast realm in even a series of intricate tomes would be difficult, but for the sake of brevity we have summarized things in the span of a few pages. This is by no means easy, but we outline some of the major features of the rules and how they may have been inPHUSUHPHG N\ qŃRPSXPHUr VŃULNHV below. KRX GRQpP OMYH PR NQRR PXŃO MNRXP POH $G G JMPH UXOHV PR SOM\ % D O G X U p V * D W H (theqŃRPSXPHUr PMNHV ŃMUH RI that for you), but it is helpful. Accordingly, most of the AD&D rules
OMYH NHHQ VXPPMUL]HG RU POHLU UHYLVLRQV IRU %MOGXUpV *MPH H[SOMLQHGB +RR %MOGXU·V *MPH 8ses the AD&D Rules %MOGXUpV *MPH uses the same weighting system for spells and weapons as in the Advanced Dungeons & Dragons game. In addition, we have applied the same concept of the initiative round to the individual monster and character rather than to the party. That is, instead of a group-based turn where first one side then the other performs all actions, every character or creature acts in real-time mode but on a personal initiative round. 7 The personal initiative round is six seconds long, representing a ten-to-one reduction in the time of the round in the AD&D rules, which is sixty seconds. This time scale is consistent with the reduction in global game time. Most importantly, you can pause (or unpause) the action by hitting the space bar (for PC and Mac versions of the game only) or by clicking the clock icon in the bottom-left corner of the screen. When you are paused, you can assign actions to any character and then resume the game by unpausing. This pause feature allows fans of turn-based combat to effectively play the game that way; it also can make some of the fiercer battles simpler, allowing players to consider their actions and tactics. Note: In the Gameplay Options menu, you can instruct the game to pause automatically when ŃHUPMLQ HYHQPV RŃŃXU VR POMP \RX GRQpP PLVV POHPB 8There is one constant movement rate in BaOGXUpV *MPHB KRXU ŃOMUMŃPHUV ŃMQ PRYH PRUH TXLŃNO\
while under the effects of a Haste spell or while wearing certain magical equipment. You can group select characters and easily move them into various formations, as described in more detail in the Amn Survival Guide.Effects of Fatigue Your characters have to rest every so often, both to memorize spells and to regain their strength. If your characters start complaining that they are tired, it would be prudent to stop and make
ŃMPS IRU POH QLJOPB *R PR MOO ŃOMUMŃPHUVp SULHVP RU wizard spell pages, and after configuring any
spells that you want to memorize, click on the Rest icon. You will rest for eight hours, unless 9 your sleep is interrupted, and awake refreshed. If your party was injured, party members will gain a few Hit Points every time they rest. A character can continue to operate at peak efficiency for 24 hours game time (2 hours real time). After this, the characters will start to complain of fatigue. For every 4 hours beyond thisEach character has a certain number of inventory slots free, along with a number of slots associated with a paper doll representation of the character. One item may be placed in each slot. In addition, how much weight a character may carry is based on the Strength of that particular character. The weight allowances for your characters are listed in the tables at the end of this manual.
Effects of Intoxication All the better inns serve a variety of intoxicants. Drinking to excess will, of course, impair your
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effectiveness hardly makes it worth it. The number of drinks you can have before suffering penalties is related to your Constitution, though recovery is uniform. A character with a Constitution of 3 will become quite tipsy after one drink, though regardless of the amount, a1¡"£ ဣ"¡ဤ £ ¤" ª¡ " ª¡ ¤"£ £¤န ့Elminster
poison. Several spells exist that QHJMPH POH SRLVRQpV HIIHŃts. Note that Cure spells do not negate
the progress of a poison, although they can heal damage already suffered.$OLJQPHQP OMV OHVV HIIHŃP RQ JMPH SOM\ POMQ UHSXPMPLRQ GRHVB $ ŃOMUMŃPHUpV VPMUPLQJ MOLJQPHQP
determines a starting reputation, as displayed in the table below. Alignment is the backbone of who your character is and what he or she represents, and reputation is the practical application of those beliefs. If your reputation does not match with your alignment, your character may suffer consequences. Characters that join your party might agree with the current reputation of the party based on their alignment or might decide that they are unhappy with the party while you are playing.reputation falls below 6, Paladins lose their class abilities; if the reputation falls below 4, Rangers
lose theirs. In either case, if the reputation of the party falls below the acceptable level, thatdifferent verbal dialogue cues that a character has (that is M ŃOMUMŃPHU RRQpP ŃRPSOMLQ LI OH RU
she is happy, but if the character is in any other state, complaints will be heard). The table below
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the real-time adaptations to the personal initiative rounds. The computer takes care of most of the underlying rules, allowing you to become more immersed in the story and the world of the game.More than Just Hack and Slash As important as fighting is to the AD&G JMPH LP LVQpP POH NH-all and end-MOO RI SOM\ LPpV ÓXVP RQH
way for characters to deal with situations. If characters could do nothing but fight, the game would quickly get boringuevery encounter would be the same. Because there is more to thegame than ILJOPLQJ RHpOO ŃRYHU PXŃO PRUH POMQ VLPSOH OMŃN-and-slash combat here. In addition
to the basic mechanics of hitting and missing, there are rules for turning undead, special ways to attack and defend, poison, heroic feats, and more. Remember that Baldur's Gate follows a modified round-based system. Everyone (characters, NPCs, and monsters) acts on their own personal initiative rounds. Any time you want, you can pause the game to assign commands and then restart the game by unpausing.Speed Factors are numbers between 1 and 10 indicating one-tenth and ten-tenths of a round respectively for a character that can attack once per round with a weapon.
Casting Time Casting times for priests and wizards are exactly analogous to Speed Factors for weapons; the casting times are between 1 and 9, representing how quickly a wizard or priest can release a spell. The lower the number, the faster the casting, just as with Speed Factors.
15Initiative Initiative is determined by a combiQMPLRQ RI MNLOLP\ VLPXMPLRQ MQG ŃOMQŃHB HQ %MOGXUpV *MPH,
initiative is used as a random variation on how quickly characters can begin their spells or attacks. It can adjust the casting time or Speed Factor of a spell or weapon respectively, though only slightly.Armor Class Armor Class (AC) is the protective rating of a type of armor. Armor provides protection by reducing the chance that a character is attacked successfully (and thus suffers damage). Armor does not absorb damage, it prevents it. Damaging a Fighter in full plate mail is no small task. Armor Class is measured on a scale from 10, the worst (no armor), to less than zero. The lower the number, the better (armor classes less than W10 occur only with very powerful magical
armors). Shields, as well as certain magic items, can also improve the AC of a character.$NLOLPLHV MQG VLPXMPLRQV ŃMQ MOVR MIIHŃP M ŃOMUMŃPHUpV Armor Class. High Dexterity gives a bonus to
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THAC0 and adjusting according to the AC of the target. Attack rolls are used for attacks with swords, bows, rocks, and other weapons, as well as blows from fists and other hand-to-handMPPMŃNVB HQ %MOGXUpV *MPH POH qPR OLPr UROO LV GRQH NHOLQG POH VŃHQHV IRU \RX uif your character is
successful, he hits; if not, he swings and misses. When an attack is made, the AC of the opponent being attacked is subtracted from the THAC0 oI POH MPPMŃNHUB 7OH UHVXOPLQJ QXPNHU LV ROMP POH MPPMŃNHU PXVP qUROOr LQ RUGHU PR OLP POH