Baldur's Gate: Dual and Multiclassing: Difference between revisions

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Dual-classing favors starting with your primary class as the combat oriented class, and then dropping into a spell-casting class. Casters scale better later into the game, and this way you maximize the early game health and thac0. Fighter should always be the first class for any potential fighter dual-class, and thief should be the primary class for thief/mages.
Dual-classing favors starting with your primary class as the combat oriented class, and then dropping into a spell-casting class. Casters scale better later into the game, and this way you maximize the early game health and thac0. Fighter should always be the first class for any potential fighter dual-class, and thief should be the primary class for thief/mages.
{{bg_version
|type=classic
|text=Dual-classing at a specific level locks the character's abilities from that class to that specific level forever.
}}
{{bg_version
|type=ee
|version=2.0+
|text=The game calculates the player's caster level for spell-like abilities as ''max(level1, (level1+level2)/2)'', where ''level1'' is the original class' level, and ''level2'' is the level of the second class. This only affects abilities' power, not uses per day.
For example, a Priest of Lathander dual-classed to something will eventually start gaining additional rounds of duration for Boon of Lathander. However, this also means that a dualed Bounty Hunter will eventually be stuck with Otiluke's special snares for a long time.
This changes the dual classing dynamic significantly, take that into consideration when choosing to dual class.
}}


== Fighter Multi-Class Options ==
== Fighter Multi-Class Options ==
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=== Fighter/Cleric ===
=== Fighter/Cleric ===


Very powerful solo class and great for hardcore runs, as sanctuary is basically a free 'get out of trouble' card. Draw Upon Holy Might can, at later levels, cap all of your physical scores at 25, Armor of Faith increases your physical damage resistance and as a Fighter you can stack this with the Hardiness HLA in BG2 and the Defender of Easthaven as an off-hand weapon. That allows you to eventually get a whopping 85% damage reduction, that's enough to passively heal through any fight with regeneration items. F/C gets a total of 1 APR from Fighter levels 7 and 13, and 0.5 APR from having two points in a weapon. The loss of bladed weapons due to Cleric isn't a big deal, you have access to the Flail of Ages and Defender of Easthaven, the definitive go-to "equip and forget" duo.
Very powerful solo class and great for hardcore runs, as sanctuary is basically a free 'get out of trouble' card. Draw Upon Holy Might can eventually cap all of your physical scores at 25, Armor of Faith increases your physical damage resistance and as a Fighter you can stack this with the Hardiness HLA in BG2 and the Defender of Easthaven as an off-hand weapon. That allows you to eventually get a whopping 85% damage reduction, that's enough to passively heal through any fight with regeneration items. F/C gets a total of 1 APR from Fighter levels 7 and 13, and 0.5 APR from having two points in a weapon. The loss of bladed weapons due to Cleric isn't a big deal, you have access to the Flail of Ages and Defender of Easthaven, the definitive go-to "equip and forget" duo.


* '''Strengths'''
* '''Strengths'''
#  Divine Spells and therefore healing
#  Divine Spells and therefore healing
#  Sanctuary allows easy safe navigation of the battlefield
#  Sanctuary allows easy, safe navigation of the battlefield
The best buffs in the game (Armor of Faith, Chant, Draw Upon Holy Might, Chaotic Commands, True Seeing)
Some of the best buffs in the game
#  Highest possible combined saving throws in the game (especially ludicrous when combined with a high con dwarf)
#  Highest possible combined saving throws in the game (especially ludicrous when combined with a high CON dwarf)
#  Excessive amounts of spellcasting with high WIS.
#  Excessive amounts of spellcasting with high WIS.


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#  Fighting abilities progress slowly due to splitting experience, although this is mitigated somewhat by the ability to self-buff.
#  Fighting abilities progress slowly due to splitting experience, although this is mitigated somewhat by the ability to self-buff.
#  Limited weapon selection
#  Limited weapon selection
* '''What spells to memorize'''
: Because of the fighter levels and therefore higher thac0 than a straight cleric, focus on buffs when you choose your spells (Draw Upon Holy Might, Armor of Faith at Cleric level 10, Chaotic Commands if fighting anything with confusion spells, Sanctuary as needed), taking healing spells only as necessary in BG1. Your first and foremost concern is keeping yourself alive, so leave debuffs and holding spells to your secondary divine spellcasters. Chaotic Commands and True Seeing may compete for 5th level spell slots but both are extremely useful at eliminating your chances of dying to enemy spells. Negative Plane Protection and Lesser Restoration


* '''Dual or Multi?'''
* '''Dual or Multi?'''
: Multi-classing is preferred for a BG1-only character, as the early game survivability matters without sacrificing much potential end-game power. However for those planning on playing the character through the entire saga, dual-classing to cleric at level 13 of fighter will maximize the attacks per round fighters get over typical clerics while still allowing you to reach level 38, a whole two levels shy of the default cleric level cap. Cleric 38 is the last level that gives another boost to your spells per day (a 7th level spell slot) so the only downside is that you will have to gain 1.35 million XP as a Cleric before your Fighter levels become active again.
: Multi-classing is preferred for a BG1 only character, as the early game survivability matters without sacrificing much potential end-game power. However for those planning on playing the character through the entire saga, dual-classing to cleric at level 13 of fighter will maximize the attacks per round fighters get over typical clerics while still allowing you to reach level 38, a whole two levels shy of the default cleric level cap. Berserker is the only viable kit to dual-class into a cleric because heavy armors are a must in order to utilize the unique tanking ability fighter/clerics fulfill. Additionally, multi-class fighter/clerics are limited to Specialization in any given weapon type but a dual-classed fighter/cleric, even if he dual-classed at level 2, can obtain Grandmastery in any given weapon type.


* '''Choosing which Fighter Kit'''
* '''Choosing which Fighter Kit'''
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** Kensai's tradeoff of damage-for-armor is terrible for this class because you do not get any off-hand APR-boosting weapons like Belm or Kundane, and not having a helmet means you can die easily to critical hits.
** Kensai's tradeoff of damage-for-armor is terrible for this class because you do not get any off-hand APR-boosting weapons like Belm or Kundane, and not having a helmet means you can die easily to critical hits.
** Wizard Slayer is just a solid "no". Their Miscast Magic is worsened by a lack of APR-boosting bows for ranged Wizard control and off-hand APR weapons and in exchange for a minor amount of Magic Resistance they lose access to most of the best equipment in the game, like the Amulet of Power, Amulet of the Seldarine, Ring of Gaxx, Improved Cloak of Haste, etc. The only saving grace is a Wizard Slayer-> Cleric is allowed to equip their holy symbol they get when they hit level 25.
** Wizard Slayer is just a solid "no". Their Miscast Magic is worsened by a lack of APR-boosting bows for ranged Wizard control and off-hand APR weapons and in exchange for a minor amount of Magic Resistance they lose access to most of the best equipment in the game, like the Amulet of Power, Amulet of the Seldarine, Ring of Gaxx, Improved Cloak of Haste, etc. The only saving grace is a Wizard Slayer-> Cleric is allowed to equip their holy symbol they get when they hit level 25.
* '''Choosing which Cleric Kit'''
* '''Choosing which Cleric Kit'''
: For those wanting to go Cleric->Fighter they have more options than a Fighter->Cleric at the tradeoff of Cleric spells, and Cleric kits are all direct upgrades to Cleric so there's never a loss of anything by picking one. Important to note is that while your daily uses of said abilities will never increase after dualing, the duration of abilities functions off your average level so it will continue to increase. Fighters benefit from any and all Cleric buff spells, but Cleric->Fighter is a careful balancing act of deciding what caster level and spells you want and how long you're willing to be an underleveled Fighter. Bonus spells from Wisdom will ensure you basically have Armor of Faith, Draw Upon Holy Might, and Chant up for every fight. Note that all Cleric kits get two abilities with one use at level 1, with one ability gaining additional uses every 5 levels after and the other every 10. Since the second is usually more powerful this usually means the dual-class cutoff point is level 11. While you'll have fewer HP than a Fighter, especially since Fighters get their CON bonus to their Hit Dice and you will ''not'' get more than 2 HP per HD even after dual-classing (unless you have levels left to gain Fighter HD) you'll still gain 3 HP per level, eventually reaching sizeable HP values above 100.
: For those wanting to go Cleric->Fighter they have more options than a Fighter->Cleric at the tradeoff of Cleric spells, and Cleric kits are all direct upgrades to Cleric so there's never a loss of anything by picking one. Important to note is that while your daily uses of said abilities will never increase after dualing, the duration of abilities functions off your average level so it will continue to increase.
:* Priest of Lathander is arguably the best kit for a Fighter to benefit from. Their Hold Undead ability is irrelevant in the long run but Boon of Lathander grants +1 APR and level drain immunity. A Fighter with Grandmastery in a two-handed weapon is limited to an absolute maximum of 7 attacks per round (1 from existing, 0.5 at levels 7 and 13 for another +1, +1 from hitting Grandmastery with a weapon, and +0.5 from the Gauntlets of Extraordinary Specialization at the bottom of Watcher's Keep). With only one use of Boon of Lathander before an Improved Haste spell you could hit 9 APR, which is more than the 8 APR limit on the primary hand of someone dual-wielding. Since you get one use at level 1, and another use every 10 levels after, it's only worth it to dual-class at levels 2 or 11. 21 is at almost 3 million XP, but that is an extremely long time to be playing a low-level Fighter in BG2 where everything can and will kill you. Level 2 is a quick-and-dirty way to get Boon of Lathander but it's not very good since your only good spell would be Doom to help party casters land spells with saves. 11 is the sweet spot, you get 6th level spells (only one, but your bonus Wisdom will add more), and two uses of Boon of Lathander which is a lot more acceptable than one. Be warned you'll need to gain a million Fighter XP to get your Priest of Lathander levels back.
:* Priest of Lathander is arguably the best kit for a Fighter to benefit from. Their Hold Undead ability is irrelevant in the long run but Boon of Lathander grants +1 APR and level drain immunity. Since you get one use at level 1, and another use every 10 levels after, it's only worth it to dual-class at levels 2 or 11. 21 is at almost 3 million XP, but that is an extremely long time to be playing a low-level Fighter in BG2 where everything can and will kill you.
:** Note that Priest of Lathander must be either Good-aligned (BG2) or within 1 step of Neutral Good (BG2EE). This means they cannot use some equipment such as Human Flesh even after dual-classing. An Enhanced Edition True Neutral Priest of Lathander can still use non-good equipment such as Soul Reaver or Silver Dragon Scale armor, though a Good-aligned one can change alignment in the Hell trials to access these.
:* Priest of Talos's abilities don't synergize that much with a Fighter, but they're by no means bad. Lightning Bolt from Priest of Talos is not a spell, so it can be used while silenced, and Storm Shield grants immunity to fire, cold, and electricity. The interesting thing about Storm Shield is that it has a minimum duration of 10 rounds, only gaining 1 round per level at level 11 and onwards, so if you aren't terribly invested in long dual-class downtime you have more cheap-and-easy breakpoints you could opt for. At Priest of Talos 2 you can just leave the class and become a Fighter with a handful of 1st level Cleric spells and a daily use of Storm Shield and Lightning Bolt. At level 3 you can get Draw Upon Holy Might and still benefit from bonus spells from high WIS, and at 5 you can get 3rd level spells and another Lightning Bolt, all while still being able to finish your dual-classing before the end of BG1.
:* Priest of Talos's abilities don't synergize that much with a Fighter, but they're by no means bad. Lightning Bolt from Priest of Talos is not a spell, so it can be used while silenced, and Storm Shield grants immunity to fire, cold, and electricity. The interesting thing about Storm Shield is that it has a minimum duration of 10 rounds, only gaining 1 round per level at level 11 and onwards, so if you aren't terribly invested in long dual-class downtime you have more cheap-and-easy breakpoints you could opt for. At Priest of Talos 2 you can just leave the class and become a Fighter with a handful of 1st level Cleric spells and a daily use of Storm Shield and Lightning Bolt. At level 3 you can get Draw Upon Holy Might and still benefit from bonus spells from high WIS, and at 5 you can get 3rd level spells and another Lightning Bolt, all while still being able to finish your dual-classing before the end of BG1.
:** In the original BG2 you have to be Evil, in EE you have to be within 1 step of Chaotic Evil. This affects nearly nothing, the only disadvantage is being Chaotic Neutral loses you Evil equipment. Good only gets Azuredge the throwing axe, and by the time you are at the Hell trials you're past the most undead-heavy parts of the game so Azuredge's usefulness is tenuous at best.
:* Priest of Helm is slightly more kitted for dualing to Fighter, but it's mostly due to having a built-in set of training wheels in the form of True Seeing and Seeking Sword. Seeking Sword is a Magical Weapon that they get from level 1, it lasts 1 round per level and has a built-in 3 APR at base. For reference, most weapons have a base APR of 1. Longbows, Shortbows, and Throwing Daggers have 2, and Darts have 3. This is extremely powerful in BG1, it may only do 2d4 damage, but it has a -4 bonus to THAC0 and strikes as a +4 weapon, so it will hit anything in the game, and it benefits from Strength bonuses to damage. This is not a long-term weapon, however.
:* Priest of Helm is slightly more kitted for dualing to Fighter, but it's mostly due to having a built-in set of training wheels. They gain True Seeing as an ability, which is always useful to have since it frees up spell slots for Chaotic Commands, and they have the Seeking Sword. It's a Magical Weapon that they get from level 1, it lasts 1 round per level and has a built-in 3 APR at base. For reference, most weapons have a base APR of 1. Longbows, Shortbows, and Throwing Daggers have 2, and Darts have 3. This is extremely powerful in BG1, it may only do 2d4 damage, but it has a -4 bonus to THAC0 and since it's considered a magical weapon it has no actual proficiency, so it incurs no dual-wielding penalties due to the way the game doesn't associate magical weapons as falling under any particular weapon style. It strikes as a +4 weapon, so it will hit anything in the game, and it benefits from Strength bonuses to damage. Once dualed from Priest of Helm to Fighter you can throw Belm or Kundane into your off-hand and hit 5 APR, which means Improved Haste will put you at the cap of 10.
:** This is not a long-term weapon. This ability is admittedly short-lived, as it's just a +4 weapon without damage bonuses, passive or on-hit abilities, or the ability to benefit from proficiencies. You will not be able to ''not'' get a better weapon. Furthermore, once active you cannot cast spells, so the best way to use this is to buff yourself first and then charge in. That said, a Priest of Helm will have more APR than any other class in BG1, will have similar THAC0 to a pure Fighter, and even when you no longer need the Seeking Sword you will still be a Cleric with free uses of True Seeing. Since Seeking Sword has a shelf life you may want to dual-class earlier. Level 6 will get you a second daily use of True Seeing and also increase the bonus from Draw Upon Holy Might. Level 9 also increases DUHM and allows your dual to finish with only a quarter-millin XP (Siege of Dragonspear players will be stuck as a Level 9 Fighter with Cleric HP until BG2 but that's not a huge disadvantage). Still, Level 11 isn't a terrible level to dual at since you get 6th level spells and once your Fighter THAC0 picks up you'll be able to guarantee hitting enemies with Harm.
:** Priest of Helm must be Neutral on the good-evil axis in BG2, and in BG2:EE must be within 1 step of Lawful Neutral. For E players picking Lawful Good allows you to use Azuredge after dual-classing to Fighter, picking Lawful Evil gives you access to the Human Flesh. Which you pick is dependent upon what you feel you will need, either the Human Flesh's Magic Resistance and save bonuses or Azuredge's undead-destruction at a range. Optimally either pick Lawful Evil and stay there, or pick Lawful Good, use Azuredge to clean out all the BG2 vampires, then make an evil choice in the Hell trials to swap to Lawful Evil. Mace of Disruption exists already, so being Good is definitely the weaker choice, and Neutral just locks you out of equipment.
:* Priest of Tempus (Enhanced Edition only) is always sometimes never maybe the best kit for Cleric->Fighter dual-classing. I say this because it's like Priest of Helm but with a little more RNG. First, they get Holy Power, which sets your STR to 18/00 and turns your base THAC0 into that of an equal-level Fighter, as well as giving some temporary HP. Second, they get Chaos of Battle. That ability is ''really'' random as it hits every creature in a 30-ft radius and will alter the target's HP, saves, THAC0, AC, or Luck by 1 point per 6 levels (HP is altered in increments of 5 instead of 1). It randomly picks one of those five stats for each creature affected (allies are buffed, enemies are nerfed). It's an ability that will be used because you have it, but its effectiveness will vary. Unlike the other kits, Chaos of Battle doesn't get any increases to uses or duration, you only ever get one daily use and it will always last 10 rounds.
:** Holy Power is like Seeking Sword in that it has a shelf life. At the start of BG1 you can use it to reach 18/00 STR and Fighter THAC0. Once you get the Manual of Gainful Exercise, and since every BG player character always starts with 18 STR (except Halflings) this spell will lower your STR, but only lowering your damage by 1 point. You may still desire the THAC0 boost. Once you dual to Fighter and get your Priest of Tempus levels back online, your THAC0 will by default be better, so this spell becomes a self-nerf that you will never cast. Chaos of Battle unfortunately suffers from not being reliable: if you need it to lower enemy THAC0 to stay alive, you have a 1 in 5 chance of doing that. If it lowers enemy saves and you aren't throwing spells at them, it's useless. If you use it against a Fighter and a Mage and it lowers the Fighter's Luck and the Mage's THAC0, you just wasted it. And because of its weird 1-per-6-levels scaling, you won't get more than a +/-1 benefit until level 12, which sacrifices a level of Fighter and thus a High-Level Ability in exchange for a boost to a very unreliable debuff. This is another Cleric kit where you may wish to dual-class earlier, since both abilities are more underwhelming than any other Cleric kit you may even desire the instant-gratification Level 3 dual-class so you get your uses of Draw Upon Holy Might and leave.
:** Priest of Tempus has similar alignment choices to Priest of Helm. But since it only exists in the Enhanced Edition, it must be within 1 step of Chaotic Neutral. Like before, pick Chaotic Good if you want to use Azuredge, then swap to Chaotic Evil in the Hell Trials, or just be Chaotic Evil from the get-go since the Human Flesh is one of the best armors in the game and undead-slaying is something you can do with the Mace of Disruption anyways.
:* Priest of Tyr (Enhanced Edition only) has good synergy with Fighter since both of its abilities can benefit a Fighter, but they aren't nearly as impactful as other kit abilities. Their ability Exaltation is another Cleric Kit Unique spell which removes and immunizes the target against Confusion, Sleep, Fear, Feeblemindedness, Unconsciousness (yes this is different from Sleep), Intoxication, and Berserk for 10 rounds. This is an interesting ability because this is the only ability in all of Baldur's Gate to prevent Berserk, meaning that it can be used to maintain control over Minsc while he uses his Berserk. Minsc's Berserk gives all the Berserker's Enrage immunities and also gives +2 STR and DEX during it, but losing control over him either means he kills your party members or gets himself killed. Exaltation also allows anyone you want to use the +3 Cursed Berserking two-handed sword and/or Kiel's Morningstar. +3 weapons in BG1 amount to Drizzt's scimitars and The World's Edge. Siege of Dragonspear players may appreciate the ability to use those weapons since the final boss of that campaign requires +3 weapons to hit. Their other ability is Divine Favor, a spell that gives -1 THAC0 and +1 damage per three levels, but only for 2 rounds.
:** The problem with this kit is that Exaltation is more like Enrage-lite for its immunities, and Divine Favor is just way too damn short. If you level to 11 as a Priest of Tyr you'll have two whole uses of Divine Favor, meaning 4 entire rounds of a mostly negligible THAC0 and damage bonus. Needless to say, that's not worth it. This is another one of those kits with lower-level breakpoints. Level 9 boosts both DUHM and Divine Favor, so you may prefer that to level 11.


* '''Choosing a Multi-class Race'''
* '''Choosing a Multi-class Race'''
: The only races which can even roll Fighter/Clerics are Dwarves, Gnomes(BG1EE), Half-Elves and Half-Orcs. Half-Orcs are obviously only playable in BG1 if you install BGtutu or BGT (or are playing on the Enhanced Edition).
: The only races which can even roll Fighter/Clerics are Dwarves, Gnomes(BG1EE), Half-Elves and Half-Orcs. Half-Orcs are obviously only playable in BG1 if you install BGtutu or BGT or are playing on the Enhanced Editions.
:* Dwarves fulfill this class's needs perfectly, they have saving throw bonuses that will eventually render them immune to most spells (remember than natural 1s on saving throws do not exist in Baldur's Gate).
:* Dwarves fulfill this class's needs perfectly as they have saving throw bonuses that will eventually render them immune to most spells (remember than natural 1s on saving throws do not exist in Baldur's Gate).
:* Half-Orcs get bonuses to STR and CON giving up the mostly useless INT stat. The STR and CON bonuses aren't phenominal in the long run since Draw Upon Holy Might is available in plentiful supplies for any cleric, but it's still better than nothing.
:* Half-Orcs get bonuses to STR and CON while giving up the mostly useless INT stat. The STR and CON bonuses aren't phenomenal in the long run since Draw Upon Holy Might is available in plentiful supply for any cleric, but it's still better than nothing.
:* Gnomes might get a bonus to saves, but the tradeoff of 1 WIS is painful given how powerful WIS-stacking is on divine casters. For reference, every other race in the game can hit 24 WIS. For a divine caster, the difference between 23 WIS and 24 WIS is two bonus 6th level spells. Gnomes are effectively losing two of the second-highest spell slots for their class.
:* Gnomes might get a bonus to saves, but the tradeoff of 1 WIS is painful given how powerful WIS-stacking is on divine casters. For reference, every other race in the game can hit 24 WIS. For a divine caster, the difference between 23 WIS and 24 WIS is two bonus 6th level spells. Gnomes are effectively losing two of the second-highest spell slots for their class.
:* Half-Elves effectively have no bonuses to this class, but no penalties.
:* Half-Elves effectively have no bonuses to this class, but no penalties.


* '''Recommended stats'''
* '''Recommended stats'''
: Max Wisdom, Strength, and Constitution, regardless of total stat roll. On a roll of 93 a player can max 5 stats and dump 1, and it's a toss-up whether you want to dump Intelligence or Charisma. Charisma has a small number of uses, such as preventing party infighting for companions with conflicts programmed into the game, and it allows you to get better prices in stores though money is rarely an issue. BG1 has two Charisma-specific checks, one in Candlekeep to get a +1 dagger that your character can't use and one to recruit Alora. In BG2 there's the Ring of Human Influence which sets it to 18 anyways. Intelligence has exactly one use and only one; Mindflayers that drain 5 INT on-hit. At 6 INT you can take one hit without dying instantly from having 0 INT, at 11 you can take 2 hits, and so on. Whichever stat you dump can be boosted to 6 using a cursed scroll associated with the stat.
: Max Wisdom, Strength, and Constitution, regardless of total stat roll. On a roll of 93 a player can max 5 stats and dump 1, and it's a toss-up whether you want to dump Intelligence or Charisma.


* '''Proficiencies'''
* '''Proficiencies'''
: In the long run Flails/Morningstars are the best proficiency, but in BG1 you'll want to have two points in either Warhammers or Maces. If you have the Enhanced Edition there is a +1 mace called the Stupefier in Beregost that is the best weapon in the game, it has a 10% chance to force a save vs. spell or be stunned for a round, which is a boss-killer. If you are on the original BG1 your best bet is Ashideena, a +2 electrical warhammer. Consider starting with 2 points in Maces or Warhammers and two points in Slings as they're your only ranged weapon, then invest in Flails/Morningstars. Only invest 2 points into Two-Weapon Style in BG2 where you'll be able to get good off-hand weapons like the Defender of Easthaven.
: In the long run Flails/Morningstars are the best proficiency, but in BG1 you'll want to have two points in either Warhammers then two points in Slings as they're your only ranged weapon. Then invest in Flails/Morningstars. Only invest 2 points into Two-Weapon Style in BG2 where you'll be able to get good off-hand weapons like the Defender of Easthaven.


=== Fighter/Thief ===
=== Fighter/Thief ===
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* '''Strengths'''
* '''Strengths'''
#  Thief abilities on a character who can actually take a hit if he misses spotting a trap or fails a disarm roll.
#  Thief abilities on a character who can actually take a hit if he misses spotting a trap or fails a disarm roll.
#  Better thac0 and damage from fighter masteries means bigger backstabs that miss less often, and percentile Strength allows for much more devastating backstabs.
#  Better THAC0 and damage from fighter weapon mastery means bigger backstabs that miss less often.
#  Borderline broken damage capabilities at epic levels once importing to BG2
#  Borderline broken damage capabilities at epic levels once importing to BG2.


* '''Weaknesses'''
* '''Weaknesses'''
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* '''Dual or Multi?'''
* '''Dual or Multi?'''
: Dual-classing is much more beneficial than multi-classing. The power of a Fighter is slightly mitigated by the fact that a Fighter/Thief cannot use thief skills while wearing heavy armor (though they can Detect Illusion in-combat to remove enemy illusions while still maintaining low AC), and Backstab only applies to the weapons that a single-classed Thief could wield, so you cannot backstab with greatswords or flails. Additionally, Thief doesn't take that much XP to level up. Dualing at level 9 allows a character to get Grandmastery with a weapon and two points elsewhere, which is enough to obtain max APR with Improved Haste and an off-hand APR-boosting weapon. Fighter->Mage is notoriously easy because Mages can grind XP solo by scribing and erasing spells, but it's worth mentioning that Thief only requires a paltry 160,000 XP to hit level 10. That's a handful of quests turned in to instantly regain your abilities, and you might even stockpile XP and not level past Thief 3 to stockpile proficiency points to drop into one weapon all at once.
: Dual-classing is much more beneficial than multi-classing. The power of a Fighter is slightly mitigated by the fact that a Fighter/Thief cannot use thief skills while wearing heavy armor (though they can Detect Illusion in-combat to remove enemy illusions while still maintaining low AC), and Backstab only applies to the weapons that a single-classed Thief could wield, so you cannot backstab with greatswords or flails. Additionally, Thief doesn't take that much XP to level up. Dualing at level 9 allows a character to get Grandmastery with a weapon and two points elsewhere. Fighter-> Mage is notoriously easy because Mages can grind XP solo by scribing and erasing spells, but it's worth mentioning that Thief only requires a paltry 160,000 XP to hit level 10. That's a handful of quests turned in to instantly regain your abilities, and you might even stockpile XP and not level past Thief 3 to stockpile proficiency points to drop into one weapon all at once.
 
A multi-class character will be much stronger through BG1 and the early-mid part of BG2 as it will only slightly lag in levels early on and not have to deal with an inactive class at any point. Multi-class characters will also receive both rogue and fighter HLAs. Both options have strengths depending on your focus.


* '''Choosing which Fighter Kit'''
* '''Choosing which Fighter Kit'''
: Thieves get a lot more out of dual-classing than some other classes. In the cases of Fighter->Cleric and Fighter->Mage you are still primarily a caster, but Thieves can synergize a lot more directly through Backstabs. Additionally, even while wearing heavy armor you can have Detect Traps/Illusions active which allows you to automatically dispel illusions while auto-attacking (You must issue the order to attack, then activate the Detect skill for this to work. Any subsequent orders cancel Detection).
: Thieves get a lot more out of dual-classing from Fighter than some other classes, namely from much better backstabs. Additionally, even while wearing heavy armor you can have Detect Traps/Illusions active which allows you to automatically dispel illusions while auto-attacking (You must issue the order to attack, then activate the Detect skill for this to work. Any subsequent non-movement orders cancel Detection).
:* Berserker may be a little boring to dual to Thief, but it's still the best purely due to its immunities. The +2 damage bonus multiplies on a backstab and of course gives a laundry list of immunities, so if you're not committed to the restrictions of the other two kits Berserker is best. Ranged combat stops being a thing the moment you're in BG2 so losing the ability to put points into them doesn't matter.
:* Berserker may be a little boring to dual to Thief, but it's still one of the best. Enrage gives a +2 damage bonus which multiplies on a backstab and of course gives a laundry list of immunities, so if you're not committed to the restrictions of the other two kits Berserker is best. Ranged combat stops being a thing the moment you're in BG2 so losing the ability to put points into them doesn't matter.
:* Kensai's THAC0 and damage bonuses are incredibly on a Fighter->Thief, the damage multiplies on a backstab and will turn massive damage into insta-kills a lot earlier than any other kit, and their bonus THAC0 is appreciated given the THAC0 of a dual-classed Fighter stops growing.
:* Kensai's THAC0 and damage bonuses are incredible on a Fighter->Thief. The damage multiplies on a backstab and will turn massive damage into insta-kills a lot earlier than any other kit, and their bonus THAC0 is appreciated given the THAC0 of a dual-classed Fighter stops growing.
:* Wizard Slayer is a very painful dual-class, they lose out on the ability to use any Thief potions, Thief-skill-boosting rings, etc. Even Monk can heal up with a Ring of Regeneration. Wizard Slayer->Thief requires spells to heal. The only good thing is that once they hit 3 million Thief XP they can take Use Any Item and immediately turn into a Fighter->Thief with a slight boost to Magic Resistance.
:* Wizard Slayer is a very painful dual-class. They lose out on the ability to use any Thief potions, Thief-skill-boosting rings, etc. Even Monk can heal up with a Ring of Regeneration. Wizard Slayer->Thief requires spells to heal. The only good thing is that once they hit 3 million Thief XP they can take Use Any Item and immediately turn into a normal Fighter->Thief with a slight boost to Magic Resistance.


* '''Choosing which Thief Kit'''
* '''Choosing which Thief Kit'''
: Alternatively a Thief->Fighter might dual class from a thief kit. The advantage here is the ability to only take whatever Thief skills you want, then gain the THAC0, proficiencies, APR, and HP of a Fighter (minus their large Hit Dice and CON bonuses). Thief->Fighter shares the same limitations as Fighter->Thief, you still can't use Thief skills (other than Detect Traps/Illusions) while wearing heavy armor, and you can't backstab with non-Thief weapons. Additionally, remember that the Backstab Multiplier increases at levels 5, 9, and 13 (Assassin also increases twice more at 17 and 21). Additionally, if you're interested in using traps remember that you get additional uses every 5 levels after 1st level, and the traps get more powerful at levels 11, 16, and 21.
: Alternatively a Thief->Fighter might dual class from a thief kit. The advantage here is the ability to only take whatever Thief skills you want, then gain the THAC0, proficiencies, APR, and HP of a Fighter (minus their large Hit Dice and CON bonuses). Thief->Fighter shares the same limitations as Fighter->Thief: you still can't use Thief skills (other than Detect Traps/Illusions) while wearing heavy armor, and you can't backstab with non-Thief weapons. The Swashbuckler and Bounty Hunter kits are the most useful choices here, as the Assassin does not have significant lower level advantages. Thieves get improved traps at levels 6 and 11 and stop rolling for health at level 10, so it is recommended you dual class at one of these points to take full advantage - though Swashbuckler advantages also make levels 5, 10, and 15 good options.
: One thing to remember is that a Thief gets bonus skill points from their Dexterity score. As a human, you're going to have 18 DEX. You're going to use the Manual of Quickness of Action in BG1 to hit 19, and since your character gets so much more out of having higher ability scores 9 times out of 10 than your  companions, in BG2 you're going to use the Machine of Lum the Mad to get another permanent +1. While you could use the STAR card from the Deck of Many Things for another +1, there's no way you're going to get this card before you hit the level where you need to dual-class since you effectively need to clear the third (and second most difficult) floor of Watcher's Keep. Your bonuses from being a Human and having 20 DEX will be +45 to Pick Pockets, +35 to Open Locks, +20 to Find/Disarm Traps, +23 to Hide in Shadows, +28 Move Silently, and +15 to Set Traps. Thus, if you start as a Human with 18 DEX and pump your Set Traps skill to 100 before getting any DEX bonuses, that's effectively ''wasting'' 15 entire skill points. Plan ahead and know what skills cap at what values.
:* Bounty Hunter is an odd case. It doesn't necessarily synergize with Fighter, but Bounty Hunter is implicitly built for dual-classing depending on what you want from it. At level 11 a Bounty Hunter will have 170 Skill Points to play with (assuming you put 60 into Set Traps and use DEX boosts to hit 100) giving them the highest damage Set Special Snare and three uses of Set Snare and Set Special Snare per day. They have enough skill points to max Detect Illusion, and they can distribute enough points between Find Traps and Open Locks to use the skill-boosting rings for each skill.
:* Bounty Hunter is an odd case. It doesn't necessarily synergize with Fighter, but Bounty Hunter is implicitly built for dual-classing depending on what you want from it. Their Set Special Snare improves at the same levels as a normal Thief's Set Snare ability, and they get both at the same time, however at level 16 their special snares become useless, replacing damage with Otiluke's Resilient Sphere, which doesn't let you hit the enemy and lets them cast spells at you. At 21 they turn into Maze traps, which are really good but definitely prolong combat by forcing you to kill groups of enemies one or two at a time. At level 11 a Bounty Hunter will have 170 Skill Points to play with (assuming you put 60 into Set Traps and use DEX boosts to hit 100) giving them the highest damage Set Special Snare and three uses of Set Snare and Set Special Snare per day. They have enough skill points to max Detect Illusion, and they can distribute enough points between Find Traps and Open Locks to use the skill-boosting rings for each skill. If you're planning on using Thief rings, the Mercykiller Ring grants +20 to Set Traps (in addition to Hide and Move Silently) so you could even plan on that piece of equipment freeing up 20 more Skill Points. A Bounty Hunter at 100 can be both a trap-spammer and the party's main thief, all for a paltry 220,000 XP. If you're playing Siege of Dragosnpear that kills your ability to finish your dual-class before the end, but in BG2 you'll be finished up with your dual possibly before you leave Irenicus's dungeon.
:* Assassin deserves a lot of flak for being a sub-par dual-classing kit for Thief. It gets too few skill points to matter, Poison Weapon is just an okay ability, their -1 to THAC0 and +1 to damage is irrelevant, and as stated on the class page their backstab multiplier doesn't surpass the normal Thief multiplier until level 16. However, for a paltry 10,000 XP you can reach Assassin 5, which gives you the x3 backstab multiplier of a Thief and 100 skill points to play with. That's enough to max Detect Illusion and still reach the BG1 Fighter level cap, and if playing solo that means you can be a Fighter who can remove his armor and drink potions to disarm traps. Poison Weapon is there, like the bonus to THAC0 and damage, and in the long run you're trading about 35 total HP in exchange for a handful of situational-yet-good abilities, especially since poison helps stop spellcasters from casting and Fighter THAC0 and APR means you'll actually land the poison, possibly on multiple enemies in a fight. It's not great, but it's an option to add a little spice to a Fighter.
:* Shadowdancer from the Enhanced Edition is an incredible class for dual-classing. At first you might think this is bad because their backstab multiplier is stunted by 1, meaning they can't even backstab until level 5. However, unlike the level 13 Fighter dual which requires 1.25 million XP, making it one of the more difficult dual-class levels to suffer through, Thief 13 only takes 660k XP. That's a much more manageable dual-class, and after dualing to Fighter you can just play Fighter for a while until Shadowdancer is active again. One advantage Thief->Fighter duals have is that they can use the upgraded Crom Faeyr in the off-hand to set their STR to the max 25, and backstab with a mainhand weapon like a katana for the highest possible damage. A Shadowdancer->Fighter can do this in-combat without requiring 3 million XP for Use Any Item. Additionally, they can reach Grandmastery in weapons, multiplying that damage bonus as well. A Shadowdancer with grandmastery in quarterstaves with the Staff of the Ram kills one enemy every 6 seconds, and against backstab-immune bosses they still have the ability to fight toe-to-toe. Plus, at 13 a Shadowdancer has 250 Skill Points to play with. And if things get bad, pop Shadowstep.
:* Swashbuckler. For some reason everyone loves dual-classing Swashbuckler to other classes. All it gains is -1 AC at level 1, and -1 AC, THAC0, and +1 damage at every level divisible by 5, plus the ability to put 2 points into a weapon proficiency, including 2 points into Two-Weapon Style. In exchange, they lose Backstab which means there's no reason to put points into Stealth. At level 5 you'd have -1 THAC0, -2 AC, +1 damage, and 140 Skill Points to play with. If you try to dual at 10 you get a total 265 skill points, and another bonus to AC, THAC0, and damage, but now ''none'' of your Hit Dice are Fighter HD, so you don't get that juicy HP boost and your CON bonus to HP never increases anything at all. In BG2, you are not going to care about AC. Even if you use every AC-boosting item possible and swap the belts that increase AC vs. different damage types, you will still be getting hit about half the time. -3 AC won't matter. HP will. THAC0 won't matter, so all you're left with is skill points to be a party Thief (while not wearing heavy armor) and +2 damage. Even Assassin can multiply it's pathetic +1 damage with backstab and gets poison damage. Like before, if you're set on this kit take no more than 5 levels and use it to max Detect Illusion so you have a thief skill you can use in heavy armor.
:** Thief equipment plays an extremely useful role in maximizing skill points. The Cloak of Elvenkind gives +50 to Hide, the Mercykiller Ring gives +20 to Hide and Move Silently (Do NOT use the Worn Whispers, you really want the Paws of the Cheetah for movement speed a lot more). With the 20 DEX bonuses and Shadowdancer's level 1 bonus to both skills, a Shadowdancer only needs to invest 39 skill points into either Hide or Move Silently to get the ability to stealth in-combat 100% of the time even in broad daylight (remember that the game doesn't care what each skill is at, it just takes the two of them, averages them, and that's your chance to go into stealth, and if you're in a brightly lit area it cuts your skills in half). That means you could ''still'' max Detect Illusion and have 111 skill points left, enough to also be the party's trapfinder and lockpicker.
:* Assassin deserves a lot of flak for being a sub-par kit for Thief. It gets too few skill points to matter, Poison Weapon is just an okay ability, their -1 to THAC0 and +1 to damage is irrelevant, and as stated on the class page their backstab multiplier doesn't surpass the normal Thief multiplier until level 16, and there's very ''very'' few enemies who simultaneously would die to a x6 or x7 Backstab, but not a x5, and aren't immune to backstabs outright. Given the fact it would take 2.45 million XP to get the x7 multiplier and then dual to Fighter to effectively play a weakened low-HP Fighter until you can grind XP on Fire Giants in Throne of Bhaal, this isn't worth it. However, for a paltry 10,000 XP you can reach Assassin 5, which gives you the x3 backstab multiplier of a Thief and 100 skill points to play with. That's enough to max Detect Illusion and still reach the BG1 Fighter level cap, and if playing solo that means you can be a Fighter who can remove his armor and drink potions to disarm traps. Poison Weapon is there, like the bonus to THAC0 and damage, and in the long run you're trading about 35 total HP in exchange for a handful of situational-yet-good abilities, especially since poison helps stop spellcasters from casting and Fighter THAC0 and APR means you'll actually land the poison, possibly on multiple enemies in a fight. It's not great, but it's an option to add a little spice to a Fighter.
:* Swashbuckler. For some reason everyone loves dual-classing Swashbuckler to other classes. All it gains is -1 AC at level 1, and -1 AC, THAC0, and +1 damage at every level divisible by 5, plus the ability to put 2 points into a weapon proficiency, including 2 points into Two-Weapon Style. In exchange, they lose Backstab. Most players think this is just a straight upgrade to Fighter, but D&D is ''not'' a numbers game but a utility game. Without Backstab, there's no reason to put points into Stealth since all you'll get coming out of Stealth is a -4 bonus to one attack roll. At level 5 you'd have -1 THAC0, -2 AC, +1 damage, and 140 Skill Points to play with, which is probably on-par with Assassin's bonuses it dualed at that level. If you try to dual at 10 you get a total 265 skill points, and another bonus to AC, THAC0, and damage, but now ''none'' of your Hit Dice are Fighter HD, so you don't get that juicy HP boost and your CON bonus to HP never increases anything at all. In BG2, you are not going to care about AC. Even if you use every AC-boosting item possible and swap the belts that increase AC vs. different damage types, you will still be getting hit about half the time. -3 AC won't matter. HP will. THAC0 won't matter, so all you're left with is skill points to be a party Thief (while not wearing heavy armor) and +2 damage. Even Assassin can multiply it's pathetic +1 damage with backstab and gets poison damage. Like before, if you're set on this kit take no more than 5 levels and use it to max Detect Illusion so you have a thief skill you can use in heavy armor.


* '''Choosing a Multi-class Race'''
* '''Choosing a Multi-class Race'''
: First, look at the [[Baldur%27s_Gate:_Classes_and_Kits#Thief|thief class page]] and the racial bonuses to thieving skills. Remember that your character will be getting +1 DEX from the Manual of Quickness of Action, +1 DEX from the Machine of Lum the Mad, and you can also get +1 from the STAR card from the Deck of Many Things. If you're playing hardcore no-reload "back to Candlekeep if you die" this card isn't worth trying to go for, but if you're either willing to break that rule for the bonus or just playing normally that's a total +3 DEX to your character's starting score. Original BG2 also has a +1 bonus to DEX from one of the Hell trials, but this was a bug that's fixed by mods and the Enhanced Edition. That means that everyone who isn't a Dwarf can count on a +20 minimum to each Thief skill other than Detect Illusion.
: First, look at the [[Baldur%27s_Gate:_Classes_and_Kits#Thief|thief class page]] and the racial bonuses to thieving skills. Remember that your character can get +1 DEX from the Manual of Quickness of Action, +1 DEX from the Machine of Lum the Mad, and you can also get +1 from the STAR card from the Deck of Many Things. If you're playing hardcore no-reload "back to Candlekeep if you die," this card isn't worth trying to go for, but if you're either willing to break that rule for the bonus or just playing normally that's a total +3 DEX to your character's starting score. Original BG2 also has a +1 bonus to DEX from one of the Hell trials, but this was a bug that's fixed by mods and the Enhanced Edition. That means that everyone who isn't a Dwarf can count on a +20 minimum to each Thief skill other than Detect Illusion.
:* Half-Orc starting with 19 STR comes out of the gates of Candlekeep capable of smashing in heads with a +14 to damage on a backstab that has a -3 THAC0 bonus. Slightly lower Thief skill bonuses just means it takes a level or two to make another skill reliably usable. Half-Orc is like Shadowdancer, you may want to invest in Stealth early to maximize those "Surprise you're dead" backstabs. Using the math under Shadowdancer you can see that a Half-Orc Fighter/Thief can safely invest 59 Skill Points into stealth skills and not end up with wasted skill points. Alternatively if you want to use your character as the party trapfinder/lockpicker you can use heavy armor to frontline and just remove it when you need to search for traps or open locks. Their penalty to INT literally does not matter since they don't need WIS at all.
 
:* Gnome saving throw bonuses and second-highest skill point total make them extremely good Fighter/Thieves. They don't get a bonus to Save vs. Death but that can be overcome with items while Save vs. Spell is harder to obtain. They also get a skill bonus to Detect Illusion, for what it's worth. Their stat alterations to INT and WIS don't matter, but if you ''really'' want to maximize all possible bonuses, on a roll of 94 a Gnome can max every ability score other than WIS (which can be boosted with a Cursed scroll to 6 then the three BG1 books to 9) and with the Tome of Clear Thought and the Machine of Lum the Mad they can boost their INT to 21, which makes them the only race in the game capable of taking 4 hits from a Mindflayer without dying.
:* Half-Orc starting with 19 STR comes out of the gates of Candlekeep capable of smashing in heads with a nice +7 to damage on a backstab that has a -3 THAC0 bonus. Slightly lower Thief skill bonuses just means it takes a level or two to make another skill reliably usable. You may want to invest in Stealth early to maximize those "Surprise! You're dead!" backstabs. A Half-Orc Fighter/Thief can safely invest 59 Skill Points into stealth skills and not end up with wasted skill points. Alternatively if you want to use your character as the party trapfinder/lockpicker you can use heavy armor to frontline and just remove it when you need to search for traps or open locks. Their penalty to INT literally does not matter since they don't need WIS at all.
:* Halfling has the highest skill point bonus from race, plus the ability to start with 19 DEX. This means they are able to be the party Thief right out of the gate and as a Fighter/Thief can reliably hit enemies with ranged attacks. 17 STR at the start of the game sucks, and the +1 book only boosts it to 18, no percentile STR allowed. That means until you get to the Machine of Lum the Mad or an evil choice in one of the Hell trials, your STR is at "don't even think about it" levels. That said a single-classed Thief in BG2 is just really underwhelming, as a Fighter/Thief a Halfling can just be an archer and a skillmonkey in the backline until they get the STR necessary to kill. Don't discount the frontline halfling, if you need a heavy armor frontliner you're still a Fighter with CON bonuses to all your Hit Dice, and you have the saves of a Dwarf.
:* Gnomish saving throw bonuses and second-highest skill point total make them extremely good Fighter/Thieves. They don't get a bonus to Save vs. Death but that can be overcome with items while Save vs. Spell is harder to obtain. They also get a skill bonus to Detect Illusion, for what it's worth.
:* Don't discount Dwarf as a good Thief. They start with 20 in Open Locks and Find Traps, and even though they start with 1 less DEX than every other race that's still good enough to start the game as the party thief. They also have Percentile Strength, the max CON bonus to HP and saves from level 1. Dwarves basically sacrifice some skill points compared to Gnome for the ability to reliably not die to poison and/or carry less antidotes.
:* Halfling has the highest skill point bonus from race, plus the ability to start with 19 DEX. This means they are able to be the party Thief right out of the gate and as a Fighter/Thief can reliably hit enemies with ranged attacks. 17 STR at the start of the game sucks, and the +1 book only boosts it to 18, no percentile STR allowed. That means until you get to the Machine of Lum the Mad or an evil choice in one of the Hell trials, your STR is at "don't even think about it" levels. That said, a Halfling Fighter/Thief can just be an archer and a skillmonkey in the backline until they get the STR necessary to kill. But don't discount the frontline halfling completely, you're still a Fighter with CON bonuses to all your Hit Dice, and you have the saves of a Dwarf.
:* Elf has similar advantages to Halfling, 19 DEX to start means they're going to be able to be the party thief at the beginning of the game, and their ranged attacks will be extremely likely to hit. While they don't have the Halfling save bonus, they will have 90% resistance to Charm and Sleep which is more useful in BG1 than BG2 but still sees use, and they start with Percentile Strength meaning they're capable of getting backstabs. They're not going to have Half-Orc backstabs until you get the STR book but they'll be an option. A -1 CON penalty isn't a frontline dealbreaker since BG1 is more about stacking AC, and you'll still be getting to 18 with the CON book which is available in Chapter 1 of BG1.
:* Dwarves are good thieves too. They start with 20 in Open Locks and Find Traps, and even though they start with 1 less DEX than every other race that's still good enough to start the game as the party thief. They also have Percentile Strength, the max CON bonus to HP, and saves from level 1. Dwarves basically sacrifice some skill points compared to Gnome for the ability to reliably not die to poison and/or carry less antidotes.
:* Elf has similar advantages to Halfling. 19 DEX to start means they're going to be able to be the party thief at the beginning of the game, and their ranged attacks will be extremely likely to hit. While they don't have the Halfling save bonus, they will have 90% resistance to Charm and Sleep which is more useful in BG1 than BG2 but still sees use, and they start with Percentile Strength meaning they're capable of getting backstabs. They're not going to have Half-Orc backstabs until you get the STR book but they'll be an option. A -1 CON penalty isn't a frontline dealbreaker since BG1 is more about stacking AC, and you'll still be getting to 18 with the CON book which is available in Chapter 1 of BG1.
:* Half-Elf is easily the worst on this list. They have +10 Pick Pockets, +5 Hide. That's literally it. They have 30% resistance to Charm and Sleep, but as short-lived as that is for Elf it's infinitely less useful for Half-Elf because it's just unreliable. And again, no save bonuses like short people, no higher-than-other-races starting stats.
:* Half-Elf is easily the worst on this list. They have +10 Pick Pockets, +5 Hide. That's literally it. They have 30% resistance to Charm and Sleep, but as short-lived as that is for Elf it's infinitely less useful for Half-Elf because it's just unreliable. And again, no save bonuses like short people, no higher-than-other-races starting stats.
* '''Recommended stats'''
* '''Recommended stats'''
: A roll of 90 is good enough to start with maximum STR, DEX, CON, and CHA for every race, plus having enough points to start with 15 INT which is enough to read the BG1 INT book and hit 16, the threshold to take 3 hits from Mindflayers and not die. Gnomes can achieve 4 hits with a 94 and the two INT boosts from BG1 and BG2. Since 90s are relatively easy to roll for you could very reliably re-roll for higher percentile strength for an even easier BG1 experience.
: A roll of 90 is good enough to start with maximum STR, DEX, CON, and CHA for every race, plus having enough points to start with 15 INT which is enough to read the BG1 INT book and hit 16, the threshold to take 3 hits from Mindflayers and not die. Gnomes can achieve 4 hits with a 94 and the two INT boosts from BG1 and BG2. Since 90s are relatively easy to roll for you could very reliably re-roll for higher percentile strength for an even easier BG1 experience.
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* '''Choosing which Fighter Kit'''
* '''Choosing which Fighter Kit'''
** Yet again it must be said that Berserker, the most powerful Fighter kit, is objectively the best kit for dual-classing to Mage. Mages have some protections, like Globes of Invulnerability and Spell Immunity, but these either protect from certain levels of ''spells'' or from certain classes of effects, like how Spell Immunity: Enchantment protects from Dire Charm but not from succubus abilities. Berserker's Immunity to Everything says the enemy has to kill you with direct damage and in order to do that they need to get past your ability to nullify elemental damage, nullify physical damage, and protect yourself from being debuffed at all with Spell Immunity: Abjuration. Let me be very clear: Berserker->Mage is the most powerful class in the game, hands-down.
** Yet again it must be said that Berserker is always a safe choice for dual-classing to Mage. Mages have some spell protections they can't protect against everything that requires a saving throw. Berserker's Enrage says the enemy has to kill you with direct damage and in order to do that they need to get past your ability to resist it, and protect yourself from being debuffed at all with Spell Immunity: Abjuration.
*** When it comes to dual-class breakpoints, Mage is a little less forgiving. For example, I don't actually recommend Berserker 13. You get the extra 0.5 APR at level 13, but this is nothing compared to what you could have. The standard level 9 dual gives you 2 points for Two-Weapon Style, grandmastery in the weapon of your choice, and 29 levels of Mage. If you're ''really'' trying to optimize and not above scroll-scribe-XP cheese, you can fit 11 levels of Fighter into your build without going below 29 levels of Mage. If you try to dual at 13, you get 0.5 APR, and 1 more proficiency point and use of Enrage, but you lose an 8th level spell slot by lowering your max possible Mage level to 28. That's a loss of an Abi-Dalzim's Horrid Wilting or a Simulacrum.
** For decades the consensus was that Kensai->Mage was infinitely better than Berserker->Mage. The idea is you become an armored Kensai, wearing robes instead of armor and thus you're a Fighter with all the Kensai bonuses. The problem is, those bonuses are nowhere near as plentiful or useful as Enrage. Enrage gives you a CVS receipt of immunities. Kensai gives marginal THAC0, damage, a short-lived ability to maximize damage rolls, and you still lose your gauntlet slot.
** For decades the consensus was that Kensai->Mage was infinitely better than Berserker->Mage. This is just objectively not true according to anyone with the ability to read. The idea is you become an armored Kensai, wearing robes instead of armor and thus you're a Fighter with all the Kensai bonuses. The problem is, those bonuses are nowhere near as plentiful or useful as Enrage. Enrage gives you a CVS receipt of immunities. Kensai gives marginal THAC0, damage, a short-lived ability to maximize damage rolls, and you still lose your gauntlet slot. For reference, a level 9 Berserker's APR is 1 + 0.5 (Fighter level 7) + 1 (Grandmastery) + 0.5 (Gauntlets of Extraordinary Specialization) +2 (1 off-hand attack with Belm/Kundane, 1 main-hand attack from their passive). That's 5, Improved Haste doubles to 10. Kensai can't reach 10 APR without going to level 13, suffering through 1.25 million more XP of Kensai downtime, and losing an 8th-level spell slot.
** Wizard Slayer is a hard "no." Don't do it. Wizard Slayer's list of restrictions is one giant rap sheet of "you can't" that's so long it would require its own dedicated wiki page to explaining all the things everyone else can do with their equipment slots that Wizard Slayers can't do. Specific to Wizard, you can't use the Ring of Acuity or Reaching Ring for bonus spell slots; you can't use Potions of Genius or Mind Focusing to boost your INT to auto-succeed scribing scrolls (which on a hardcore run can destroy the scrolls you ''need'' to beat the game); you can't use the Amulet of Power. And as a reminder, Wizard Slayer only gets 1% Magic Resistance per level up until level 20 when every even-numbered level adds 5%. That means that there's no point to even dualing from Wizard Slayer to Mage since Mage gets infinitely better magical immunities long before Wizard Slayer gets to the double-digits of MR. There are items that give the bonus to MR that Wizard Slayer wishes it had.
*** That's not to say Kensai is ''bad'' per se, just that it is objectively inferior to Berserker. Kensai's abilities don't exactly scale well with Mage. At best you can apply the flat damage bonus of Kensai to Magical Weapon spells like Melf's Minute Meteors, which isn't a terrible strategy, but the number one rule of D&D is "Damage Happens". Kai also applies to the damage of those kinds of spells, so a Kensai at level 13 adds 4 damage and would maximize the MMM 1d4 to 4 damage. Also applies to much higher spells like the Black Blade of Disaster.
** Wizard Slayer is a hard "no". Don't do it. Wizard Slayer's list of restrictions is one giant rap sheet of "you can't" that's so long it would require its own dedicated wiki page to explaining all the things everyone else can do with their Ring, Amulet, Bracer, Cloak, and Belt slots that Wizard Slayer can't do. Specific to Wizard, you can't use the Ring of Acuity or Reaching Ring for bonus spell slots (especially the Reaching Ring since those are so valuable), you can't use Potions of Genius or Mind Focusing to boost your INT to auto-succeed scribing scrolls (which on a hardcore run can destroy the scrolls you ''need'' to beat the game) and you can't use the Amulet of Power for the persistent Vocalize, casting time reduction, or immunity to level drain. And as a reminder, Wizard Slayer only gets 1% Magic Resistance per level up until level 20 when every even-numbered level adds 5%. That means that there's no point to even dualing from Wizard Slayer to Mage since Mage gets infinitely better magical immunities long before Wizard Slayer gets to the double-digits of MR. There are items that give the bonus to MR that Wizard Slayer wishes it had.
* '''Choosing which Mage Kit'''
* '''Choosing which Mage Kit'''
: There are legitimate strategies to picking another class and dualing to Fighter as opposed to the standard one-way Fighter-buffs-other-class strategy to dual-classing. But Mage is by far the worst for this strategy. Extremely low-level duals are effectively the only good way to dual from Mage to Fighter, and even then they aren't that good. Fighter mostly benefits from defensive spells, but unlike Cleric these aren't as plentiful, can't be cast while wearing armor, and are split up by levels of spells that have short expiration dates. The best defensive spells are Protection from Magical Weapons, Stoneskin, and Mirror Image. You are ''not'' getting PfMW, it's a 6th-level spell that requires 750k XP to get. Stoneskin might be a 4th level spell, but it's not that much better since it requires 6 levels of mage, 60k XP to get access to, and because of that you can't reach Fighter 7 before the end of BG1, meaning the dual-class doesn't finish before the end of BG1, all for the weakest possible Stoneskin casting (remember it's one 'skin' per 2 levels so that's 3 skins, 3 attacks). 3rd level Mage spells lack any Fighter synergy, there's Protection from Fire, Protection from Cold, maybe Invisibility 10' Radius., but since Potions of Invisibility are so plentiful and elemental-resistant gear for Fighter is even more plentiful these spells are expendable. Mirror Image is a great 2nd level spell, but it creates 2 + 1-per-3-levels images, so yet again low caster levels hurt. Turn (10-round) durations really carry Cleric->Fighter duals, Mage suffers too much for this to be extremely viable, especially when the benefit is, at best, a paltry handful of blocked attacks from spells that will automatically be dispelled by any enemy casting Dispel or Remove Magic.
: Don't do this. There are legitimate strategies to picking another class and dualing to Fighter as opposed to the standard one-way Fighter-buffs-other-class strategy to dual-classing. But Mage is by far the worst for this strategy. Extremely low-level duals are effectively the only good way to dual from Mage to Fighter, and even then they aren't that good. Fighter mostly benefits from defensive spells, but unlike Cleric these aren't as plentiful, can't be cast while wearing armor, and are split up by levels of spells that expire quickly. The best defensive spells are Protection from Magical Weapons, Stoneskin, and Mirror Image. You are ''not'' getting PfMW, it's a 6th-level spell that requires 750k XP to get. Stoneskin might be a 4th level spell, but it's not that much better since it requires 6 levels of mage, 60k XP to get access to, and because of that you can't reach Fighter 7 before the end of BG1, meaning the dual-class doesn't finish before the end of BG1, all for the weakest possible Stoneskin casting (remember it's one 'skin' per 2 levels so that's 3 skins, 3 attacks). 3rd level Mage spells lack any Fighter synergy. Mirror Image is a great 2nd level spell, but it creates 2 + 1-per-3-levels images, so yet again low caster levels hurt. Turn (10-round) durations really carry Cleric->Fighter duals, Mage suffers too much for this to be extremely viable, especially when the benefit is, at best, a paltry handful of blocked attacks from spells that will automatically be dispelled by any enemy casting Dispel or Remove Magic.
: But this is a possible build, and one that, like sub-par Thief kit duals, has a niche use. Dualing at level 2. It's the absolute bare minimum, and it gives the player all the equipment options of a Mage, meaning they can get the bonus from casting Find Familiar, and they can use any and all arcane wands, they can technically cast any spell from a scroll (which have default Caster Levels of 10), they can technically grind XP by learning spells of levels they will never be able to cast (Yes you can be a Mage 2->Fighter and learn all the BG2 scrolls like Protection from the Elements if you wish), they can use the Golem Manuals, and even wear the Amulet of Power, giving a Fighter access to level drain immunity long before they'd be able to get the Mace of Disruption. The downside is no percentile Strength, but the STR book will skip that issue. And Familiars will actually give you a net ''gain'' in HP since you keep the +15 HP gained from a Familiar in BG1 when you transfer to BG2 and re-summon it, for a net gain of +12 HP over a pure Fighter. In addition to that, all Specialist Mages apply their Saving Throw Penalty to spells and effects of their chosen school, ''even those cast by items.'' Any time you have an item that casts a spell, it casts that exact spell and has that school applied. In some cases, items like the Collar Bell are explicitly coded as certain school effects. Note that if an item that isn't a scroll casts a spell from a banned school anyone can use it. Illusionists can still use Death Spell from the Skull of Death, for example.
:* Invoker is arguably the most useful here. They apply the ST penalty to the Wands of Fire, Frost, Lightning, and Cloudkill; the Fireball-Lightning Bolt spell of the Staff of the Magi; the Sunray spell cast from Daystar or the Helm of Brilliance; Cone of Cold cast from the White Dragon Scale; the Fireball from the Club of Detonation, Harbinger, and the Helm of Brilliance, Flame Strike cast from the Ring of Fire Control; the Chain Lightning cast from Storm Star and Kazrah's Shield from the Enhanced Edition; Fireball, Lightning Bolt, and Stinking Cloud all cast from the Book of Infinite Spells; and the deafness effect of the Collar Bell from the Enhanced Edition (despite the fact Deafness is an Illusion spell). Invoker loses Friends and Charm Person, and given the fact Algernon's Cloak is available in Chapter 1 of BG1 and both boosts Charisma from 18 to 20 for the maximum store discount and also charms people, this is a loss that's overcome by having a party member with 60 Pick Pockets.
:* Enchanter is probably the second best in terms of item support. Items using Enchantment effects include Algernon's Cloak and the Nymph Cloak; Wands of Fear, Sleep, and Paralyzation; the Ring of Human Influence, the Druid's Ring, and the charm elemental effects of the Rings of Air/Earth/Fire Control; the Sleep Cloud effect of the Staff of Air; and the Domination effect of the Eyes of the Beholder (Unsure about the other two effects). Since you impose the ST penalty on Sleep this particular kit is extremely busted in BG1 where most enemies are level 4 or lower. You will automatically kill every ogre in the game that isn't an Ogre Mage. Enchanter loses Chromatic Orb and Magic Missile, two CL-dependent spells that wouldn't be used anyways.
:* Illusionist has only three items that benefit from its ST penalty. First, it's worth mentioning Blindness, one of the most powerful 1st level spells, doesn't have anything based off Caster Level, it has a duration of 2 hours and imposes a status effect so it's always the best possible spell for a Mage->Fighter to prepare. This also means that the Blindness effect of Celestial Fury and the Wand of Cursing (and its Deafness effect) get the benefit from this, and the Deafness effect of Ophyllis's Short Sword from Siege of Dragonspear, and all in exchange for Chill Touch and Larloch's Minor Drain.
:* Conjurer gets only three items, the Wand of Glitterdust, the Wildzone effect from the Tunic of Blindeye in BG2:EE, and Cloak of Fear from Ravager and the Bow of the Banshee from Siege of Dragonspear. All rather underwhelming items, one with a short-lived existence and the other being more likely to screw up your own spells. The tradeoff is Identify, which is one of the more useful level 1 spells. And as a Fighter you won't be able to identify anything meaningful. Like Edwin, you'll have to rely on other party members or paying 100 gold per item for identification.
:* Necromancy only affects one singular item, and it's a strange one; the negative level saving throw of the Black Blade of Disaster. Only castable by scroll, it's still technically something a Mage->Fighter can use. You give up Reflected Image and Spook for this, the former of which is useless and the latter of which requires caster levels to be useful.
:* Transmuter has a handful items that gets a bonus, the Wand of Polymorphing, the Silence 15' Radius spell cast from Namarra, Burning Hands cast from the Ring of Fire Control or the Book of Infinite Spells, and Earthquake cast from Sundermaul in Siege of Dragonspear. Silence and Polymorphing are good effects to get a bonus to since silence is fairly easy to land on a divine caster and Polymorph Other can end a fight. Transmuter is arguably the worst Mage kit in the entire game, but if you're dual-classing at 2 you are giving up Protection from Evil and Protection from Petrification, which can be cast by the green "anyone can use this" scrolls anyways.
:* Don't pick Diviner or Abjurer. Just don't. No items benefit from the ST penalty for either of these schools. In exchange Abjurer loses Color Spray, Shocking Grasp (actually usable since it bypasses MR and relies on THAC0), and Burning Hands, while Diviner loses Find Familiar which is infinitely worse. Both of these would be inferior to a basic Mage->Fighter.


* '''Choosing a Multi-Class Race'''
* '''Choosing a Multi-Class Race'''
** Half-Elf is strangely better than Elf here. Despite the fact that it doesn't get any meaningful bonuses to being a Fighter/Mage, that alone keeps it from being at a deficit.
** Half-Elf is strangely better than Elf here. Despite the fact that it doesn't get any meaningful bonuses to being a Fighter/Mage, that alone keeps it from being at a deficit.
** Elf losing 1 CON is unfortunately detrimental here. They trade a number of very needed hitpoints in exchange for a bonus to DEX when Fighter/Mage is about using magic to not get hit and stacking AC isn't a thing when you don't wear armor. A minor boost to ranged attacks also doesn't matter because Mage damage comes from spells. The only good thing here is that Fighter/Mage is less reliant on HP than other classes. It's worse than Half-Elf, but not by much.
** Elf losing 1 CON is unfortunately detrimental here. They trade a number of very needed hitpoints in exchange for a bonus to DEX when Fighter/Mage is about using magic to not get hit and stacking AC isn't a thing when you don't wear armor. A minor boost to ranged attacks also doesn't matter because Mage damage comes from spells. The only good thing here is that Fighter/Mage is less reliant on HP than other classes. It's worse than Half-Elf, but not by much.
** For some baffling reason Gnomes were seen as some all-powerful race for decades due to being able to multi-class the Illusionist class kit. The problem here is that it's ''Illusionist.'' Mage damage comes from Necromancy, plain and simple. At low levels your massive AoE damage is going to come from Skull Traps and Skull Traps, unlike regular traps, can be stacked infinitely to kill anything in the game that isn't immune to magic damage or 3rd level spells. Illusionist loses Death Spell and Death Spell is the ultimate solution to enemy summons because it automatically no-save kills summoned creatures. And once you have 8th-level spells you can nuke almost any and all enemies to death with the party-friendly Abi-Dalzim's Horrid Wilting. Gnomes lose these in exchange for one more spell per level per day, and a saving throw penalty to Blindness, Deafness, and Spook. The bonus they get on Save vs. Spell is nice, but Mages have so many "I am immune to this" spells that saving throws aren't as impactful on them.
** For some baffling reason Gnomes were seen as some all-powerful race for decades due to being able to multi-class the Illusionist class kit. The problem here is that it's ''Illusionist.'' Mage damage comes from Necromancy (read: Skull Trap and Horrid Wilting). Illusionist also loses Death Spell, which, while inconvenient, can be substituted for Death Fog. Gnomes lose these in exchange for one more spell per level per day, and a saving throw penalty to Blindness, Deafness, and Spook. The bonus they get on Save vs. Spell is nice, but Mages have so many "I am immune to this" spells that saving throws aren't as impactful on them.
* '''Recommended Stats'''
* '''Recommended Stats'''
: As with any non-divine caster, rolling ability scores is easy and pain-free. Any Fighter/Mage can roll a 93 and start with an 18 in every score other than 3 Wisdom, which as said before can be boosted to 6 with the cursed scroll and further to 9 using the BG1 books so your character doesn't take a Lore penalty. Given how strong FIghter/Mage is I don't advise trying to reroll for higher percentile strength, it won't be as impactful.
: You need at least 15 strength and 17 intelligence to even dual-class in the first place, so make sure you have at least that. Maxing dexterity and constitution is obviously important, with intelligence closely behind. I wouldn't worry about maxing strength too much though clearly it's preferred if at all possible, simply because you can bolster your strength to workable fighter levels with the level 2 mage spell "Strength" and various higher level spells which are even more beneficial. Plus, there's a lot of gear which can supplant your strength skill entirely. Charisma and wisdom are dump stats. Attempt to keep wisdom above 11 so you can utilize Valygar's armor in vanilla BG2.
 
* '''Proficiencies'''
* '''Proficiencies'''
: Mutli-class Fighter/Mages are probably going to want two points in Shortbows or Crossbows, and two points in a BG1-accessible weapon like Longswords or Bastard Swords. Leveling in BG1 you'll either want to put two points into Two-Weapon Style or start investing into the BG2 weapon proficiencies like Flail/Morningstar or Katana. Dual-class characters will want to start going for grandmastery in the more long-term weapons, most likely Bastard Swords for BG1 use and then Flail/Morningstars after dual-classing.
: Mutli-class Fighter/Mages are probably going to want two points in Shortbows or Crossbows, and two points in a BG1-accessible weapon like Longswords or Bastard Swords. Leveling in BG1 you'll either want to put two points into Two-Weapon Style or start investing into the BG2 weapon proficiencies like Flail/Morningstar or Katana. Dual-class characters will want to start going for grandmastery in the more long-term weapons, most likely Bastard Swords for BG1 use and then Flail/Morningstars after dual-classing.
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* '''Strengths'''
* '''Strengths'''
#  Insect Plague
#  Creeping Doom
#  Druidic summon spells are superior to cleric summoning spells, giving you extra artillery as you whomp on people.
#  Druidic summon spells are superior to cleric summoning spells, giving you extra artillery as you whomp on people.
#  Plenty of buff spells to roid out your punching powers.
#  Plenty of buff spells to roid out your punching powers.
#  Slightly more offensive spellpower than a Fighter/Cleric
#  Slightly more offensive spellpower than a Fighter/Cleric.
#  Iron Skins.
#  Iron Skins, Insect Plague, Creeping Doom.


* '''Weaknesses'''
* '''Weaknesses'''
#  Misses some of the most signficant buff spells clerics posess, such as Sanctuary and Draw Upon Holy Might
#  Misses some of the most significant buff spells clerics possess, such as Sanctuary and Draw Upon Holy Might.
#  Limited Weapon Selection (though you can still use Scimitars)
#  Limited Weapon Selection (though you can still use Scimitars).
#  Forced into a high base charisma, limiting dump stats
#  Forced into a high base charisma, limiting dump stats.
#  Companion Jaheira is a Fighter/Druid. She is available for 100% of the entire Baldur's Gate series, so the multi-class Fighter/Druid experience is already available to everyone. The most your Half-Elf Fighter/Druid character can do is double-up on this class.
#  Companion Jaheira is a Fighter/Druid. She is available for 100% of the entire Baldur's Gate series, so the multi-class Fighter/Druid experience is already available to everyone.


* '''Dual or Multi?'''
* '''Dual or Multi?'''
: Dual-classing is infinitely more preferable to mutli-classing. The main issue here is Druid's Wild Ride known as the experience table. The companion Jaheira, who is a multi-class Fighter/Druid, is available for 99.9% of BG1, 100% of BG2, and about 70% of Siege of Dragonspear if you're so inclined, so you always have the ability to watch her grow. Or rather, not grow. Look at the Fighter/Druid experience table. Once a Fighter/Druid hits 600l XP, they're at Druid 12. At 1.5 million XP, they hit Druid 13. They will not level Druid again until 3 million XP. Druid will then cease to level until an absolutely insane 6 million XP, and then it starts to level rapidly. AD&D was a weird time. This is mostly a balancing factor, intentional or not, since Insect Plague can basically solve any problem in the game. Worth mentioning is the fact that a dual-class Druid->Fighter loses the restrictions on armor and can wear metal armor, but still only has the ability to wield Druid weapons. Fighter/Druid multi-class characters get the same ability to wear metal armor too.
: Dual-classing is infinitely more preferable to multi-classing but MAKE SURE YOU DO IT AT LEVEL 13 OR EARLIER because it takes a bajillion years as a druid to get from level 14 to 15. Ideally, do it at level 10 because you will exactly hit the level cap as a fighter 10/druid 30. (Max druid level is 31 and they quit gaining new spells per level at 25 anyway.) Multi-classing still works but to a lesser extent because splitting the level difference between two classes means that leap from 14 to 15 is going to be even that much more significant. Obviously neither of these come into play for just BG1 proper. Worth mentioning is the fact that a dual-class Druid->Fighter loses the restrictions on armor and can wear metal armor, but still only has the ability to wield Druid weapons. Fighter/Druid multi-class characters get the same ability to wear metal armor too.
 
* '''Choosing which Fighter Kit'''
* '''Choosing which Fighter Kit'''
: Before talking about the kits, it's important to know what level to dual-class at. You might look at the Druid class table and see that they stop gaining spells once they hit level 25 at 5 million XP, but that doesn't mean you should allocate 3 million XP to your Fighter kit and dual-class at level 20. You'll be stuck as a Druid until you get 3.9 million XP and unless you plan on doing something stupid like staying at Druid 3 until you can level to 21 all at once so you can stockpile those proficiency points and put them all into a couple weapons you're going to want to do something actually fun. APR bonuses aren't as necessary as Fighter->Cleric since Druids have access to Belm so feel free to dual-class at level 9.
:* This is the last time you'll have to read that Berserker is the best Fighter kit. I promise. Even more advantageous is the fact Druids' only ranged weapons are Darts and Slings, two weapons with no reason to specialize in.
:* This is the last time you'll have to read that Berserker is the best Fighter kit. I promise. Even more advantageous is the fact Druids' only ranged weapons are Darts and Slings, two weapons with no reason to specialize in.
:* Kensai's not bad here. It can substitute armor with Barkskin and/or Iron Skins, which is at least. Not as good as Berserker, but you read this before.
:* Kensai's not bad here. It can substitute armor with Barkskin and/or Iron Skins, which is at least passable. Not as good as Berserker, but you've read this before.
:* Wizard Slayer is mostly the same here as Cleric. You don't get a holy symbol, but you do get to use APR-boosting weaponry at least. It's still nowhere near a good justification to pick Wizard Slayer. The restrictions are just too much, in addition to all the best gear that everyone can equip you lose the Heartwood Ring, the only druid-specific ring in the game that gives them a bonus 6th and 7th level spell per day. One weird quirk of Wizard Slayer is that because Miscast Magic applies to any attacks, even with Magical Weapons, a Wizard Slayer->Druid casting Fire Seeds applies Miscast Magic to all the enemies hit by the explosion. Still not a good reason to pick it.
:* Wizard Slayer is mostly the same here as Cleric. You don't get a holy symbol, but you do get to use APR-boosting weaponry at least. It's still nowhere near a good justification to pick Wizard Slayer. The restrictions are just too harsh, in addition to all the best gear that everyone can equip you lose the Heartwood Ring, the only druid-specific ring in the game that gives them a bonus 6th and 7th level spell per day. One weird quirk of Wizard Slayer is that because Miscast Magic applies to any attacks, even with Magical Weapons, a Wizard Slayer->Druid casting Fire Seeds applies Miscast Magic to all the enemies hit by the explosion. Still not a good reason to pick it.


* '''Choosing which Druid Kit'''
* '''Choosing which Druid Kit'''
: Once more we must refer to the holy experience table, where we see that Druid is nuts. For only 300,000 XP the Druid is able to hit level 12. That's leveling faster than Thief and Bard on a class that's a full caster. That's so good it is extremely difficult to justify taking less than 12 levels of Druid. One less level of Druid would only give one more level of Fighter and that is nowhere near worth it. Assume Druid 12 when dualing. Nothing particularly synergizes with Fighter, but at the same time if you have 5th and 6th level spells you have all the best stuff Druid has to offer; 5th level Insect Plagues and Iron Skins, bonus spells of 5th and 6th level, and 6th level Wondrous Recalls to get back your Insect Plagues and Iron Skins.
:For only 300,000 XP the Druid is able to hit level 12. That's leveling faster than Thief and Bard on a class that's a full caster. That's so good it is extremely difficult to justify taking less than 12 levels of Druid. One less level of Druid would only give one more level of Fighter and that is nowhere near worth it. Assume Druid 12 when dualing. Nothing particularly synergizes with Fighter, but at the same time if you have 5th and 6th level spells you have all the best stuff Druid has to offer; 5th level Insect Plagues and Iron Skins, bonus spells of 5th and 6th level, and 6th level Wondrous Recalls to get back your Insect Plagues and Iron Skins.
:* Totemic Druid takes the spot as the number 1 Druid kit and there is absolutely no competition here. They lose shapeshifting, which is admittedly not that good given how powerful equipment is, even less useful for someone dual-classing to Fighter. In exchange they get Summon Spirit Animal which gives them the ability to summon creatures that are tankier than anything else in the game. At level 10 they have more immunities than a Berserker. They're not used for damage, but that's what you're there for.
:* Totemic Druid takes the spot as the number 1 Druid kit and there is absolutely no competition here. They lose shapeshifting, which is admittedly not that good given how powerful equipment is, even less useful for someone dual-classing to Fighter. In exchange they get Summon Spirit Animal which gives them the ability to summon creatures that are tankier than anything else in the game. At level 10 they have more immunities than a Berserker. They're not used for damage, but that's what you're there for.
:* Avenger is terrible. If your intent is to be a Fighter, your intent is not to pick a class kit that lowers your maximum Strength by 2 in exchange for spells you will never cast and shapeshifting forms that will be inferior to your Fighter weapons.
:* Avenger is terrible. If your intent is to be a Fighter, your intent is not to pick a class kit that lowers your maximum Strength by 2 in exchange for spells you will never cast and shapeshifting forms that will be inferior to your Fighter weapons.
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* '''Choosing a Multi-Class Race'''
* '''Choosing a Multi-Class Race'''
: You can pick any race you want as long as its genetic lineage is 50% elven.
: You are limited just to half-elves here, sadly.


* '''Recommended Stats'''
* '''Recommended Stats'''
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* '''Proficiencies'''
* '''Proficiencies'''
: A multi-class Fighter/Druid will want to start with 2 points in Slings and 2 points in either Scimitars or Daggers. BG1 has a good number of scimitars worth using, namely Icingdeath, one of Drizzt's +3 scimitars (Twinkle can only be used by Good characters, and all Druids must be True Neutral). On the other hand the Dagger of Venom is busted and will kill anything in the game with poison. After that there's really no debate, Daggers become the best weapons for Druid. +1 Throwing Daggers in Siege of Dragonspear, the +2 Boomerang Dagger, and +3 Firetooth all have +1 APR built-in and can be used in melee to also benefit from the off-hand APR boost of Belm. The Pixie Prick's save vs. sleep is the Druid's version of Celestial Fury's stun, and the Dagger of the Star can hit the 5 enemies that require +4 weapons, can turn the user invincible, and when upgraded can do fire and electric damage. The Enhanced Edition spoils the player with The Jade Fang, a dagger thatheals 1 HP per hit and has a 5% chance to stun with no save. Meanwhile, Clubs suck forever with only Blackblood being a +3 acid weapon, the others all suck and aren't worth mentioning, and the Club of Detonation actually requires you to get rid of a Ring of Fire Resistance to upgrade it from +3 to +5 and lower its chance of an AoE fireball. Scimitars have very few options too, with their only +4 option being Spectral Brand, which requires clearing 3 floors of Watcher's Keep, gambling with the Cambion, and then using a weapon whose primary ability is to become a dancing weapon that attacks on its own.
: A multi-class Fighter/Druid will want to start with 2 points in Slings and 2 points in either Scimitars or Daggers. BG1 has a good number of scimitars worth using, namely Icingdeath, one of Drizzt's +3 scimitars (Twinkle can only be used by Good characters, and all Druids must be True Neutral). On the other hand the Dagger of Venom is busted and will kill just about anything in the game with poison. After that there's really no debate, Daggers become the best weapons for Druid due to (magical) throwing daggers' built-in +1 APR. Meanwhile, Clubs suck forever with only Blackblood being a +3 acid weapon, the others all suck and aren't worth mentioning, and the Club of Detonation actually requires you to get rid of a Ring of Fire Resistance to upgrade it from +3 to +5 and lower its chance of an AoE fireball. Scimitars have very few options too, with their only +4 option being Spectral Brand, which requires clearing 3 floors of Watcher's Keep and gambling with the Cambion.
: Dual-class characters have it easier: max Daggers, then two points in Two-Weapon Style, then Scimitars purely because Clubs suck and you're going to have Belm in the off-hand anyways. Ranged Druid combat doesn't involve weapons, it involves Insect Plague.


== Other Multi-Class Options ==
== Other Multi-Class Options ==
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#  Not quite as thick as a Fighter/Mage combo could be
#  Not quite as thick as a Fighter/Mage combo could be
#  BG2, which accounts for most of the trilogy, has not one but ''two'' Human Thief->Mage dual-class characters. Your character could really only differentiate themselves with the same build by dual-classing at a different level.
#  BG2, which accounts for most of the trilogy, has not one but ''two'' Human Thief->Mage dual-class characters. Your character could really only differentiate themselves with the same build by dual-classing at a different level.
* '''What spells to memorize'''
: Thief and Mage mostly don't synergize that well. If you're not playing with another Thief companion and you aren't investing in Pick Locks, you need Knock. That's a tradeoff of losing Mirror Images, and in BG2 lockpicking and trapfinding gives thousands of XP, not just double-digits which you don't get with Knock. The same goes for Detect Illusion, you can use the skill for free all day long with impunity, but if you don't invest in it you will be forced to use the spell of the same name, and eventually True Sight since it lasts for a decent duration. But again, True Sight competes with Protection from Magical Weapons and Protection from Magical Energy, two extremely powerful defensive spells of 6th level that you will not have on-tap at any point ever. The only skills that don't compete are Hide and Move Silently. Improved Invisibility is an incredibly powerful 4th-level spell, not only does it not disappear on-hit it grants a bonus to saving throws, which is invaluable to not dying to an enemy caster the moment you backstab the bigger threat (The exception to this is Shadowdancer who comes with infinite in-combat stealth).


* '''Dual or Multi?'''
* '''Dual or Multi?'''
: Dual-classing is often prefered as you never really need much more than 8 or 9 levels in thief anyway, at least for the important stuff. Even though you can go all the way to level 13 as a thief and then dual-class to mage to maximize overall potential without running into XP cap issues. Fighter 13 is a tough dual-class to recover from, even when you factor in scroll-scribe XP. But Thief 13 doesn't take 1.25 million XP, it takes 660k XP, that's less than half. That means you can accrue enough skill points to be the party's main thief and still be a Mage in BG2 where Mages control the entire game. If you don't want to play as a Thief for that long, that's perfectly fine too. With only 3 or 4 levels a Thief can reach 100 in any skill they want if you just want one skill on your main character, like trapfinding, trapsetting, etc. while still being able to finish your dual-class downtime during BG1. That said, it's really hard to argue against Thief 13. That's enough skill points to max out whatever you want and you end up with the best Backstab level.
: Dual-classing is often preferred as you never really need much more than 8 or 9 levels in thief anyway, at least for the important stuff. Even though you can go all the way to level 13 as a thief and then dual-class to mage to maximize overall potential without running into XP cap issues, it's generally not worth going to such an extreme level because it takes a really long time to get your thief skills back.


* '''Choosing which Thief Kit'''
* '''Choosing which Thief Kit'''
: Depending on if you want Backstabs or not, and how long you want to be a Thief. If you're going to utilize everything Thief->Mage with a level 13 dual has to offer you can pick whichever kit you want because you have the skill points to max almost everything worthwhile. If you're going for a lower-level dual then you will most likely want a kit that gives the most skill points instead of an ability.
: Depending on if you want Backstabs or not, and how long you want to be a Thief. If you're going to utilize everything Thief->Mage with a level 13 dual has to offer you can pick whichever kit you want because you have the skill points to max almost everything worthwhile. If you're going for a lower-level dual then you will most likely want a kit that gives the most skill points instead of an ability.
:* Shadowdancer takes the gold medal yet again. The downside of Shadowdancer is losing the trap HLAs. Dualing from Shadowdancer to Mage means you lose nothing. This kit actually has a reason to invest in stealth skills over using Improved Invisibilty. Refer to the Fighter/Thief entry for skill point recommendations, since you're a Mage you won't really be using frontliner equipment, so you have the option to save on Skill Points by wearing skill-boosting gear. 50 points of stealth from the Cloak of Elvenkind, 40 from the Mercykiller Ring, and 36 from having 20 DEX, 20 for being a Shadowdancer, and 15 for being human means only 39 points in stealth skills will allow you to successfully stealth in combat in broad daylight 100% of the time. At level 13 they'll have max x4 Backstab and 270 total skill points to use, which is enough to function as a backstabber, trapfinder, lockpicker, and even be able to remove illusions while stealthed before backstabbing. Don't forget you also get a free -1 to all saves and Shadowstep to get out of bad situations.
:* Bounty Hunter is a great candidate for dual-classing. Traps can only be set while no enemies can see you but the special traps can be thrown at a range to initiate fights like tossing a Skull Trap just out of detection range, and their special traps will slow or hold enemies, which is extremely useful since melee enemies that are held are enemies who never get a chance to fight. This is basically a Mage with extra sources of damage each day.
:* Bounty Hunter is another great candidate for dual-classing. It's well known their special traps are useless at level 16 and turn into Mazes at 21, which just doesn't compete with having ALL the Mage spells instead of just Maze. Bounty Hunter gets 10 more Skill Points to play with compared to Shadowdancer (they get 10 Set Traps instead of 10 in both Hide and Move Silently). Traps can only be set while no enemies can see you but the BH traps can be thrown at a range to initiate fights like tossing a Skull Trap just out of detection range, and their special traps will slow or hold enemies, which is extremely useful since melee enemies that are held are enemies who never get a chance to fight. This is basically a Mage with extra sources of damage each day.
:* Assassin gets a little hampered by its own lack of skill points. You never get the Backstab multiplier of an Assassin, so all you get is Poison Weapon and a +1 to attack and damage rolls. That said, Assassin's Poison Weapon applies to any and all weapon attacks. That means that you can apply it to Melf's Minute Meteors.
:* Assassin gets a little hampered by its own lack of skill points. You never get the Backstab multiplier of an Assassin, so all you get is Poison Weapon and a +1 to attack and damage rolls. That said, Assassin's Poison Weapon applies to any and all weapon attacks. That means that you can apply it to Melf's Minute Meteors. MMM is a powerful 3rd level spell with little competition for spell slots and in addition to having slightly better THAC0 from Thief they get a -5 THAC0 bonus and count as a +6 weapon. Since it counts as a weapon Poison Weapon applies to it, and you are almost guaranteed to hit at a range and they set your APR to 5, which is great for poisoning multiple enemies. Since Assassin 13 gets the final upgrade to Poison Weapon this is actually a good use of the ability, especially since you will be a Mage but better. Just be aware you only have 220 skill points to invest in, I heavily suggest going for Find Traps, Open Locks, and then Detect Illusion.
:* Swashbuckler gives you hardly anything worthwhile. It gets more skill points, but level 13 Thieves have enough skill points with some optimization to do almost anything, and always have potions to fall back on. So Swashbuckler getting 60 more skill points doesn't really affect anything. They get -2 to Attack, +2 Damage, and -3 AC which is useless since you're a Mage and defense comes from spells, not numbers. If you want more damage, pick literally anything else. Bounty Hunter gets infinitely more damage from traps, even the Assassin kit gets more damage due to Poison Weapon applying to MMM.
:* Please pray for the Swashbuckler defenders, they are damaging their internal organs due to their crippling addiction to copium. Let me be very clear on this: Swashbuckler doesn't give you anything. It gets more skill points, but level 13 Thieves have enough skill points with some optimization to do almost anything, and always have potions to fall back on. So Swashbuckler getting 60 more skill points doesn't really affect anything. Along the way, Swashbuckler gets 0.5 APR from being able to put 2 points into a weapon (which they will never use since they lose Backstabbing), they get -2 to Attack, +2 Damage, and -3 AC which is useless since you're a Mage and defense comes from spells, not numbers. If you want more damage, pick literally anything else. Bounty Hunter gets infinitely more damage from traps, even the Assassin kit gets more damage due to Poison Weapon applying to MMM. Shadowdancer does better damage with backstabs in melee combat which is what Swashbuckler is ''supposed'' to be good at. The only thing Swashbuckler gets is half an attack per round more than other Mage/Thieves. That's nothing, they shouldn't be frontlining, and that proficiency APR bonus at best gives you 1 more APR with Improved Haste. Frontlining is for Warriors, not Mage/Thieves.


* '''Choosing which Mage Kit'''
* '''Choosing which Mage Kit'''
: Dual-classing from Mage to Thief is a lot like dual-classing from Mage to Fighter. Only single-classed Thieves aren't a good class on their own, and in the long run no Mage kit really contributes to Thief because Thief gets Use Any Item. However, Thief's XP scaling from 39 to 40 is insane, they require ''1.62 million XP'' to go from Thief 39 to Thief 40. If you're ''really'' invested in maximizing your character's potential you can fit 14 levels of a Specialist Mage into your build before going to Thief. If you're ''really'' dedicated to maximizing your 8 million XP cap refer to the base class page for what kit to pick. It is technically possible to sacrifice Thief levels to get more Mage levels, even Mage HLAs, but this is highly impractical and effectively means you'll have to grind on Fire Giants at the start of Throne of Bhaal just to make sure you don't end the game as a single-classed underleveled Thief. Don't do that. As with Mage->Fighter there is some merit to dualing at Level 2, especially since you'll be getting the saving throw bonus on any items you gain access to through Mage, and UAI is 3 million XP away. For this particular section I'll only cover the kits as far as their relevancy to Thief and what items specifically granted by UAI that also get the bonus. Everything covered under the Mage->Fighter section applies here, just know that without APR boosts the ones that cast spells on-hit with a small percentage chance of activation like Storm Star aren't very good since a 5% chance to electrocute someone is a lot better on someone with 8 main-hand APR instead of 3.
: Dual-classing from Mage to Thief is a lot like dual-classing from Mage to Fighter. Only single-classed Thieves aren't a good class on their own, and in the long run no Mage kit really contributes to Thief because Thief gets Use Any Item. As with Mage->Fighter there is some merit to dualing at Level 2, especially since you'll be getting the saving throw bonus on any items you gain access to through Mage, and UAI is 3 million XP away.
: Important note to keep in mind: The STAR card of the Deck of Many Things is useless for Mages but for Thieves it will increase your thief skills, meaning you will gain a bonus of +5 to all Thief skills other than Hide and Move Silently (which both get +2) and Detect Illusion (which gets no DEX bonus). If you're going for the STAR card, plan for that bonus of 24 skill points.
: The STAR card of the Deck of Many Things is useless for Mages but for Thieves it will increase your thief skills, meaning you will gain a bonus of +5 to all Thief skills other than Hide and Move Silently (which both get +2) and Detect Illusion (which gets no DEX bonus). If you're going for the STAR card, plan for that bonus of 24 skill points.
:* Invoker is better for the 2 dual instead of a higher-level dual. Invoker loses Enchantment, which applies to a number of incredibly good spells like Greater Malison, Emotion: Hopelessness, and Chaos. Enchantment doesn't have any spells above 5, but when you're dualing at 14 you're losing out on a lot more options for your level. That said, Invoker adds its ST penalty to the Staff of Thunder and Lightning's Call Lightning and Lightning Bolt, which normally can only be used by Druid. They also add a penalty to the Flame Strike of the Wand of the Heavens.
:* Enchanter losing Invocation is still just as painful on a Mage->Thief dual. Losing out on sequencers is a hefty price to pay for a bonus on items that charm creatures. Charm has a shelf-life and doesn't work on most important enemies. Sequencers effectively increase your spells per day by letting you dump spells onto the field on the spot, be they self-buffs or even the low-level double Web Minor Sequencer. Not recommended for a level 14 dual, but they also apply the ST penalty to the Harps of Discord and Pandemonium once you get them via UAI (which technically means an Enchanter->Thief is a better harpist than a Bard).
:* Illusionist losing Necromancy is a little less painful for a level 14 dual simply because you already didn't have Horrid Wilting as an option. Death Spell is still a bit of a loss, but you can get it back as a scroll option or via the Skull of Death using UAI. Skull Trap isn't as much of a boon if you have regular traps, even though they're better, and again you'll have Spike Traps eventually. UAI doesn't give anything special in terms of spell-by-item access.
:* Conjurer is just like the base class, it's a straight upgrade to Mage, even moreso since you can substitute the Detect Illusion and True Sight spells with the Detect Illusion skill, meaning you are trading Identify for 1 spell per day per level and a bonus to a handful of spells and items. Nothing new from UAI though.
:* Necromancer losing Illusion is a little more palpable since so many items in BG2 cast Invisibility or Improved Invisibility, and UAI restores Simulacrum access through scrolls and Vhailor's Helm. Even UAI doesn't add to its affected item kit though, you'll still only apply the ST penalty to Black Blade of Disaster's level drain. It's still a good option for the level 14 dual since you get a ST penalty on Skull Trap.
:* Transmuter is exactly like the base class for extended duals. Don't. You need those protection spells from Abjuration. And UAI doesn't add anything for the ST penalty.
:* Diviner still doesn't give any item-cast bonus, so this kit is useless for the low-level dual, but follows the same logic for a later dual as the base class. Remember that UAI lets you cast forbidden-school scrolls so a Diviner->Thief can still cast Find Familiar in BG2, just not in BG1, and they can use Wishes via scrolls if absolutely necessary.
:* Abjurer still shits the bed, tries to get out, slips in shit, and falls back into the shit-covered bed. Useless for items, and the later-level dual loses you the spells Vocalize, Improved Haste, and Stoneskin in exchange for Literally Nothing.


* '''Choosing a Multi-Class Race'''
* '''Choosing a Multi-Class Race'''
: Just like Fighter/Mage you're limited here to Elf, Half-Elf, and Gnome.
: Just like Fighter/Mage you're limited here to Elf, Half-Elf, and Gnome.
:* Normally I would chastise the prevailing Gnomish propaganda that has gone unchecked for decades. But in this case, Gnome is actually really good. Illusionists losing the best damage spells is bad, but an Illusionist/Thief is going to have the best damage spell in the game, Spike Trap. It's not as instant as a Spell Triggered barrage of Horrid Wiltings but since it's not a spell it isn't affected by Magic Resistance. So in the long run Illusionist/Thief gets a bonus to Save vs. Spell and a really large bonus to Thief skills plus an extra spell per day compared to their elven counterparts.
:* Gnome is really good. Illusionists losing the best damage spells is bad, but an Illusionist/Thief is going to have the best damage spell in the game, Spike Trap. It's not as instant as a Chain Contingency'd barrage of Horrid Wiltings but since it's not a spell, it isn't affected by Magic Resistance. So in the long run Illusionist/Thief gets a bonus to Save vs. Spell and a really large bonus to Thief skills plus an extra spell per day compared to their elven counterparts.
:** The downside is that Jan Jansen, the gnome Illusionist/Thief companion in BG2, is already present for the entirety of BG2: SoA and ToB. So you're mostly only getting the Illusionist/Thief experience for BG1 and in BG2 you're doubling up on the class.
:* If you're not willing to part with Necromancy (which is 100% acceptable), and you're okay without a saving throw bonus vs. spells, Elf gets the ability to start with 19 DEX so they have more skill bonuses from DEX so they'll basically be able to omni-skill everything without equipment bonuses a little earlier than gnomes.
:* If you're not willing to part with Necromancy (which is 100% acceptable), and you're okay without a saving throw bonus vs. spells, Elf gets the ability to start with 19 DEX so they have more skill bonuses from DEX so they'll basically be able to omni-skill everything without equipment bonuses a little earlier than gnomes.
:* Half-Elves yet again suffer from their lack of flavor. The other two have bonuses, Half-Elf doesn't. Especially since Mage/Thieves get max HP from 16 CON, 18 if you want to wear the Claw of Kazgaroth. Elves with 17 starting CON can read the CON book in Chapter 1 of BG1 to negate the Claw's CON penalty. Half-Elves are just worse elves in every way for this class.
:* Half-Elves yet again suffer from their lack of flavor. The other two have bonuses, Half-Elf doesn't.


* '''Recommended Stats'''
* '''Recommended Stats'''
: As with all non-divine-casters a roll of 93 maxes out everything except WIS, which as stated before starting at 3 WIS you can use the cursed scroll of INT to jump to 6, then the three BG1 books to hit 9 where you won't take a Lore penalty, as inconsequential as Lore is. A roll of 92 can still use the CHA book and one of the +2 CHA cloaks to hit 20 CHA, you just lose out on the +1 dagger in Candlekeep.
: Dexterity and Intelligence should be maxed, no exceptions. Constitution needs to be at least 16, though gnomes should max it if possible. Beyond that, nothing is terribly important. You can get away with lowering strength to 10 because it's easy to self-buff to 18/50 utilizing the Strength spell. Ideally you should aim for 18 dexterity and 11 wisdom so you can use Valygar's armor in BG2, because it's amazing. It's possible this could be your charisma monkey. There is no need to raise it beyond 14 because you can just use Friends to get the big money discount.


* '''Proficiencies'''
* '''Proficiencies'''
: In BG1 you're going to want at least one good BG1 weapon. Katanas don't get any good options till SoD or BG2, even though they're mathematically the best backstabbing weapon. The Dagger of Venom is one of the more broken weapons, Longswords have a couple good options, and Scimitars are great if you're willing to kill Drizzt. As a Mage/Thief you have access to Shortbows, which are good in BG1 where Arrows of Dispelling and Detonation are overpowered and BG2 where Tansheron's Bow and the Shortbow of Gesen can combine their projectile damage with other arrows. They also have access to Crossbows, which are almost as good and have a viable BG2 weapon. Special mention goes to those ranged options since Web-stacking is an extremely powerful tactic in BG1, even early BG2, and webbed enemies are automatically hit by attacks on anything other than a natural 1 so having poor THAC0 doesn't matter.
: Sword swords are probably best in terms of speed and damage at least through Baldur's Gate 1. BG2, Katanas should rule the day for a mage/thief. I would also recommend daggers if only for returning throwing daggers. If you don't go daggers, take up archery over using a sling, simply because there are some supremely powerful short bows in BG2.


=== Cleric/Mage ===
=== Cleric/Mage ===


Cleric/Mages are the classes for people who are willing to suffer for a ''very'' long time for end-game power. Cleric and Mage level up slowly on their own, combining the two is extremely risky no matter how you do it.
Cleric/Mages essentially give up top-end spells in either class as a single endeavor for a huge overall pool of spells between the two. Combining so much of your spellcasting into a single character has a lot of significant advantages in it's easier to set up neat combos (protection from fire as a level 4 divine spell and then making your entire 3rd level mage spell list fireballs, for example) but the slower growth and inability to reach the highest ranks of spells by the end of BG1 hurt slightly. Still, it is probably the "best" solo class.


* '''Strengths'''
* '''Strengths'''
#  Huge amount of castable spells per-day between both classes
#  Huge amount of castable spells per-day between both classes
#  Decent selection of equipment, and ability to use any and all scrolls and wands
#  Decent selection of equipment, and ability to use any and all scrolls and wands
Every buff in the game.
Basically every buff in the game.
#  Dual-classed Specialist Mage->Clerics get their Saving Throw Penalty on spells of their chosen school cast by both classes
#  Dual-classed Specialist Mage->Clerics get their Saving Throw Penalty on spells of their chosen school cast by both classes


* '''Weaknesses'''
* '''Weaknesses'''
#  Unable to equip armors without losing arcane spellcasting
#  Unable to equip armors without losing arcane spellcasting
Low HP
Lowish HP
#  Takes forever to really get rolling
#  Takes a while to really get rolling
#  In Baldur's Gate 1 you can recruit Quayle, a Cleric/Illusionist, and in Baldur's Gate 2 you have Aerie who is a Cleric/Mage. You can make a multi-class Cleric/Mage that's more powerful yourself, but since the class is all about magic your ability scores are less impactful, so you won't be that much different.


* '''Dual or Multi?'''
* '''Dual or Multi?'''
: Sometimes life asks us the tough questions, like "Do you want one level of Cleric or thirteen levels of Necromancer?" The best thing about Cleric/Mage is that the dual-classes and the multi-class play extremely differently. You can play both at the same time or spice up one class with the flavor of another, including class kits.. It's hard to say which you should pick, just know that Cleric's level chart works like Thief - going from 39 to 40 takes over a million XP to get that last level. That 1.075 million XP could instead get you 13 levels of a Specialist Mage. I just don't recommend doing a really late dual-class from one to the other to keep even-ish levels because the overall benefit is even worse than base Cleric/Mage which takes forever to get off the ground.
: Unlike just about every other multi-classing option, this one really is best left as multi-class. If you do decide to dual-class, the reasons would be to have up to however many spells in a given class without sacrificing the other class. Should you do this, cleric is probably the better bet to begin with, and you'd want to dual-class at level 11. This gives you a second casting of your innate roid spell for whichever cleric kit you took, and you'll only miss out on level 7 divine spells, while only losing two possible levels of mage at the XP cap. Should you want all 7 levels of divine spells, you'd have to go all the way to level 14 first and if you're going that far into cleric you may as well simply multi-class.


* '''Choosing a Mage Kit'''
* '''Choosing a Mage Kit'''
: The primary function of a Specialist Mage->Cleric dual-class is the application of the Saving Throw Penalty on spells of the chosen school cast by Cleric. The good thing is that Specialist Mage only sends positive vibes - Cleric never loses any spells of the Specialist Mage's opposing school. That can be handy since a Diviner loses Conjuration spells like Symbol, Stun but can still regain those via Cleric. Also be aware that the Specialist Mage Saving Throw Penalty applies to items like those listed under Mage->Fighter. Refer to that list for a good idea of what items your Specialist Mage->Cleric gets a buff to.
: The primary function of a Specialist Mage->Cleric dual-class is the application of the Saving Throw Penalty on spells of the chosen school cast by Cleric. The good thing is that Specialist Mage only sends positive vibes - Cleric never loses any spells of the Specialist Mage's opposing school. That can be handy since a Diviner loses Conjuration spells like Symbol, Stun but can still regain those via Cleric.
: There's not a real benefit to reaching Cleric 39, since Cleric gets their last spell slot boost at 38, but you can't add more Mage without subtracting more than one level from Cleric. Plus the Caster Level boost applies when casting Dispel Magic so there's that.
:* Conjurer still reigns as king here. It applies a ST penalty to Cloak of Fear and the four Symbol spells (which means Symbol, Stun because why would you cast anything else when they're all the same level and Stun is the best one) while giving up Identify. Since Cleric gets True Seeing you're regaining the best Divination spell via Cleric.
:* Invoker gets to apply that Saving Throw penalty to Flame Strike (and by extension the Wand of the Heavens), Blade Barrier, Sol's Searing Orb, Sunray, and Globe of Blades. It's considered somewhat cheesy but if an enemy can't see invisible creatures there is nothing stopping a character from casting Globe of Blades, then Invisibility, then standing next to them until they die. With the ST penalty this helps prevent them making the save for no damage. It also synergizes well with Storm Star since it's arguably the best mace in the game (though it still doesn't compare to Flail of Ages which Cleric can also use). Losing Enchantment means losing Greater Malison, which is just objectively better than the ST penalty, however you will gain access to Doom and the ST penalty from your Evocation spells will equalize with the loss of GM. There's also nothing stopping an ally from casting it.
:* Necromancy is the kit that puts the biggest smile on my face. As stated before it's painful to lose Illusion, but a Necromancer->Cleric applies the ST penalty to Holy Smite, Unholy Blight, Poison, Slay Living, and Finger of Death. Let me reiterate: Necromancer is 10% more likely to instantly kill individual creatures with singular spells. This just changes your playstyle, because you ''know'' you get that ST penalty you will start to utilize it as much as possible. You can stack this with Doom and Greater Malison for a total -8 penalty to enemy saves. Notice that other spell, Unholy Blight? As long as you aren't Good aligned you can cast it. It's not just the Evil version of Holy Smite. Holy Smite does damage to Evil creatures. Unholy Blight does damage and also imposes a -2 penalty on saving throws. This ''stacks'' with Doom, Greater Malison, and the Necromancer ST penalty. Good-aligned enemies are few and far between, but they exist. Shadows of Amn has one silver dragon and Dorn's companion quest in Throne of Bhaal has two. All of these have a Save vs. Spell of 6. If you hit them with Doom, Greater Malison, and Unholy Blight, then cast Finger of Death on them there is an 85% chance they will outright die.
:* Illusionist doesn't get the ST penalty to any Cleric spells at all, but rather Cleric restores its access to Death Spell by allowing access to the Skull of Death. Since you're dualing from Illusionist to Cleric you aren't getting Horrid Wilting anyways. Of note is that with Doom and Greater Malison (possibly Unholy Blight) on the same character you can stack the -6 ST penalty of the spell (which scales with level up to the max -6 penalty) with the -2 from Illusionist, -2 from Doom, and -4 from Greater Malison for a -14 to the enemy's saving throw. Since natural 1s and 20s don't exist on saving throws in this game that's almost a guarantee to scare any enemy in the game, all with the spells from one character. Only lasts 3 rounds but there's no better use for your 1st level Mage spells with this kit.
:* Enchanter is a kit that's hard to justify. On the one hand, you give a ST penalty to Command, Hold Person, Miscast Magic, Rigid Thinking, Mental Domination, Greater Command, and Confusion, and those are all great spells you will have in abundance due to bonuses from high WIS. But losing Sequencers is honestly too much to bear, you really want those, especially since you can add in Cleric spells to your insta-cast spells.
:* Diviner is another case of painful tradeoff, you lose Find Familiar. Even if you have a party member use Limited Wish for all the goodies from that you still trade some good bonuses for nothing. The ST penalty will only ever apply to the spell Know Alignment. The Cleric version has a built-in save penalty that you can enhance...to know someone's alignment. Amazing.
:* Transmuter imposes a save penalty to Silence, 15' Radius and Earthquake. Silence is an extremely powerful status effect against casters that is also a lot more likely to hit enemy divine casters. You give up Abjuration, which can be extremely devastating for a Mage, but Cleric restores your ability to cast Dispel Magic (with a better caster level) and elemental protection spells. That said, you lose Protection from Magical Energy, you lose Spell Shield, the globes of invulnerability, and Protection from Magical Weapons. The tradeoff is just not worth it for a status effect that only helps against spellcaster that you're more concerned with protecting yourself from.
:* Abjurer is a meme. For a base Abjurer, you lose out on Slow, Haste, Improved Haste, and Time Stop in exchange for nothing. For an Abjurer dual-classed to Cleric you lose the same things (including using scrolls to cast Time Stop if you absolutely need it) in exchange for being able to apply the Abjurer Saving Throw Penalty to exactly one spell, the only spell in the entire game that can benefit from it. Glyph of Warding. If you really want to dual from Abjurer to Cleric for a 10% lower chance for enemies to resist 10d4 electric damage go ahead, just share screenshots so everyone can see the first recorded use of the Abjurer ST penalty.


* '''Choosing a Cleric Kit'''
* '''Choosing a Cleric Kit'''
: The question isn't "Should I dual?" but rather "What level should I dual?" and the answer is pretty easy, 11. Mage is still the most powerful class in the game, and your goal is to get to level 29 to get that last 8th-level spell slot. That leaves enough XP to get 11 levels of Cleric, which is enough to get 6th level spells (and thus all your WIS-boosted spell slots). It's 675k XP, and for a Mage using scroll-scribing they need 900k XP to get Cleric online again. That's a little bit of work, even with scroll-scribe XP, but it's extremely doable. Level 11 is a great level to dual at because most kits get 3 uses of their lesser ability and 2 uses of their greater one, plus an acceptable duration for caster-level-based durations. Under the Cleric->Fighter section I detailed which kits got better equipment based off alignment. For this section, just know that the only alignment-based equipment you have access to is the Human Flesh and Silver Dragon Scale armors. These, of course, bar you from casting Mage spells, so don't bother.
: The question isn't "Should I dual?" but rather "What level should I dual?" and the answer is pretty easy: 11. Mage is still the most powerful class in the game, and your goal is to get to level 29 to get that last 8th-level spell slot. That leaves enough XP to get 11 levels of Cleric, which is enough to get 6th level spells (and thus all your WIS-boosted spell slots). It's 675k XP, and for a Mage using scroll-scribing they need 900k XP to get Cleric online again. That's a little bit of work, even with scroll-scribe XP, but it's extremely doable. Level 11 is a great level to dual at because most kits get 3 uses of their lesser ability and 2 uses of their greater one, plus an acceptable duration for caster-level-based durations.
: The big downside to this is that you aren't getting the STAR card from the Deck of Many Things. On a Cleric->Fighter you'd prefer the WIS boost, but since there's no way to get to the end of Floor 3 of Watcher's Keep you have to settle for a Strength bonus, same with Cleric->Ranger. A Cleric->Thief at least gets DEX and thus more Thief skills. But in this case, starting as Cleric you just aren't capable of getting to the STAR card without either staying as a level 11 Cleric and wasting XP or accepting that you aren't getting the WIS boost. That means your character will have 2 less 6th-level spell slots in the long run. If you use the STAR card after dualing, whether Cleric is active or not, you get INT. INT is useless, but at least the card is freed up to use on another companion (though none of them get a bonus anywhere near a WIS-stacking player character),
:* My money is on Priest of Talos. Storm Shield frees up a significant amount of spells slots you'd normally devote to anti-damage buffs, plus it gives you a few free castings of Lightning which is always nice. Priest of Talos can use Storm Shield to ''set'' its Fire/Cold/Electricity resistances to 100, then use Armor of Faith to increase them further so elemental spells get absorbed and ''heal'' you. This also means your own Lighting Bolts will heal you as the bounce around the room, and you don't need to use spells to make yourself immune to elements.
:* Priest of Talos knows it's good to be bad. Lightning Bolt has this issue where enemies cast it and it bounces through all your party members five times, but when you cast it the bolt hits one enemy, bounces off five walls, then kills Aerie. Priest of Talos can use Storm Shield to ''set'' its Fire/Cold/Electricity resistances to 100, then use Armor of Faith to increase them further so elemental spells get absorbed and ''heal'' you. This also means your own Lighting Bolts will heal you as the bounce around the room, and you don't need to use spells to make yourself immune to elements.
:* Priest of Helm is a solid choice purely because of True Sight. True Seeing as a 5th level Cleric spell competes with Chaotic Commands, 6th level True Sight for Mage competes with Mislead, Pierce Magic, and Protection from Magical Weapons. Priest of Helm says "Hey guys, there's no need to fight. Let me carry that for you" and gives you three True Sights letting your spellbooks breathe a sigh of relief. Seeking Sword is a great ability that basically clears BG1 for you with little need to do things like think, just toss a weapon in the off-hand and enjoy 4 APR in BG1 with no dual-wielding penalties on a character with Draw Upon Holy Might.
:* Priest of Helm is a solid choice purely because of True Sight. True Seeing as a 5th level Cleric spell competes with Chaotic Commands, 6th level True Sight for Mage competes with Mislead, Pierce Magic, and Protection from Magical Weapons. Priest of Helm says "Hey guys, there's no need to fight. Let me carry that for you" and gives you three True Sights letting your spellbooks breathe a sigh of relief. Seeking Sword is a great ability that basically clears BG1 for you with little need to do things like think, just toss a weapon in the off-hand and enjoy 4 APR in BG1 with no dual-wielding penalties on a character with Draw Upon Holy Might. Helm's supposed to be the god of law, but in this case he's the god of chill.
:* If you would rather roid your character out with buff spells, Priest of Lathander is not a bad choice as Boon of Lathander syncs well with Tenser's Transformation and other high-level mage buffs. Also it only affects you, so you can't use this in place of Negative Plane Protection for other party members, but at least you can free up the Amulet of Power or Mace of Disruption for another companion. Hold Undead exists, and if it works, it works. It's not a spell you'd ever prepare, but since you have it for free you're gonna use it.
:* Priest of Tyr from the Enhanced Edition falls under the same kind of philosophy, one really useful ability, one good one that has a shelf life. Exaltation removes fear, confusion, sleep, feeblemindedness, berserk, and intoxication. The first three are the only ones you'll really ever see without Minsc, and that means you free up your spell slots from having to prepare Remove Fear. Divine Favor gives bonuses to THAC0 and damage, which is good for getting through BG1, but eventually when you become a Mage your weapons won't see battle.
:* Priest of Lathander unfortunately has two abilities that are good, but suffer from having situational shelf-lives. Boon of Lathander's APR, THAC0 and damage bonuses are mostly useless even when stacked. You just don't have combat power. Also it only affects you, so you can't use this in place of Negative Plane Protection for other party members, but at least you can free up the Amulet of Power or Mace of Disruption for another companion. Hold Undead exists, and if it works it works. It's not a spell you'd ever prepare, but since you have it for free you're gonna use it.
:* Priest of Tempus brings up the rear. Holy Power is good for making you into a Fighter, and stacks with Draw Upon Holy Might, but once you become a caster this spell is useless for THAC0, meaning it just nerfs your strength. Chaos of Battle is just a thing. It happens, we all acknowledge it, sometimes it's useful.


* '''Choosing a Multi-Class Race'''
* '''Choosing a Multi-Class Race'''
: We have a whopping two choices for Cleric/Mage. Two. Half-Elf and Gnome. Under other builds like Fighter/Druid or Thief->Mage I mention that other companions allow you to experience the same playstyle and it's somewhat the same here, between Quayle and Aerie you can only really make a Cleric/Mage who's slightly better than they are. There's no real need for a bullet list to compare the two: Half-Elf has everything a Cleric and Mage has. That puts them on top. Gnome's save bonuses and bonus Illusionist spell are nice, but they lose Necromancy and without Skull Trap, Death Spell, and Horrid Wilting they don't have the firepower they need, and their WIS penalty hurts their Cleric bonus spells. Gnomish propaganda loses again.
: We have a whopping two choices for Cleric/Mage: Half-Elf and Gnome. Between Quayle and Aerie you can only really make a Cleric/Mage who's slightly better than they are. Gnomes get better saving throws and an extra arcane spell slot but lose arcane Necromancy spells. Half-elf doesn't lose anything, even if it gains almost nothing by comparison. Your choice of race depends on whether you want more arcane casting (and saves) or more divine casting.


* '''Recommended Stats'''
* '''Recommended Stats'''
: Welcome to the pain dimension. To explain how to build this, we need to compare to other classes, because most other classes are effectively maxed-out on rolls in the low 90s. Let's do some math to see what we need to optimize everything on a Cleric/Mage. Since you can use the Helm of Balduran, you can get a good save bonus and not use the Claw of Kazgaroth. That allows you to drop your CON to 15, which will hit 16 with the book and that's the effective max for non-Warriors. You will ''eventually'' need 18 INT, but if you assume +1 from the book and +1 from the Machine of Lum the Mad we can drop INT as low as 16 and still end up with the 18 needed to cast 9th-level spells. Scroll-scribe chance is always 100% anyways because you use Potions of Genius. We ''need'' 18 STR, DEX, and WIS. Even if you're going to dual-class from Cleric to Mage, starting with 16 will allow you to hit the required 17 before the end of BG1. That means so far we're at a score of 85. This means that even cutting as many corners as possible we're looking at a roll of 102 in order to maximize CHA.
: Max dexterity and at least 16 constitution are musts (try for 18 constitution if you're a gnome). Max intellect is also a requirement. Try to keep at least 12 strength for carry capacity purposes and for the ability to wield hammers and maces, and dump the rest of your stats into Wisdom (aim for at least 15). Charisma will likely be decimated.
: If you start as a Mage and intend to dual to Cleric, you're in luck. You can combine +2 CHA from one of the cloaks with +6 CHA from Friends, so you could effectively have the max bonus from 20 CHA with a ''really'' unlikely 97 if you're willing to sit there and attempt to re-roll for it. But that's already extremely unlikely. Personally the highest I've ever seen on a roll was a 96.
: So in other words, it's time to dump Charisma. With a total stat roll of 90 you can have 18 STR, DEX, 17 CON, 16 INT, 18 WIS, and 3 CHA. This is the minimum to make sure you can learn all Mage spells, dual-class, use the Claw of Kazgaroth if you wish, and your Charisma will just have to use the cursed-scroll-then-book tactic to hit 7. I only know of two CHA-checks that aren't Reaction checks or Reputation checks, one is for the +1 dagger from the guardhouse in Candlekeep and the other is to recruit Alora. I don't know what Charisma you need to recruit Alora, but if you're a Cleric/Mage or Mage->Cleric you'll have to use the Cloak + Friends to hit 15 which is enough to get her. I tested a Cleric with 20 Reputation and 7 CHA and she just left, not even giving me the option to stand watch for her.


* '''Proficiencies'''
* '''Proficiencies'''
: As a Cleric or Cleric/Mage you want to start with a point in Slings and a point in either Warhammers or Maces (the former for BG1, the latter for BG1:EE). Then pop points into weapons as you see fit, knowing that clubs and quarterstaves aren't that great and that Sword and Shield style is literally useless. For a Mage intending to dual to Cleric in original BG, pick Darts. They only do 1d3 but they have 3 APR. If you're playing BG1:EE, pick Slings. You'll start with 18 STR, that gives a +2 to damage that applies on sling bullets which already do 1d4+1. It works out to be about the same average damage per round, but you're not gonna hit that often so you want it to hurt when you do hit. After that, pick the other ranged weapon you didn't pick, then daggers or staves. Mage proficiencies don't matter that much. Don't worry about picking overlapping proficiencies when you dual to Cleric, you'll get enough points to pick up every proficiency and style, so go ahead and pick Sling again after you dual.
: Having cleric is nice as it opens up the possibilities for equipment a little bit. Warhammers are nice as a melee weapon and slings are the obvious choice for ranged. Ranks in cleric allow you to equip a shield which helps significantly with your lousy armor class otherwise. It's worth noting you can swap on some heavier armor should you deplete your arcane spells, and you'll be able to equip elven chain or Valygar's armor should you meet the stat requirements.


=== Cleric/Thief ===
=== Cleric/Thief ===


Cleric/Thief is probably the oddest possible combination of classes. The only weapons you can still backstab with are clubs and quarterstaves (the latter being your weapon of choice, by the way) but you only really give up using heavy armors. Plus, cleric and thief both level up faster than any other class out there meaning the split to XP doesn't really bother than overmuch.
Cleric/Thief is probably the oddest possible combination of classes. The only weapons you can still backstab with are clubs and quarterstaves (the latter being your weapon of choice, by the way) but you only really give up using heavy armors. Plus, cleric and thief both level up faster than any other class out there meaning the split to XP doesn't really bother overmuch.


* '''Strengths'''
* '''Strengths'''
#  Divine Spellcasting on a thief provides strange opportunities (Sanctuary doesn't break "stealth" upon opening chests, allowing you to loot without fear of having the cops come attack you)
#  Divine Spellcasting on a thief provides strange opportunities (Sanctuary doesn't break upon opening chests, allowing you to steal without fear of having the cops come attack you)
#  Can actively find traps without needing to concentrate on it because of Find Traps spell
#  Can actively find traps without needing to concentrate on it because of Find Traps spell
#  Combines two essential survival classes into one
#  Combines two essential survival classes into one
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#  Extremely limited weapon selection to make use of all facets of both classes
#  Extremely limited weapon selection to make use of all facets of both classes
#  Cannot wear heavier than elven chain if you plan to make use of thief abilities in battle
#  Cannot wear heavier than elven chain if you plan to make use of thief abilities in battle
#  Very little synergy with the two classes beyond buffing backstabs, possibly using Draw Upon Holy Might to increase DEX to raise thief skills in a pinch.
#  Very little synergy between the two classes beyond buffing backstabs, possibly using Draw Upon Holy Might to increase DEX to raise thief skills in a pinch.


* '''Dual or Multi?'''
* '''Dual or Multi?'''
: Now we've come to an interesting situation. Both Thief and Cleric have the "Level 40 takes over a million XP" setup, meaning if you want to dual from Thief to Cleric you can fit 14 entire levels in at the cost of one level of Cleric, while a Cleric can get 15 levels before dualing to Thief and going all the way to 39. Neither has a good XP chart at this point though, Cleric dualing from 15 to Thief requires 1.32 million XP to get Cleric online, while Thief dualing to Cleric requires 1.575 million to activate Thief again. This is only a suggestion, and a tenuous one at that. Unlike Fighter,->___ builds you aren't losing out on proficiency points that could be stacked into one weapon. You'll level up fairly quickly after switching classes. You'll have your first class online about midway Shadows of Amn assuming you do every quest. Fighter 13 duals to Cleric aren't insurmountable, so this is pretty much the absolute limit on acceptable dual-classing.
: Thieves really do not benefit a whole lot from going beyond level 10, so dual-classing is a good option for people heading into Baldur's Gate 2. Multi-classing is limited to Gnomes and Half-Orcs, the former having a penalty to Wisdom and the latter only being selectable in BG2.
: That said these are ''almost'' optimal, but not quite. Thief gets wiggle room in that you can choose to dual at 13 since 14 only gives skill points and you'll have more than enough skill points at 13 (saving 220k XP on Thief and lowering your dual-class XP hurdle down by 225k XP too, down to 660k XP for Thief and 1.35 million for Cleric), so going forward assume Thief 13 dual. If Cleric duals at 14 instead of 15 it loses one 4th and 5th level spell, but since Cleric has so many bonus spells it can rely on (and because lowering your Cleric level from 14 to 13 loses you access to any and all 7th level spells) 14 is optimal, lowering your necessary Cleric XP by 225k down to 1.35 million and Thief's necessary dual-class hurdle XP down by 220k XP to 1.1 million.  
: Lower-level duals are more than acceptable but given how little these two synergize and how much they can gain by leveling to these levels before dualing to become a much ''much'' more potent version of their base classes (both of which lack the raw shock-and-awe powers of Fighter or Mage and the Win The Battle power of Insect Plague) it's worth it to work through the dual-class hurdle.
: Lower-level duals are more than acceptable if you prefer one of the shorter hurdles mentioned in previous builds, but given how little these two synergize and how much they can gain by leveling to these levels before dualing to become a much ''much'' more potent version of their base classes (both of which lack the raw shock-and-awe powers of Fighter or Mage and the Win The Battle power of Insect Plague) it's worth it to work through the dual-class hurdle.


* '''Choosing which Thief Kit'''
* '''Choosing which Thief Kit'''
: Most of this information is similar to previous dual-class builds, but because there's so little synergy between Cleric and Thief they more function like two separate people jammed into the same body. Keep in mind Cleric gets a lot of bonus spells and can cast True Seeing, so Detect Illusion isn't as good of a skill point investment compared to other builds. Since Cleric doesn't get invisibility spells you may want to invest at least 39 points into stealth skills in addition to your lockpicking and trapfinding. Set Traps is a great pick for any kit since Cleric's damage spells are a bit lacking or nonexistent.
: Most of this information is similar to previous dual-class builds, but because there's so little synergy between Cleric and Thief they more function like two separate people jammed into the same body. Since Cleric doesn't get invisibility spells aside from Sanctuary you may want to invest points into stealth skills in addition to your lockpicking and trapfinding. Set Traps is a great pick for any kit since Cleric's damage spells are a bit lacking or nonexistent.
:* Bounty Hunter actually contributes a lot more to a Thief->Cleric than Shadowdancer, for once it wins out on the dual-class front. Cleric can't backstab that well since its best backstab weapons are staves and you don't get good backstab staves for a while in BG1, and in BG2 a lot of creatures can just see invisible creatures, not to mention bosses being immune to backstab. Bounty Hunter traps, however, give some damage to Cleric that it doesn't otherwise have. Cleric lacks blaster-casting and has to rely more on summons like Aerial Servant or status effects like Symbol, Stun. Bounty Hunter will give your cleric regular traps for damage and special traps for damage and slow/hold, and it's not like a Cleric isn't going to want to set traps outside combat when they're already going to be buffing the party outside combat.
:* Bounty Hunter actually contributes a lot for once, it wins out on the dual-class front. Cleric can't backstab that well since its best backstab weapons are staves and you don't get good backstab staves for a while in BG1, and in BG2 a lot of creatures can just see invisible creatures, not to mention bosses being immune to backstab. Bounty Hunter traps, however, give some damage to Cleric that it doesn't otherwise have. Cleric lacks blaster-casting and has to rely more on summons like Aerial Servant or status effects like Symbol, Stun. Bounty Hunter will give your cleric regular traps for damage and special traps for damage and slow/hold, and it's not like a Cleric isn't going to want to set traps outside combat when they're already going to be buffing the party outside combat.
:* Shadowdancer gets second place again. It still has a very good ability to backstab, but this is affected by weapon selection. Without the Staff of Striking or Staff of the Ram you're backstabbing with a 1d6 weapon, most of which don't have good on-hit effects. You can still get to 25 Strength using Draw Upon Holy Might and add Bless for damage but Fighter proficiencies go a long way in closing that damage gap between Shadowdancer's x4 backstab multiplier and other Thief kits' x5. Remember, Shadowdancer isn't in 2nd place here because it's bad, it's just a slight bit more limited while Bounty Hunter gives Cleric something it didn't have before.
:* Assassin doesn't add much here. Poison Weapon unfortunately doesn't make a lot of friends in this dual-class. The only spells Cleric has that can synergize with it are Sol's Searing Orb, Harm, and the HLA spell Energy Blades. It takes forever, but it's actually a pretty useful ability after you finally finish your dual-classing.
:* Assassin doesn't add much here. We already know about 1 point of THAC0 and damage. But Poison Weapon unfortunately doesn't make a lot of friends here. The only spells Cleric has that can synergize with it are Sol's Searing Orb, Harm, and the HLA spell Energy Blades. It takes forever, but it's actually a pretty useful ability after you finally finish your damn dual-classing. Sol's Searing Orb isn't that good, it just applies the poison at a range, but Harm + Poison Weapon is effectively death since Harm sets the target's HP to 1 and the poison will kick in immediately, possibly even killing creatures before their contingencies can go off. Energy Blades functions a lot like Melf's Minute Meteors, you create 1 throwable 'blade' per caster level (limit is 20 at CL 20) and each of these deals 1d4+5 missile damage, and 1d10 electric damage, while giving you the effect of Improved Haste and setting your APR to 9 (not multiplied by Improved Haste). For some reason this effect lasts until the last blade is thrown, but the blades dissipate after 40 rounds. This can allow you to apply Poison Weapon to an entire enemy party in a round. Poison won't be a game-changer, but it could still interrupt casting and you can always kite and run while under the Improved Haste effect. Not a game-changing kit, but it has two solid combos.
:* Even if you dualed as late as 14 on a Swashbuckler you still would only get a pathetic -3 AC, -2 THAC0, +2 damage, and you'd only have the ability to put two proficiency points into Clubs and Quarterstaves which you wouldn't even be able to backstab with. Putting two points into Two-Weapon Style would be a boon if it weren't for the fact you aren't frontlining, even after dual-classing to Cleric.
:* Do I even need to say it? No, you're not picking Swashbuckler. Even if you dualed as late as 14 you still would only get a pathetic -3 AC, -2 THAC0, +2 damage, and you'd only have the ability to put two proficiency points into Clubs and Quarterstaves which you wouldn't even be able to backstab with. You need to quit pretending Swashbuckler is a thing, please. It's for your own good. Putting two points into Two-Weapon Style would be a boon if it weren't for the fact you aren't frontlining, even after dual-classing to Cleric.


* '''Choosing which Cleric Kit'''
* '''Choosing which Cleric Kit'''
: Even though they function mostly separate from Thief, the kits are still straight upgrades to Clerics.
: Even though they function mostly separate from Thief, the kits are still straight upgrades to Clerics.
:* As stated before, Priest of Talos gets access to elemental immunities combined with Armor of Faith and Lightning Bolts for the ability to stay fully healed in tight corridors while enemies die from bolt bounces. The good thing is, since Priest of Talos can be Evil it can wear the upgraded Human Flesh, which is the best Thief armor in the entire game. Enjoy having the save bonus of an 18 CON Dwarf on a human.
:* As stated before, Priest of Talos gets access to elemental immunities combined with Armor of Faith and Lightning Bolts for the ability to stay fully healed in tight corridors while enemies die from bolt bounces. The good thing is, since Priest of Talos can be Evil it can wear the upgraded Human Flesh, which is the best Thief armor in the entire game. Enjoy having the save bonus of an 18 CON Dwarf on a human.
:* Yet again it must be said Priest of Helm is the Chad class, it gives you the Seeking Sword for speedrunning BG1 and True Sight so you can use your 5th level spells for Chaotic Commands or even Righteous Magic since you can synergize Righteous Magic with a backstab to ensure you multiply the maximum damage dice roll. Priest of Helm can be Evil in the Enhanced Editions, so it can also wear the Human Flesh for insanely good saving throws.
:* Yet again it must be said Priest of Helm is the Chad class, it gives you the Seeking Sword for speedrunning BG1 and True Sight so you can use your 5th level spells for Chaotic Commands or even Righteous Magic since you can synergize Righteous Magic with a backstab to ensure you multiply the maximum damage dice roll. Priest of Helm can be Evil in the Enhanced Editions, so it can also wear the Human Flesh for insanely good saving throws.
:* Enhanced Edition Priest of Tyr's Exaltation still functions just as well on Thief as any other class because it's just a solid protective spell. But Divine Favor's THAC0 and damage bonuses are really useful here since it multiplies on a backstab. In fact, if you cast this ability you basically get a better version of everything the Swashbuckler kit has to offer.
:* Priest of Tempus isn't as terrible as it sounds here. By dual-classing at level 14 you ensure your Holy Power spell brings your base THAC0 down to 7 for the duration. 7 is incredibly good, with all the BG2 THAC0-boosting items that's basically "I hit on a 2" THAC0. And while it nerfs your Strength down to 18/00, you can bring it up to 22 with Draw Upon Holy Might right afterwards (which you have ''plenty'' of uses of) to guarantee a successful backstab. While Chaos of Battle is too unreliable to matter, it's important to remember this kit can be Evil so it can wear the Human Flesh. That alone gives it a big enough boost to finally not be the least optimal Cleric kit.
:* Priest of Lathander sees slightly more use with a Thief than a Mage, but one point of damage from Boon of Lathander is effectively Assassin's bonus. You still have Hold Undead and the level drain immunity of Boon of Lathander, so you're still pretty good at surviving the Shadows of Amn vampires.
:* Priest of Lathander sees slightly more use with a Thief than a Mage, but one point of damage from Boon of Lathander is effectively Assassin's bonus. You still have Hold Undead and the level drain immunity of Boon of Lathander, so you're still pretty good at surviving the Shadows of Amn vampires.


* '''Choosing a Multi-Class Race'''
* '''Choosing a Multi-Class Race'''
: Strange situation where the only two races that can multi-class this are Gnomes and Half-Orcs. Half-Orcs easily win this one, though. Gnome saving throws are nice, but Gnomes lose 1 WIS. That's not acceptable on a Cleric of all classes. Saving Throws are nice but you'll have access to spells like Remove Fear and Chaotic Commands to get rid of or prevent a lot of status effects. Plus, Half-Orcs can crush heads straight out of Candlekeep with their 19 Strength.  
: You are limited to just gnomes and half-orcs. Half-orcs are the logical choice for a character more focused on bruising. Gnomes are still worth picking, if only for their bonus saving throws alone. Keep in mind you can't get 18 wisdom with them but considering there are 3 tomes of wisdom in Baldur's Gate 1, it's hardly the worst punishment in the world. Saving Throws are nice but you'll have access to spells like Remove Fear and Chaotic Commands to get rid of or prevent a lot of status effects.


* '''Recommended Stats'''
* '''Recommended Stats'''
: A roll of 89 can get almost everything out of this class. You can max STR, DEX, WIS, have 17 CHA, and have 15 CON leaving 3 INT. More points is always better, you may want to roll a 90 so you can start with 18 CHA to get the +1 dagger in Candlekeep, but at most you'd need a 92 to boost CON to 17 as well so the +1 book lets you use the Claw of Kazgaroth without losing HP.
: Max dexterity, constitution, and wisdom. Gnomes should max CON for bonus saving throws while Half-Orcs should max it for access to innate regeneration through 20 CON. Strength should be no lower than 15. Keep INT above 10 if possible, and dump Charisma into the mud.


* '''Proficiencies'''
* '''Proficiencies'''
: For Cleric/Thieves you'll definitely want to start with Slings and Quarterstaves. You need those backstabs to hit and early on you do ''not'' need a +3 THAC0 penalty. After that put a point into Two-Handed Weapon style for maximum backstab potential. Then do Warhammers or Maces (BG1 or BG1:EE), then Flails. For Cleric->Thieves since you're just a Cleric to start you play like a Cleric, Slings and Warhammers/Maces, then Flails, then pick Clubs and Quarterstaves. When you dual-class to Thief, pick Shortbows/Crossbows and a backstab weapon like Katanas, filling out proficiencies for non-Cleric weapons until you get Cleric online to get your other proficiencies back. For Thief->Clerics, start with Quarterstaves and Slings, then 2-handed style, then clubs and finally Single-Weapon Style. When you dual to Cleric pick Flails and Maces, then Warhammers, then Two-Weapon Style and finally Sword and Shield Style. When you finish up your dual-classes in these manners you'll have all your proficiencies filled out for Thief->Cleric, and Cleric->Thief will be close to being able to use any weapon without penalty.
: For Cleric/Thieves you'll definitely want to start with Slings and Quarterstaves. You need those backstabs to hit and early on you do ''not'' need a +3 nonproficiency THAC0 penalty. After that put a point into Two-Handed Weapon style for maximum backstab potential. Then do Warhammers or Maces then Flails. For Cleric->Thieves since you're just a Cleric to start you play like a Cleric, Slings and Warhammers/Maces, then Flails, then pick Clubs and Quarterstaves. When you dual-class to Thief, pick Shortbows/Crossbows and a backstab weapon like Katanas, filling out proficiencies for non-Cleric weapons until you get Cleric online to get your other proficiencies back. For Thief->Clerics, start with Quarterstaves and Slings, then 2-handed style, then clubs and finally Single-Weapon Style. When you dual to Cleric pick Flails and Maces, then Warhammers, then Two-Weapon Style and finally Sword and Shield Style. When you finish up your dual-classes in these manners you'll have all your proficiencies filled out for Thief->Cleric, and Cleric->Thief will be close to being able to use any weapon without penalty.


=== Cleric/Ranger ===
=== Cleric/Ranger ===
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* '''Strengths'''
* '''Strengths'''
#  Access to every divine spell (Insect Plague on a Fighter/Cleric)
#  Access to every divine spell
#  Maintains the bulkiness of a Warrior
#  Maintains the bulkiness of a warrior-class
#  Extra divine spells for ranks 1-3 due to stacking of classes
#  Extra divine spells for levels 1-3 due to stacking of classes


* '''Weaknesses'''
* '''Weaknesses'''
#  Can't drop below 8 reputation without gimping yourself forever
#  Can't drop below 8 reputation without gimping yourself forever
#  Can't be Evil so they don't have access to Human Flesh or Silver Dragon Scale armors
#  Can't go beyond two ranks in any given weapon when dual-classed, unlike fighter/cleric dual-classes who can still obtain grand mastery
#  Can't go beyond two ranks in any given weapon when dual-classed, unlike fighter/cleric dual-classes who can still obtain grand mastery
#  Limited weapon selection
#  Limited weapon selection
Worse experience table
Dual-classing from a kit hinders your ability to tank
#  Rangers level up slower than Fighters


* '''Dual or Multi?'''
* '''Dual or Multi?'''
: Rangers are like Fighters, you get everything out of them by level 13 (with one exception). Meanwhile, more Cleric levels = more spells, which includes Druid spells. You can't even compare the multi-class to this. the ability to be effectively a multi-classed Fighter/Cleric/Druid is too good to waste XP on terrible Ranger levels. The thing to remember is that Ranger 13 takes 1.5 million XP, and that's 250k more than Fighter. Cleric 14 will take 1.35 million XP to get Ranger back online, and since Cleric doesn't have any APR-boosting weapons and Ranger doesn't get Grandmastery, you're seriously pressed for APR boosts. You ''need'' that level 13 boost.
: Rangers are like Fighters, you get everything out of them by level 13 (with one exception). Meanwhile, more Cleric levels = more spells, which includes Druid spells. The thing to remember is that Ranger 13 takes 1.5 million XP, and that's 250k more than Fighter. Cleric 14 will take 1.35 million XP to get Ranger back online, and since Cleric doesn't have any APR-boosting weapons and Ranger doesn't get Grandmastery, you're seriously pressed for APR boosts. You ''need'' that level 13 boost.


* '''Choosing which Ranger Kit'''
* '''Choosing which Ranger Kit'''
: The best part about the two Ranger kits is that each one changes the way you play. There's no reason to be a Ranger since you're just a gimped Fighter, and if you're going to be focused on casting Insect Plague as a Cleric you may as well pick a Ranger kit because heavy armor isn't going to be better than Iron Skins. No there is no third Ranger kit stop lying to everyone.
: The best part about the two Ranger kits is that each one changes the way you play.
:* Remember how I said Cleric/Ranger was like a multi-class Fighter/Cleric/Druid? Stalker adds Thief to that. You lose the ability to wear heavy armor, and in exchange you get +20 to Hide and Move Silently, the ability to Backstab, and you add the spells Haste, Protection from Normal Missiles, and Minor Spell Deflection to your 1st, 2nd, and 3rd level spells. This persists after dual-classing. At level 9 the Backstab multiplier goes to x3, at level 17 it hits x4 which is the max. That takes an astounding 2.7 million XP. That lowers your maximum Cleric level to 31, but oddly enough the only thing you lose out on Cleric-wise is two 7th-level spell slots. Even though Cleric levels faster than Ranger, that's still 2.25 ''million'' XP to get your Ranger levels back. By that point you may as well go for Ranger 18 at 3 million so you get a daily use of the Hardiness HLA since you're going to lose Ranger effectively forever. I don't recommend this at all. Backstab x4 just isn't available for Stalker->Clerics, don't even try it. Stick to dual-classing at level 13 unless you're sadistic.
:* Stalker adds backstabs to the mix. You lose the ability to wear heavy armor, and in exchange you get +20 to Hide and Move Silently, the ability to Backstab, and you add the spells Haste, Protection from Normal Missiles, and Minor Spell Deflection to your 1st, 2nd, and 3rd level spells. This persists after dual-classing. At level 17 backstabbing hits x4 which is the max. That takes an astounding 2.7 million XP. That lowers your maximum Cleric level to 31, but oddly enough the only thing you lose out on Cleric-wise is two 7th-level spell slots. Even though Cleric levels faster than Ranger, that's still 2.25 ''million'' XP to get your Ranger levels back. By that point you may as well go for Ranger 18 at 3 million so you get a daily use of the Hardiness HLA since you're going to lose Ranger effectively forever. I don't recommend this at all. Backstab x4 just isn't available for Stalker->Clerics, don't even try it. Stick to dual-classing at level 13 unless you're sadistic.
:* Archer is actually a lot better than people give credit for. In addition to getting -1 THAC0 and +1 damage every 3 levels (eat your heart out Swashbuckler) their Called Shot gets insanely good as they level up. At first it imposes a ''cumulative'' +1 THAC0 penalty on-hit for 20 seconds, then at level 8 you also impose a ''cumulative'' +1 penalty to Save vs. Spell for 15 seconds. At level 12 each hit also imposes a -1 ''cumulative'' penalty to the target's Strength for 10 seconds. If you have the Gauntlets of Extraordinary Specialization you can reach 6 APR with Improved Haste. You can pelt someone about 10 times with bullets and then hit them with a spell. If you read the Mage->Cleric section you saw the math behind a Necromancer->Cleric killing boss monsters with Finger of Death by imposing a -8 penalty to a Good-aligned target's save. Now consider that an Archer->Cleric can probably get that penalty to about 10 before casting a spell and can apply that to any target at all ever.
:* Archer is actually a lot better than people give credit for. In addition to getting -1 THAC0 and +1 damage every 3 levels (which applies to any ranged weapon, not just bows) their Called Shot gets insanely good as they level up. It's still capable of killing enemies outright via strength drain and can soften up a target for a follow-up spell if they haven't died already. but you can only do this with darts and slings.
:** Archer has some limitations, In exchange for being able to get Grandmastery with Longbows, Shortbows, and Crossbows they can only put one point into any and all melee weapons and weapon styles. They can still put two points into Darts and Slings. That means an Archer->Cleric is a Cleric with 2 points in Slings. They can't frontline, so you basically have to play them kinda like a Cleric/Mage backline caster. Except you cast Bullets and Heart Attacks.
:* Beast Master is absolutely terrible. Lowering Animal Summoning from being level 4, 5, and 6 spells down to 1, 2, and 3 is absolutely useless. These spells would ''barely'' function in Baldur's Gate 1. They summon ''crap''. Animal Summoning I summons War Dogs and Dire Wolves. Level II summons Black Bears, Brown Bears, and Cave Bears. Level III summons Cave Bears, Mountain Bears, Lions, and Winter Wolves. You can legitimately spam these summons to clear out BG1. But that's it. You can do with spells what everyone with access to the Wand of Monster Summoning can do. And you dedicated your entire character to it. And these animals will be completely useless the second you set foot into Baldur's Gate 2. They might even be useless in Siege of Dragonspear that's how bad they are. The only decent thing a Beast Master has is Find Familiar, which they can at least cast once in BG1 and once in BG2 for a +30 to their total HP.
:* Whoever wrote this article seemed to have an extremely strange and gilded view of the game. In addition to worshipping Gnomes, they seemed to think the best dual-class Ranger->Cleric kit was Beast Master. I cannot stress this enough: Beast Master is garbage. Beast Master is absolutely terrible. Lowering Animal Summoning from being level 4, 5, and 6 spells down to 1, 2, and 3 is absolutely useless. These spells would ''barely'' function in Baldur's Gate 1. They summon ''crap''. Animal Summoning I summons War Dogs and Dire Wolves. Level II summons Black Bears, Brown Bears, and Cave Bears. Level III summons Cave Bears, Mountain Bears, Lions, and Winter Wolves. If you dual-class from Beast Master to Cleric at an absolute maximum level of 6 you will be able to finish your dual-class during Baldur's Gate 1 (and admittedly you'll only need 36k and 55k XP to do so, making your 'level cap' XP even lower than a pure Cleric's 110k) you'll be able to play with some pretty good BG1 summons. You can legitimately spam these summons to clear out BG1. But that's it. You can do with spells what everyone with access to the Wand of Monster Summoning can do. And you dedicated your entire character to it. And these animals will be completely useless the second you set foot into Baldur's Gate 2. They might even be useless in Siege of Dragonspear that's how bad they are. The only decent thing a Beast Master has is Find Familiar, which they can at least cast once in BG1 and once in BG2 for a +30 to their total HP.
:** In exchange you have completely neutered your character. You cannot use ''any'' weapons other than Clubs, Quarterstaves, and Slings. You have the second worst ranged weapon, the worst two-handed weapon until you get the Staff of the Ram at the very end of the trilogy, and the worst one-handed weapon. You cannot even wear dragonscale armors, you are absolutely locked to only leather, studded leather, and hide armor and any variants of it. So White Dragon Scale is available, Red Dragon isn't. Shadow Dragon Scales can be used, Blue Dragon Scales can't. You have less equipment options than a Wizard Slayer dual-classed to Cleric. Just ponder that for a moment.
:** In exchange you have completely neutered your character. You cannot use ''any'' weapons other than Clubs, Quarterstaves, and Slings. You have the second worst ranged weapon, the worst two-handed weapon until you get the Staff of the Ram at the end of the damn trilogy, and the worst one-handed weapon. You cannot even wear dragonscale armors, you are absolutely locked to only leather, studded leather, and hide armor and any variants of it. So White Dragon Scale is available, Red Dragon isn't. Shadow Dragon Scales can be used, Blue Dragon Scales can't. You have less equipment options than Wizard Slayer dual-classed to Cleric. Just ponder that for a moment. Wizard Slayer is a Fighter/Thief with Use Any Item compared to Beast Master->Cleric.


* '''Choosing which Druid Kit'''
* '''Choosing which Cleric Kit'''
: Alright champ, sit down for a second. Don't do this. Ranger is already a mutli-class Fighter who left his other class in the oven that's running in his car with the headlights still on. Let me be extremely clear, there is literally no reason whatsoever to go from Cleric to Ranger. There is ''zero'' reason to. Ranger cannot get Grandmastery. Rangers have a worse XP chart so they level slower. Ranger Favored Enemy just doesn't make up the THAC0 and damage bonuses from Grandmastery which apply to everything. Charm Animal is situational in BG1 and useless in BG2. The one benefit of Cleric/Ranger and Ranger->Cleric is getting Druid spells on Cleric. When you dual-class from Cleric to Ranger, you never get Druid spells and you never get more spell slots. Do yourself a favor, don't do this. Pick Fighter instead. Because it is literally exactly the same but better. If, for whatever reason you are dead-set on dual-classing Cleric to Ranger, just refer to the Cleric->Fighter section.
: Never, ever do this. There is literally no reason whatsoever to go from Cleric to Ranger. There is ''zero'' reason to. Ranger cannot get Grandmastery. Rangers level slower. Ranger Favored Enemy just doesn't make up the THAC0 and damage bonuses from Grandmastery which apply to everything. Charm Animal is situational in BG1 and useless in BG2. The one benefit of Cleric/Ranger and Ranger->Cleric is getting Druid spells on a Cleric. When you dual-class from Cleric to Ranger, you never get Druid spells and you give up Wisdom-based bonus spell slots.


* '''Choosing a Multi-Class Race'''
* '''Choosing a Multi-Class Race'''
: Half-Elves, inferior in almost every way to other demi-humans but with access to some unique multi-classing opportunities.
: The only race who can pick this combo up is half-elf.


* '''Recommended Stats'''
* '''Recommended Stats'''
: Like any other Warrior and Priest, a roll of 92 will optimize you. That's 18 in STR, DEX, CON, WIS, and a 17 in CHA, leaving 3 for INT. Remember to cursed-scroll to 6 INT and then book to 7 so your Lore penalty drops from -20 to -10 and you can take one hit from a Mindflayer without dying. A 93 is common enough that you could roll for it to max CHA and start with the +1 dagger. And you may even want to roll for better Percentile Strength if you're a Ranger intending to dual-class.
: Anything you'd do on a fighter/cleric, you'd want to do on this character. Max strength, dexterity and constitution and aim for high wisdom. If you want to dual-class, it's worth noting the prerequisite stat for rangers is constitution, meaning you would need at least 15 STR, 15 CON and 17 WIS to make the switch.


* '''Proficiencies'''
* '''Proficiencies'''
: Your proficiencies will differ based on your build.
: Your proficiencies will differ based on your build.
:* Multiclass Cleric/Rangers will want 2 in Slings and 2 in Maces since the EE for BG1 has a really good mace and BG2 has a lot of choice maces. Then put two points into Flails, followed by Warhammers, Clubs, and Quarterstaves. May as well go for the APR boosts of two points since you start with 2 in Two-Weapon Style.
:* Multiclass Cleric/Rangers will want 2 points in Slings and 2 in Warhammers or Maces. Then put two points into Flails, Clubs, and Quarterstaves. May as well go for the APR boosts of two points since you start with 2 in Two-Weapon Style.
:* Dual-classed Stalker->Clerics will actually want two points in Quarterstaves and Slings so they have a backstab weapon. After that they'll want 2 in Maces or Flails, then 2 in Flails or Maces. After dual-classing they'll wanna put individual points into Two-Handed Weapon Style and other weapons like Warhammers, Clubs, and Single-Weapon Style, then finally Sword and Shield Style so as not to lose proficiency points. Once Stalker is active again they can cap all their weapon proficiencies at the 2nd point before grabbing the last points of the various weapon styles.
:* Dual-classed Stalker->Clerics will actually want two points in Quarterstaves and Slings so they have a backstab weapon. After that they'll want 2 in Maces or Flails. After dual-classing they'll want to put individual points into Two-Handed Weapon Style and other weapons like Warhammers, Clubs, and Single-Weapon Style, then finally Sword and Shield Style so as not to lose proficiency points. Once Stalker is active again they can cap all their weapon proficiencies at the 2nd point before grabbing the last points of the various weapon styles.
:* Dual-classed Archer->Clerics are a little simpler. 2 points in Slings, then grab melee Cleric weapons in the order of Mace->Warhammer->Flail, then whatever. Due to their lack of specialization Archer->Clerics will cap their proficiencies very early on.
:* Dual-classed Archer->Clerics are a little simpler. 2 points in Slings, then grab melee Cleric weapons in the order of Mace->Warhammer->Flail, then whatever. Due to their lack of specialization Archer->Clerics will cap their proficiencies very early on.
:* Do I even need to address Beast Master->Cleric? It has three weapons, what do you think you should put points into?
:* Do I even need to address Beast Master->Cleric?


== Triple Class Options ==
== Triple Class Options ==
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* '''Strengths'''
* '''Strengths'''
#  Has access to every weapon, almost all armor, and all miscellaneous equipment like Thief skill-boosting rings, arcane wands, the Amulet of Power, etc.
#  Can do literally everything but heal themselves
#  Can play solo while still being able to disarm traps, pick locks, and fight like a Fighter/Mage.
#  Has access to three classes worth of HLAs
#  Has a number of tricks to overcome their limitations.


* '''Weaknesses'''
* '''Weaknesses'''
#  Splitting experience three ways means that your level caps are lower and you get less overall out of each class. It will take a ''long'' time for F/M/T to get good at anything, be it making attack rolls, casting spells, or using skills.
#  Splitting experience three ways means that your level caps are lower and you get less overall out of each class. It will take a ''long'' time for F/M/T to get good at anything.
#  Has no actual role. In D&D and Baldur's Gate there's no such role as 'Jack of All Trades'. You will always be outclassed by any other companions. All Warriors will frontline better than you, all Mages will have better and more plentiful spells, all Thieves will have more skills. Even the multi-class and dual-class companions will outclass you
#  In Baldur's Gate 1 you will get 3rd level spells at best, while Mages will have 5th level spells. In Baldur's Gate 2 their max Mage level is 17, one level shy of being able to cast 9th-level spells (You can still cast these from scrolls, though without Simulacrum cheese these are limited).
#  In Baldur's Gate 1 you will get 3rd level spells at best, while Mages will have 5th level spells. In Baldur's Gate 2 their max Mage level is 17, one level shy of being able to cast 9th-level spells (You can still cast these from scrolls, though without Simulacrum cheese these are limited).
#  This means that they will only ever get the bonus 6th, 7th, and 8th spell slot HLAs. And since Fighter HLAs are so underwhelming compared to Thief, they're mostly going to be grabbing Thief HLAs.
#  This means that they will only ever get the bonus 6th, 7th, and 8th spell slot HLAs. And since Fighter HLAs are so underwhelming compared to Thief, they're mostly going to be grabbing Thief HLAs.


* '''Choosing a Multi-Class Race'''
* '''Choosing a Multi-Class Race'''
: You can only choose elf or half-elf. And as usual, Elf is objectively better. Even though you're a Warrior, as a triple-multiclassed character you just don't have frontlining capabilities, so the CON loss is an acceptable loss. More importanly, you are splitting XP three ways. You don't need the bonuses to skills from 19 DEX to get more Thief skills, you need it to keep your Thief skills above water.
: You can only choose elf or half-elf. And as usual, Elf is objectively better. Even though you're a Warrior, as a triple-classed character you just don't have frontlining capabilities, so the CON loss is acceptable. More importantly, you are splitting XP three ways. You don't need the bonuses to skills from 19 DEX to get more Thief skills, you need it to keep your Thief skills above water.


* '''Recommended Stats'''
* '''Recommended Stats'''
: Despite having three classes, F/M/T only truly need a roll of 90 to function perfectly. You obviously want 18 STR, 19 DEX, and 17 CON, but you can never actually cast 9th-level spells. So you don't need 18 INT, you need 17. But since you won't be getting 8th level spells for a ''long'' time you can justifiably start with only 16 INT and use the book to hit 17. CHA of 17 can use the book and cloak to cap at 20, and WIS is useless so you can start with 3 and do the cursed-scroll-then-books trick to get to 9. With access to Percentile Strength you might even want to reroll for a decent percentile, if you happen to get a good percentile strength score and a roll of 90 or more you can put more points into CHA or INT.
: 19 Dex, 17 CON, 18 INT. Favored stat after that is strength, which you want at least 15. Wisdom and Charisma are not needed.


* '''Proficiencies'''
* '''Proficiencies'''
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=== Fighter/Mage/Cleric ===
=== Fighter/Mage/Cleric ===


Have you ever played with Aerie and thought "I love Aerie, but she's leveling up too fast. She becomes functional midway through Throne of Bhaal, I can't stand that. I wish there was a class that leveled up slower." Well do I have good news for you. Introducing, the Cleric/Mage with an even worse leveling chart!
Fighter/Mage/Clerics are not as versatile as Fighter/Mage/Thieves despite having divine spellcasting. There's no pressing reason to throw Fighter into the mix of the already-viable Cleric/Mage. Clerics have ways of boosting strength and THAC0 to fighter levels through spells, so splitting the experience with a third class may not be worth it. Only half-elves can take this triple class.


* '''Strengths'''
* '''Strengths'''
#  CON bonuses to HP and a ''slightly'' better Hit Die.combined with access to Find Familiar.
#  CON bonuses to HP and a ''slightly'' better Hit Die, combined with access to Find Familiar.
#  The ability to put two points into weapons means you don't have to put points into useless weapons or useless weapon styles
#  Gauntlets of Extraordinary Specialization access, which can bring your APR with a 2-point weapon to 3. This is as optimal as a Fighter/Cleric, since you can't get APR-boosting weapons but you do have access to the Defender of Easthaven.


* '''Weaknesses'''
* '''Weaknesses'''
#  No significant advantages over picking just a cleric/mage, all while dealing with splitting XP three ways
#  No significant advantages over picking just a cleric/mage, all while dealing with splitting XP three ways
#  5 important stats leaves little room for dump stats and bad rolls
#  5 important stats leaves little room for dump stats and bad rolls
#  No massive increases in versatility, unlike Fighter/Mage/Thief which can solo the game. F/M/C at best can provide a marginal amount of buffs. Adding Fighter to Cleric/Mage adds two more pieces of equipment as opposed to F/M/T having UAI.
#  No massive increases in versatility, unlike Fighter/Mage/Thief
 
* '''Choosing a Multi-Class Race'''
* '''Choosing a Multi-Class Race'''
: You have exactly as many options for Fighter/Mage/Cleric as you do for Fighter/Druid and Cleric/Ranger.
: Only half-elves can choose this triple multi-class.
 
* '''Recommended Stats'''
* '''Recommended Stats'''
: This class trades the necessity of INT for the necessity of CON compared to Cleric/Mage. A roll of 90 can get you 18 in STR, DEX, CON, and WIS, which all need to be maxed out. That leaves 15 for INT and 3 for CHA. Unlike the Cleric->Mage, you have access to the ability to use the cursed CHA scroll, the CHA book, Algernon's Cloak/Nymph Cloak, and Friends to boost your 3 CHA all the way up to 15, which is more than enough to recruit Alora should you wish, and you can get some decent discounts for a class as Multiple-Ability-Dependent as F/M/C. Just like F/M/T you do not have the ability to memorize 9th-level spells, and due to your leveling curve you won't get any 8th-level spells until ''six million seven-hundred fifty-thousand'' XP. By that time you could easily clear the way to Watcher's Keep level 4. Keep this in mind when rolling stats because you do have access to Percentile Strength which will greatly help your frontlining capabilities early on, which you can safely roll for.  
: Max intelligence is a must, as is 16 CON. Because you require so many different stats to be viable, it may be worth dumping DEX down to 7 and relying on the Gauntlets of Dexterity to bolster it. This allows you not to skimp on STR or WIS. There is no way your charisma will be above 3 on this character.  


* '''Proficiencies'''
* '''Proficiencies'''
: Despite being a Fighter, you will only ever get ''ten'' proficiency points for this class. Ten. That's it. Like any Fighter/Cleric, you want to start with two in Slings and two in Warhammers (BG1) or Maces (BG1:EE). Put two points into Flails after that, because you will want Flails in BG2 and you don't gain enough points fast enough to really work towards weapons after the fact. Then put two points into Two-Weapon Style to help your anemic THAC0 and finally two points in Maces or Warhammers. You basically function like a Fighter/Cleric with less proficiency points. You won't miss Clubs, Quarterstaves, or the inferior weapon styles.
: Despite being a Fighter, you will only ever get ''ten'' proficiency points for this class. That's it. Like any Fighter/Cleric, you want to start with two in Slings and two in Warhammers or Maces. Put two points into Flails after that, because you will want Flails in BG2 and you don't gain enough points fast enough to really work towards weapons after the fact. Then put two points into Two-Weapon Style to help your anemic THAC0. You basically function like a Fighter/Cleric with less proficiency points. You won't miss Clubs, Quarterstaves, or the inferior weapon styles.


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Latest revision as of 16:19, 30 December 2022

Basic Information

Dual and Multiclassing can be VERY powerful if used right in Baldur's Gate. Playing the game hardcore can be a lot easier if you dual or multiclass, as they have abilities of both classes with the only drawback being that you do not reach as high of levels. Also, if considering the entire Baldur's Gate saga as a whole, dual-classing allows for the most overpowered, broken, and downright cheap meta-gaming characters possible.

Dual-classing favors starting with your primary class as the combat oriented class, and then dropping into a spell-casting class. Casters scale better later into the game, and this way you maximize the early game health and thac0. Fighter should always be the first class for any potential fighter dual-class, and thief should be the primary class for thief/mages.

This information applies only to Classic BG games
Dual-classing at a specific level locks the character's abilities from that class to that specific level forever.
This information applies only to Enhanced Edition BG games version: 2.0+
2.0+
The game calculates the player's caster level for spell-like abilities as max(level1, (level1+level2)/2), where level1 is the original class' level, and level2 is the level of the second class. This only affects abilities' power, not uses per day.

For example, a Priest of Lathander dual-classed to something will eventually start gaining additional rounds of duration for Boon of Lathander. However, this also means that a dualed Bounty Hunter will eventually be stuck with Otiluke's special snares for a long time.

This changes the dual classing dynamic significantly, take that into consideration when choosing to dual class.

Fighter Multi-Class Options

Fighter makes the most universal dual- and multi-classing option because it offers something every other class wishes they had: HP and thac0. They hit harder and can absorb more punishment than any other given class meaning your squishy thief who couldn't ever land that backstab suddenly has twice the HP and rarely misses from the shadows, or your mage suddenly has more survivability than he would have enjoyed at max level just by dual-classing at level 8.

Fighter/Cleric

Very powerful solo class and great for hardcore runs, as sanctuary is basically a free 'get out of trouble' card. Draw Upon Holy Might can eventually cap all of your physical scores at 25, Armor of Faith increases your physical damage resistance and as a Fighter you can stack this with the Hardiness HLA in BG2 and the Defender of Easthaven as an off-hand weapon. That allows you to eventually get a whopping 85% damage reduction, that's enough to passively heal through any fight with regeneration items. F/C gets a total of 1 APR from Fighter levels 7 and 13, and 0.5 APR from having two points in a weapon. The loss of bladed weapons due to Cleric isn't a big deal, you have access to the Flail of Ages and Defender of Easthaven, the definitive go-to "equip and forget" duo.

  • Strengths
  1. Divine Spells and therefore healing
  2. Sanctuary allows easy, safe navigation of the battlefield
  3. Some of the best buffs in the game
  4. Highest possible combined saving throws in the game (especially ludicrous when combined with a high CON dwarf)
  5. Excessive amounts of spellcasting with high WIS.
  • Weaknesses
  1. BG1 only: Will only reach 4th level spells by level cap
  2. Fighting abilities progress slowly due to splitting experience, although this is mitigated somewhat by the ability to self-buff.
  3. Limited weapon selection
  • Dual or Multi?
Multi-classing is preferred for a BG1 only character, as the early game survivability matters without sacrificing much potential end-game power. However for those planning on playing the character through the entire saga, dual-classing to cleric at level 13 of fighter will maximize the attacks per round fighters get over typical clerics while still allowing you to reach level 38, a whole two levels shy of the default cleric level cap. Berserker is the only viable kit to dual-class into a cleric because heavy armors are a must in order to utilize the unique tanking ability fighter/clerics fulfill. Additionally, multi-class fighter/clerics are limited to Specialization in any given weapon type but a dual-classed fighter/cleric, even if he dual-classed at level 2, can obtain Grandmastery in any given weapon type.
  • Choosing which Fighter Kit
    • Berserker is the best, and arguably only good, kit to dual from. As explained on the class page, Enrage is a blanket of immunities that replaces the need to ward yourself with Chaotic Commands or Negative Plane Protection.
    • Kensai's tradeoff of damage-for-armor is terrible for this class because you do not get any off-hand APR-boosting weapons like Belm or Kundane, and not having a helmet means you can die easily to critical hits.
    • Wizard Slayer is just a solid "no". Their Miscast Magic is worsened by a lack of APR-boosting bows for ranged Wizard control and off-hand APR weapons and in exchange for a minor amount of Magic Resistance they lose access to most of the best equipment in the game, like the Amulet of Power, Amulet of the Seldarine, Ring of Gaxx, Improved Cloak of Haste, etc. The only saving grace is a Wizard Slayer-> Cleric is allowed to equip their holy symbol they get when they hit level 25.
  • Choosing which Cleric Kit
For those wanting to go Cleric->Fighter they have more options than a Fighter->Cleric at the tradeoff of Cleric spells, and Cleric kits are all direct upgrades to Cleric so there's never a loss of anything by picking one. Important to note is that while your daily uses of said abilities will never increase after dualing, the duration of abilities functions off your average level so it will continue to increase.
  • Priest of Lathander is arguably the best kit for a Fighter to benefit from. Their Hold Undead ability is irrelevant in the long run but Boon of Lathander grants +1 APR and level drain immunity. Since you get one use at level 1, and another use every 10 levels after, it's only worth it to dual-class at levels 2 or 11. 21 is at almost 3 million XP, but that is an extremely long time to be playing a low-level Fighter in BG2 where everything can and will kill you.
  • Priest of Talos's abilities don't synergize that much with a Fighter, but they're by no means bad. Lightning Bolt from Priest of Talos is not a spell, so it can be used while silenced, and Storm Shield grants immunity to fire, cold, and electricity. The interesting thing about Storm Shield is that it has a minimum duration of 10 rounds, only gaining 1 round per level at level 11 and onwards, so if you aren't terribly invested in long dual-class downtime you have more cheap-and-easy breakpoints you could opt for. At Priest of Talos 2 you can just leave the class and become a Fighter with a handful of 1st level Cleric spells and a daily use of Storm Shield and Lightning Bolt. At level 3 you can get Draw Upon Holy Might and still benefit from bonus spells from high WIS, and at 5 you can get 3rd level spells and another Lightning Bolt, all while still being able to finish your dual-classing before the end of BG1.
  • Priest of Helm is slightly more kitted for dualing to Fighter, but it's mostly due to having a built-in set of training wheels in the form of True Seeing and Seeking Sword. Seeking Sword is a Magical Weapon that they get from level 1, it lasts 1 round per level and has a built-in 3 APR at base. For reference, most weapons have a base APR of 1. Longbows, Shortbows, and Throwing Daggers have 2, and Darts have 3. This is extremely powerful in BG1, it may only do 2d4 damage, but it has a -4 bonus to THAC0 and strikes as a +4 weapon, so it will hit anything in the game, and it benefits from Strength bonuses to damage. This is not a long-term weapon, however.
  • Choosing a Multi-class Race
The only races which can even roll Fighter/Clerics are Dwarves, Gnomes(BG1EE), Half-Elves and Half-Orcs. Half-Orcs are obviously only playable in BG1 if you install BGtutu or BGT or are playing on the Enhanced Editions.
  • Dwarves fulfill this class's needs perfectly as they have saving throw bonuses that will eventually render them immune to most spells (remember than natural 1s on saving throws do not exist in Baldur's Gate).
  • Half-Orcs get bonuses to STR and CON while giving up the mostly useless INT stat. The STR and CON bonuses aren't phenomenal in the long run since Draw Upon Holy Might is available in plentiful supply for any cleric, but it's still better than nothing.
  • Gnomes might get a bonus to saves, but the tradeoff of 1 WIS is painful given how powerful WIS-stacking is on divine casters. For reference, every other race in the game can hit 24 WIS. For a divine caster, the difference between 23 WIS and 24 WIS is two bonus 6th level spells. Gnomes are effectively losing two of the second-highest spell slots for their class.
  • Half-Elves effectively have no bonuses to this class, but no penalties.
  • Recommended stats
Max Wisdom, Strength, and Constitution, regardless of total stat roll. On a roll of 93 a player can max 5 stats and dump 1, and it's a toss-up whether you want to dump Intelligence or Charisma.
  • Proficiencies
In the long run Flails/Morningstars are the best proficiency, but in BG1 you'll want to have two points in either Warhammers then two points in Slings as they're your only ranged weapon. Then invest in Flails/Morningstars. Only invest 2 points into Two-Weapon Style in BG2 where you'll be able to get good off-hand weapons like the Defender of Easthaven.

Fighter/Thief

Fighter/Thieves are capable of significant damage output. They give up the ability to tank on the same level as a raw fighter because they lose some health, but they can hold their own. If you are focused on thief skills you'll want to stick to light armors, making them less sturdy, though detect traps and illusions will work in heavy armor. Thieves have the added ability to use certain wands, which is very useful. A dual-classed kensai/thief who manages to hit epic levels in BG2 and unlocks Use Any Item is one of the most devastating melee fighters in the game. They are very slanted toward end-game content, however, so they are not typically very good for hardcore runs as a main character. Swashbuckler/fighters are also very powerful, while multi-class characters have excellent power right from the start of BG1.

  • Strengths
  1. Thief abilities on a character who can actually take a hit if he misses spotting a trap or fails a disarm roll.
  2. Better THAC0 and damage from fighter weapon mastery means bigger backstabs that miss less often.
  3. Borderline broken damage capabilities at epic levels once importing to BG2.
  • Weaknesses
  1. Splitting experience means both fighting capabilities and thieving skills progress slowly.
  2. To maximize damage potential requires ranking hide in shadows early, which slows more important survival thieving skills.
  3. Tanking ability of a raw fighter is lessened if you want to backstab a lot.
  • Dual or Multi?
Dual-classing is much more beneficial than multi-classing. The power of a Fighter is slightly mitigated by the fact that a Fighter/Thief cannot use thief skills while wearing heavy armor (though they can Detect Illusion in-combat to remove enemy illusions while still maintaining low AC), and Backstab only applies to the weapons that a single-classed Thief could wield, so you cannot backstab with greatswords or flails. Additionally, Thief doesn't take that much XP to level up. Dualing at level 9 allows a character to get Grandmastery with a weapon and two points elsewhere. Fighter-> Mage is notoriously easy because Mages can grind XP solo by scribing and erasing spells, but it's worth mentioning that Thief only requires a paltry 160,000 XP to hit level 10. That's a handful of quests turned in to instantly regain your abilities, and you might even stockpile XP and not level past Thief 3 to stockpile proficiency points to drop into one weapon all at once.

A multi-class character will be much stronger through BG1 and the early-mid part of BG2 as it will only slightly lag in levels early on and not have to deal with an inactive class at any point. Multi-class characters will also receive both rogue and fighter HLAs. Both options have strengths depending on your focus.

  • Choosing which Fighter Kit
Thieves get a lot more out of dual-classing from Fighter than some other classes, namely from much better backstabs. Additionally, even while wearing heavy armor you can have Detect Traps/Illusions active which allows you to automatically dispel illusions while auto-attacking (You must issue the order to attack, then activate the Detect skill for this to work. Any subsequent non-movement orders cancel Detection).
  • Berserker may be a little boring to dual to Thief, but it's still one of the best. Enrage gives a +2 damage bonus which multiplies on a backstab and of course gives a laundry list of immunities, so if you're not committed to the restrictions of the other two kits Berserker is best. Ranged combat stops being a thing the moment you're in BG2 so losing the ability to put points into them doesn't matter.
  • Kensai's THAC0 and damage bonuses are incredible on a Fighter->Thief. The damage multiplies on a backstab and will turn massive damage into insta-kills a lot earlier than any other kit, and their bonus THAC0 is appreciated given the THAC0 of a dual-classed Fighter stops growing.
  • Wizard Slayer is a very painful dual-class. They lose out on the ability to use any Thief potions, Thief-skill-boosting rings, etc. Even Monk can heal up with a Ring of Regeneration. Wizard Slayer->Thief requires spells to heal. The only good thing is that once they hit 3 million Thief XP they can take Use Any Item and immediately turn into a normal Fighter->Thief with a slight boost to Magic Resistance.
  • Choosing which Thief Kit
Alternatively a Thief->Fighter might dual class from a thief kit. The advantage here is the ability to only take whatever Thief skills you want, then gain the THAC0, proficiencies, APR, and HP of a Fighter (minus their large Hit Dice and CON bonuses). Thief->Fighter shares the same limitations as Fighter->Thief: you still can't use Thief skills (other than Detect Traps/Illusions) while wearing heavy armor, and you can't backstab with non-Thief weapons. The Swashbuckler and Bounty Hunter kits are the most useful choices here, as the Assassin does not have significant lower level advantages. Thieves get improved traps at levels 6 and 11 and stop rolling for health at level 10, so it is recommended you dual class at one of these points to take full advantage - though Swashbuckler advantages also make levels 5, 10, and 15 good options.
  • Bounty Hunter is an odd case. It doesn't necessarily synergize with Fighter, but Bounty Hunter is implicitly built for dual-classing depending on what you want from it. At level 11 a Bounty Hunter will have 170 Skill Points to play with (assuming you put 60 into Set Traps and use DEX boosts to hit 100) giving them the highest damage Set Special Snare and three uses of Set Snare and Set Special Snare per day. They have enough skill points to max Detect Illusion, and they can distribute enough points between Find Traps and Open Locks to use the skill-boosting rings for each skill.
  • Assassin deserves a lot of flak for being a sub-par dual-classing kit for Thief. It gets too few skill points to matter, Poison Weapon is just an okay ability, their -1 to THAC0 and +1 to damage is irrelevant, and as stated on the class page their backstab multiplier doesn't surpass the normal Thief multiplier until level 16. However, for a paltry 10,000 XP you can reach Assassin 5, which gives you the x3 backstab multiplier of a Thief and 100 skill points to play with. That's enough to max Detect Illusion and still reach the BG1 Fighter level cap, and if playing solo that means you can be a Fighter who can remove his armor and drink potions to disarm traps. Poison Weapon is there, like the bonus to THAC0 and damage, and in the long run you're trading about 35 total HP in exchange for a handful of situational-yet-good abilities, especially since poison helps stop spellcasters from casting and Fighter THAC0 and APR means you'll actually land the poison, possibly on multiple enemies in a fight. It's not great, but it's an option to add a little spice to a Fighter.
  • Swashbuckler. For some reason everyone loves dual-classing Swashbuckler to other classes. All it gains is -1 AC at level 1, and -1 AC, THAC0, and +1 damage at every level divisible by 5, plus the ability to put 2 points into a weapon proficiency, including 2 points into Two-Weapon Style. In exchange, they lose Backstab which means there's no reason to put points into Stealth. At level 5 you'd have -1 THAC0, -2 AC, +1 damage, and 140 Skill Points to play with. If you try to dual at 10 you get a total 265 skill points, and another bonus to AC, THAC0, and damage, but now none of your Hit Dice are Fighter HD, so you don't get that juicy HP boost and your CON bonus to HP never increases anything at all. In BG2, you are not going to care about AC. Even if you use every AC-boosting item possible and swap the belts that increase AC vs. different damage types, you will still be getting hit about half the time. -3 AC won't matter. HP will. THAC0 won't matter, so all you're left with is skill points to be a party Thief (while not wearing heavy armor) and +2 damage. Even Assassin can multiply it's pathetic +1 damage with backstab and gets poison damage. Like before, if you're set on this kit take no more than 5 levels and use it to max Detect Illusion so you have a thief skill you can use in heavy armor.
  • Choosing a Multi-class Race
First, look at the thief class page and the racial bonuses to thieving skills. Remember that your character can get +1 DEX from the Manual of Quickness of Action, +1 DEX from the Machine of Lum the Mad, and you can also get +1 from the STAR card from the Deck of Many Things. If you're playing hardcore no-reload "back to Candlekeep if you die," this card isn't worth trying to go for, but if you're either willing to break that rule for the bonus or just playing normally that's a total +3 DEX to your character's starting score. Original BG2 also has a +1 bonus to DEX from one of the Hell trials, but this was a bug that's fixed by mods and the Enhanced Edition. That means that everyone who isn't a Dwarf can count on a +20 minimum to each Thief skill other than Detect Illusion.
  • Half-Orc starting with 19 STR comes out of the gates of Candlekeep capable of smashing in heads with a nice +7 to damage on a backstab that has a -3 THAC0 bonus. Slightly lower Thief skill bonuses just means it takes a level or two to make another skill reliably usable. You may want to invest in Stealth early to maximize those "Surprise! You're dead!" backstabs. A Half-Orc Fighter/Thief can safely invest 59 Skill Points into stealth skills and not end up with wasted skill points. Alternatively if you want to use your character as the party trapfinder/lockpicker you can use heavy armor to frontline and just remove it when you need to search for traps or open locks. Their penalty to INT literally does not matter since they don't need WIS at all.
  • Gnomish saving throw bonuses and second-highest skill point total make them extremely good Fighter/Thieves. They don't get a bonus to Save vs. Death but that can be overcome with items while Save vs. Spell is harder to obtain. They also get a skill bonus to Detect Illusion, for what it's worth.
  • Halfling has the highest skill point bonus from race, plus the ability to start with 19 DEX. This means they are able to be the party Thief right out of the gate and as a Fighter/Thief can reliably hit enemies with ranged attacks. 17 STR at the start of the game sucks, and the +1 book only boosts it to 18, no percentile STR allowed. That means until you get to the Machine of Lum the Mad or an evil choice in one of the Hell trials, your STR is at "don't even think about it" levels. That said, a Halfling Fighter/Thief can just be an archer and a skillmonkey in the backline until they get the STR necessary to kill. But don't discount the frontline halfling completely, you're still a Fighter with CON bonuses to all your Hit Dice, and you have the saves of a Dwarf.
  • Dwarves are good thieves too. They start with 20 in Open Locks and Find Traps, and even though they start with 1 less DEX than every other race that's still good enough to start the game as the party thief. They also have Percentile Strength, the max CON bonus to HP, and saves from level 1. Dwarves basically sacrifice some skill points compared to Gnome for the ability to reliably not die to poison and/or carry less antidotes.
  • Elf has similar advantages to Halfling. 19 DEX to start means they're going to be able to be the party thief at the beginning of the game, and their ranged attacks will be extremely likely to hit. While they don't have the Halfling save bonus, they will have 90% resistance to Charm and Sleep which is more useful in BG1 than BG2 but still sees use, and they start with Percentile Strength meaning they're capable of getting backstabs. They're not going to have Half-Orc backstabs until you get the STR book but they'll be an option. A -1 CON penalty isn't a frontline dealbreaker since BG1 is more about stacking AC, and you'll still be getting to 18 with the CON book which is available in Chapter 1 of BG1.
  • Half-Elf is easily the worst on this list. They have +10 Pick Pockets, +5 Hide. That's literally it. They have 30% resistance to Charm and Sleep, but as short-lived as that is for Elf it's infinitely less useful for Half-Elf because it's just unreliable. And again, no save bonuses like short people, no higher-than-other-races starting stats.
  • Recommended stats
A roll of 90 is good enough to start with maximum STR, DEX, CON, and CHA for every race, plus having enough points to start with 15 INT which is enough to read the BG1 INT book and hit 16, the threshold to take 3 hits from Mindflayers and not die. Gnomes can achieve 4 hits with a 94 and the two INT boosts from BG1 and BG2. Since 90s are relatively easy to roll for you could very reliably re-roll for higher percentile strength for an even easier BG1 experience.
  • Proficiencies
Backstab has a limitation of only being possible with a weapon that a normal Thief can use. That means you will never backstab with the Flail of Ages, and you can't backstab with weapons like the Monk-only Ninjato of the Scarlet Brotherhood even with Use Any Item. When it comes to picking weapons Baldur's Gate 1 is a little anemic in weapon supplies. Katanas have a d10 damage die, meaning it's the best weapon for backstabbing, however since the only Katana in BG1 is a +1 with no special abilities this is a bad proficiency to take early on. For multi-class characters I advise putting two points into Longswords and 2 points into either Crossbows or Shortbows. The reason for this is that Longswords have a couple really good options in BG1 (The Burning Earth and Varscona) and in BG2 ranged weapons are both terrible and Longbows lack a +4-ammo-generating weapon, so they're not a good investment. Ranged weapons are busted in BG1, mainly bows with the Arrows of Detonation and Arrows of Dispelling. After that you have some options: Quarterstaves are a good choice since the Staff of Striking exists in BG1 and is the best BG1 backstabbing weapon, while BG2 has both this staff and the Staff of the Ram later on as the best backstab weapon. On the other hand, in Siege of Dragonspear there is a really good Katana and in BG2 early on you can get Celestial Fury, a katana that is +3 and will stun enemies which just wins fights, backstab or not. You may also with to put two points into Two-Weapon Style (never the third point, it's useless) so you can frontline with a good off-hand weapon without missing attacks.
For dual-class characters, focus on reaching Grandmastery in whatever weapons you choose. Preference is given to backstab weapons, obviously, since they can end fights and multiply your grandmastery damage.

Fighter/Mage

Fighter/Mages are excellent targets for buff spells. They utilize mage self-buffs better than a single-class mage would, and can use Touch spells (like Vampiric Touch) to greater effect because of their increased thac0. Plus, it alleviates a lot of the downside of playing a single-class mage in that you'll have significantly better hit-points and saving throws. Lastly, they can equip armor. This is usually a bad thing as nearly every armor also negates the ability to cast spells but there are a few pieces which do not and therefore make you fairly tanky. (They are all BG2 equipment.) The only major downside is the inability to pick a specialist wizard class for the bonus spells. For extra cheesy tactics feel free to buff yourself with spells like Stoneskin and Mirror Image before putting on armor and frontlining.

  • Strengths
  1. Significantly increases survivability of your mage, who is already one of if not the most important character in your party
  2. Improved thac0 means better use of Touch spells
  3. Fantastic target for buffs
  4. Can frontline with maximum APR while being completely untouchable due to buffs like Mirror Image, Stoneskin, and Protection from Magical Weapons.
  5. Kensai dual-class specific: Can still equip robes in chest slot.
  • Weaknesses
  1. Inability to pick specialist mage class (except for Gnomes)
  2. Multi-class splitting XP significantly reduces the overall effectiveness of your mage powers.
  • Dual or Multi?
Multi-classing is already a great choice here, however dual-classing is really where this combo shines. A Fighter/Mage multiclass can hit level 24/20. That is by no means bad, that is still an extremely powerful character, since Mage is the most powerful class in the game. However, Mage continues to progress and get more and more spell slots of higher levels all the way to level 29. Dual-classing allows you to get the most important stuff from Fighter (Hit dice, grandmastery instead of just specialization) and still progress Mage to get more spell slots of higher levels. And I cannot stress this enough, Fighter bonuses to THAC0 and HP are nowhere near as powerful as high-level Mage spells.
  • Choosing which Fighter Kit
    • Yet again it must be said that Berserker is always a safe choice for dual-classing to Mage. Mages have some spell protections they can't protect against everything that requires a saving throw. Berserker's Enrage says the enemy has to kill you with direct damage and in order to do that they need to get past your ability to resist it, and protect yourself from being debuffed at all with Spell Immunity: Abjuration.
    • For decades the consensus was that Kensai->Mage was infinitely better than Berserker->Mage. The idea is you become an armored Kensai, wearing robes instead of armor and thus you're a Fighter with all the Kensai bonuses. The problem is, those bonuses are nowhere near as plentiful or useful as Enrage. Enrage gives you a CVS receipt of immunities. Kensai gives marginal THAC0, damage, a short-lived ability to maximize damage rolls, and you still lose your gauntlet slot.
    • Wizard Slayer is a hard "no." Don't do it. Wizard Slayer's list of restrictions is one giant rap sheet of "you can't" that's so long it would require its own dedicated wiki page to explaining all the things everyone else can do with their equipment slots that Wizard Slayers can't do. Specific to Wizard, you can't use the Ring of Acuity or Reaching Ring for bonus spell slots; you can't use Potions of Genius or Mind Focusing to boost your INT to auto-succeed scribing scrolls (which on a hardcore run can destroy the scrolls you need to beat the game); you can't use the Amulet of Power. And as a reminder, Wizard Slayer only gets 1% Magic Resistance per level up until level 20 when every even-numbered level adds 5%. That means that there's no point to even dualing from Wizard Slayer to Mage since Mage gets infinitely better magical immunities long before Wizard Slayer gets to the double-digits of MR. There are items that give the bonus to MR that Wizard Slayer wishes it had.
  • Choosing which Mage Kit
Don't do this. There are legitimate strategies to picking another class and dualing to Fighter as opposed to the standard one-way Fighter-buffs-other-class strategy to dual-classing. But Mage is by far the worst for this strategy. Extremely low-level duals are effectively the only good way to dual from Mage to Fighter, and even then they aren't that good. Fighter mostly benefits from defensive spells, but unlike Cleric these aren't as plentiful, can't be cast while wearing armor, and are split up by levels of spells that expire quickly. The best defensive spells are Protection from Magical Weapons, Stoneskin, and Mirror Image. You are not getting PfMW, it's a 6th-level spell that requires 750k XP to get. Stoneskin might be a 4th level spell, but it's not that much better since it requires 6 levels of mage, 60k XP to get access to, and because of that you can't reach Fighter 7 before the end of BG1, meaning the dual-class doesn't finish before the end of BG1, all for the weakest possible Stoneskin casting (remember it's one 'skin' per 2 levels so that's 3 skins, 3 attacks). 3rd level Mage spells lack any Fighter synergy. Mirror Image is a great 2nd level spell, but it creates 2 + 1-per-3-levels images, so yet again low caster levels hurt. Turn (10-round) durations really carry Cleric->Fighter duals, Mage suffers too much for this to be extremely viable, especially when the benefit is, at best, a paltry handful of blocked attacks from spells that will automatically be dispelled by any enemy casting Dispel or Remove Magic.
  • Choosing a Multi-Class Race
    • Half-Elf is strangely better than Elf here. Despite the fact that it doesn't get any meaningful bonuses to being a Fighter/Mage, that alone keeps it from being at a deficit.
    • Elf losing 1 CON is unfortunately detrimental here. They trade a number of very needed hitpoints in exchange for a bonus to DEX when Fighter/Mage is about using magic to not get hit and stacking AC isn't a thing when you don't wear armor. A minor boost to ranged attacks also doesn't matter because Mage damage comes from spells. The only good thing here is that Fighter/Mage is less reliant on HP than other classes. It's worse than Half-Elf, but not by much.
    • For some baffling reason Gnomes were seen as some all-powerful race for decades due to being able to multi-class the Illusionist class kit. The problem here is that it's Illusionist. Mage damage comes from Necromancy (read: Skull Trap and Horrid Wilting). Illusionist also loses Death Spell, which, while inconvenient, can be substituted for Death Fog. Gnomes lose these in exchange for one more spell per level per day, and a saving throw penalty to Blindness, Deafness, and Spook. The bonus they get on Save vs. Spell is nice, but Mages have so many "I am immune to this" spells that saving throws aren't as impactful on them.
  • Recommended Stats
You need at least 15 strength and 17 intelligence to even dual-class in the first place, so make sure you have at least that. Maxing dexterity and constitution is obviously important, with intelligence closely behind. I wouldn't worry about maxing strength too much though clearly it's preferred if at all possible, simply because you can bolster your strength to workable fighter levels with the level 2 mage spell "Strength" and various higher level spells which are even more beneficial. Plus, there's a lot of gear which can supplant your strength skill entirely. Charisma and wisdom are dump stats. Attempt to keep wisdom above 11 so you can utilize Valygar's armor in vanilla BG2.
  • Proficiencies
Mutli-class Fighter/Mages are probably going to want two points in Shortbows or Crossbows, and two points in a BG1-accessible weapon like Longswords or Bastard Swords. Leveling in BG1 you'll either want to put two points into Two-Weapon Style or start investing into the BG2 weapon proficiencies like Flail/Morningstar or Katana. Dual-class characters will want to start going for grandmastery in the more long-term weapons, most likely Bastard Swords for BG1 use and then Flail/Morningstars after dual-classing.

Fighter/Druid

Fighter/Druids are one of the funkier multi-classes in the game but are well worth rolling. The difference between a fighter/druid and a fighter/cleric comes down to less self-buff spells, more disables, and better summoning. Plus, it's the only way to give decent armor to a druid.

  • Strengths
  1. Druidic summon spells are superior to cleric summoning spells, giving you extra artillery as you whomp on people.
  2. Plenty of buff spells to roid out your punching powers.
  3. Slightly more offensive spellpower than a Fighter/Cleric.
  4. Iron Skins, Insect Plague, Creeping Doom.
  • Weaknesses
  1. Misses some of the most significant buff spells clerics possess, such as Sanctuary and Draw Upon Holy Might.
  2. Limited Weapon Selection (though you can still use Scimitars).
  3. Forced into a high base charisma, limiting dump stats.
  4. Companion Jaheira is a Fighter/Druid. She is available for 100% of the entire Baldur's Gate series, so the multi-class Fighter/Druid experience is already available to everyone.
  • Dual or Multi?
Dual-classing is infinitely more preferable to multi-classing but MAKE SURE YOU DO IT AT LEVEL 13 OR EARLIER because it takes a bajillion years as a druid to get from level 14 to 15. Ideally, do it at level 10 because you will exactly hit the level cap as a fighter 10/druid 30. (Max druid level is 31 and they quit gaining new spells per level at 25 anyway.) Multi-classing still works but to a lesser extent because splitting the level difference between two classes means that leap from 14 to 15 is going to be even that much more significant. Obviously neither of these come into play for just BG1 proper. Worth mentioning is the fact that a dual-class Druid->Fighter loses the restrictions on armor and can wear metal armor, but still only has the ability to wield Druid weapons. Fighter/Druid multi-class characters get the same ability to wear metal armor too.
  • Choosing which Fighter Kit
  • This is the last time you'll have to read that Berserker is the best Fighter kit. I promise. Even more advantageous is the fact Druids' only ranged weapons are Darts and Slings, two weapons with no reason to specialize in.
  • Kensai's not bad here. It can substitute armor with Barkskin and/or Iron Skins, which is at least passable. Not as good as Berserker, but you've read this before.
  • Wizard Slayer is mostly the same here as Cleric. You don't get a holy symbol, but you do get to use APR-boosting weaponry at least. It's still nowhere near a good justification to pick Wizard Slayer. The restrictions are just too harsh, in addition to all the best gear that everyone can equip you lose the Heartwood Ring, the only druid-specific ring in the game that gives them a bonus 6th and 7th level spell per day. One weird quirk of Wizard Slayer is that because Miscast Magic applies to any attacks, even with Magical Weapons, a Wizard Slayer->Druid casting Fire Seeds applies Miscast Magic to all the enemies hit by the explosion. Still not a good reason to pick it.
  • Choosing which Druid Kit
For only 300,000 XP the Druid is able to hit level 12. That's leveling faster than Thief and Bard on a class that's a full caster. That's so good it is extremely difficult to justify taking less than 12 levels of Druid. One less level of Druid would only give one more level of Fighter and that is nowhere near worth it. Assume Druid 12 when dualing. Nothing particularly synergizes with Fighter, but at the same time if you have 5th and 6th level spells you have all the best stuff Druid has to offer; 5th level Insect Plagues and Iron Skins, bonus spells of 5th and 6th level, and 6th level Wondrous Recalls to get back your Insect Plagues and Iron Skins.
  • Totemic Druid takes the spot as the number 1 Druid kit and there is absolutely no competition here. They lose shapeshifting, which is admittedly not that good given how powerful equipment is, even less useful for someone dual-classing to Fighter. In exchange they get Summon Spirit Animal which gives them the ability to summon creatures that are tankier than anything else in the game. At level 10 they have more immunities than a Berserker. They're not used for damage, but that's what you're there for.
  • Avenger is terrible. If your intent is to be a Fighter, your intent is not to pick a class kit that lowers your maximum Strength by 2 in exchange for spells you will never cast and shapeshifting forms that will be inferior to your Fighter weapons.
  • Shapeshifter is even worse than Avenger. Shapeshifter can't cast spells while in werewolf form and even the level 13 greater werewolf form doesn't have the ability to hit every enemy in the game. Sub-par on its own, made better by mods, still going to be inferior to a fully-equipped character.
  • Choosing a Multi-Class Race
You are limited just to half-elves here, sadly.
  • Recommended Stats
To successfully roll a dual-class fighter/druid, you need at least 15 strength, 17 wisdom and 17 charisma. You're going to want maximum WIS and maximum physical scores. On a roll of 92 you can max every ability score except CHA which can sit at 17 INT which can sit at 3. Like WIS on non-divine casters you can use a cursed scroll to boost it to 6, then the BG1 book to get to 7 so you at least alleviate your Lore penalty from -20 to -10. You get all the benefit out of CHA at 20, so with the +1 book and either Algernon's Cloak or the Nymph Cloak you still hit max CHA and you only need that benefit when shopping.
  • Proficiencies
A multi-class Fighter/Druid will want to start with 2 points in Slings and 2 points in either Scimitars or Daggers. BG1 has a good number of scimitars worth using, namely Icingdeath, one of Drizzt's +3 scimitars (Twinkle can only be used by Good characters, and all Druids must be True Neutral). On the other hand the Dagger of Venom is busted and will kill just about anything in the game with poison. After that there's really no debate, Daggers become the best weapons for Druid due to (magical) throwing daggers' built-in +1 APR. Meanwhile, Clubs suck forever with only Blackblood being a +3 acid weapon, the others all suck and aren't worth mentioning, and the Club of Detonation actually requires you to get rid of a Ring of Fire Resistance to upgrade it from +3 to +5 and lower its chance of an AoE fireball. Scimitars have very few options too, with their only +4 option being Spectral Brand, which requires clearing 3 floors of Watcher's Keep and gambling with the Cambion.

Other Multi-Class Options

The other four multi-class options all offer something extremely unique just to them. Also, there are conveniently four other options not with "fighter" in the name so it works out to a nice, round parsing. Yay, parsing!

Mage/Thief

Mage/Thieves do not have quite the same durability a Fighter/Mage has, nor the combat prowess. However, it's still beefier than a straightforward wizard, gives you the ability to disarm traps, and gives you an escape mechanism should you manage a way to break line of sight and drop into stealth.

  • Strengths
  1. Allows your mage to disable traps
  2. Can forego leveling open lock for quite some time, relying on the level 2 spell "Knock" instead
  3. More durable than straight mage
  4. Can use invisibility spells on self to supplement backstab attempts
  5. Can use Detect Illusion skill in place of spells to dispel illusions
  • Weaknesses
  1. Slower leveling of spells and thieving skills
  2. Not quite as thick as a Fighter/Mage combo could be
  3. BG2, which accounts for most of the trilogy, has not one but two Human Thief->Mage dual-class characters. Your character could really only differentiate themselves with the same build by dual-classing at a different level.
  • Dual or Multi?
Dual-classing is often preferred as you never really need much more than 8 or 9 levels in thief anyway, at least for the important stuff. Even though you can go all the way to level 13 as a thief and then dual-class to mage to maximize overall potential without running into XP cap issues, it's generally not worth going to such an extreme level because it takes a really long time to get your thief skills back.
  • Choosing which Thief Kit
Depending on if you want Backstabs or not, and how long you want to be a Thief. If you're going to utilize everything Thief->Mage with a level 13 dual has to offer you can pick whichever kit you want because you have the skill points to max almost everything worthwhile. If you're going for a lower-level dual then you will most likely want a kit that gives the most skill points instead of an ability.
  • Bounty Hunter is a great candidate for dual-classing. Traps can only be set while no enemies can see you but the special traps can be thrown at a range to initiate fights like tossing a Skull Trap just out of detection range, and their special traps will slow or hold enemies, which is extremely useful since melee enemies that are held are enemies who never get a chance to fight. This is basically a Mage with extra sources of damage each day.
  • Assassin gets a little hampered by its own lack of skill points. You never get the Backstab multiplier of an Assassin, so all you get is Poison Weapon and a +1 to attack and damage rolls. That said, Assassin's Poison Weapon applies to any and all weapon attacks. That means that you can apply it to Melf's Minute Meteors.
  • Swashbuckler gives you hardly anything worthwhile. It gets more skill points, but level 13 Thieves have enough skill points with some optimization to do almost anything, and always have potions to fall back on. So Swashbuckler getting 60 more skill points doesn't really affect anything. They get -2 to Attack, +2 Damage, and -3 AC which is useless since you're a Mage and defense comes from spells, not numbers. If you want more damage, pick literally anything else. Bounty Hunter gets infinitely more damage from traps, even the Assassin kit gets more damage due to Poison Weapon applying to MMM.
  • Choosing which Mage Kit
Dual-classing from Mage to Thief is a lot like dual-classing from Mage to Fighter. Only single-classed Thieves aren't a good class on their own, and in the long run no Mage kit really contributes to Thief because Thief gets Use Any Item. As with Mage->Fighter there is some merit to dualing at Level 2, especially since you'll be getting the saving throw bonus on any items you gain access to through Mage, and UAI is 3 million XP away.
The STAR card of the Deck of Many Things is useless for Mages but for Thieves it will increase your thief skills, meaning you will gain a bonus of +5 to all Thief skills other than Hide and Move Silently (which both get +2) and Detect Illusion (which gets no DEX bonus). If you're going for the STAR card, plan for that bonus of 24 skill points.
  • Choosing a Multi-Class Race
Just like Fighter/Mage you're limited here to Elf, Half-Elf, and Gnome.
  • Gnome is really good. Illusionists losing the best damage spells is bad, but an Illusionist/Thief is going to have the best damage spell in the game, Spike Trap. It's not as instant as a Chain Contingency'd barrage of Horrid Wiltings but since it's not a spell, it isn't affected by Magic Resistance. So in the long run Illusionist/Thief gets a bonus to Save vs. Spell and a really large bonus to Thief skills plus an extra spell per day compared to their elven counterparts.
  • If you're not willing to part with Necromancy (which is 100% acceptable), and you're okay without a saving throw bonus vs. spells, Elf gets the ability to start with 19 DEX so they have more skill bonuses from DEX so they'll basically be able to omni-skill everything without equipment bonuses a little earlier than gnomes.
  • Half-Elves yet again suffer from their lack of flavor. The other two have bonuses, Half-Elf doesn't.
  • Recommended Stats
Dexterity and Intelligence should be maxed, no exceptions. Constitution needs to be at least 16, though gnomes should max it if possible. Beyond that, nothing is terribly important. You can get away with lowering strength to 10 because it's easy to self-buff to 18/50 utilizing the Strength spell. Ideally you should aim for 18 dexterity and 11 wisdom so you can use Valygar's armor in BG2, because it's amazing. It's possible this could be your charisma monkey. There is no need to raise it beyond 14 because you can just use Friends to get the big money discount.
  • Proficiencies
Sword swords are probably best in terms of speed and damage at least through Baldur's Gate 1. BG2, Katanas should rule the day for a mage/thief. I would also recommend daggers if only for returning throwing daggers. If you don't go daggers, take up archery over using a sling, simply because there are some supremely powerful short bows in BG2.

Cleric/Mage

Cleric/Mages essentially give up top-end spells in either class as a single endeavor for a huge overall pool of spells between the two. Combining so much of your spellcasting into a single character has a lot of significant advantages in it's easier to set up neat combos (protection from fire as a level 4 divine spell and then making your entire 3rd level mage spell list fireballs, for example) but the slower growth and inability to reach the highest ranks of spells by the end of BG1 hurt slightly. Still, it is probably the "best" solo class.

  • Strengths
  1. Huge amount of castable spells per-day between both classes
  2. Decent selection of equipment, and ability to use any and all scrolls and wands
  3. Basically every buff in the game.
  4. Dual-classed Specialist Mage->Clerics get their Saving Throw Penalty on spells of their chosen school cast by both classes
  • Weaknesses
  1. Unable to equip armors without losing arcane spellcasting
  2. Lowish HP
  3. Takes a while to really get rolling
  • Dual or Multi?
Unlike just about every other multi-classing option, this one really is best left as multi-class. If you do decide to dual-class, the reasons would be to have up to however many spells in a given class without sacrificing the other class. Should you do this, cleric is probably the better bet to begin with, and you'd want to dual-class at level 11. This gives you a second casting of your innate roid spell for whichever cleric kit you took, and you'll only miss out on level 7 divine spells, while only losing two possible levels of mage at the XP cap. Should you want all 7 levels of divine spells, you'd have to go all the way to level 14 first and if you're going that far into cleric you may as well simply multi-class.
  • Choosing a Mage Kit
The primary function of a Specialist Mage->Cleric dual-class is the application of the Saving Throw Penalty on spells of the chosen school cast by Cleric. The good thing is that Specialist Mage only sends positive vibes - Cleric never loses any spells of the Specialist Mage's opposing school. That can be handy since a Diviner loses Conjuration spells like Symbol, Stun but can still regain those via Cleric.
  • Choosing a Cleric Kit
The question isn't "Should I dual?" but rather "What level should I dual?" and the answer is pretty easy: 11. Mage is still the most powerful class in the game, and your goal is to get to level 29 to get that last 8th-level spell slot. That leaves enough XP to get 11 levels of Cleric, which is enough to get 6th level spells (and thus all your WIS-boosted spell slots). It's 675k XP, and for a Mage using scroll-scribing they need 900k XP to get Cleric online again. That's a little bit of work, even with scroll-scribe XP, but it's extremely doable. Level 11 is a great level to dual at because most kits get 3 uses of their lesser ability and 2 uses of their greater one, plus an acceptable duration for caster-level-based durations.
  • My money is on Priest of Talos. Storm Shield frees up a significant amount of spells slots you'd normally devote to anti-damage buffs, plus it gives you a few free castings of Lightning which is always nice. Priest of Talos can use Storm Shield to set its Fire/Cold/Electricity resistances to 100, then use Armor of Faith to increase them further so elemental spells get absorbed and heal you. This also means your own Lighting Bolts will heal you as the bounce around the room, and you don't need to use spells to make yourself immune to elements.
  • Priest of Helm is a solid choice purely because of True Sight. True Seeing as a 5th level Cleric spell competes with Chaotic Commands, 6th level True Sight for Mage competes with Mislead, Pierce Magic, and Protection from Magical Weapons. Priest of Helm says "Hey guys, there's no need to fight. Let me carry that for you" and gives you three True Sights letting your spellbooks breathe a sigh of relief. Seeking Sword is a great ability that basically clears BG1 for you with little need to do things like think, just toss a weapon in the off-hand and enjoy 4 APR in BG1 with no dual-wielding penalties on a character with Draw Upon Holy Might.
  • If you would rather roid your character out with buff spells, Priest of Lathander is not a bad choice as Boon of Lathander syncs well with Tenser's Transformation and other high-level mage buffs. Also it only affects you, so you can't use this in place of Negative Plane Protection for other party members, but at least you can free up the Amulet of Power or Mace of Disruption for another companion. Hold Undead exists, and if it works, it works. It's not a spell you'd ever prepare, but since you have it for free you're gonna use it.
  • Choosing a Multi-Class Race
We have a whopping two choices for Cleric/Mage: Half-Elf and Gnome. Between Quayle and Aerie you can only really make a Cleric/Mage who's slightly better than they are. Gnomes get better saving throws and an extra arcane spell slot but lose arcane Necromancy spells. Half-elf doesn't lose anything, even if it gains almost nothing by comparison. Your choice of race depends on whether you want more arcane casting (and saves) or more divine casting.
  • Recommended Stats
Max dexterity and at least 16 constitution are musts (try for 18 constitution if you're a gnome). Max intellect is also a requirement. Try to keep at least 12 strength for carry capacity purposes and for the ability to wield hammers and maces, and dump the rest of your stats into Wisdom (aim for at least 15). Charisma will likely be decimated.
  • Proficiencies
Having cleric is nice as it opens up the possibilities for equipment a little bit. Warhammers are nice as a melee weapon and slings are the obvious choice for ranged. Ranks in cleric allow you to equip a shield which helps significantly with your lousy armor class otherwise. It's worth noting you can swap on some heavier armor should you deplete your arcane spells, and you'll be able to equip elven chain or Valygar's armor should you meet the stat requirements.

Cleric/Thief

Cleric/Thief is probably the oddest possible combination of classes. The only weapons you can still backstab with are clubs and quarterstaves (the latter being your weapon of choice, by the way) but you only really give up using heavy armors. Plus, cleric and thief both level up faster than any other class out there meaning the split to XP doesn't really bother overmuch.

  • Strengths
  1. Divine Spellcasting on a thief provides strange opportunities (Sanctuary doesn't break upon opening chests, allowing you to steal without fear of having the cops come attack you)
  2. Can actively find traps without needing to concentrate on it because of Find Traps spell
  3. Combines two essential survival classes into one
  4. Backstabs with Draw Upon Holy Might, plus THAC0 bonuses from other like Bless and Chant to help overcome THAC0 deficiencies.
  • Weaknesses
  1. Extremely limited weapon selection to make use of all facets of both classes
  2. Cannot wear heavier than elven chain if you plan to make use of thief abilities in battle
  3. Very little synergy between the two classes beyond buffing backstabs, possibly using Draw Upon Holy Might to increase DEX to raise thief skills in a pinch.
  • Dual or Multi?
Thieves really do not benefit a whole lot from going beyond level 10, so dual-classing is a good option for people heading into Baldur's Gate 2. Multi-classing is limited to Gnomes and Half-Orcs, the former having a penalty to Wisdom and the latter only being selectable in BG2.
Lower-level duals are more than acceptable but given how little these two synergize and how much they can gain by leveling to these levels before dualing to become a much much more potent version of their base classes (both of which lack the raw shock-and-awe powers of Fighter or Mage and the Win The Battle power of Insect Plague) it's worth it to work through the dual-class hurdle.
  • Choosing which Thief Kit
Most of this information is similar to previous dual-class builds, but because there's so little synergy between Cleric and Thief they more function like two separate people jammed into the same body. Since Cleric doesn't get invisibility spells aside from Sanctuary you may want to invest points into stealth skills in addition to your lockpicking and trapfinding. Set Traps is a great pick for any kit since Cleric's damage spells are a bit lacking or nonexistent.
  • Bounty Hunter actually contributes a lot for once, it wins out on the dual-class front. Cleric can't backstab that well since its best backstab weapons are staves and you don't get good backstab staves for a while in BG1, and in BG2 a lot of creatures can just see invisible creatures, not to mention bosses being immune to backstab. Bounty Hunter traps, however, give some damage to Cleric that it doesn't otherwise have. Cleric lacks blaster-casting and has to rely more on summons like Aerial Servant or status effects like Symbol, Stun. Bounty Hunter will give your cleric regular traps for damage and special traps for damage and slow/hold, and it's not like a Cleric isn't going to want to set traps outside combat when they're already going to be buffing the party outside combat.
  • Assassin doesn't add much here. Poison Weapon unfortunately doesn't make a lot of friends in this dual-class. The only spells Cleric has that can synergize with it are Sol's Searing Orb, Harm, and the HLA spell Energy Blades. It takes forever, but it's actually a pretty useful ability after you finally finish your dual-classing.
  • Even if you dualed as late as 14 on a Swashbuckler you still would only get a pathetic -3 AC, -2 THAC0, +2 damage, and you'd only have the ability to put two proficiency points into Clubs and Quarterstaves which you wouldn't even be able to backstab with. Putting two points into Two-Weapon Style would be a boon if it weren't for the fact you aren't frontlining, even after dual-classing to Cleric.
  • Choosing which Cleric Kit
Even though they function mostly separate from Thief, the kits are still straight upgrades to Clerics.
  • As stated before, Priest of Talos gets access to elemental immunities combined with Armor of Faith and Lightning Bolts for the ability to stay fully healed in tight corridors while enemies die from bolt bounces. The good thing is, since Priest of Talos can be Evil it can wear the upgraded Human Flesh, which is the best Thief armor in the entire game. Enjoy having the save bonus of an 18 CON Dwarf on a human.
  • Yet again it must be said Priest of Helm is the Chad class, it gives you the Seeking Sword for speedrunning BG1 and True Sight so you can use your 5th level spells for Chaotic Commands or even Righteous Magic since you can synergize Righteous Magic with a backstab to ensure you multiply the maximum damage dice roll. Priest of Helm can be Evil in the Enhanced Editions, so it can also wear the Human Flesh for insanely good saving throws.
  • Priest of Lathander sees slightly more use with a Thief than a Mage, but one point of damage from Boon of Lathander is effectively Assassin's bonus. You still have Hold Undead and the level drain immunity of Boon of Lathander, so you're still pretty good at surviving the Shadows of Amn vampires.
  • Choosing a Multi-Class Race
You are limited to just gnomes and half-orcs. Half-orcs are the logical choice for a character more focused on bruising. Gnomes are still worth picking, if only for their bonus saving throws alone. Keep in mind you can't get 18 wisdom with them but considering there are 3 tomes of wisdom in Baldur's Gate 1, it's hardly the worst punishment in the world. Saving Throws are nice but you'll have access to spells like Remove Fear and Chaotic Commands to get rid of or prevent a lot of status effects.
  • Recommended Stats
Max dexterity, constitution, and wisdom. Gnomes should max CON for bonus saving throws while Half-Orcs should max it for access to innate regeneration through 20 CON. Strength should be no lower than 15. Keep INT above 10 if possible, and dump Charisma into the mud.
  • Proficiencies
For Cleric/Thieves you'll definitely want to start with Slings and Quarterstaves. You need those backstabs to hit and early on you do not need a +3 nonproficiency THAC0 penalty. After that put a point into Two-Handed Weapon style for maximum backstab potential. Then do Warhammers or Maces then Flails. For Cleric->Thieves since you're just a Cleric to start you play like a Cleric, Slings and Warhammers/Maces, then Flails, then pick Clubs and Quarterstaves. When you dual-class to Thief, pick Shortbows/Crossbows and a backstab weapon like Katanas, filling out proficiencies for non-Cleric weapons until you get Cleric online to get your other proficiencies back. For Thief->Clerics, start with Quarterstaves and Slings, then 2-handed style, then clubs and finally Single-Weapon Style. When you dual to Cleric pick Flails and Maces, then Warhammers, then Two-Weapon Style and finally Sword and Shield Style. When you finish up your dual-classes in these manners you'll have all your proficiencies filled out for Thief->Cleric, and Cleric->Thief will be close to being able to use any weapon without penalty.

Cleric/Ranger

The Cleric/Ranger is essentially a half-elven Fighter/Cleric. (Or, I suppose, another alternative for a human to dual-class.) While ranger progresses slower than fighter in terms of leveling up and dual-classed grand masteries for weapons, this has a significant advantage over fighter/clerics when it comes to raw spellcasting because it magically unlocks all druid spells for the cleric to use, even at spell levels beyond 3. If you want a slightly more spell-oriented Fighter/Cleric, think about trying this combo instead.

  • Strengths
  1. Access to every divine spell
  2. Maintains the bulkiness of a warrior-class
  3. Extra divine spells for levels 1-3 due to stacking of classes
  • Weaknesses
  1. Can't drop below 8 reputation without gimping yourself forever
  2. Can't go beyond two ranks in any given weapon when dual-classed, unlike fighter/cleric dual-classes who can still obtain grand mastery
  3. Limited weapon selection
  4. Dual-classing from a kit hinders your ability to tank
  5. Rangers level up slower than Fighters
  • Dual or Multi?
Rangers are like Fighters, you get everything out of them by level 13 (with one exception). Meanwhile, more Cleric levels = more spells, which includes Druid spells. The thing to remember is that Ranger 13 takes 1.5 million XP, and that's 250k more than Fighter. Cleric 14 will take 1.35 million XP to get Ranger back online, and since Cleric doesn't have any APR-boosting weapons and Ranger doesn't get Grandmastery, you're seriously pressed for APR boosts. You need that level 13 boost.
  • Choosing which Ranger Kit
The best part about the two Ranger kits is that each one changes the way you play.
  • Stalker adds backstabs to the mix. You lose the ability to wear heavy armor, and in exchange you get +20 to Hide and Move Silently, the ability to Backstab, and you add the spells Haste, Protection from Normal Missiles, and Minor Spell Deflection to your 1st, 2nd, and 3rd level spells. This persists after dual-classing. At level 17 backstabbing hits x4 which is the max. That takes an astounding 2.7 million XP. That lowers your maximum Cleric level to 31, but oddly enough the only thing you lose out on Cleric-wise is two 7th-level spell slots. Even though Cleric levels faster than Ranger, that's still 2.25 million XP to get your Ranger levels back. By that point you may as well go for Ranger 18 at 3 million so you get a daily use of the Hardiness HLA since you're going to lose Ranger effectively forever. I don't recommend this at all. Backstab x4 just isn't available for Stalker->Clerics, don't even try it. Stick to dual-classing at level 13 unless you're sadistic.
  • Archer is actually a lot better than people give credit for. In addition to getting -1 THAC0 and +1 damage every 3 levels (which applies to any ranged weapon, not just bows) their Called Shot gets insanely good as they level up. It's still capable of killing enemies outright via strength drain and can soften up a target for a follow-up spell if they haven't died already. but you can only do this with darts and slings.
  • Beast Master is absolutely terrible. Lowering Animal Summoning from being level 4, 5, and 6 spells down to 1, 2, and 3 is absolutely useless. These spells would barely function in Baldur's Gate 1. They summon crap. Animal Summoning I summons War Dogs and Dire Wolves. Level II summons Black Bears, Brown Bears, and Cave Bears. Level III summons Cave Bears, Mountain Bears, Lions, and Winter Wolves. You can legitimately spam these summons to clear out BG1. But that's it. You can do with spells what everyone with access to the Wand of Monster Summoning can do. And you dedicated your entire character to it. And these animals will be completely useless the second you set foot into Baldur's Gate 2. They might even be useless in Siege of Dragonspear that's how bad they are. The only decent thing a Beast Master has is Find Familiar, which they can at least cast once in BG1 and once in BG2 for a +30 to their total HP.
    • In exchange you have completely neutered your character. You cannot use any weapons other than Clubs, Quarterstaves, and Slings. You have the second worst ranged weapon, the worst two-handed weapon until you get the Staff of the Ram at the very end of the trilogy, and the worst one-handed weapon. You cannot even wear dragonscale armors, you are absolutely locked to only leather, studded leather, and hide armor and any variants of it. So White Dragon Scale is available, Red Dragon isn't. Shadow Dragon Scales can be used, Blue Dragon Scales can't. You have less equipment options than a Wizard Slayer dual-classed to Cleric. Just ponder that for a moment.
  • Choosing which Cleric Kit
Never, ever do this. There is literally no reason whatsoever to go from Cleric to Ranger. There is zero reason to. Ranger cannot get Grandmastery. Rangers level slower. Ranger Favored Enemy just doesn't make up the THAC0 and damage bonuses from Grandmastery which apply to everything. Charm Animal is situational in BG1 and useless in BG2. The one benefit of Cleric/Ranger and Ranger->Cleric is getting Druid spells on a Cleric. When you dual-class from Cleric to Ranger, you never get Druid spells and you give up Wisdom-based bonus spell slots.
  • Choosing a Multi-Class Race
The only race who can pick this combo up is half-elf.
  • Recommended Stats
Anything you'd do on a fighter/cleric, you'd want to do on this character. Max strength, dexterity and constitution and aim for high wisdom. If you want to dual-class, it's worth noting the prerequisite stat for rangers is constitution, meaning you would need at least 15 STR, 15 CON and 17 WIS to make the switch.
  • Proficiencies
Your proficiencies will differ based on your build.
  • Multiclass Cleric/Rangers will want 2 points in Slings and 2 in Warhammers or Maces. Then put two points into Flails, Clubs, and Quarterstaves. May as well go for the APR boosts of two points since you start with 2 in Two-Weapon Style.
  • Dual-classed Stalker->Clerics will actually want two points in Quarterstaves and Slings so they have a backstab weapon. After that they'll want 2 in Maces or Flails. After dual-classing they'll want to put individual points into Two-Handed Weapon Style and other weapons like Warhammers, Clubs, and Single-Weapon Style, then finally Sword and Shield Style so as not to lose proficiency points. Once Stalker is active again they can cap all their weapon proficiencies at the 2nd point before grabbing the last points of the various weapon styles.
  • Dual-classed Archer->Clerics are a little simpler. 2 points in Slings, then grab melee Cleric weapons in the order of Mace->Warhammer->Flail, then whatever. Due to their lack of specialization Archer->Clerics will cap their proficiencies very early on.
  • Do I even need to address Beast Master->Cleric?

Triple Class Options

Obviously you cannot triple class a "dual" class so this refers to the options presented for multi-classing. Triple-classed characters level up extremely slow compared to any other character, but make up for it in versatility. Fighter/Mage/Thief is great; Fighter/Mage/Cleric is significantly less so.

Fighter/Mage/Thief

F/M/T is THE quintessential 'Solo Run' class. Because of how many interesting builds there are I highly recommend trying a solo run as F/M/T. If you play with a party you'll just feel underwhelmed.

  • Strengths
  1. Can do literally everything but heal themselves
  • Weaknesses
  1. Splitting experience three ways means that your level caps are lower and you get less overall out of each class. It will take a long time for F/M/T to get good at anything.
  2. In Baldur's Gate 1 you will get 3rd level spells at best, while Mages will have 5th level spells. In Baldur's Gate 2 their max Mage level is 17, one level shy of being able to cast 9th-level spells (You can still cast these from scrolls, though without Simulacrum cheese these are limited).
  3. This means that they will only ever get the bonus 6th, 7th, and 8th spell slot HLAs. And since Fighter HLAs are so underwhelming compared to Thief, they're mostly going to be grabbing Thief HLAs.
  • Choosing a Multi-Class Race
You can only choose elf or half-elf. And as usual, Elf is objectively better. Even though you're a Warrior, as a triple-classed character you just don't have frontlining capabilities, so the CON loss is acceptable. More importantly, you are splitting XP three ways. You don't need the bonuses to skills from 19 DEX to get more Thief skills, you need it to keep your Thief skills above water.
  • Recommended Stats
19 Dex, 17 CON, 18 INT. Favored stat after that is strength, which you want at least 15. Wisdom and Charisma are not needed.
  • Proficiencies
Treat this as a multi-class Fighter/Thief, two points in Shortbows, two in a backstabbing weapon, most likely Longswords. Since you can frontline in BG2 feel free to invest 2 points in Katanas some time after character creation so you can both backstab and frontline with Celestial Fury. Once you have that, you will definitely want two points in Flails if playing solo just because Flail of Ages and Defender of Easthaven are the best main-hand and off-hand weapons in the game. You really only need one backstab weapon, so you'll want points in other ones like Bastard Swords for Foebane.

Fighter/Mage/Cleric

Fighter/Mage/Clerics are not as versatile as Fighter/Mage/Thieves despite having divine spellcasting. There's no pressing reason to throw Fighter into the mix of the already-viable Cleric/Mage. Clerics have ways of boosting strength and THAC0 to fighter levels through spells, so splitting the experience with a third class may not be worth it. Only half-elves can take this triple class.

  • Strengths
  1. CON bonuses to HP and a slightly better Hit Die, combined with access to Find Familiar.
  • Weaknesses
  1. No significant advantages over picking just a cleric/mage, all while dealing with splitting XP three ways
  2. 5 important stats leaves little room for dump stats and bad rolls
  3. No massive increases in versatility, unlike Fighter/Mage/Thief
  • Choosing a Multi-Class Race
Only half-elves can choose this triple multi-class.
  • Recommended Stats
Max intelligence is a must, as is 16 CON. Because you require so many different stats to be viable, it may be worth dumping DEX down to 7 and relying on the Gauntlets of Dexterity to bolster it. This allows you not to skimp on STR or WIS. There is no way your charisma will be above 3 on this character.
  • Proficiencies
Despite being a Fighter, you will only ever get ten proficiency points for this class. That's it. Like any Fighter/Cleric, you want to start with two in Slings and two in Warhammers or Maces. Put two points into Flails after that, because you will want Flails in BG2 and you don't gain enough points fast enough to really work towards weapons after the fact. Then put two points into Two-Weapon Style to help your anemic THAC0. You basically function like a Fighter/Cleric with less proficiency points. You won't miss Clubs, Quarterstaves, or the inferior weapon styles.

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