Explore Human, Elf, Half-Elf, Dwarf, Halfling, and Gnome races in Baldur's Gate II: Shadows of Amn, including dual-classing mechanics and restrictions.
Human
Humans are the default race in Baldur's Gate II: Shadows of Amn, offering no attribute, skill, or saving throw bonuses or penalties. They can be any character class, with the exception of the Dwarven Defender fighter kit. Humans cannot multiclass (advance in two or three classes simultaneously) but can dual-class (switch classes mid-career).
Dual-Classing
Dual-classing allows you to give up progression in your current class after level 1 to switch to a new one. You lose access to the first class's abilities until your new class level exceeds your original class level. For example, switching to Mage at Fighter level 7 means regaining Fighter abilities at Mage level 8.
Restrictions for dual-classing include:
- The original class can be a kit (e.g., Wizard Slayer), but the second class cannot be (e.g., vanilla Thief, not Assassin).
- The dual-class combination must be a valid multiclass combination. For instance, a Fighter can switch to Mage, Cleric, Druid, or Thief, but not Ranger. A Ranger can only switch to Cleric.
- You need a primary attribute score of 15 for the first class and 17 for the second. For example, switching from Berserker to Druid requires 15 Strength, 17 Wisdom, and 17 Charisma.
Fighter, Ranger, and Thief are common classes to dual *from*, while Mage, Cleric, and Druid are often dualed *into* due to their longer progression potential.
The level at which you dual-class impacts downtime. Sensible levels for Fighters include level 7 (extra half-attack), level 9 (maximum HP and potential Grand Mastery), and level 13 (second extra half-attack). The XP required to overcome the downtime varies significantly by class combination.
Elf
Elven characters can be Fighters, Rangers, Mages, Sorcerers, Clerics, or Thieves. Valid multiclass combinations include Fighter / Mage, Fighter / Mage / Thief, Fighter / Thief, and Mage / Thief. Elves possess 90% resistance to charm and sleep, infravision, +1 THAC0 (To Hit Armor Class 0) with bows, short swords, and long swords, +1 Dexterity, and -1 Constitution.
Half-Elf
Half-Elf characters can be Fighters, Rangers, Mages, Sorcerers, Clerics, Druids, Shamans, Thieves, or Bards. They have numerous multiclass combinations, including Cleric / Mage, Cleric / Ranger, Fighter / Mage, Fighter / Mage / Cleric, Fighter / Mage / Thief, Fighter / Cleric, Fighter / Druid, Fighter / Thief, and Mage / Thief. Half-Elves have 30% resistance to charm and sleep and infravision. Their strength lies in their extensive multiclass options.
Dwarf
Dwarven characters can be Fighters, Clerics, or Thieves, with multiclass options of Fighter / Cleric and Fighter / Thief. They also have access to the Dwarven Defender kit. Dwarves gain +1 bonus to saves vs. Paralysis / Poison / Death, Rod / Staff / Wand, and Spell for every 3.5 Constitution, infravision, +1 Constitution, -1 Dexterity, and -2 Charisma. The Constitution bonus and save bonuses make them suitable for Fighter / Cleric builds, especially with 18 Constitution for significant save bonuses.
Halfling
Halfling characters can be Fighters, Clerics, or Thieves, with the multiclass option Fighter / Thief. They gain +1 bonus to saves vs. Paralysis / Poison / Death, Rod / Staff / Wand, and Spell for every 3.5 Constitution, +1 THAC0 with slings, +1 Dexterity, -1 Strength, and -1 Wisdom. The attribute penalties, particularly to Strength, can be detrimental for a Fighter / Thief build.
Gnome
Gnome characters can be Fighters, Specialist Mages, Clerics, or Thieves. Valid multiclass combinations include Cleric / Mage, Cleric / Thief, Fighter / Mage, Fighter / Cleric, Fighter / Thief, and Mage / Thief. Gnomes receive +1 bonus to saves vs. Rod / Staff / Wand and Spell for every 3.5 Constitution, infravision, +1 Intelligence, and -1 Wisdom. Gnomes are always specialist Illusionists when playing a Mage, making them potentially strong Fighter / Mages due to the Intelligence bonus and extra spells.
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