Explore Baldur's Gate II: Shadows of Amn Fighter classes: Fighter, Berserker, Wizard Slayer, Kensai, and Dwarven Defender, detailing their unique abilities and limitations.
Fighter
The standard Fighter class in Baldur's Gate II: Shadows of Amn has no special bonuses but also no crippling weaknesses. They possess significant combat advantages:
- May wear helmets.
- May wear any armor and use any weapon.
- May achieve Grand Mastery (five slots) with any weapon class.
- May achieve Specialization (two slots) in any fighting style and may place three slots in Two-Weapon Style.
- Gain 10 HP per level for the first nine levels, and 3 HP per level thereafter.
- Dual-class attribute: Strength.
Grand Mastery is exceptionally powerful, offering an extra half attack per round in addition to a substantial damage bonus.
Berserker
The Berserker kit is a variation of the basic Fighter with the following features:
- May use Rage once per day at level 1, gaining an additional use every four levels thereafter (e.g., 2 uses at level 5, 3 uses at level 9).
- May only become proficient in missile weapons.
The Rage ability grants the Berserker the following benefits for 1 turn (a unit of time in the game): +2 THAC0 (To Hit Armor Class 0), +2 damage, +2 to Armor Class, +15 temporary HP, and immunity to charm, confusion, fear, feeblemind, hold, imprisonment, level drain, maze, stun, and sleep. When Rage ends, the Berserker is winded for a short period, suffering -2 penalties to THAC0, damage, and AC. Crucially, the 15 temporary HP are removed, and if the Berserker has fewer than 15 HP at that moment, they will fall unconscious.
The Berserker is comparable to the regular Fighter. While Rage is a potent ability usable multiple times a day, the specialization in missile weapons is also a valuable asset.
Wizard Slayer
The Wizard Slayer is another variation on the basic Fighter with these characteristics:
- Each hit has a cumulative 25% chance of inflicting spell failure on the target.
- Gains 1% magic resistance per level from levels 1-19, with subsequent levels alternating between +5% and +1% (reaching 50% at level 30).
- May not use magic items other than magic weapons, armor, helmets, and shields.
- May not drink potions other than healing potions and antidotes.
The Wizard Slayer's inability to equip cloaks, gauntlets, rings, and belts, and to drink most potions, is severely limiting. This can ironically make the Wizard Slayer more vulnerable to harmful magic than other characters. The magic resistance is only significant at very high levels, and the chance of inflicting spell failure is often irrelevant, as a Mage (a spellcasting character) taking weapon hits is usually close to defeat anyway. Note that spell failure does not affect enemy Clerics and Druids.
Kensai
The Kensai sacrifices the benefits of armor for increased weapon damage, featuring:
- +2 bonus to Armor Class.
- +1 THAC0 and damage every three levels.
- -1 weapon speed every four levels.
- May use Kai once per day at level 1, gaining an additional use every four levels thereafter (e.g..
- May not wear armor.
- May not use ranged weapons.
- May not wear gauntlets or bracers.
The Kai ability causes all attacks in the subsequent round to deal maximum damage.
Kensais can be deceptive. While the bonuses are substantial, the drawbacks are severe. The Kensai -> Mage (a spellcasting character) combination might seem appealing, as Mages also cannot wear armor. However, a Kensai -> Mage is not significantly better as a Mage, whereas a magic user who can wear helmets, use shields, and wield a bow is a superior choice. A Kensai combination that proves effective is Kensai -> Druid, as the Barkskin spell (a defensive ability) will eventually compensate for the Armor Class deficit. Nevertheless, the ability to wear armor, use shields, and wear gauntlets is generally preferred.
Dwarven Defender
The Dwarven Defender is a highly specialized defensive character, or 'tank', with these abilities:
- May use Defensive Stance once per day at level 1, gaining an additional use every four levels thereafter (e.g..
- Gains 5% physical damage resistance at levels 5, 10, 15, and 20.
- May attain High Mastery in axes and war hammers.
- May only attain Specialization in other weapons.
- Gains 12 HP per level for the first nine levels, and 3 HP per level thereafter.
Defensive Stance grants an additional 50% physical damage resistance and a +2 bonus to saving throws for 1 turn, at the cost of a 50% reduction in movement rate. The High Mastery limitation in weapons is a drawback, as High Mastery is less powerful than Grand Mastery.
It is possible for damage resistance to reach 100%, which is the primary appeal of this class. However, spells like Stoneskin and Mirror Image also provide 100% physical damage resistance, suggesting that the Dwarven Defender is often chosen for thematic preference rather than purely mechanical advantage.
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