![]() | I like Bows best of all. You find tons of free arrows, the selection of Enchanted Arrows is better than the selection of Enchanted Bolts or Bullets, and they have a nice shooting rate. Crossbows do more damage per hit, yes, but they take so long to reload that Bows do the most damage per turn. Crossbows are next best, and you might consider having 1 person use a Crossbow instead of a Bow, to take advantage of the few free Bolts that do fall into your lap. Slings are about on a par with Crossbows, and if you've got a Mage or Cleric, you'll become very familiar with Slings. These 3 are the Launched ranged weapons, which I believe are superior to the Thrown ranged weapons (Dart, Throwing Axe, Throwing Dagger) because of THAC0 reasons: Say you have a Throwing Dagger+1, which grants a THAC0 bonus of 1. Compare this with an Arrow+1 being fired from a Short Bow+1; the bonuses stack, giving a |
| Melee Weapons: No matter which type(s) you choose, in BG1 you're guaranteed to find weapons of at least +1 enchantment pretty soon (go to Chapter 8 to understand enchantments on weapons). Most weapons also have +2 versions lurking around the Sword Coast, and there's also a handful of +3 weapons out there. When you're starting out, you might want to spread your points into 2 types of melee weapon, so you're not stuck with using a weapon that only comes in a +1 version. Also, try to give your party members proficiencies in different weapons: Suppose all your Fighters & Clerics learn the Mace, and there's only one good Mace�what would you do then, pass it around? In BG2, you're assured of finding +3 versions of every type of weapon, a scattering of +4 tools, and there are even three weapons of +5 enchantment. And ToB is a damned candy store, as far as weapons are concerned. Pick a weapon, any weapon. Chances are you can obtain a +5 weapon of that type. | ![]() |
(Proficient) (Specialized) (Master) (High Master) (Grandmaster) THAC0 bonus: | Damage bonus: | Extra Attacks per Round: | Speed Factor Bonus: | |
| Warriors: +2 to THAC0 | Priests: +3 to THAC0 | Rogues: +3 to THAC0 | Wizards: +5 to THAC0 |
In BG1, Fighters start the game with 4 proficiency stars. Now, even though Fighters can put up to 5 stars in any weapon, they will not be allowed to do so at the beginning of the game; BG1 will not allow you to start out with more than 2 stars in any weapon. This is not a bug, you'll be able to put more stars in those weapons later. (This might be to prevent any characters from reaching Grandmastery in a weapon in BG1, as the BG series is quirky about Grandmastery�see the Grandmastery Patch section of Chapter 12.) BG2, on the other hand, allows Fighters to go straight to Grandmastery from the very beginning. In BG1, there are two types of ranged proficiencies: Bow (Long and Short Bows) and Missile (Sling, | ![]() |
| 19 as well as 20, which is excellent for Backstabs, and also grants a -1 AC bonus. Spending another star raises the AC bonus to -2. Backup Tanks might consider 2-Handed weapons: They can fire ranged weapons from the back rank, then when the combat gets too thick for Archery, whip out their massive Halberd or 2-Handed Sword and get Critical Hits on rolls of 19 or 20, and with Speed Factor bonuses (enabling them to strike earlier in the round). Or, a hit & run fighter could do some fun Dual-Wielding with a weapon in each hand: With 3 stars in Dual-Wielding, they can make twice the number of attacks in 1 round (inflicting twice the damage, of course), with the only drawback being a +2 THAC0 penalty on their left hand. (Note that you can only Dual-Wield one-handed melee weapons: Don't expect to use a Spear in each hand, or an Axe and a Sling at the same time. Also, if a weapon can be thrown, it can't be Dual-Wielded.) |
| There's one type of weapon I haven't mentioned: No weapon at all! Monks are usually at their best fighting with their bare hands, although they may opt to use a weapon in order to benefit from its enchantments, or if they're fighting an enemy that their fists are not "enchanted" enough to hit. For all classes except the Monk, though, there is a very important difference about not using a weapon: You can't kill anything. Any enemy, no matter how puny, can only be reduced to 1 hitpoint and will fall to the ground Unconscious. Even if you hit 'em while they're down, kick them, jump on them, they won't die unless you use a weapon. This can actually be a benefit, in certain circumstances: Say (for whatever reason) you get mad at a Commoner, so you decide to deck him. *BAM!* Instant knockout with one punch. He'll turn Hostile, of course, and so will everyone who saw it (and everyone who saw anyone who saw it, etc), but at least he's not dead, so you don't lose any Reputation. | ![]() |
| Hitpoints for Multi-classed characters are a little different, and if you don't (or can't) do the little 'difficulty-slider' thing, Multiclasses tend to get crappy HP rolls when Leveling Up. Let me explain why by taking a good look at Jaheira, a Fighter/Druid in BG1. Say she gains enough EXP to push her Druid half into the next level: The computer rolls a Priest's D8, adds a 1 to the result for Jaheira's 15 CON, and then divides the result by two, because after all, Jaheira is only half a Druid. A similar process occurs when her Fighter half Levels Up as well. But what happens when both halves Level Up simultaneously? The calculation is: ((1D10+1) + (1D8+1)) / 2, meaning that Jaheira has only a 1 in 80 chance of getting the maximum possible HP roll. Compare this with a true-class Mage, who has a 1 in 4 chance of rolling his maximum. If I'm scaring you away from Multiclasses, don't fret, because I've noticed that in BG2, |