The Gnome Fighter Illusionist is the best class in the Baldur's Gate Series. The best class for solo is the Sorcerer or Kensai Mage dual-class build.
Best Class in Baldur's Gate 1
Thanks to its spells the Mage is easily the best class in Baldur's Gate 1. Indeed, there is nothing more impressive than Mages casting spells. Mages almost always impact combat encounters, if not dictate their outcomes completely. Mages are the favorite class for many Baldur's Gate players because their spellcasting makes Baldur's Gate more interesting to play. Mages are also the most fun class to play because they cast spells such as Fireball.
Note that our Intelligence score does NOT dictate the maximum spell circle we can cast, how many spells we can cast per day, or how powerful our spells are. That is governed by our character level. Our Intelligence score ONLY dictates how easy it is to scribe the spell to our spellbook and how many unique spells can be scribed per circle. Thus, we can start with an Intelligence score of 9 and simply quaff Potions of Genius before attempting to scribe (not recommended due to tedium).
Not only does Specialist Mage gain +1 spell slot per circle (at the expense of being banned from Opposition School spells), but their enemies incur a 2 point saving throw penalty when attempting to resist a spell cast by Specialists IF the spell is of the school of which the Specialist belongs. Thus, for example, Domination's 2 point penalty becomes a 4 point penalty when cast by an Enchanter such as Xan. Conversely, Specialists receive a 2 point saving throw bonus when attempting to resist a spell of their school.
Best Class in Baldur's Gate 2
The Fighter Illusionist build is the best class in Baldur's Gate 2. It has the following abilities:
- Martial prowess of the Fighter paired with an extensive arcane repertoire of the Mage. Even when in spellcasting mode, weapons should be wielded during 1-round cooldown intervals. In other words, cast spell, whale away, cast spell, whale away. At 10 ApR with Critical Strike.
- +1 spell slot per circle.
- Intelligence score of 19, making spell scroll scribing easier.
- The ability to on-hand Flail of Ages or Celestial Fury with Belm off-handed. Also, Staff of the Magi.
- The ability to wear GoES.
- The ability to wear the Robe of Vecna for increased casting speed factor.
- +1 saves vs. Wands and Spells for every 3.5 points in the Con score (+5 at 18 Con)
- The ability to run two Strongholds by reason of developer oversight: the Planar Sphere and the keep of de'Arnise. To pull off the exploit simply acquire the sphere before the fortress.
Gnome Fighter Illusionist Stats
- THAC0: -4 (20 warrior THAC0, +1 Spec, +3 18/00)
- Bonus damage: +8 (+2 Spec, +6 18/00)
- Base AC: 6 (18 Dex)
- HPs: 124
- Lore: 80
- ApR: 3 (Base 1 + Specialization +½ + Warrior 7 +½ + Warrior 13 +½, rounded up)
- Spell Slots (arcane): 5-5-5-5-5-5-4-4-2 (Elf), Gnome: +1 spell slot per circle
- Saving Throws: 3-5-4-4-6 (Elf), Gnome: 3-0-4-4-1
- Proficiency allotments: 12
- HLAs: 18 HLAs drawn from the Warrior and Mage pools.
- Key HLAs: Greater Whirlwind Attack (for 10 ApR under two-handed & sword n board setups), Critical Strike (for 10 crits per round on anything not crit-immune), Hardiness (60% DR with DoE off-hand adds another solid layer of defense), Smite (a nice opener against a demi-lich, followed up by IMoD GWW for disruption). Also, Improved Alacrity and Summon Planetar.
THAC0 progression for the multi is slower than single class warriors but caps out with no difference. Why is that? THAC0 progression grinds to a halt at warrior twentieth level (i.e, at Base THAC0 of 0). Thus, at the end of the day, the difference in THAC0 between doubles and singles is nothing except in the case of Kensai and Archer PRCs whose to-hit bonuses allow them to reach godly negatives.
Overall, Fighter Mage-based multi-classes and dual-classes are for players who want to crash through the campaign by employing a mix of martial and arcane playstyles, though the martial augmented by the arcane invariably takes over due to OP campaign weapon itemization and plentiful ApR boosts that increase killspeed.
Best Classes BG2 Ranked
Welcome to the best classes in Baldur's Gate 2 ranked. Arcane spellcasters crown the ranking because they are extremely versatile, powerful and cheesable at mid-high levels. Their spellcasting repertoire is insane.
Plus, they gain early access to the godliest items in BG2: the game-breaking Robe of Vecna BG2 and Staff of the Magi BG2.
Baldur's Gate 2 Class Guide Assessment Criteria
When evaluating Baldur's Gate 2 classes, we should consider how the abilities of each class, and how the items exclusive to each class, impact or dictate combat encounter outcomes.
- Innate resistances and immunities are for newbies. Veterans go for raw power bonuses, and then buff and ward. Power-gamers never choose cheap auto-buffs and auto-wards that can be found elsewhere over scaling damage bonuses that can't be found anywhere else.
- Clerics, Druids and divine spellcasting are as weak as piss compared to Sorcerers, Mages and arcane spellcasting.
- With the exception of Archer BG2, every physical-based damage dealer is a joke compared to Kensai BG2.
- Paladins are better than non-Kensai Fighters and Barbarians at the high levels, and assuming True Grandmastery isn't installed.
God-tier Classes Baldur's Gate 2
Sorcerer BG2
Mage BG2 & Wild Mage BG2
Top-tier Classes Baldur's Gate 2
Kensai BG2
Archer BG2
Berserker BG2
Barbarian BG2
Mid-tier Classes Baldur's Gate 2
Worst-tier Classes Baldur's Gate 2
Best Multi & Dual Classes in Baldur's Gate 2
As a rule, multi or dual > single or pure. And as a rule, multi > dual. Most of the builds listed below are God-tier.
There are many powerful and interesting options in this sphere. Indeed, there are some truly magnificent dual-classes but the downtime is daunting so I'm not going to favor them.
Fighter Mage multi-class
In the right hands, the Fighter Mage is immortal from the Chateau to the god-throne. This is the most powerful class in BG1 and the most powerful class in BG2 in terms of just crashing through stuff with spells and Flail of Ages / Belm. The F/M is OP from start to finish and that makes it the god-class of the Bhaalspawn Saga (especially if we roll with Gnome Illusionist).
Kensai Mage dual-class
The Kensai Mage dual-class wrecks everything and the dual downtime for 9s is a non-issue thanks to the quest-dense urban hub of Athkatla rewarding heaps of non-combat XP. Again, wield FoA / Belm.
Cleric Ranger multi-class
Cleric Ranger multi-class is a solid build for new players. See also: Ranger Cleric dual-class and Archer Cleric dual-class.
Kensai Thief dual-class
The Kensai Thief is the most powerful backstabber in BG2. UAI overcomes the Kensai's strict item restrictions and that's one prime reason why it's top-tier. The other is its kai-charged backstabs resulting in chunks galore. Pre-UAI we will want to take advantage of the Spirit Armor buff from one of our spellcasters; post-UAI we're an AC lord. On stylepoints this is numero uno without question! KAAAAIII!!! *chunk*
Fighter Mage Thief is one of the most versatile builds in BG2. It gets Fighter and Thief HLAs, and is capable of epic assassinations. Ranks high on stylepoints, too. A tactician's class that can fill in for almost any glaring weakness the party may have; it's not a mere augmenter.
Fighter Mage Cleric multi-class
Fighter Mage Cleric is difficult to roll for but constitutes the most complete character set-up possible. It's unstoppable once it gains access to Fighter and Cleric HLAs. The only problem is that they need lots of pre-combat buffing in order to be effective in melee. The limitation in weapon slots can also be annoying when weapon-switching.
Berserker Druid Dual-class
Berserker Druid is not on par with Mage multis but can be fun to solo due to their Druid-based restrictions.
Fighter Cleric multi-class
Fighter Cleric multi-class is another great newbie build. Roll with Dwarf and call him Durin the Deathless.
See also: Priest of Lathander Fighter dual-class.
Cleric Mage multi-class
The Cleric Mage can cast Animate Dead and Finger of Death as an Illusionist (divine sphere). Gets Energy Blades in both divine and arcane spheres. Can combine arcane and divine spells into sequencers, triggers and contingencies.
Ends up with the following arcane and divine spell slots: 6-6-6-6-6-6-5-5-3 and 12-12-11-12-11-7-3. Ends up with the following saving throws: 2-0-5-8-1. Gets Turn Undead 25 and 18 HLAs from the Cleric and Mage pools. Godly in terms of versatility and staying power.
Mage Thief multi-class
Mage Thief can execute Shapeshift backstabs for mega-damage and a whole lot of laughs. It is one of my fave multis thanks to all the tricks it's got up its sleeve. Underrated, though note there is already a M/T companion (Jan BG2).
The Fighter Thief is one of the most powerful multi-classes, but I prefer the Kensai Thief dual due to its backstabs charged with Kai.
Cleric Thief Multi-class
Cleric Thief ability to stealth while under the effect of Globe of Blades is cool (Sanctuary). We can also couple the Assassinate HLA with Righteous Magic for mega-damage. Gnome is better than Half-orc due to superior racial saves and easy access to Str boosts.
Note that class and kit descriptions are quoted verbatim in each entry, but my commentary in each entry is based on in-game tests, not the class and kit descriptions. All tests were conducted on v.2.5.26498 of SoA+ToB, which is the final official version by BioWare that has been standard for 20 years.
Best Classes BG1 Ranked
Welcome to the best classses in Baldur's Gate 1 ranked. The best class in Baldur's Gate 1 is the Mage. Other classes cannot hope to compete with their power and versatility.
Rank 1: Mage BG1
The mage strives to be a master of magical energies, shaping them and casting them as spells. To do so, he studies strange tongues and obscure facts and devotes much of his time to magical research. A mage must rely on knowledge and wit to survive. Mages are rarely seen adventuring without a retinue of fighters and men-at-arms. Because there are different types (or schools) of magic, there are different types of mages. The mage studies all types of magic and learns a wide variety of spells. His broad range makes him well suited to the demands of adventuring.
Rank 2: Fighter BG1
The fighter is a champion, swordsman, soldier, and brawler. He lives or dies by his knowledge of weapons and tactics. Fighters can be found at the front of any battle, contesting toe-to-toe with monsters and villains. A good fighter needs to be strong and healthy if he hopes to survive.
See also: Paladin BG1.
Rank 3: Thief BG1
To accomplish his goals, for good or ill, the thief is a skilled pilferer. Cunning, nimbleness, and stealth are his hallmarks. Whether he turns his talent against innocent passers-by and wealthy merchants or oppressors and monsters is a choice for the thief to make.
Thieves are about stealth, theft and backstabbing. Combat role is backstab and token ranged attacks. Utility role is extensive: Open Locks, Find/Remove Traps, Pick Pocket and conventional Stealth. The quadruple backstab enables Thieves to take out the biggest threat heading up a given mob before a combat encounter even begins. One should not underestimate such an opener to an encounter because it can notably reduce the difficulty and duration of a battle (think Mages).
Dex 19 Halflings boast of Open Locks (135), Find/Remove Traps (120), Pick Pocket (135), Stealth (140), which is amazing (not that we need such maximums). Please refer to stealth, theft and backstabbing for deeper commentary on the class we don't want to go into Durlag's Tower without.
Recommended starting stats (Gnome): Str 18, Dex 18, Con 16, Int dump, Wis dump, Cha dump. Prioritize Open Locks and Find/Remove Traps. Wield the Eagle Bow and the Dagger of Venom.
Rank 4: Cleric BG1 & Druid BG1
The cleric is a generic priest (of any mythos) who tends to the spiritual needs of a community. He is both protector and healer. He is not purely defensive, however. When evil threatens, the cleric is well suited to seek it out on its own ground and destroy it. The opposite is true of evil clerics as well.
The druid serves the cause of nature and neutrality; the wilderness is his community. He uses his special powers to protect it and to preserve balance in the world.
Combat role of Cleric and Druid is healbotting, summons, direct damage, buffing and debuffing. See: Divine Spells Baldur's Gate.
Utility is limited for Druids but Clerics get Sanctuary (stealth), Find Traps (does not disarm them) and Glyph of Warding (Set Traps).
Expert players may turn their nose up at divine spellcasters but mere mortal players will find their healing ability indispensable at the low to mid levels, since inns and temples aren't always close-by and resting triggers ambushes with a high percentage chance.
The lack of a summon cap means Animate Dead and Animal Summoning are easily abused (skellies + bears = I WIN).
Druids are, somewhat surprisingly, better healers than Clerics due to Cure Critical Wounds, but the latter have the superior buffing and debuffing repertoire. While it's occasionally tempting to have them wade into the fray both are limited in melee due to their non-progressing 1 ApR and slower THAC0 progression, though Clerics are superior to Druids (even wildshaped Druids) due to their self-buffs - such as DUHM Bhaalspawn Ability - and their ability to wield Ashideena and wear Full Plate Mail (Druid limit is Ankheg Armor). Thus, I rate Clerics above Druids.
Rank 5: Bard BG1
The bard is also a rogue, but he is very different from the thief. His strength is his pleasant and charming personality. With it and his wits he makes his way through the world. A bard is a talented musician and a walking storehouse of gossip, tall tales, and lore. He learns a little bit about everything that crosses his path; he is a jack-of-all- trades but master of none. While many bards are scoundrels, their stories and songs are welcome almost everywhere.
Combat role is limited arcane spellcasting, Bardsong and token ranged attacks. Utility roll is Pick Pocket and Identifying magical items (Lore). Bardsong is garbage but the unequaled loremastery shouldn't be snubbed because it allows us to easily I.D magical items anytime and anywhere. We don't always have a vendor handy and we won't have access to the Identify spell if we're a Conjurer, which Specialist is popular due to its underwhelming Opposition School, Divination (Edwin is the best Mage but he can't cast Identify).
Bards can't cast fifth circle spells and offer fewer spell slots per level than Mages, but they sport faster level progression and can reach one level higher than Mages, meaning that spells with level-based variables are more effective when cast by Bards. More on Bardic Lore.
Best Multi & Dual Classes in Baldur's Gate
Fighter Mage Multi-class
Fighter / Mage dual or multi:
Fighter (7: 64,000 XP) / Specialist (8: 97,000 XP) dual-classes are superior to Fighter (7) / Mage (7) multi-classes by virtue of:
- Notable increase in spell slots: 5-4-4-3 vs. 4-3-2-1
- Deeper HP pool
- +2 to-hit and +2 dmg over Specialization thanks to High Mastery
The argument against duals is of course their downtime which in this case is 90,000 XP, but this is the best and most powerful class in Baldur's Gate. We will devastate everything and barely take a scratch thanks to Mirror Image.
It's almost completely the best of both of the most powerful single-classes combined. The dual-class can optionally forego the +½ ApR, +1 dmg and two Fighter HD to gain access to two fifth circle slots loaded with the likes of Cloudkill, MSIII or Chaos. Go with the multi if we don't like the dual downtime; it's the second most powerful setup. Either way, we enjoy our -21 AC (-25 AC vs. Slashing) in BG.
Cleric Ranger multi-class
Yay, a use for the Ranger! But it relies on an oversight by BioWare albeit one that a lot of people have grown accustomed to; that is, we erroneously gain access to Druid circle spells above third in addition to the Cleric ones:
(Class: Spell range per circle)
- Cleric: 10-12-10-8-0
- Druid: 6-8-5-5-2
- Ranger/Cleric (Cleric+Druid): 10-14-12-8-0
- Dark Side of the Sword Coast: 15-17-17-12-13-9
Thus, the Ranger Cleric boasts of the broadest repertoire of divine spells available in the campaign. The inability to gain access to the nerfed fifth circle Druid repertoire is hardly worth complaining about because we don't need Animal Summoning II and Cure Critical Wounds (though they are decent). We have access to Stealth, Racial Enemy, Ashideena and Full Plate. The only problem is we can't fire from Bows due to the Cleric restriction (archery is awesome in BG1).
Fighter Cleric multi-class
This one is popular and well-known. It's ApR progression is slower than a single-classed Fighter but it hits quite a bit harder thanks to self-buffs, and obviously adds more versatility in addition to the perks of being a Dwarf (+CON, +Saves). A great setup that will enable newbies to crash through the game without too much trouble.
Fighter Thief dual-class
Fighter Thief dual-class BG1 is superior to Fighter Thief Multi-class BG1 but we will have to contend with downtime, which, however, is less severe than the Mage variant due to faster Thief XP progression and eschewing Fighter 7th lvl ½ ApR in favor of the +1 modifier for quadruple backstab. Fighter duals and multis are stronger backstabbers than single-classed Thieves by virtue of percentile STR, their ability to quaff potions of STR up to and including Storm 24, and the notable to-hit +3 and dmg +4 thanks to High Mastery.
Fighter Mage Thief BG1
Triple multi-classes suffer from slower power progression but the FMT represents the most versatile character possible in BG1. We could quite easily roll with a reduced party size, or even solo a few early and easy quests, in order to compensate for that.
Fighter Mage Cleric has even slower power progression, but it can certainly grow into a powerful character eventually.

















I'd say the cleric/mage multi is worth mentioning, especially since the f/m/c is on the list. It's one of the more interesting spellcaster combinations in the game.
ReplyDeleteCleric/Mage is not necessarily an especially strong class, but it can be quite fun to play. Note that this class can include Cleric as well as Mage spells in Contingencies and Sequencers, making for some interesting possibilities.
ReplyDeleteRanged combatants of various classes tend to be very good in BG1. A TLDR version of recommended classes would be: play a warrior focusing on archery to dominate BG1, play a Fighter/Mage to dominate BG2.
A simple Fighter/Thief multi is a solid if not necessarily outstanding class in either game. Excellent Backstabber, excellent point man who can either tank mobs or deal with traps, and fairly easy to play so a reasonable choice as a Newbie class.
A Cavalier can use Throwing Axes like Azuredge to get around their ranged weapon restriction. I cannot recall ever checking, but I expect they can use Throwing Daggers too. Of course, it is open to question whether taking advantage of such an exploit is consistent with a Paladin's honor.
Inquisitor has yet another issue beyond those you mention. You have access to an Inquisitor companion making a Charname Inquisitor rather redundant.
Good points. Didn't know about Cavalier ability to wield Azuredge; that is quite a cool exploit. Early disruption capability renders Undead Hunter bonuses even less significant.
DeleteBut that reminds me, Kensai are just as dmging if not moreso in regard to ranged attacks than Archers themselves are, with access to throwing axes, daggers and hammers, though archers certainly get more options through weapons and ammo, albeit nerfed elemental ammo (from 2d6 to 1d3 in the case of Acid). I don't think there are detonation arrows in BG2, and Dispel arrows are extremely rare finds.
Glad you share my view on Fighter/Mage and Inquisitor (a lot of people don't).
Say no to Paladins exploiting throwing axes!
DeleteAhem. I ROLE PLAY my cavaliers, thank you. Easily my favorite class to play. Even as I admit the overlordly power of kensai/mage.
Just discovered your blog. I am a great fan of Baldur's gate and I like your blog a lot.
ReplyDeleteThanks for this.
You're welcome. It's always fun rambling on about 19 year old RPGs. :P
DeleteAh, the Monk... I do like the class myself and it has some fun abilities, but I wouldn't think for a moment that it's anywhere as good as a lot of the other available options.
ReplyDeleteI have expanded the Fighter section of this post. Basically, to help newbies better understand the factors that contribute to Fighter offense and defense.
ReplyDeleteFor me Wild Mage is totally broken, five Mordenkainen's Sword at once? easy!. Another benefit of Wild Mage - with Nahal's Reckless Dweomer (1-st lvl spell) you can cast any spell in your spellbook, even if doesnt have enough lvl.
ReplyDelete