DUAL-CLASS, Baldur's Gate


Baldur's Gate Dual-classing



Welcome to my dual-classing guide for Baldur's Gate and Icewind Dale. This guide explains what dual-classing is, how dual-classing works and how to dual-class. It also covers the best and most powerful dual-class combinations, such as the Kensai Mage and Kensai Thief.

Dual-Classing Definition


Simply put, dual-classing is when we add a second class to our character. What happens is, we start off in our first class (e.g, Fighter BG2), level up a little, and then add the second class (e.g, Mage BG2). The act of adding the second class is called dual-classing.

Once dual-classed - and this is important - the abilities of the first class are put on hold and become unusable until the second class gains enough experience points to reach one level greater than the first class (known as dual downtime); at which point the abilities of the first class are regained and the dual-class becomes active.

However, we can now only level up in the class we dualed to. We can never again level up in the one we dualed from. Thus, we want to squeeze out as much juice from the dual-from class as we can, bearing in mind that we want to reach the juicy parts of the dual-to class as well.

List of Dual-Class Builds


The Rules of Dual-Classing


If we fail to follow the rules of dual-classing, we will NOT be able to dual-class. And we will get that sinking feeling when the option does not become available to us. Unlike multi-classing whose parameters are set at chargen dual-classing requires planning and thinking ahead.

Dual-classing Pre-requisites


  • We must be of Human BG2 race
  • We must be at least second level
  • We must have a score of at least 15 in the prime requisite stat of the class that we are dualing from and a score of at least 17 in the prime requisite stat of the class that we are dualing to
  • We must meet the alignment pre-requisite of the dual-to class in the dual-from class

Alignment Compatibility


Note that, for Druids, alignment compatibility and double pre-requisite considerations come into play. Druids can only be True Neutral and must have Wisdom and Charisma scores of at least 17. Thus, Fighters wishing to dual to Druids must be True Neutral and have Wisdom AND Charisma scores of at least 17, and a Strength score of at least 15.

Dual-classing Combinations


Legal dual-classing combinations include any legal multi-class combination. That is, if we can multi-class the combo we can also dual-class it. Obvious exceptions include Illusionist combos and triple-class combos.

Also, only in Baldur's Gate 1 and Icewind Dale 1 can we dual to non-Illusionist Mage Specialists. It is not possible to dual-class to Specialist Mages in BG2.

Pros & Cons of Dual-Classing


Providing we know what we're doing, dual-classing usually results in more powerful characters due to augmenting the abilities of two classes. As a rule of thumb, dual-classing power stems from adding an extensive arcane or divine spellcasting repertoire (Mage or Cleric/Druid) to a solid foundation of martial prowess (THAC0 + ApR + Proficiency of Fighter), but not always [1.1].

Dual-class vs Multi-class


In the original Baldur's Gate 1 dual-classing is clearly more powerful than multi-classing, but multi-classing outstrips dual-classing in Baldur's Gate 2, as is exemplified by Fighter Mage BG2. This is because the increased XP cap allows multi-classes to continue progressing in both classes into epic levels, which results in access to BG2 HLA pools for both classes. And while Herculean dual-classes are possible, the downtime is extremely burdensome [1.1].

Dual Downtime


The con of dual-classing is its downtime which can range from barely felt to a major burden. The degree to which the adverse effects of dual downtime are felt depends on the level of initial dualing, party composition, the campaign structure and the player's foreknowledge of the campaign structure. 

In regard to BG2 Solo, BG1 and BG2 campaigns freely support dual-classing downtime whereas Icewind Dale 1 is much stricter and requires deeper knowledge of campaign structure.
   

How to Dual-Class Baldur's Gate


Let us give an example of dual-classing: the Kensai Mage aka Kensage. Note that we can apply this process to any dual-classing scenario.

In order to successfully dual Kensai to Mage we must follow the rules outlined above. Thus, in Chargen, we ensure our Charname is Human and has a Strength score of at least 15 and an Intelligence score of at least 17. But most people roll at least 18/91 Strength (10% chance to roll) and 18 Intelligence along with 18 Dex and 18 Con.

That's it! Our Kensai is now Mage-ready except for the level of the Kensai, which should be ninth (the reasons are outlined in the next section). 

So, once we have reached ninth level Kensai, we call up Character Record mode (R-key), hit the Dual-Class button, click Class, click Mage, assign our proficiency points and spells, and click DONE.

We are now in the dual downtime phase of dual-classing. We notice a few things at this point:

  • One, our Kensai levels are inactive;
  • Two, any Mage-incompatible weapons and armors on our person have been auto-unequipped and grayed out
  • Three, we are but a lowly first level scrub of a Mage with one difference: actually being able to survive a stray kobold arrow thanks to our nine levels of warrior HD.

Remember, we dual-classed at Kensai ninth, right? So, as per the rule above, that means we need to reach Mage 10 in order to regain our Kensai levels and make our dual-class active: a Kensai 9/Mage 10.

Now, if we look in the experience point progression charts in the back of the manual we will see that Mage 10 equates to 250,000 experience points, meaning we need to earn THAT much in order for our dual-class to become active. 

With a party of six that equates to 1,500,000 XP (because XP are evenly shared between party members). 

Wait! Am I utterly useless until then? Not really. Our 108 HPs means we can soak up a few arrows for the party before retreating. :P But yeah, we will quickly gain a few levels in Mage which means we can cast spells such as Web, in the meantime. A lot of people forget about that: downtime does not mean we are utterly useless, only relatively useless.

Anyway, dual downtime can be fast-tracked by scribing libraries of scrolls to our spellbook and rolling with a smaller party for a while in the quest-dense city of Athkatla. And once the dual-class becomes active we will realize that it was all worth it because we now have a Charname who can not only unleash arcane bombardments with the best nukers out there, but also roll up her sleeves and take out the trash mundanely.

Ok, I get it now. But why do people dual FROM Fighter TO Mage, Thief, Cleric and Druid - why not the other way around? Well, Fighters are usually the first class aka "dual from class" because they offer more than other base classes at the low levels. For example, +½ ApR at 7 and 13, Grandmastery and 1d10 HD + Con bonus for the first nine levels. Exceptions exist, of course.

Please note that Weapon Proficiency points stack once the dual-class becomes active but do NOT stack during the act of dual-classing. So say we have High Mastery in Katana and our Mage levels up and gets to assign a proficiency point: we can assign that point to Katana in order to reach Grandmastery. However, before that, when we are in the process of dual-classing to Mage, we are careful not to double-up on proficiencies that we have already taken with our Fighter (which we cannot see during the process of dual-classing; we must remember what we have taken) as they will not stack and therefore be wasted [1].

When to Dual-class: Fighter level 7, 9 or 13


As recommended in the section above, the short answer is to dual-class at ninth level. Why, though? Let's take a look at the dual downtimes for 7, 9 and 13 and see what we get for suffering through them.

7th Level Dual-class


The dual downtime for a seventh level Fighter equates to 90,000 experience points. Seventh is the level Fighters and their kits start at in SoA. Thus, one may dual-class straight out the cage and have their dual active by around Chapter One.

Seventh level warrior classes net +½ ApR and Berserkers and Kensai have already netted two instances of Enrage and Kai, respectively. Kensai are sitting on their second to-hit and dmg bonus, too. Finally, HPs are solid at 108.

9th Level Dual-class


Ninth level dual downtime equates to 250,000 experience points. Over the seventh level dual we get +28 HPs (maxing Fighter HD), a couple of THAC0 points and +1 Enrage/Kai. Kensai get their third bonus at this point, too. We can quest in a small party once we reach Chapter Two in order to get our dual-class active before too long, and without too many big battles. In fact, a lil' focus on scribing scrolls to spellbooks will make downtime a non-issue.

13th Level Dual-class


Thirteenth level dual downtime equates to a whopping 1,500,000, and for that we net +½ ApR, 4 more points of THAC0 and +1 Enrage/Kai. Kensai are sitting pretty on their fourth bonus. This is very powerful but with a full party you might not become "active" until late-SoA. Note that Fighter THAC0 points are valuable because 30 levels of Mage will add absolutely nothing to our base THAC0. You need to get it while you can.

21st Level Dual-class


21st level dual downtime equates to a Herculean 4,750,000, and for that we net max base THAC0, six instances of Kai, 7 points of Kensai to-hit/dmg and two Fighter HLAs (which should be Power Attack and Critical Strike). We also field the best Mage HLAs, along with enough mage spells slots (incl. 3x 9th circle). However, it is not worth it.

So, as can clearly be seen, seventh is ok, ninth is better, and thirteenth is for soloists or players who are in it for the long haul. Basically, 9 is the sweetspot to go for. I prefer the Kensai Thief because the dual downtime is much more reasonable at 880,000.

[1] Grandmastery BG2 is nerfed; all it offers over Specialization is +1 to hit and +2 dmg. And that costs us three proficiency points. For that price, we could get Specialization in another weapon (for +1 to-hit, +1 dmg and +½ ApR) and Proficiency in yet another weapon (for no 4 point to-hit penalty).

  • True Grandmastery (BG1 & IWD): +3 THAC0, +5 dmg, +1 ApR
  • Nerfed Grandmastery (BG2): +2 THAC0, +4 dmg, +½ ApR

Assassin Dual-Class


Footnote Section [1.1]: An atypical example of Thief to Fighter dual is given in dual no. 2.

Here are three Assassin dual-classes made attractive by a kit-based special ability of the Assassin: Poison Weapon. We can of course dual-class much earlier, but these are also extreme examples that flaunt x7 backstab and tons of Thief skill points.


Baldur's GateBaldur's Gate RacesBaldur's Gate Spellcasting
Best Classes Baldur's GateBaldur's Gate ItemsBaldur's Gate Dual-classing
Best Spells Baldur's GateBaldur's Gate THAC0Baldur's Gate Specialist Mages
Best Weapons Baldur's GateBaldur's Gate Armor ClassBaldur's Gate Proficiency
Best Companions Baldur's GateBaldur's Gate ApRBaldur's Gate Thieving

1 comment:

  1. Thank you! I thought I knew a good bit on this topic but this gave me some great ideas/insight.

    ReplyDelete

Note: only a member of this blog may post a comment.