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Nifty equipment ideas for chars *warning, NO CHEESE ALLOWED, please read disclaimer*

Posted: Wed Nov 26, 2003 7:41 am
by Galuf the Dwarf
Disclaimer: I apologize if my notice of cheese usage being prohibited may sound harsh, but this topic is to focus on legitament uses of equipment in Baldur's Gate 2: Shadows of Amn, and Baldur's Gate 2: Throne of Bhaal. This topic is not meant to demoralize/disvalue, make fun of, or flame people who may use cheese tactics or modifications of characters via various means. Also, these ideas are expressed, with conscientious respect to those who use them:

1) The High-Level Ability "Use Any Item" is discouraged for this topic.

2) Anyone is allowed to mention of what classes they favor, but keep this is in mind: No kit or multi/dual-class is completely superior to another, and so please be careful with use of words concerning comparison of classes/kits.

3) This topic is about legitimate classes, kits, or multi/dual-classes via an un-modified version of the game. Changes from the official patch or any fix-patches are allowed. If any classes, kits, or multi/dual-classes from a mod (i.e: The Darkest Day) are to be mentioned, please have some detail about the nature of these available (for any that may be curious as to the nature of these characters).

4) There are spoilers for Baldur's Gate 2: Shadows of Amn and BG2: Throne of Bhaal involved.

I had PMed fable and Buck Satan about this topic, and they were okay with this. If any concerns or conflicts with the ethics of this topic arise, please contact me and/or a moderator via PM. I am always willing to listen to any concerns that any may have, and do not wish to hurt the feelings of any members with anything of this topic.

The topic: First of all, I was thinking of which pieces of equipment would go well with certain classes (including kits, dual-classes, and multi-classes). Any suggestions as to ideas to fill gaps in equipment are welcome, though.

Here are some ideas I had:

1) Human Dual-Class Ranger/Cleric, Weapon Specialization in War Hammer, maximum proficiency in "Two-Weapon Fighting Style"
Weapons: The Runehammer +5 (ToB, mainhand), Crom Faeyr (SoA, off-hand in ToB)
Armor: Full Plate Mail
Headgear: Helm of Glory (SoA, +1 to AC, saving throws, and Charisma)
Hands/Wrists: Gauntlets of Weapon Expertise (SoA)
Cloak: Montolio's Cloak (ToB)
Belt: Girdle of Bluntness (to make him resistant to ALL types of physical damage)
Boots: N/A (suggestions needed)
Rings: N/A (suggestions needed)
Amulet: Amulet of Power (Unless I have this equipped on someone else)

2) Human Skald (Bard Kit), proficient in Long Sword, Halberd, Flail, Crossbow, and "Single-Weapon Fighting Style"
Weapons: The Answerer (+4 Longsword in ToB), Dragon's Breath (+4 Halberd in SoA), Flail of Ages (for a common quest in SoA), Firetooth +6 (crossbow from ToB)
Armor: Asylferund Chain (ToB)
Headgear: Dusty Rose Ioun Stone
Hands/Wrists: Wondrous Gloves (magical gloves for Bards in ToB)
Cloak: N/A (suggestions needed)
Belt: Girdle of Bluntness (All types of chain mail are susceptible to blunt/bludgeoning damage)
Boots: Boots of Avoidance
Rings: N/A (suggestions needed)
Amulet: Amulet of the Master Harper (ToB)

3) Elf Archer (Ranger Kit), Grand Mastery in Long Bow, proficient in Longswords and mastery in "Two-Weapon Fighting Style"
Weapons: Mana Bow (SoA), Angurvadal (ToB Longsword) and the Answerer
Armor: The Night's Gift
Headgear: Helm of Balduran
Hands/Wrists: Bracers of Archery
Cloak: Cloak of Elvenkind
Belt: Girdle of Fortitude (unless I took this character through BG1)
Boots: Boots of Stealth or Boots of Haste
Rings: N/A (suggestions needed)
Amulet: Periapt of Proof Against Poison

That's all I can think of for now. Go ahead and fire away your ideas! Have fun, above all else!

Posted: Wed Nov 26, 2003 8:21 am
by Enil
Human C/N/L Evil Sorceror, Weapon Proficiencies in Sling, Dart & Quarterstaff.
Weapons: Staff of the Magi, Sling of Everard.
Armor: Robe of Vecna (evil item, if RPing, shouldn't really use for a good char.)
Headgear: Circlet of Netheril (ToB), Pale Green Ioun Stone (SoA)
Hands: Bracers of Defense, AC3
Cloak: Cloak of Mirroring
Belt: Belt of the Inertial Barrier
Boots: Boots of Speed
Amulet: Amulet of Power
Rings: Ring of Gaxx, Ring of Wizardry

Of course, if using Weimer's Item Upgrade Mod, I would swap some of these items around a bit; specifically upgrade the Ring of Wizardry to the Sorcerian Ring. I would probably also swap the BotIB for the Girdle of Glory (AC -3 bonus) and upgrade the Boots of Speed to Boots of the Hornet for the missile weapon AC bonus.

Posted: Wed Nov 26, 2003 8:23 am
by Numinor
Human Cavalier (Paladin Kit)
Weapon Specialization in Bastard Swords, maximum proficiency in "Two-Weapon Fighting Style"
Weapons: Foebane +3/+5 (mainhand), The Purifier +4/+5 (off-hand), Long Swords in SoA until Watcher's Keep is survivable ;)
Armor: Plate Mail (preferable with elemtal resistances)
Headgear: Helmet of Defense (SoA, +1 saving throws, +20% fire, cold and electrical resistances)
Hands/Wrists: Gauntlets of Weapon Expertise (SoA)
Cloak: Cloak of Displacement (SoA)
Belt: Belt of Innertial Barrier or a Strength enhancing girdle
Boots: Gargoyle Boots (ToB) or Boots of Haste
Rings: Ring of Earth Control / Ring of Free Action
Amulet: Kaligun's Amulet of Magic Resistance (SoA), Amulet of Seldarine (ToB)

Human Swashbuckler/Mage (Dual Class)
Weapon Specialization in Katanas, maximum proficiency in "Two-Weapon Fighting Style"
Weapons: Celestial Fury +3 (SoA)/Hindo's Doom +4 (ToB) mainhand, Dak'kon's Zerth Blade (off-hand)
Armor: Aslyferund Elven Chain +5
Headgear: Pale Green Ioun Stone (SoA), Circlet of Netheril (ToB)
Hands/Wrists: Bracers of Defense AC3 until Elven Chain is available, Gauntlets of Weapon Expertise (SoA)
Cloak: Cloak of the Sewers (SoA)
Belt: Girdle of Bluntness
Boots: Boots of Avoidance
Rings: Ring of Regeneration/ Ring of Wizardry
Amulet: Amulet of Power

Posted: Wed Nov 26, 2003 1:58 pm
by Numinor
Another one ;) :
Half-Elven Fighter/Druid (Multi Class)
Weapon Specialization in Staves or Spears, and slings, maximum proficiency in "Twohanded-Weapon Fighting Style"
Weapons: Staff of Arundel, Staff of the Woodlands +4 (SoA), Staff of the Ram +6 (ToB)
or Spear of Kuldahar+3, Spear of Withering+4 (SoA), Ixil's Spike +6 (ToB)
Sling of Everard +5 (SoA), Erinne Sling +5 & Bag of Plenty +2 (ToB)
Armor: Red Dragon Scale
Headgear: Dragon Helm (SoA)
Hands/Wrists: Gauntlets of Weapon Expertise (SoA),
Gauntlets of Extraordinary Specialization (ToB)
Cloak: Cloak of the Sewers
Belt: Girdle of Hill/Fire Giant Strength
Boots: Boots of the North
Rings: Ring of Regeneration, Heartwood Ring (ToB) / Ring of Earth Control
Amulet: Amulet of Power

Posted: Wed Nov 26, 2003 2:22 pm
by Galuf the Dwarf
Originally posted by Numinor
Another one ;) :
Half-Elven Fighter/Druid (Multi Class)
Weapon Specialization in Staves or Spears, and slings, maximum proficiency in "Twohanded-Weapon Fighting Style"
Weapons: Staff of Arundel, Staff of the Woodlands +4 (SoA), Staff of the Ram +6 (ToB)
or Spear of Kuldahar+3, Spear of Withering+4 (SoA), Ixil's Spike +6 (ToB)
Sling of Everard +5 (SoA), Erinne Sling +5 & Bag of Plenty +2 (ToB)
Armor: Red Dragon Scale
Headgear: Dragon Helm (SoA)
Hands/Wrists: Gauntlets of Weapon Expertise (SoA),
Gauntlets of Extraordinary Specialization (ToB)
Cloak: Cloak of the Sewers
Belt: Girdle of Hill/Fire Giant Strength
Boots: Boots of the North
Rings: Ring of Regeneration / Ring of Earth Control
Amulet: Amulet of Power


Very nice, Numinor. What about the Heartwood Ring, to let this character have extra spells?

Enil: Very impressive as well. I was curious about this "Sorcerian Ring" that you've mentioned. How different is it from the Ring of Wizardry?

Here's another idea of mine.

LG Gnome Cleric/Illusionist
Proficient in Flail, Mace, Sling, and "Weapon and Shield Style"
Weapons: Flail of Ages, Improved Mace of Disruption (though I might give that to Minsc, and have him proficient in War Hammer instead *), Storm Star (*), Sling of Arvoreen
Armor: Robe of Good Archmagi (Sure, it might look funny with a helmet and a shield, but it may work)
Shield: +2 Large Shield
Headgear: Helm of Balduran
Hands/Wrists: Gauntlets of Dexterity (Unless I have Keldorn in my party)
Cloak: Cloak of the Sewers
Belt: Belt of Inertial Barrier or Golden Girdle
Boots: Boots of Grounding
Rings: Ring of Wizardry, Ring of Acuity, Ring of Holiness (2 of those three)
Amulet: Amulet of Power

Overall, very good so far, fellow gamers.

Posted: Wed Nov 26, 2003 2:26 pm
by Numinor
Originally posted by Galuf the Dwarf
Very nice, Numinor. What about the Heartwood Ring, to let this character have extra spells?


Oops, forgot that one, I'll edit it into the post
thanks ;)

Posted: Wed Nov 26, 2003 7:46 pm
by JackOfClubs
Originally posted by Galuf the Dwarf
Enil: Very impressive as well. I was curious about this "Sorcerian Ring" that you've mentioned. How different is it from the Ring of Wizardry?
The Sorcerian Ring combines the Ring of Wizardry, Ring of Acuity and Amulet of Metaspell Influence (and maybe one or two other things) into a single ring that gives an extra spell to all levels except 9th. For a Sorceror that is a vast increase in power. :eek:

BTW: I like your Archer in the first post, but I would consider changing the Two Weapon Style to a Single Weapon Style. For an Archer, dual-wielding isn't very practical since you have to drop the bow in order to put something in the off-hand. Whereas the improvement in AC and Critical Hits that comes with the Single Weapon Style would be useful when you have to switch to your melee weapon.

Posted: Wed Nov 26, 2003 11:08 pm
by UserUnfriendly
Originally posted by JackOfClubs
The Sorcerian Ring combines the Ring of Wizardry, Ring of Acuity and Amulet of Metaspell Influence (and maybe one or two other things) into a single ring that gives an extra spell to all levels except 9th. For a Sorceror that is a vast increase in power. :eek:

BTW: I like your Archer in the first post, but I would consider changing the Two Weapon Style to a Single Weapon Style. For an Archer, dual-wielding isn't very practical since you have to drop the bow in order to put something in the off-hand. Whereas the improvement in AC and Critical Hits that comes with the Single Weapon Style would be useful when you have to switch to your melee weapon.


i actually would recommend putting points in two handed weapons...

since an archer as jack pointed out you would have to drop the bow to switch to dual wield, the best way to handle archers when the action gets close enough to melee is to use a two handed weapon...one single click of the mouse, and you're ready to rumble...and putting points into two handed means extra damage and speed...in another words, i completely agree with jack in that putting points into dual wield is useless for an archer, (so is sword and shield) but i slightly disagree that single weapon is better...two handed swords are much more powerful, generally than the best single handed sword...and as your archer goes up in level, sooner or later he will get g whirlwind, and at that point, you want the most powerful weapon to whack someone ten times a round...

urp...gah....what the heck am i doing in this thread...sigh... :p :D :cool: :rolleyes: :eek:

Posted: Thu Nov 27, 2003 2:28 am
by Mirk
Here are some suggestions based on your first post:

1) Human Dual-Class Ranger/Cleric, Weapon Specialization in War Hammer, maximum proficiency in "Two-Weapon Fighting Style"

Weapons: I would give this char the Flail of Ages + Crom Frayer.
Before CF is available, Defender of Easthaven is an exellent off-hand weapon. Actually, in the big pre-buffed fights (meaning when you cast a strength-enhancing spell + Armour of Faith) it still would be the off-hand weapon of choice.

Armor: Full Plate Mail - no problem here, mayby carry some leather armour to use stealth when it's handy.

Headgear: Helm of Glory (SoA, +1 to AC, saving throws, and Charisma) - I'd change it into Helm of Charm Protection or Dragon Helm/Helm of defence.

Hands/Wrists: Gauntlets of Weapon Expertise (SoA)
Cloak: Montolio's Cloak (ToB)
Belt: Girdle of Bluntness (to make him resistant to ALL types of physical damage) - It does not offer resistance, just +4 to AC vs. blunt. If you want resistance, use Dragon Belt.

Boots: I'd suggest the Boots of Speed here - as a duel-weilding char, he has no ranged capability, and is most effective in close-up encounters. the boots will bring him there fast.

Rings: This depends on wether he's always used as a "bring the fight to the enemy" char (which he may well be). my chars in this role (and i've used many different classes/kits here, it's usually my main char) is wearing Ring of Gax and Ring of Free Action. When FoA is gets it's final upgrade, i'd loose the RoFA, and give him the rings clerics get at level 25 in ToB

Amulet: Amulet of Power (Unless I have this equipped on someone else)

3) Elf Archer (Ranger Kit),
I would suggest using shortbow and not longbow, because:
1. Tuigan Bow - 3 attacks/round, you won't need the big +4's on THAC0 and damage, the archer will never miss. And the extra atack will do more damage by archer than the extra +3*# of attacks, plus all the nifty called shot effects.

2. Gesen Bow - +4 weapon (punches through Improved Mantle), does elemental damage (punches through Stoneskin), and with NORMAL arrows equipped punches throug Protection ftom Magical Weapons + Stoneskin!

Weapons: I agree with the posters above about using Two-Handed Weapon Style here. Spear is a nice proficiency (Ixil's Spear is an exellent weapon, it will punch through Absolute Immunity)

Armor: Grandmaster Armour is perfect here.
Headgear: Again, i think elemental/charm resistancy is more important than AC.
Hands/Wrists: Although Bracers of Archery are very in-characcter with Archer kit, he's the only one who does not need them. His missile THAC0 is VERY low (high dex+grandmastery+archer's bunuses). i use the gauntlets that can cast Improved Haste on my archers.
Amulet: Greenstone amulet woul fit here nicely
Rings: I'd suggest elemental resistance rings.


And here's one of my own:

Human dual class Kensai 13/Thief X (before Use any Item, as requested):

Proficiencies: +++++ Katana, ++ Mace, ++ Duel-Weilding, + Dagger (when gaining thief levels, he uses the trown daggrers),
++ Scimitar, ++ Longsword (these are off-hand weapons primarily), later (Tob) +++++ Flail

Weapons: SoA: Celestal Fury+Belm when in power-gaming mood, Celestal Fury+Drakkon Zerth Blade when in roleplaying mood.
ToB: Flail of Ages+Hindo's Doom. Other weapons as the situation requiers.

Headgear: Ducty Rose ioun stone

Armour: (censored due to UAI ban)
Bracers: (as above)

Amulet: Shield amulet, later - Master Harper amulet.

Boots: of Speed

Rings: Ring of Protection +2 & Free Action

Cloack: of non-Deteection

Posted: Thu Nov 27, 2003 4:31 pm
by Xyx
Favourite equipment not yet mentioned:
  • Helm of Vhailor. One of the most powerful items in the game, assuming you don't consider clones using scrolls (read: Time Stop and Horrid Wilting) is cheese (which it probably isn't, since it appears to be a conscious desing decision). Can be swapped with another helm until the time you wish to use it, though.
  • Shield of Harmony. Not quite as spectacularly violent as Crom Faeyr, but it'll protect you from many killer abilities without fear of dispels.
  • Sleeper +2. Excellent flail during the start of Shadows of Amn, before you get the Flail of Ages. Buy it for for practically nothing at the Copper Coronet.
  • Lilarcor. Besides being funny as hell, it's also an excellent substitute until you get Carsomyr. Can be picked up beneath the Copper Coronet without much trouble at all.
  • Sling of Seeking. Missile weapon that adds Strength bonus (which can go up to +14 with Draw Upon Holy Might), a range as far as you can see and still lets you use a shield. Also available at the Coronet for practically nothing.
  • Rod of Resurrection. 10 instant Heal spells, usable by anyone.
  • Rod of Monster Summoning. They deal damage alongside you, they eat damage in your stead, they get the Time Stop - Symbol - Symbol - Symbol thingy in your stead. I'll have to see about Throne of Bhaal, but these critters sure work wonders in Shadows of Amn

Posted: Thu Nov 27, 2003 8:50 pm
by bruciarsi
Originally posted by Galuf the Dwarf
3) Elf Archer (Ranger Kit), Grand Mastery in Long Bow, proficient in Longswords and mastery in "Two-Weapon Fighting Style"
Weapons: Mana Bow (SoA), Angurvadal (ToB Longsword) and the Answerer
Armor: The Night's Gift
Headgear: Helm of Balduran
Hands/Wrists: Bracers of Archery
Cloak: Cloak of Elvenkind
Belt: Girdle of Fortitude (unless I took this character through BG1)
Boots: Boots of Stealth or Boots of Haste
Rings: N/A (suggestions needed)
Amulet: Periapt of Proof Against Poison [/b]


Ive done the Elf Archer set up and my character is pretty much set up how you suggested. However instead of the cloak of Elvenkind she wears the cloak of non detection as my hide in shadows seemd high enough.
I think when it come to the ranger class you have to remember they get to pick a Racial Enemy (+4 to hit). So for my archer i picked Vampires so with that and the +1 to long sword bonus i went with the Long sword and dual weilding. So i take on vampires with the daystar in 1 hand and the equaliser in the other. I go for the amulet of power as well which gives immunity to level drain . For rings my character wears the ring of human influenece and the ring of earth control. Though i was wondering if i was able to get the ring of Gaxx could my character wear it ?

i was thinking for my next character i might try a Priest of Lathander any suggestion for his kit ?

Posted: Fri Nov 28, 2003 4:39 am
by Numinor
Yes, anyone can wear the Ring of Gaxx, though from a roleplaying point of view a good character propably wouldn't use it ;)

Posted: Fri Nov 28, 2003 5:52 am
by FilipeTeles
check out this one(my mage)

human pure mage lawful neutral
proeficient in quarterstaff,sling,dagger
weapons:staff of the magi and staff off rynn,sling of evard
armor:robe of vecna,
headgear:ioun stone that gives +10% hit points and +1 thac0
hands:bracer of ac3
cloak:Non-Detection,Protection+2,Displacement,mirroring
belt:frost giant,bluntness,piercing,inertial barrier
boots:Boots of Speed,and Avoidance
amulet:Amulet of Power
Ring:2 rings of gaax(better for solo)

i change my items to hae better ac vs the type of weapon he is using,like boots of avoidance,girdle of piercing,cloak of displacement for a -12 ac improvement vs arrows....

Posted: Fri Nov 28, 2003 7:55 am
by Xyx
Originally posted by Numinor
Yes, anyone can wear the Ring of Gaxx, though from a roleplaying point of view a good character propably wouldn't use it ;)
Plenty of ways around that, like saying the end justifies the means, that it's a tool as evil as the hand that wields it, that evil has to be turned onto itself or that evil can be used to do more good than otherwise possible.

Posted: Fri Nov 28, 2003 2:12 pm
by Mirk
hey xyx,

this reminds me of some things said about some other evil magical ring... ;-)

Posted: Mon Dec 01, 2003 6:24 pm
by Galuf the Dwarf
Originally posted by Mirk
hey xyx,

this reminds me of some things said about some other evil magical ring... ;-)


I think I know what you're talking about.

Anways, here's a question concerning a certain ranged weapon. Is the Heavy Crossbow of Accuracy considered a +2 or a +5 weapon? The weapon's stats say that it has a +5 ThAC0 bonus, and a +2 damage bonus. :confused:

Can I get an expert on this?

Posted: Mon Dec 01, 2003 6:49 pm
by bruciarsi
probally go with the THACO bonus so its a +5 weapon i reckon.
Giant Hair Crossbow +3, gives +5 damage
Heavy Crossbow +2, gives +4 damage

Posted: Mon Dec 01, 2003 10:34 pm
by UserUnfriendly
Originally posted by Galuf the Dwarf
I think I know what you're talking about.

Anways, here's a question concerning a certain ranged weapon. Is the Heavy Crossbow of Accuracy considered a +2 or a +5 weapon? The weapon's stats say that it has a +5 ThAC0 bonus, and a +2 damage bonus. :confused:

Can I get an expert on this?


adds +5 to npc thaco, to hit...so its like a +5 sword...

+2 to damage per missile...

however ranged weapons, its the MISSILE bonuses that count tword creatures that can only be hit by certain +x weapons...

for example, golems which can only be hit by +2 weapons (i think) you must use a +2 bolt with this crossbow to hit it...even though your chances of hitting it improves with the better crossbow...

certain weapons, like the gesen bow and firetooth crossbow, which don't require weapons, their self producing missiles hit as +5 weapons...but if you equip it with ammo, the ammo enchantment level determines if it can hit something...

so a gesen or firetooth without ammo can hit demiliches, but with ammo, you must have +4 bolts or arrows to hit it and damage it...

but the elemental bonuses of the weapon apply to any missiles fired by the weapon...

so a gesen bow with plain, unmagical arrows, will go right thru protection from magical weapons, since the arrows are unmagical, but the elemental damage will punch right thru stoneskin, since the unmagical arrows still carry an electrical charge... :p ;) :D :cool: mage killing mazzy...

Posted: Tue Dec 02, 2003 3:36 am
by lompo
Originally posted by UserUnfriendly

certain weapons, like the gesen bow and firetooth crossbow, which don't require weapons, their self producing missiles hit as +5 weapons...but if you equip it with ammo, the ammo enchantment level determines if it can hit something...



Not exactly I think. Gesen bow and Firetooth (before upgrading) produce +4 ammo, also you have Tansheron bow that produce +3 ammo (without elemental dmg) and Everard sling that produce +5 ammo (no elemental dmg).
I think those are the only ranged weapons that don't need ammo.

Posted: Tue Dec 02, 2003 3:43 am
by unrelated
Then here is a question that keeps me puzzled for a while now.

Armor gives a has a general AC bonus and some minor changes to piercing, slashing and blunt (changes which make studded leather on average equal to chain mail).
Shields have a general AC bonus plus additionally some modifications versus pierce and missile.

Now, if I recall correctly halberds are labeled as slashing/piercing and projectiles are labeled missile/piercing.

So, my questions are:
1. do halberds use the AC vs slashing or AC vs piercing?
2. do projectiles use AC vs missiles or AC vs piercing?

And, is damage split 50/50 among pierce and slashing or does each hit alternates the damage type or something... how exactly does that work?

Also, if projectiles use the AC vs missile and not the AC vs piercing, is there a modifier for missiles on armors or is it just the general AC that works on missiles... or maybe it is the AC vs piercing in that case?


My head won't stop spinning now.