Fighter / Mage

Fighter/Mage is a dual-classing or multi-classing option available in Baldur's Gate, Baldur's Gate II: Shadows of Amn, Baldur's Gate II: Throne of Bhaal, and the Enhanced versions of both Baldur's Gate and Baldur's Gate II.

The Fighter/Mage is a very flexible and effective conjoinment of classes. The Fighter half gives it access to higher hit points and THAC0 than the Mage class, and also access to more weapon proficiencies and options than the Mage class; this comes in handy when a character is out of spells and must therefore default to melee. The Mage half of the class gives it higher Lore and, of course, access to powerful spells. The downside is that the Fighter/Mage cannot cast whilst wearing non-Robe armor, except for Elven Chainmail and Drow Chainmail, both of which are unique to Baldur's Gate II: Shadows of Amn.

As a multi-class option, characters are denied the ability to access Fighter kits or Specialist Mage status. The exception are Gnomes, who are always Fighter/Illusionist multi-classed characters if they take this option.

As a dual-class option, though, a player may combine a Fighter kit (if playing Baldur's Gate II: Shadows of Amn or Baldur's Gate: Enhanced Edition) and/or a Specialist Mage class when dual-classing. To become a Fighter/Specialist Mage, however, requires that the player meets not only the default statistic requirements (minimum of 15 Strength and 17 Intelligence), but also the extra statistic requirement of the Speciality, as outlined on that page. While this means a dual-classing Fighter/Mage will often accidentally qualify for the Conjurer/Invoker (Constition requirement) and/or Illusionist/Transmuter (Dexterity requirement), the other Specialities require a deliberate character build; the Enchanter has a Charisma requirement, whilst the Abjurer, Diviner and Necromancer have Wisdom requirements.

Because of the limitations against casting Mage spells whilst wearing armor, a dual-classed Kensai/Mage is a much more formidable character build than a standard Fighter/Mage.

It is generally recommended that a dual-classed Fighter/Mage start as a Fighter and then dual-class to Mage. This grants access to the best of both worlds, giving the new first level Mage a strong supply of hitpoints and THAC0 to defend themselves with, and then eventually growing into the most powerful Mage spells. The reversed situation, in comparison, will leave the player with a small array of low-level Mage spells and then a focus on the Fighter abilities.