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Fire Giants are large, powerful creatures typically encountered in hot climates, especially near volcanoes. Standing roughly twice as tall as a human (if not more), they can pose a serious threat to those unprepared to deal with them. These giants are found in several areas of the saga, but not in BG1 or SoA (unless you enter Watcher's Keep before ToB).

There are several varieties of Fire Giants in the game, with mostly minor differences between them. The Fire Giants in Watcher's Keep differ from the one's besieging Saradush and at the Siege Camp, the Marching Mountains and Yaga-Shura's Keep. The Fire Giant statistics displayed in the Info Box above are from the Siege Camp/Marching Mountains/Yaga-Shura's Keep areas, since these account for the majority found in the game.

Description[]

The majority of these hard-hitting creatures wield an undroppable Battle Axe (GIAFIR2.ITM), which is a +3 enchanted weapon with a speed factor of 5 and a reach of 2 (same as a halberd). It gives the giant a +3 THAC0 bonus, deals 2d12 slashing damage and 1d12 fire damage on any successful strike. The axe is coded and counts as a Two-handed Weapon, although it has one-handed animation.

Another variety wields a giant's version of a War Hammer (GIAFOR.ITM), is a +3 enchanted weapon with a speed factor of 7 and a reach of 2. It gives the giant a +3 THAC0 bonus and inflicts 2d10 crushing damage and 1d6 fire damage. This is a one-handed weapon.

And yet another Fire Giant weapon is the giant's Fist (GIAFIR.ITM), which has identical stats as the War Hammer, including the supplemental fire damage.

The Fire Giant (Guardian of Fire) variety employs a giant's Two-handed sword (GIANTS01.ITM), that is non magical and deals 2D10 crushing or slashing damage.

Most Fire Giants are healed by fire damage. Some giants only have 50% Fire and magical fire resistance though. Some Fire giants carry random treasure and potions. The AI script will utilize carried potions depending on situational triggers.

The assigned Berserker kit doesn't actually allow these giants to utilize their Enrage ability. It simply isn't scripted for use in the unmodified game. Therefore, it really doesn't affect the creature's skills or behavior one way or another.

Fire giants are penalized when trying to strike the "shorty" races. A giant has a 4 point THAC0 penalty to hit when facing Dwarf, Gnome or Halfling opponents. This is a 2nd Edition D&D rule implemented by the game.

The game files named "Fire Giant" include the following .CRE creatures, in alphabetical order: GIAFIR01, GIANTF01 (not used in the game), GORFIRG, HGWAR01, SARFAKI2, SARFAKIE, YSCARA03, YSFIRE01, YSFIRE02, YSG2, YSGUAR01, YSSOLD10.

Locations[]

The Black Pits[]

Baldur's Gate II[]

See also[]

Mod content[]

Mods icon This section is about unofficial content that is only available via fan-made mods.

Installation of the Sword Coast Stratagems Mod makes some universal changes to the Fire Giant Creatures in the games.

  • An SCS Script is assigned, to improve targeting, potion use, HLA activation and other behavior.
  • Fire Giants are protected from Web, Paralyze, Plant Growth and Entangle effects.
  • Creature hit points are standardized as either 157 or 175 for ToB Fire Giants.
  • Most receive appropriate weapon proficiency in their assigned melee attack. 3 pips are usual, and 2 pips in a fighting style.
  • Fighter Kit (Berserker) and High-Level Abilities are provided including Enrage, Critical Strike, and Power Attack.
  • Fire Giants have 10% Magic resistance.
  • Additional Fire Giants are added to the game for Yaga-Shura's Keep and other areas, based on difficulty settings.

External links[]

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