A Weapon Proficiency is a skill that determines how well a character can handle certain types of weapons, which may add penalties or bonuses to their attack and damage, depending on the skill level. Most non-warrior classes may become proficient (one proficiency slot) in their weapon array; paladins and rangers can specialize (two slots), and only fighters are able to achieve grand mastery (all five slots).
Certain non-humanoid creatures might also be proficient in fighting with their specific weapons, or even master these.
Examination of the unmodded basic and EE game files indicate that many, but certainly not all, weapon wielding opponents in the game lack individual assigned weapon proficiencies or fighting style points that reflect the changes made to Weapon Proficiency assignment in BG2 SoA and the EE. However, many of these creatures retain the original weapon proficiencies that are grouped together, such as "Large Swords", "Blunt Weapons" or "Missile Weapons". These older or original weapon proficiencies will still provide bonuses in Infinity Engine game versions, including EE. They may not be visible (on the character record) and are "behind the scenes" values. In the popular Save Editors tool, EE Keeper, these values are titled "Legacy Proficiencies" and are listed on the "Miscellaneous" Tab.
Due to previous editing and decisions on this Wiki, a number of creature articles do not actually calculate the final adjusted To Hit, Damage, Weapon Speed Factor and Attacks per round that are modified by Weapon Proficiency. Just be aware that some of these reported values in the info boxes may be slightly off regarding to hit values, damage, weapon speed factors, damage bonuses and final attacks per round - unless specifically noted.
Skill lists[]
Proficiency | Excluded classes |
---|---|
Bow |
|
Spiked Weapons | |
Small Sword |
|
Large Sword |
|
Axe |
|
Blunt Weapons | ā
|
Missile Weapons | ā
|
Spear |
|
Baldur's Gate & Tales of the Sword Coast[]
- For Baldur's Gate: Enhanced Edition and Siege of Dragonspear, see further below.
The original Baldur's Gate groups certain, "similar" weapons together and offers only a few categories of weapon proficiencies: eight in number.
- See the table to the right for a listing and forbidden classes.
This makes characters more versatile, and they can quickly switch to a different weapon of the same category ā e.g. if the one used suddenly breaks ā without having to deal with penalties during combat.
Icewind Dale[]
- Main article: Weapon Proficiency on the Icewind Dale Wiki.
Icewind Dale, a "sister" game of Baldur's Gate, which was developed and published between the first and the second part of the Bhaalspawn saga, has a more specialized system of weapon proficiencies, splitting the Baldur's Gate I categories up into many more single weapon types, and keeping only very few weapons within one category.
- See the table below for a listing and comparison with Baldur's Gate I and II.
Class restrictions are also handled slightly different from the Baldur's Gate games:
Baldur's Gate II & Enhanced Editions[]
Baldur's Gate II: Shadows of Amn further cuts down the weapon proficiencies and binds most of them to a single weapon, following even closer the underlying Advanced Dungeons & Dragons 2nd Edition ruleset, documented e.g. in the Player's Handbook. Remaining exceptions are:
- the grouping of scimitars, wakizashi and ninjatÅs ā mostly new weapons in Part II;
- no difference between Flail and Morning Star ā formerly the "Spiked Weapons";
- no difference between light and heavy crossbows;
- and throwing variants of otherwise melee weapons ā axes, daggers, and hammers ā don't need an own proficiency, either.
These expansions of the weapon proficiency system were carried over into and are still valid for the Enhanced Editions of the games, with slight spelling changes.
- See the table below for a listing, forbidden classes and the Baldur's Gate I proficiencies for a comparison.
- ā Incl. Broad Swords
- ā Incl. Throwing Axe
- ā Katanas don't exist in the original Baldur's Gate and its Tales of the Sword Coast expansion, but if, they would be assigned to the weapon proficiency "Large Sword".
- ā Incl. Wakizashi and NinjatÅ
- ā Incl. Throwing Dagger
- ā Incl. Throwing Hammer
- ā Incl. Mauls
- ā Incl. Morning Star
- ā For Morning Stars, see Maces
- ā Incl. Morning Stars
Technical note: The old Baldur's Gate & Tales of the Sword Coast proficiencies are still existent and active in the game files of the newer games. Creatures that haven't the new proficiencies assigned to their code (e.g. ones that were imported into Shadows of Amn from Baldur's Gate or almost any in the Baldur's Gate: Enhanced Edition) do benefit from the old system's bonuses.[1]
- Thrown weapons in "melee" mode use the Str bonus to hit, not Dex
- Thrown weapons in "ranged" mode use the Dex bonus to hit, not Str
- In BG:EE the following "hurled" weapons also get the strength damage bonus, even in ranged mode: slings and throwing axes/daggers/hammers, but not darts.
Fighting Styles[]
Introduced in Baldur's Gate II & Enhanced Editions, these melee proficiencies apply to weapon/shield configurations instead of classes of weapons. They do not apply to ranged weapons. There are a few class restrictions. Wizards are not eligible for any fighting styles.
Two-Handed Weapon Style[]
Proficiency points give the following bonuses when fighting with a two-handed melee weapon.
- -2 speed (faster), +1 damage, plus a roll of 19 or 20 counts as a critical hit when using a two-handed weapon.
- -4 speed...
Monks and Wizards are not eligible for this style.
All two-handed weapons such as spear, quarterstaff, halberd, and great sword will benefit from pips placed in this fighting style.
Sword and Shield Style[]
Proficiency points give the following bonuses when fighting with a one-handed melee weapon and a shield:
- -2 AC bonus vs. missiles.
- -4 AC vs. missiles.
Kensai, Monks and Wizards are not eligible for this style (they can't use shields).
Single Weapon Style[]
Proficiency points give the following bonuses when fighting with a one-handed melee weapon without a shield:
- -1 AC bonus and a roll of 19 or 20 counts as a critical hit when using a one-handed melee weapon without a shield.
- -2 AC...
Wizards are not eligible for this style.
Two-Weapon Style[]
Equipping a 2nd weapon instead of a shield (without spending any proficiency points) yields an extra attack per round with this weapon, at the cost of -4 penalty to attack rolls with the main weapon and -8 with the off-hand weapon. Spending proficiency points reduces these penalties as follows:
- -2 main, -6 off-hand
- -0 main, -4 off-hand
- -0 main, -2 off-hand
Monks and Wizards are not eligible for this style.
Additional considerations:
- Some weapons and shields provide benefits from simply being equipped.
- Some monsters require a +1 or +2 weapon to hit and finding two high quality weapons of the same type, or reaching a high proficiency in 2 different weapons can be challenging.
- There's no penalty for using a shield after gaining proficiency in Two-Weapon style. A shield can still be swapped for the off-hand weapon when the shield is more valuable than the chance that the 2nd weapon will do damage.
- Wielding 2 weapons yields almost as much chance of a critical hit as the Two-Handed and Single Weapon styles, but with 3 points of specialization, yields almost double the chance of a regular hit.
- When dual-wielding weapons with different ranges, only that of the mainhand weapon is taken into account. For example, a character who wields a Staff Mace (range: 2) in the mainhand and a dagger (range: 0) in the offhand, will be able to attack from range 2, but if the weapon hands are switched the range will be reduced to 0.
Proficiency bonuses[]
Proficiency (points spent)[P. 1] | Unskilled (0) | Proficient (1) | Specialized (2) | Master (3) | High Master (4) | Grand Master (5)[P. 2] | |
---|---|---|---|---|---|---|---|
Weapon Type | APR bonus, warriors only [2] (main hand weapons only) |
0 | +0.5 | Baldur's Gate (1998) This icon indicates content from the original Baldur's Gate campaign.Baldur's Gate: Tales of the Sword Coast (1999) This icon indicates content from the original Baldur's Gate: Tales of the Sword Coast campaign.: +1.5 Baldur's Gate II: Shadows of Amn (2000) This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign.Baldur's Gate II: Throne of Bhaal (2001) This icon indicates content from the original Baldur's Gate II: Throne of Bhaal campaign.: +0.5 Baldur's Gate I & II: Enhanced Editions This icon indicates content from all Enhanced Editions of the Baldur's Gate games. May situationally encompass Siege of Dragonspear and The Black Pits I & II content as well.: +1 | |||
THAC0 modifier | Warriors, Monks: +2 Priests, most Rogues: +3 Wizards, Shadowdancer: +5 |
0 | -1 | Baldur's Gate (1998) This icon indicates content from the original Baldur's Gate campaign.Baldur's Gate: Tales of the Sword Coast (1999) This icon indicates content from the original Baldur's Gate: Tales of the Sword Coast campaign.: -3 Baldur's Gate II: Shadows of Amn (2000) This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign.Baldur's Gate II: Throne of Bhaal (2001) This icon indicates content from the original Baldur's Gate II: Throne of Bhaal campaign.: -2 Baldur's Gate I & II: Enhanced Editions This icon indicates content from all Enhanced Editions of the Baldur's Gate games. May situationally encompass Siege of Dragonspear and The Black Pits I & II content as well.: -3 | |||
Damage bonus | 0 | +2 | Baldur's Gate (1998) This icon indicates content from the original Baldur's Gate campaign.Baldur's Gate: Tales of the Sword Coast (1999) This icon indicates content from the original Baldur's Gate: Tales of the Sword Coast campaign.: +3 Baldur's Gate II: Shadows of Amn (2000) This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign.Baldur's Gate II: Throne of Bhaal (2001) This icon indicates content from the original Baldur's Gate II: Throne of Bhaal campaign.:+2 Baldur's Gate I & II: Enhanced Editions This icon indicates content from all Enhanced Editions of the Baldur's Gate games. May situationally encompass Siege of Dragonspear and The Black Pits I & II content as well.: +3 |
Baldur's Gate (1998) This icon indicates content from the original Baldur's Gate campaign.Baldur's Gate: Tales of the Sword Coast (1999) This icon indicates content from the original Baldur's Gate: Tales of the Sword Coast campaign.: +5 Baldur's Gate II: Shadows of Amn (2000) This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign.Baldur's Gate II: Throne of Bhaal (2001) This icon indicates content from the original Baldur's Gate II: Throne of Bhaal campaign.:+3 Baldur's Gate I & II: Enhanced Editions This icon indicates content from all Enhanced Editions of the Baldur's Gate games. May situationally encompass Siege of Dragonspear and The Black Pits I & II content as well.: +4 |
Baldur's Gate (1998) This icon indicates content from the original Baldur's Gate campaign.Baldur's Gate: Tales of the Sword Coast (1999) This icon indicates content from the original Baldur's Gate: Tales of the Sword Coast campaign.: +5 Baldur's Gate II: Shadows of Amn (2000) This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign.Baldur's Gate II: Throne of Bhaal (2001) This icon indicates content from the original Baldur's Gate II: Throne of Bhaal campaign.: +4 Baldur's Gate I & II: Enhanced Editions This icon indicates content from all Enhanced Editions of the Baldur's Gate games. May situationally encompass Siege of Dragonspear and The Black Pits I & II content as well.: +5 | ||
Speed Factor bonus | 0 | -1 | -3 | ||||
Fighting Style[P. 3] | Two-Handed Weapon | Nothing | Damage: +1 Speed Factor -2 Crit: Roll 19 |
Damage: +1 Speed Factor -4 Crit: Roll 19 |
|||
Sword and Shield[P. 4] | Nothing | AC vs Missile: -2 | AC vs Missile: -4 | ||||
Single Weapon[P. 4] | Nothing | AC: -1 Crit: Roll 19 |
AC: -2 Crit: Roll 19 |
||||
Two-Weapon | Main hand THAC0: +4 Off-hand THAC0: +8 |
Main hand THAC0: +2 Off-hand THAC0: +6 |
Off-hand THAC0: +4 | Off-hand THAC0: +2 |
- ā There's a minimum level requirement for masteries: 3 for Master, 6 for High Master and 9 for Grand Master. Examples: a Fighter can't be a Master on level 1; A dual-class Fighter3-Druid4 can't use the point gained on Druid4 to achieve High Master, unless the level up is delayed from 3 to 6; A dual-classed Fighter-Druid or Fighter-Thief can achieve Grand Master within the 161,000 XP cap of Baldur's Gate: Enhanced Edition, but the proficiency point gained on level 8 can only be added when delaying the level up from 7 to 9. This doesn't work in Baldur's Gate (1998)
This icon indicates content from the original Baldur's Gate campaign.Baldur's Gate: Tales of the Sword Coast (1999)
This icon indicates content from the original Baldur's Gate: Tales of the Sword Coast campaign., because proficiency point allocation always follows the restrictions of the second class. - ā In Baldur's Gate (1998)
This icon indicates content from the original Baldur's Gate campaign.Baldur's Gate: Tales of the Sword Coast (1999)
This icon indicates content from the original Baldur's Gate: Tales of the Sword Coast campaign., no known method makes it possible for player characters to achieve Grand Master. That became possible in Baldur's Gate: Enhanced Edition, see [P. 1]. - ā Applies only for melee weapons or throwing weapons in melee mode.
- ā 4.0 4.1 Works with any one-handed melee weapon.
Slots gained with level by class group (Progression by leveling up)[]
Growth rate differs based on class group. Multi-classes use only the class of the fastest progression. Dual-classes only gain slots from the current active class. Note that all rangers automatically start specialized in Two-Weapon Style. The numbers in this chart for that class are what can be chosen by the player, with the absolute total being two higher. Some classes will reach their maximum proficiency before their highest level due to limited weapon selection.
Level | Warrior group | Priest & Rogue group | Wizard group |
---|---|---|---|
1 | 4 | 2 | 1 |
2 | |||
3 | 1 | ||
4 | 1 | ||
5 | |||
6 | 1 | 1 | |
7 | |||
8 | 1 | ||
9 | 1 | ||
10 | |||
11 | |||
12 | 1 | 1 | 1 |
13 | |||
14 | |||
15 | 1 | ||
16 | 1 | ||
17 | |||
18 | 1 (Max for triple multi-classes) | 1 (Max for single-class) | |
19 | |||
20 | 1 | ||
21 | 1 (Max for cleric/ranger) | ||
22 | |||
23 | |||
24 | 1 (Max for fighter multi-classes) | 1 (Max for cleric/mage) | 1 |
25 | |||
26 | |||
27 | 1 | ||
28 | 1 (Max for thief multi-classes, druid, monk, shaman) | ||
29 | |||
30 | 1 | 1 (Max for dual-class mage) | |
31 | |||
32 | 1 (Max for single-class cleric) | ||
33 | 1 (Max for ranger, paladin) | ||
34 | |||
35 | |||
36 | 1 | 1 (Max for dual-class warrior cleric) | |
37 | |||
38 | |||
39 | 1 | ||
40 | 1 | ||
Total | 17 for fighter, barbarian 15 for ranger, paladin 12 for fighter multi-classes 11 for cleric/ranger 10 for triple multi-classes |
12 for thief, bard |
4 for single-class |
Allowed slots investments by class kit[]
Max slots per weapon differs based on class kit. Fighter, ranger multi-classes may specialize (2 slots), other combinations may only be proficient (1 slot); dual-classes gives the better of the two caps, with fighter dualing are allowed up to 5 slots (both when dualing from and to fighter), but beware of risking wasting and permanently losing any duplicate slot expenditure, as the slots spent are not combined, only chosen the better value if you take the same proficiency in both classes, so keep track of what you have spent. Fighting styles have different investment values.
At level 1 on character creation, fighter classes cannot allocate more than 2 slots per weapon type or style.
Class | Class kit | Max slots allowed | Exceptions / Restrictions |
---|---|---|---|
Fighter | Berserker | 5 | Limited to Proficient in ranged weapons |
Kensai | 5 | Cannot use ranged weapons | |
Barbarian | 2 | Mastery in Two-Weapon Style | |
Dwarven Defender
Baldur's Gate I & II: Enhanced Editions |
2 | High Mastery in Axes and Warhammers Mastery in Two-Weapon Style | |
Other fighter kits | 5 | ||
Fighter multi-classes | 2 | Restricted to cleric or druid weapon selection if using respective class Mastery in Two-Weapon Style | |
Ranger | Archer | 1 | Grand Mastery in Crossbows, Longbows, and Shortbows Specialization in Darts and Slings Mastery in Two-Weapon Style (starts Specialized) |
Beast Master | 2 | Cannot use metal weapons (Club and Quarterstaff are only melee options) Mastery in Two-Weapon Style (starts Specialized) | |
Other ranger kits | 2 | Mastery in Two-Weapon Style (starts Specialized) | |
Paladin | Cavalier | 2 | Cannot use ranged weapons Mastery in Two-Weapon Style |
Other paladin kits | 2 | Mastery in Two-Weapon Style | |
Cleric | 1 | Weapons limited to: War Hammer, Club, Flail, Morningstar, Mace, Quarterstaff, and Sling | |
Druid | 1 | Weapons limited to: Scimitar, Dagger, Club, Spear, Quarterstaff, Dart, and Sling | |
Thief | Swashbuckler | 1 | Specialized in Thief melee weapons (no extra APR) Mastery in Two-Weapon Style SpecializedCE / ProficientEE in other fighting styles |
Other thief kits | 1 | Weapons limited to: Long Sword, Short Sword, Katana, Wakizashi, Ninja-To, Scimitar, Dagger, Club, Quarterstaff, Light Crossbow, Shortbow, Dart, and Sling | |
Bard | Blade | 1 | Mastery in Two-Weapon Style |
Other bard kits | 1 | ||
Mage, Sorcerer | 1 | Can only use certain weapons: Dagger, Quarterstaff, Dart, and Sling Cannot use fighting styles | |
Monk | 1 | Weapons limited to: Long Sword, Short Sword, Katana, Wakizashi, Ninja-To, Scimitar, Dagger, Club, Dart, and Sling Cannot use fighting styles other than Single Weapon Style | |
Shaman
Baldur's Gate I & II: Enhanced Editions |
1 | Weapons limited to: Dagger, Club, Spear, Axe, Quarterstaff, Dart, Sling, and Shortbow | |
Dual-Class | Varies | Weapon restrictions follows Multi-class
Baldur's Gate (1998) |
Achievements[]
Increasing the proficiency with any weapon to five points, becoming a "Grand Master", will unlock an achievement in Baldur's Gate: Enhanced Edition and Baldur's Gate II: Enhanced Edition.[3]
Grand Master Become a Grand Master. [Read more] |
|
Grand Master Become a Grand Master. [Read more] |
[]
The non-proficiency penalty for Shadowdancers and Mage-Thieves is incorrect. Reference (clswpbon.2da).
As of BG2EE 2.6, Natural weapons (claws, bites, etc.) and magically created weapons (e.g. Chill Touch) should not benefit from weapon style proficencies. This is identified for correction in the pending Enhanced Edition Fix Pack (EEFP).
Ref: (brblp.itm, brbrp.itm, cdbrbrp.itm, cdbrbrp2.itm, cdgoliro.itm, cdmindfl.itm, cdwolfm.itm, cdwstyl1.eff, cdwstyl1.spl, cdwstyl2.eff, cdwstyl2.spl, chillt.itm, critical.itm, druear.itm, drufir.itm, earthrn.itm, firern.itm, ghoult.itm, harm.itm, plybass.itm, plybear1.itm, plybear2.itm, plymstar.itm, plyspid.itm, plyspid2.itm, plytroll.itm, plywolf1.itm, plywyvrn.itm, polyrat.itm, sgrasp.itm, slayerw1.itm, slayerw2.itm, slayerw3.itm, slayerw4.itm, slaylive.itm, squirp.itm, statdesc.2da, trollall.itm, wolfgr.itm, wolfm.itm, wswolf.itm)
External links[]
- Weapon Proficiency on the Icewind Dale Wiki, a wiki for the first Icewind Dale game.