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This page is specifically for the cleric class in Baldur's Gate LOGOBG00001 Icon SoDBaldur's Gate:
Enhanced Edition
(2012)
This icon indicates content from the Baldur's Gate: Enhanced Edition campaign.
, Siege of Dragonspear LOGOSOD00001 Icon SoDBaldur's Gate:
Siege of Dragonspear
(2016)
This icon indicates content from the Siege of Dragonspear campaign of the Baldur's Gate: Enhanced Edition.
and BGIIlogoonlyBaldur's Gate II
Classic & Enhanced

This icon indicates content from all games of the 2nd Baldur's Gate instalment – all editions and expansions. This may include The Black Pits II.
. For the version in Baldur's Gate GTRBPSK Icon BG1Baldur's Gate (1998)
This icon indicates content from the original Baldur's Gate campaign.
and Tales of the Sword Coast IconBaldur's Gate: Tales of the Sword Coast (1999)
This icon indicates content from the original Baldur's Gate: Tales of the Sword Coast campaign.
refer to Cleric (Baldur's Gate).

Introduction[]

Clerics are best known as healers. They are members of divine priesthood who are granted the ability to cast priest spells from the gods they worship. Unlike mages and bards, who scribe scrolls to learn new spells, clerics and druids automatically know all spells of any spell levels they have unlocked. Clerics must select the spells they want to memorize for the upcoming day and then rest before they can cast them.

Clerics can wear most types of armor, with the exception of mage robes, just like fighters. Their ethos prohibits them from using weapons and missiles with sharp points and edges. In some ways, clerics are similar to paladins. While paladins may use — and become more skilled with — a wider variety of weapons, they have only one alignment and one race to choose from.

Note: AD&D 2nd Edition clerics are not allowed to use piercing or edged weapons due to the historical half-myth that real-world Medieval priests had prohibitions against "spilling blood," which technically would be bypassed by not breaking the skin. The actual historical truth was far more complicated and beyond the scope of this wiki.

Cleric may be used as a multi-class or dual-class option with fighter, ranger, mage, or thief.

Character abilities table[]

Character Ability Score Minimum Score
Strength 3
Dexterity 3
Constitution 3
Intelligence 3
Wisdom* 9
Charisma 3

During character creation, rolls below the minimum value for the class will be increased to that value. This table uses the values for Humans, other Races have modified ability scores.

*Prime Requisites for Dual-classing.

Special abilities[]

Turn Undead[]

Clerics and paladins have the ability Turn Undead creatures. When this mode is activated and undead creatures are in range of the character, there is a possibility they will stop attacking their targets and run away from the character until the effect is worn off. Whenever the cleric or paladin gains a level, this mode will become more powerful. Good-aligned clerics and paladins may use this mode to destroy the undead instantly (or make them run away), while evil-aligned characters can use it to control the undead for 10 rounds. After the duration of the effect ends, the undead will become hostile to the party.

Gameplay

  • Vampires spawned by Limited Wish (wisdom 9 or lower) “I wish to be protected from undead right now.” may also be controlled by evil cleric
See also: #Holy symbols

Cleric spells[]

Paladins have access to cleric spells up to spell level 4. Cells in light blue are cleric specific spells, which are not usable by druids, rangers, or shamans.

Spell level 1 2 3 4 5 6 7
Armor of Faith Aid Animate Dead Animal Summoning I Animal Summoning II Aerial Servant Confusion
Bless Barkskin Cure Disease Cause Serious Wounds Cause Critical Wounds Animal Summoning III Earthquake
Comman​​​d Chant Cure Medium Wounds Cloak of Fear Champion's Strength Blade Barrier Finger of Death
Cure Light Wounds Draw Upon Holy Might Dispel Magic Cure Serious Wounds Chaotic Commands Bolt of Glory Fire Storm
Detect Evil Find Traps Glyph of Warding Death Ward Cure Critical Wounds Conjure Animals Gate
Doom Flame Blade Holy Smite
(go​od or neutral alignment)
Defensive Harmony Flame Strike False Dawn Greater Restoration
Magical Stone Hold Person Invisibility Purge Farsight Greater Command Harm Holy Word
(good or neutral alignment)
Protection From Evil Know Alignment Miscast Magic Free Action Magic Resistance Heal Regeneration
Remove Fear Resist Fire and Cold Protection From Fire Holy Power Mass Cure Physical Mirror Resurrection
Sanctuary Silence, 15' Radius Remove Curse Lesser Restoration Raise Dead Sol's Searing Orb Shield of the Archons
Shillelagh Slow Poison Remove Paralysis Mental Domination Repulse Undead Wondrous Recall Sunray
Spiritual Hammer Rigid Thinking Negative Plane Protection Righteous Magic Symbol, Death
Strength of One Neutralize Poison Slay Living Symbol, Fear
Unholy Bli​g​ht
(evil or neutral alignment)
Poison True Seeing Symbol, Stun
Zone of Sweet Air Protection From Evil, 10' Radius Unholy Word
(evil or neutral alignment)
Protection From Lightning

Class kits[]

Cleric[]

The Cleric is a generic priest (of any mythos) who tends to the spiritual needs of a community. Though Clerics are both protectors and healers, they are not purely defensive - when evil threatens, the Clerics are well suited to seek it out on its own ground and destroy it. The opposite is true of evil Clerics as well, and there are also many variations in between.

Class features:

  • May wear helmets
  • May wear any armor
  • May only use non-bladed, non-piercing weapons (war hammer, club, flail, mace, quarterstaff, sling)
  • May only become Proficient (one slot) in any weapon class
  • May only become Proficient (one slot) in any fighting style
  • May Turn Undead
  • May cast priest spells
  • Hit Die: d8
  • Prime Requisites For Dual-Classing: Wisdom

Gameplay

  • Companion Branwen, Viconia DeVir are clerics
  • Every cleric class kit provides extra abilities without any disadvantages.  This means that there is no gameplay advantage to choosing a pure cleric, though some players may still choose to play as one for role-playing reasons.
  • When dualing from a Cleric, kit abilities scale with the average of both classes' (the inactive Cleric and active class) levels rounded up, meaning that the power/duration of said abilities will continue to grow even if the cleric duals at level 2. However, said dual-classed character won't acquire more casts for those abilities beyond those acquired before dualing.

Priest of Helm[]

Followers of Helm, the neutral god of watchers and protectors are warriors in their own right and are often seen as defenders of the innocent. For more about this deity see: Helm on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.

Advantages
  • May innately cast True Sight (innate). Gains one use at level 1 and an additional use every 5 levels thereafter. The casting speed of this ability is noticeably quicker than the Arcane or Priest spell versions. Otherwise, it isn't much different than the True Sight spell.
  • May innately cast Seeking Sword. Gains one use at level 1 and an additional use every 10 levels thereafter. This spell creates a sword in the Cleric's hand that cannot be dropped or unequipped. The sword is enchanted as a +4 weapon and provides a -4 THAC0 bonus, but no damage bonus. It deals 2d4 damage to any target it hits. The weapon sets the Cleric's number of attacks per round to 3 and lasts for 1 round per level. While it is equipped, the wielder cannot cast further spells.
Alignment
Original
game
Enhanced
Editions
LG NG CG
LN TN CN
LE NE CE
LG NG CG
LN TN CN
LE NE CE
Gameplay
  • Seeking Sword can be combined with an offhand weapon for extra attacks and with Fighter levels (as a dual) to reach 5 attacks per round before any form of haste is used. Alternatively, a dual into Thief can be used to be able to wield Belm, Kundane or the Scarlet Ninja-to in the offhand to reach those same 5 attacks per round pre-haste with Seeking Sword.
  • The Seeking Sword benefits from strength bonuses.
  • It's a good idea to buff yourself before using Seeking Sword (as you won't be able to do it afterwards) and to carry a Wand of the Heavens with plenty of charges to use in place of casting spells. Moreover, a Priest of Helm dualed into Thief with UAI may use several different wands which makes the disabling of spells feel a lot less painful and in BG1 and BG2 pre-Asylum a Priest of Helm wielding the Seeking Sword may also rely on Bhaalspawn abilities (possibly making it a good idea to keep a low reputation in BG1).
  • Seeking Sword, like other magically created weapons, can be dual wielded with an offhand weapon without any penalties or bonuses (tested in the Enhanced Editions), as the game does not seem to recognize "magically created weapon + offhand weapon" as matching any style, so one should always equip a weapon in the offhand (if not a shield) when using Seeking Sword.
  • Another strategy to get around the lack of spellcasting while using Seeking Sword is to dual to a Mage and prepare a Minor Sequencer, a Spell Sequencer and a Spell Trigger along with a Contingency and a Chain Contingency. Minor Sequencers were added to BGEE and Siege of Dragonspear has an item that allows characters to prepare Spell Sequencers, so this strategy works (to some extent) even before Shadows of Amn. Moreover, in BG2 the same Priest of Helm/Mage (or a Priest of Helm/Thief) will be able to use Simulacrums to produce clones that can cast spells from scrolls (without spending the real items) while wielding the Seeking Sword themselves.
  • The Seeking Sword can also be "dispelled" via the creation of another magical weapon. For example, in BGEE, Relair's Mistake can be used to turn the Cleric into a wolf (which creates a "paw weapon") followed by reverting to one's natural form and in BG2EE the Cloak of the Sewers can be used the same way or, more conveniently, the Cowl of the Stars can be used to create Melf's Minute Meteors that will replace the Seeking Sword. As the spell cast-disabling effect is present on the item itself (i.e. it's not a separate effect), the removal of the Seeking Sword will naturally restore the Cleric's spellcasting abilities. Alternatively, a Priest of Helm dualed to a Mage can also prepare a sequencer with any spell that is able to replace the Seeking Sword with another weapon.

Priest of Lathander[]

Lathander is the good god of renewal, creativity, and youth, and is celebrated nearly everywhere. His followers are very popular throughout the realms, and there are numerous wealthy temples devoted to him. For more about this deity see: Lathander on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.

Advantages
  • May innately cast Hold Undead once per day. Gains one use at level 1 and an additional use every 5 levels thereafter. The only difference from the Cleric spell version and the Lathander Kit version are the classification as an Innate Spell. In terms of gameplay, the innate ability can avoid Miscast Magic or Silence effects.
  • May innately cast Boon of Lathander once per day. Gains one use at level 1 and an additional use every 10 levels thereafter. This spell lasts 1 round per level of the caster. It gives the caster a -1 bonus to THAC0 and +1 bonus to damage roll, a -1 bonus to all saving throws, and 1 extra attacks per round. It also protects the recipient from Level drain. The effects are cumulative.
Alignment
Original
game
Enhanced
Editions
LG NG CG
LN TN CN
LE NE CE
LG NG CG
LN TN CN
LE NE CE
Gameplay
  • Priest of Lathander is the only single-classed cleric who can reach 5 attacks per round without Improved Haste or regular Haste.
  • The Shield of Egons is more effective in the hands of a Priest of Lathander, increasing their Turn Undead level by two instead of one. This makes it easier for them to destroy enemy undead.

Priest of Talos[]

Talos is the evil god of storms, destruction, and rebellion. Clerics of the Stormlord warn that Talos must be appeased, or he will rain destruction upon the land. For more about this deity see: Talos on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.

Advantages
  • May cast Lightning Bolt once per day. Gains one use at level 1 and an additional use every 5 levels thereafter.
  • May cast Storm Shield once per day. Gains one use at level 1 and an additional use every 10 levels thereafter. At level 1, this ability lasts 1 turn. From level 10 onwards, it lasts 1 round per level of the caster. It grants 100% resistance to lightning, fire, cold, and protects against normal missiles.
Alignment
Original
game
Enhanced
Editions
LG NG CG
LN TN CN
LE NE CE
LG NG CG
LN TN CN
LE NE CE
Gameplay
  • Stack Storm Shield with other resistance spells, such as Protection from Lightning, to increase your elemental resistance above 100%. In particular, Armor of Faith is the best, since it protects you from all elements, making you heal 25% from electricity, fire and cold damage.
  • Clerics have few direct damage spells making Lightning Bolt a good addition. Once you are protected from electricity damage via Storm Shield, you can let loose Lightning Bolts without worrying about it bouncing back.
  • Unlike the Druid Avenger's own special Lightning Bolt, the Priest of Talos' version of the spell need not be memorized, as it is an innate ability. As such, it can be used while the character is polymorphed.
  • The Lightning Bolt is also castable while the Priest of Talos is silenced. Though it's still considered a magical ability that's affected by dead/wild magic zones and does not bypass magic resistances.

Priest of Tempus[]

Note: Enhanced Editions only

Tempus, also known as the Lord of Battles or the Foehammer, is random in his favors, yet his chaotic nature favors all sides equally. Lord Tempus may be on an army's side one day and against them the next; such is the nature of war. Tempuran clergy can be found on both sides of a conflict, as none can ever truly know whom the war god will favor. For more about this deity see:

Tempus on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.

Advantages
  • May cast Holy Power once per day. Gains one use at level 1 and an additional use every 5 levels thereafter.
  • May cast Chaos of Battle once per day. Chaos of Battle applies bonuses to all allies and penalties to all enemies within a 30-ft. radius of the caster. The spell lasts 1 turn and will randomly affect the target's Armor Class, Hit Points, THAC0, saves, or luck. The magnitude of the effect starts at 1 (5 for Hit Points) at level 1 and will improve by 1 (5 for Hit Points) every 6 levels of the caster.
Alignment
Enhanced
Editions
LG NG CG
LN TN CN
LE NE CE
Gameplay
  • One advantage of the Priest of Tempus' Holy Power ability compared to the regular spell is the fact that it need not be memorized, as it's an innate ability. Furthermore, while the spell cannot be stacked to provide more and more hit points to the character, it can still be used as free healing of up to 20 hit points (depending on the level of the character) and can be used while the Cleric is polymorphed, providing an easy way to raise any form's Strength to 18/00.
  • Although Holy Power sets the character's Strength to 18/00 (an effect that bypasses the effects of a Girdle of Fire Giant Strength of Crom Faeyr, for example, that also set Strength), any Cleric can still reach higher Strength via effects that increment Strength, such as Draw Upon Holy Might, Righteous Magic or a Holy Symbol. Even a Priest of Tempus dualed at level 9 to another class can obtain 25 Strength by combining Draw Upon Holy Might (+3 STR at level 9), Righteous Magic (also +3 STR at level 9) and a Holy Symbol (+1 STR, that one can acquire from a leveled NPC Cleric, like Anomen). That would allow, for example, a Priest of Tempus 9/Mage to obtain the THAC0 of a maximum level Fighter (as the Priest of Tempus' innate Holy Power continues to scale even after dualing, as the average of the two classes, rounded up) without being forced to use Tenser's Transformation (losing the ability to cast spells in the process) and without foregoing the ability to reach 25 Strength.
  • The magnitude and beneficial/detrimental nature of the Chaos of Battle ability is not totally random. For example, a maximum level Priest of Tempus will always inflict penalties of 5 (25 in the case of hit points) against enemies and bonuses of 5 (25 in the case of hit points) to allies. The randomized part of the effect is the choice of which attribute (luck, AC, thac0, saves or hp) is affected.

Priest of Tyr[]

Note: Enhanced Editions only

Tyr is the deity of law and justice and is primarily concerned with the punishment of wrongdoers and the general furthering of law and good in the world. The belief in justice through (benevolent) force, or at least armed vigilance, is the reason for Tyr's existence. Tyr holds great prominence in the pantheon due to his position as leader of The Triad, a trio of lawful good gods that are collectively devoted to the concepts of courage, justice, perseverance, relief of suffering, duty, obedience, honor, and to some extent, righteous martyrdom. For more about this deity see:

Tyr on the Forgotten Realms Wiki, a wiki for the Dungeons & Dragons campaign setting Forgotten Realms.

Advantages
  • May cast Exaltation once per day every 5 levels of the caster (starts at 1st level with one use). This spell enables a priest to aid and protect any one being other than themselves. By touch, the caster removes the effects of fear, sleep, Feeblemindedness, unconsciousness, and Intoxication, as well as berserk and confused states of mind. In addition, the recipient is protected against spells and other attacks that cause these effects for 1 turn.
  • May cast Divine Favor once per day every 10 levels of the caster (starts at 1st level with one use). This spell grants the caster a +1 bonus to THAC0 and +1 bonus to damage rolls every 3 levels of the caster. The spell lasts for 2 rounds.
Alignment
Enhanced
Editions
LG NG CG
LN TN CN
LE NE CE
Gameplay
  • The bonuses from Divine Favor max out at level 18, providing a maximum of +6 to damage and a -6 bonus to THAC0.
  • The short burst of additional damage provided by Divine Favor may be of interest to Priests of Tyr dualed into Thieves, as the extra damage will be factored into backstabs and the extra THAC0 will help make sure said backstabs don't miss.
  • Exaltation provides cure and protection against status effects that few other spells can deal with, such as feeblemindedness, intoxication and berserk. The berserk cure in particular can be useful for a party with Minsc in it or a character wielding the cursed Sword of Berserking. And the intoxication cure can be useful when dealing with mass intoxication caused by the Wish spell.

High-level class abilities[]

Clerics start to gain one HLA point per level attained after 3 million XP (which would be starting level 22 for single class clerics), these HLAs are quest level spells which are scribed into level 7 spell book once picked, thus may only need to be selected once.

Spell progression[]

Clerics gain additional spell slots based on their wisdom.

Spell lvl /
Cleric lvl
1 2 3 4 5 6^ 7^^ Total # of
spell slots
1 1 1
2 2 2
3 2 1 3
4 3 2 5
5 3 3 1 7
6 3 3 2 8
7 3 3 2 1 9
8 Baldur's Gate LOGOBG00001 Icon SoDBaldur's Gate:
Enhanced Edition
(2012)
This icon indicates content from the Baldur's Gate: Enhanced Edition campaign.
3 3 3 2 11
9 4 4 3 2 1 14
10 Siege of Dragonspear LOGOSOD00001 Icon SoDBaldur's Gate:
Siege of Dragonspear
(2016)
This icon indicates content from the Siege of Dragonspear campaign of the Baldur's Gate: Enhanced Edition.

The Black Pits LOGOTBP00001 Icon SoDThe Black Pits (2012)
This icon indicates content from the Black Pits campaign in the Baldur's Gate: Enhanced Edition.

4 4 3 3 2 16
11 5 4 4 3 2 1 19
12 6 5 5 3 2 2 23
13 6 6 6 4 2 2 26
14 6 6 6 5 3 2 1 29
15 6 6 6 6 4 2 1 31
16 7 7 7 6 4 3 1 35
17 7 7 7 7 5 3 2 38
18 8 8 8 8 6 4 2 44
19 9 9 8 8 6 4 2 46
20 9 9 9 8 7 5 2 49
21 Shadows of Amn LOADCNTR00004 Icon SoABaldur's Gate II:
Shadows of Amn
(2000)
This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign.
9 9 9 9 8 6 2 52
22 9 9 9 9 8 6 3 53
23-25 9 9 9 9 9 7 3 55
26-27 9 9 9 9 9 8 3 56
28-30 9 9 9 9 9 8 4 57
31-33 9 9 9 9 9 8 5 58
34-37 9 9 9 9 9 8 6 59
38-40 Throne of Bhaal LOADCNTR00004 Icon ToBBaldur's Gate II:
Throne of Bhaal
(2001)
This icon indicates content from the original Baldur's Gate II: Throne of Bhaal campaign.

Shadows of Amn LOGOSOA00001 Icon BG2EEBaldur's Gate II: Enhanced Edition – Shadows of Amn (2013)
This icon indicates content from the Shadows of Amn campaign of the Baldur's Gate II: Enhanced Edition.
  Gladiators of Thay LOGOTBP00001 Icon BG2EEThe Black Pits II:
Gladiators of Thay
(2013)
This icon indicates content from the Black Pits II: Gladiators of Thay campaign in the Baldur's Gate II: Enhanced Edition.

9 9 9 9 9 8 7 60

^Usable by priest whose wisdom is 17 or higher
^^Usable by priest whose wisdom is 18 or higher

The above restrictions do not apply to Throne of Bhaal LOADCNTR00004 Icon ToBBaldur's Gate II:
Throne of Bhaal
(2001)
This icon indicates content from the original Baldur's Gate II: Throne of Bhaal campaign.
and EE.

Table for experience, hit points and weapon proficiency[]

Level Level
Cap
XP
Required
Hit Dice Weapon
Proficiency
THAC0 Saving throws
D/W/P/B/S
Holy Symbol No. of HLA
1 0 1d8 +2 20 10/14/13/16/15
2 1,500 2d8 20 10/14/13/16/15
3 3,000 3d8 20 10/14/13/16/15
4 6,000 4d8 +1 18 9/13/12/15/14
5 13,000 5d8 18 9/13/12/15/14
6 27,500 6d8 18 9/13/12/15/14
7 Baldur's Gate GTRBPSK Icon BG1Baldur's Gate (1998)
This icon indicates content from the original Baldur's Gate campaign.
55,000 7d8 16 7/11/10/13/12
8 Baldur's Gate LOGOBG00001 Icon SoDBaldur's Gate:
Enhanced Edition
(2012)
This icon indicates content from the Baldur's Gate: Enhanced Edition campaign.

Tales of the Sword Coast IconBaldur's Gate: Tales of the Sword Coast (1999)
This icon indicates content from the original Baldur's Gate: Tales of the Sword Coast campaign.

110,000 8d8 +1 16 7/11/10/13/12
9 225,000 9d8 16 7/11/10/13/12
10 Siege of Dragonspear LOGOSOD00001 Icon SoDBaldur's Gate:
Siege of Dragonspear
(2016)
This icon indicates content from the Siege of Dragonspear campaign of the Baldur's Gate: Enhanced Edition.

The Black Pits LOGOTBP00001 Icon SoDThe Black Pits (2012)
This icon indicates content from the Black Pits campaign in the Baldur's Gate: Enhanced Edition.

450,000 9d8+2 14 6/10/9/12/11
11 675,000 9d8+4 14 6/10/9/12/11
12 900,000 9d8+6 +1 14 6/10/9/12/11
13 1,125,000 9d8+8 12 5/9/8/11/10
14 1,350,000 9d8+10 12 5/9/8/11/10
15 1,575,000 9d8+12 12 5/9/8/11/10
16 1,800,000 9d8+14 +1 10 4/8/7/10/9
17 2,025,000 9d8+16 10 4/8/7/10/9
18 2,250,000 9d8+18 10 4/8/7/10/9
19 2,475,000 9d8+20 8 2/6/5/8/7
20 2,700,000 9d8+22 +1 8 2/6/5/8/7
21 Shadows of Amn LOADCNTR00004 Icon SoABaldur's Gate II:
Shadows of Amn
(2000)
This icon indicates content from the original Baldur's Gate II: Shadows of Amn campaign.
2,925,000 9d8+24 8 2/6/5/8/7
22 3,150,000 9d8+26 6 2/6/5/8/7 1
23 3,375,000 9d8+28 6 2/6/5/8/7 2
24 3,600,000 9d8+30 +1 6 2/6/5/8/7 3
25 3,825,000 9d8+32 6 2/6/5/8/7 Holy Symbol
obtained
4
26 4,050,000 9d8+34 6 2/6/5/8/7 5
27 4,275,000 9d8+36 6 2/6/5/8/7 6
28 4,500,000 9d8+38 +1 6 2/6/5/8/7 7
29 4,725,000 9d8+40 6 2/6/5/8/7 8
30 4,950,000 9d8+42 6 2/6/5/8/7 8
31 5,175,000 9d8+44 6 2/6/5/8/7 8
32 5,400,000 9d8+46 +1 6 2/6/5/8/7 8
33 5,625,000 9d8+48 6 2/6/5/8/7 8
34 5,850,000 9d8+50 6 2/6/5/8/7 8
35 6,075,000 9d8+52 6 2/6/5/8/7 8
36 6,300,000 9d8+54 +1+ 6 2/6/5/8/7 8
37 6,525,000 9d8+56 6 2/6/5/8/7 8
38 6,750,000 9d8+58 6 2/6/5/8/7 8
39 6,975,000 9d8+60 6 2/6/5/8/7 8
40 Throne of Bhaal LOADCNTR00004 Icon ToBBaldur's Gate II:
Throne of Bhaal
(2001)
This icon indicates content from the original Baldur's Gate II: Throne of Bhaal campaign.

Shadows of Amn LOGOSOA00001 Icon BG2EEBaldur's Gate II: Enhanced Edition – Shadows of Amn (2013)
This icon indicates content from the Shadows of Amn campaign of the Baldur's Gate II: Enhanced Edition.
Gladiators of Thay LOGOTBP00001 Icon BG2EEThe Black Pits II:
Gladiators of Thay
(2013)
This icon indicates content from the Black Pits II: Gladiators of Thay campaign in the Baldur's Gate II: Enhanced Edition.

8,000,000 9d8+62 +1+ 6 2/6/5/8/7 8
Total 10/12+ 8

+ Only available for characters dualed into clerics who have still a choice of weapon available that's not restricted from a cleric.

Stronghold[]

Cleric stronghold is open to the divine protagonists once they help their church destroyed the Unseeing Cult.

Class exclusive items[]

Holy symbols[]

When clerics reach level 25, they obtain a holy symbol in form of a ring, based on their patron deity or their alignment if not having chosen one. All Holy Symbols give the wearer +1 strength, +5% magic resistance and one extra 6th and 7th level spell slot (only if unlocked); these effects are cumulative.

Note: If the cleric has gained enough experience for level 25, their inventory should be checked before leveling to make sure there isn't a holy symbol of the same type they're going to get – else no new one will be obtained.

Throne of Bhaal[]

Symbol Obtained by … Obtained by clerics without kit of … alignment Not usable by clerics of … alignment
Holy Symbol of Helm Priests of Helm
LG NG CG
LN TN CN
LE NE CE
LG NG CG
LN TN CN
LE NE CE
Holy Symbol of Lathander Priests of Lathander
LG NG CG
LN TN CN
LE NE CE
LG NG CG
LN TN CN
LE NE CE
Holy Symbol of Talos Priests of Talos
LG NG CG
LN TN CN
LE NE CE
LG NG CG
LN TN CN
LE NE CE

Enhanced Edition[]

Symbol Obtained by … Obtained by clerics without kit of … alignment Not usable by clerics of … alignment
Holy Symbol of Baervan Wildwanderer Aerie None Only usable by Aerie
Holy Symbol of Helm Priests of Helm
LG NG CG
LN TN CN
LE NE CE
LG NG CG
LN TN CN
LE NE CE
Holy Symbol of Lathander Priests of Lathander
LG NG CG
LN TN CN
LE NE CE
LG NG CG
LN TN CN
LE NE CE
Holy Symbol of Shar Viconia None Only usable by Viconia
Holy Symbol of Talos Priests of Talos
LG NG CG
LN TN CN
LE NE CE
LG NG CG
LN TN CN
LE NE CE
Holy Symbol of Tempus Priests of Tempus None
LG NG CG
LN TN CN
LE NE CE
Holy Symbol of Tyr Priests of Tyr None
LG NG CG
LN TN CN
LE NE CE

Notes[]

  • There's a trick to obtain a different type of the holy symbol:
    • fully fill the cleric's inventory with other items;
    • when the cleric levels up to 25, an unnamed "red" item appears on the ground which will turn into a specific type of the symbol, depending on who picks it up;
    • if the picker is an unkitted cleric or none at all, their alignment will affect the symbol type;
    • if the picker is a kitted cleric, the symbol will associate with their god.

See also[]

Class Group exclusive items[]

Recommended items[]

Gameplay (community)[]

~Write your insights below, different from Gameplay section above, you may use your signatures, example page~

  • The Serpent Shaft seems to be the only weapon for Clerics to poison their enemies. Gejadus (talk) 22:22, April 27, 2018 (UTC)
  • While they get many great buff spells, Clerics who want to focus on physical damage have almost no way to increase their attacks per round and thus quickly fall behind Fighters on higher levels in regards to weapon damage. Fighter / Cleric mixed classes don't have this problem, and it can be mitigated by kits that can use Seeking Sword or Boon of Lathander. --Nordostsüdwest (talk) 22:56, 19 January 2024 (UTC)

External Links[]

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