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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.

Skill listsEdit

Baldur's Gate & Tales of the Sword CoastEdit

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 – e.g. if the one used suddenly breaks – without having to deal with penalties during combat.

Note: For which weapon type belongs into which category, see the table for Baldur's Gate II & Enhanced Editions below.
Note: For a more detailed table about which class is allowed to learn which proficiency, see further below.

Icewind DaleEdit

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 EditionsEdit

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:

Also, so-called "weapon classes" are introduced: proficiencies that add bonuses to certain fighting styles, such as using a two- or a one-handed weapon, a shield or two weapons simultaneously.

See the table below for a listing, forbidden classes and the Baldur's Gate I proficiencies for a comparison.

These expansions of the weapon proficiency system were carried over into and are still valid for the Enhanced Editions of the games.

System since Baldur's Gate II
Proficiency BG & TotSC IWD Excluded classes
Bastard Sword Large Sword Great Swords
Long Sword Large Sword Large Swords [N. 1]
Short Sword Small Sword Small Swords
Axe [N. 2] Axe Axes
Two Handed Sword Large Sword Great Swords
Katana Large Sword [N. 3]
Scimitar [N. 4] Large Sword Large Swords
Dagger [N. 5] Small Sword Daggers
War Hammer Blunt Weapons Hammers [N. 6]
Club Blunt Weapons Clubs
Spear Spear Spears
Halberd Spear Halberds
Flail [N. 7] Spiked Weapons Flails [N. 8]
Mace Blunt Weapons Maces [N. 9]
Quarter Staff Blunt Weapons Quarter Staves
Cross Bow Missile Weapons Crossbows
Long Bow Bow Bows
Short Bow Bow Bows
Dart Missile Weapons Missile Weapons
Sling Missile Weapons Missile Weapons
Two Handed Weapon Style
Sword and Shield Style
Single Weapon Style
Two Weapon Style
  1. Incl. Broad Swords
  2. Incl. Throwing Axe
  3. 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".
  4. Incl. Wakizashi and Ninjatō
  5. Incl. Throwing Dagger
  6. Incl. Mauls
  7. Incl. Morning Star
  8. For Morning Stars, see Maces
  9. Incl. Morning Stars

Technical noteEdit

The old Baldur's Gate & Tales of the Sword Coast proficiencies are still existent and active in the game files of the newer games, though without any effect on combat abilities, bonuses, attack or damage. Due to game engine mechanics, creatures with inherited classic proficiencies need extra effect scripts attached, that transform the old into the new system. Creatures without these scripts, however, will suffer from all disadvantages and penalties of wielding a weapon they are not proficient with.

Effects Edit

Proficiency (Slots spent) Weapon Type

Fighting Style

Melee weapon APR bonus (warrior group only) THAC0 modifier Damage modifier Speed Factor bonus Two-Handed Weapon Sword and Shield Single-Weapon Two-Weapon
Unskilled (0) +1
BGnoglow1
BGnoglow1 Baldur's Gate (1998)
This icon stands for classic Baldur's Gate without Tales of the Sword Coast installed
Totsc icon
Totsc icon  BG: TotSC
This icon stands for Tales of the Sword Coast content of classic Baldur's Gate
+2 -1
BGnoglow1
BGnoglow1 Baldur's Gate (1998)
This icon stands for classic Baldur's Gate without Tales of the Sword Coast installed
Totsc icon
Totsc icon  BG: TotSC
This icon stands for Tales of the Sword Coast content of classic Baldur's Gate
-2 +4 THAC0 to main weapon
+8 THAC0 to offhand weapon
Proficient (1) 0 0 +1 damage
-2 Speed Factor
Crit on 19 & 20 roll
-2 AC vs. missile -1 AC
Crit on 19 & 20 roll
+2 THAC0 to main weapon
+6 THAC0 to offhand weapon
Specialized (2) +0.5 -1 +2 +1 damage
-4 Speed Factor
Crit on 19 & 20 roll
-4 AC vs. missile -2 AC
Crit on 19 & 20 roll
+4 THAC0 to offhand weapon
Master (3) +0.5 -3 +3 +2 THAC0 to offhand weapon
High Master (4) +0.5 -3 +4 -1
Grand Master (5) +0.5 +1
BGEEglow
BGEEglow BG: EE (2012)
This icon stands for Baldur's Gate: Enhanced Edition without Siege of Dragonspear installed
SoDglow
SoDglow BG: EE: SoD
This icon stands for the Siege of Dragonspear campaign of Baldur's Gate: Enhanced Edition
BGIIEESoAglow
BGIIEESoAglow  BG II: EE: SoA
This icon stands for the Shadows of Amn campaign of Baldur's Gate II: Enhanced Edition
-3 +5 -3

Slots gained with level by class group Edit

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.

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
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)
29
30 1 1 (Max for wizard)
31
32 1
33 1 (Max for ranger, paladin)
34
35
36 1 1
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 cleric, druid, thief, bard, monk
9 for thief multi-classes, druid
8 for cleric/mage
6 for all wizards

Allowed slots investments by class kit Edit

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, 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.

Class Class kit Max slots allowed Restrictions
Fighter Berserker 5 Limited to Proficient in ranged weapons
Kensai 5 Cannot use ranged weapons

Barbarian

2 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 Crossbow, Long Bows, and Short Bows

Proficient in melee weapons

Mastery in Two Weapon Style (starts Specialized)

Proficient in other fighting styles besides Two Weapon Style

Beast Master 2

Cannot use metal weapons (Club and Quarter Staff 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

Can only use blunt weapons: War Hammer, Club, Flail, Morningstar, Mace, Quarter Staff, and Sling

Druid 1 Can only use certain weapons: Scimitar, Dagger, Club, Spear, Quarter Staff, Dart, and Sling
Thief Swashbuckler 1

Specialized in Thief melee weapons (but doesn't gain additional attacks)

Mastery in Two Weapon Style

SpecializedCE / ProficientEE in other fighting styles

Other thief kits 1 Can only use certain weapons: Long Sword, Short Sword, Katana, Wakizashi, Ninja-To, Scimitar, Dagger, Club, Quarter Staff, Crossbow, Short Bow, Dart, and Sling
Bard Blade 1 Mastery in Two Weapon Style
Other bard kit 1
Mage, Sorcerer 1 Can only use certain weapons: Dagger, Quarter Staff, Dart, and Sling

Cannot use fighting styles

Monk 1

Can only use certain weapons: Long Sword, Short Sword, Katana, Wakizashi, Ninja-To, Scimitar, Dagger, Club, Dart, and Sling

Cannot use fighting styles other than Single Weapon Style

Shaman 1 May only use the following weapons: dagger, club, spear, axe, quarterstaff, dart, sling, and shortbow

May only become Proficient (one slot) in any weapon class

May only become Proficient (one slot) in any fighting style

External linksEdit