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Kits

Class-specific specializations available in Baldur's Gate II: Enhanced Edition. Each kit trades a few standard class abilities for new ones tuned to a play style.

Restrictions

  • Multi-class characters may not take kits, except gnomes that multi-class as Illusionists (a specialist Mage exception).
  • Dual-class characters may not take kits for their second class.

Fighter kits

  • Berserker — Rage with immunities and temporary HP
  • Wizard Slayer — cumulative spell-failure on hit, magic resistance per level
  • Kensai — no armor, fast speed factor, Kai burst damage
  • Dwarven Defender — dwarf-only, Defensive Stance and physical resistances

Ranger kits

  • Archer — bow Grandmastery and Called Shot
  • Stalker — Backstab, stealth bonuses, three Mage spells at 12th
  • Beast Master — Find Familiar and Animal Summoning, no metal weapons

Paladin kits

  • Cavalier — anti-demon/dragon bonuses, immunities, no missiles
  • Inquisitor — double-level Dispel Magic, True Sight
  • Undead Hunter — anti-undead bonuses, immune to hold and level drain
  • Blackguard — the evil "antipaladin", Aura of Despair, Absorb Health

Cleric kits

Druid kits

  • Totemic Druid — summons a spirit animal, no shapeshift
  • Shapeshifter — locked into werewolf form, no armor
  • Avenger — extra shapeshift forms and six Mage spells

Monk kits

Bard kits

  • Blade — Offensive & Defensive Spin, 3 slots in Two-Weapon Style
  • Jester — song confuses enemies in a 30-foot radius
  • Skald — party-buff song variant

Thief kits

  • Assassin — +1 to-hit/damage, Poison Weapon, x7 Backstab
  • Bounty Hunter — Set Special Snare, +15% Set Traps
  • Shadowdancer — Hide in Plain Sight, Shadowstep, Shadow HLAs
  • Swashbuckler — scaling AC, may Specialize in melee weapons, no Backstab

Mage kits

The specialist Mages trade an opposed school for an extra spell per level:

  • Abjurer — protection (opposed: Alteration)
  • Conjurer — summons (opposed: Divination)
  • Diviner — detection (opposed: Conjuration)
  • Enchanter — charm (opposed: Invocation/Evocation)
  • Illusionist — illusion (opposed: Necromancy); the only specialist a gnome may multi-class into
  • Invoker — elemental damage (opposed: Enchantment/Charm and Conjuration/Summoning)
  • Necromancer — death magic (opposed: Illusion)
  • Transmuter — physical alteration (opposed: Abjuration)

Plus the school-independent kit:

  • Wild Mage — wild surges, fluctuating casting level, unique wild-magic spells

Sorcerer kits

  • Dragon Disciple — draconic ancestry, Breath Weapon, scaling fire resistance and AC