It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
I made my first steps in pc rpg with Diablo1 and 2. I bought Baldur Gates 2 because it's been released in same time frame than D2 and it's also said to be a RPG but at first sight it's far more complexe than an hack'n slash.
It must be even greater in multiplayer but I lack of Friends here.
Is there a player who could occasionnaly teach me the gameplay ?
I'm french but I prefer using english as a kind of learning process.
Thanks
Salut, je suis francophone du Canada.

Je ne suis pas un expert en Baldur's Gate, mais je suis un fan. Je n'ai jamais joué online non plus.

Je n'ai pas toute les informations, mais il faut comprendre le règle de base, comme le THACO.

Fait quelques lectures, si tu achète la version EE, il y a un tutoriel qui explique la mecanique du jeu.
Baldur's Gate 2 is a turn based strategy game. *Very* different from the Diablo series.

The best place to start is the manual, but the manual itself is pretty lengthy so you might find it easier to take it in piecemeal.

Combat is broken up in to turns and rounds. In one round everyone gets a turn. Turns are put into an order called "initiative". So if you see your character standing around, it's because he's waiting for his turn. In a way it's like Final Fantasy or Pokemon - you and your opponent compete their actions during your turns, and when the next round begins you issue another set of actions for your party to do.

The difference between Baldur's Gate and something like Pokemon is that you get to control when you issue commands with the pause function (spacebar). When you are in combat you should press pause, tell your party what to do, unpause, and wait for them to carry out their orders. Melee and ranged will keep attacking it's target without needed additional instructions until: 1) the target dies 2) you tell them to do something else 3) the target cannot be reached for whatever reason (invisibility, the sanctuary spell, to name a few). When a caster completes his spell, he will attack the target automatically if the AI is on. For this reason I recommend you turn off AI. With the AI turned off, when a caster finishes his spell he will need to be told what to do.

There are two types of casters. 1) Arcane (sorcerers, wizards, bards) and 2) divine (clerics, druids, paladins, and rangers). Paladins and rangers don't get a lot of spells. Bards and sorcerers can cast individual spells multiple times - with a limit to how many spells of each level they can cast per day. Wizards need to memorize spells and need to find scrolls to learn new spells. Bards and sorcerers don't need to do this. However, bards and sorcerers can't learn spells from scrolls (although they can still cast a spell written on a scroll - this uses up the scroll though).

Remember what I said about pausing to issue commands? From my own experience in multiplayer people don't really do this. It can make things a little harder but you get the advantage of another player character - possibly with powerful spells and magical items! I never really got into multiplayer so your experience will probably be different.

You'll definitely need a thief. You'll have to search for traps when in dungeons and in the wilderness, although this is not an issue when in towns/cities. Traps are incredibly dangerous so have your thief scout first before moving on in dangerous areas.

I highly recommend starting with a fighter, cleric, ranger, or paladin - but if you want to play something else that's okay too. The classes I mentioned are better for players starting out because they are usually physically tougher than something like a mage. A mage is tough to start with but the spells he will eventually get will make him formidable indeed! You usually want to put characters who can take more damage at the front of your party and have characters with fewer hitpoints in the back. The way armor works in this game is the lower the number the better. It confuses a lot of people but that's how it is. Lower armour means you get a lower armour class (AC) which makes you harder to hit.

Like Diablo 2, all classes have at least one stat that is important to that class. A mage requires intelligence. An intelligence lower than 18 means you can't cast 9th level spells - which are the most powerful spells in the game. You certainly don't need an 18 to have a good mage though. The same rings true for the other classes. You don't need to max out any particular stat to make a strong character. Although a higher still will obviously contribute to your characters performance.

When you get weapons, armour, and occasionally scrolls and potions, you'll need to identify them first.

Your actions in town and towards other characters greatly affect how you are seen in the public eye. If a ranger or a paladin gets too low a reputation, he will become "fallen". I can't remember if there was a way to redeem yourself. If this happens, you get to keep all of your skills but you lose your spells and abilities. Reputation also determines price discounts, and if certain members stay or leave your party.

Sometimes you'll get party members who will fight eachother. Keep in mind this will only happen with specific combinations - like a good character and an evil character. If the person leading your party (the character who's portrait is at the very top) has a high charisma there's a reduced chance of this happening. Shop owner's discounts depend on the person leading the party not the individual speaking to him.

If your party's reputation gets too low you can donate to a temple to bring it back up. That's all I can think of for now. I might post again if something else comes to mind.

Edit: Auto pause -

I also recommend going into the options and using these auto pause functions. It's not absolutely necessary but you might find it will help a little.

Pause when finding traps: this will prevent your thief from triggering the trap itself. If it looks like your thief is too close to the trap when you discover it, have him move back a little and then disarm it.

Pause when finished casting spell: using this will get better use out of your mage. If he's just standing around you're are losing productivity. You'll get better use out of your mage if you have him cast another spell. Using up all your spells for one combat session is not recommended unless you are fighting a very strong opponent. You should have your mage equipped with darts or a sling. I think they can also use throwing knives but I wouldn't recommend it. The weight of the knives add up and your mage will likely have a low strength score.

Pause when you see opponent: having this enabled reduces the chance of not seeing an enemy. When I didn't use this feature I would sometimes bump into an opponent and not see them because they are slightly off screen. It can also prevent you from wandering into territory where there are more enemies.

Edit: Saves- You should also manually save too. Quicksaves and autosaves are good, but not good enough. You should manually save the game at certain points. That makes it easier to backtrack if you feel like you missed something.
Post edited March 08, 2016 by jsidhu762
Here's a few sites you might find handy. I'd recommend playing on your own for your first playthrough. It's always great to discover new areas and you can only go through that experience once.

These sites are great if you get stuck though. It also has lists of items and spells among other things.

MikesRPG center:

http://mikesrpgcenter.com/bgate2/

Gamebanshee:

http://www.gamebanshee.com/baldursgateii/walkthrough.php

Sorcerers Place:

http://www.sorcerers.net/Games/BG2/Walkthrough2/SoA/chapter-1/chapter-1-overview.php

Spellhold Studios and Gibberlings for mods. I don't recommend using mods just yet but here are the links if you want to look at them:

http://spellholdstudios.net

http://www.gibberlings3.net
I get installed the game, quickly made an Halfling but when Imoen spoke to me I felt an urge to play Diablo 2. I need more actions but I may check these urls
Thanks
avatar
sam67: I get installed the game, quickly made an Halfling but when Imoen spoke to me I felt an urge to play Diablo 2. I need more actions
It sounds like you have an attention deficit problem.
avatar
sam67: I get installed the game, quickly made an Halfling but when Imoen spoke to me I felt an urge to play Diablo 2. I need more actions
avatar
Hickory: It sounds like you have an attention deficit problem.
Among others, I think so.
avatar
jsidhu762: However, bards and sorcerers can't learn spells from scrolls (although they can still cast a spell written on a scroll - this uses up the scroll though).
Actually, this is factually incorrect when it comes to bards. Bards learn spells the same way Mages do, from scrolls; that is the *only* way for them to learn spells they don't start with. (You are correct about sorcerers, however, though I believe the ability to use scrolls will be lost if Intelligence is too low.)

Maybe you are confusing this game with later games that are fully based on 3rd edition? (This game is based off 2nd edition with a few classes adapted from 3rd edition.)
The battle system isn't actually turn-based; it's fully real time (with pause) with a few mechanics to emulate some of the behavior of turn based combat.

Here are a few details about the battle system:

Physical attacks: When you attack an enemy, your character first pauses for an amount of time depending on the weapon speed; higher weapon speed means a longer delay. (I don't know if there is a random element here.) Afterwords, your character will start swinging. The animation plays 5 times every 6 seconds, but only some of them (depending on the character's attacks per round) are actual attacks. Furthermore, those attacks aren't guaranteed to hit. Of note, lower is better for action speed, AC, and THAC0.

Spells: Once you start casting a spell or using an item, you lose the ability to do so again for 6 seconds. During this time, the character will switch to a casting animation, then the spell will be cast, then the character can move and attack (but not cast spells or use items) for the remainder of the 6 second period. This means that you can use a fast item or spell and still attack in the same "round". Note that being hit while casting a spell (but not when using an item, even if the item is a scroll with a casting time) will disrupt the spell, preventing it from working and resulting in it being wasted.

Once the spell is cast, it may take a moment to actually work. Many spells, for example, shoot projectiles; the effect doesn't occur until the projectile hits the target. For area spells like fireball, it may be possible to dodge the spell in some cases by moving out of the area. I believe single target effects follow the character, but you *might* (I'm not sure on this) be able to avoid it by moving to a different map. (Catch is, often the game won't let you move to the new map unless every living party member is nearby. For whatever reason, they decided to voice act the system message that appears when you try to do this.)

It's also worth noting that exceptions to the 6 second rule exist, and enemies sometimes cheat with script actions like ForceSpell() (cast spell even if not memorized, can't be disrupted) and ReallyForceSpell() (as ForceSpell(), except that the cast is instant and not subject to the 6 second rule.) Some mods, including, I believe, the popular Sword Coast Strategems mod, try to minimize the amount of AI cheating.

The engine has other quirks as well. For instance, I believe that a target that is hit with two spells on the same frame (unlikely unless a sequencer is being used) only gets one saving throw, which is used for all the spells in question.
avatar
jsidhu762: However, bards and sorcerers can't learn spells from scrolls (although they can still cast a spell written on a scroll - this uses up the scroll though).
avatar
dtgreene: Actually, this is factually incorrect when it comes to bards. Bards learn spells the same way Mages do, from scrolls; that is the *only* way for them to learn spells they don't start with. (You are correct about sorcerers, however, though I believe the ability to use scrolls will be lost if Intelligence is too low.)

Maybe you are confusing this game with later games that are fully based on 3rd edition? (This game is based off 2nd edition with a few classes adapted from 3rd edition.)
I apologize for that mistake. I was playing Icewind Dale 2 shortly before I made that post.

I'm a little confused with your second post. So if a weapon's speed is low enough, would that give you extra attacks regardless of class, level, or other variables?

On a side note I'd like to also point out that the lower the number on a weapon's speed, the faster it is. This had me confused at first because I thought the higher number meant faster weapon speed; kind of like how 30 km/h is faster than 20 km/h.
avatar
jsidhu762: I'm a little confused with your second post. So if a weapon's speed is low enough, would that give you extra attacks regardless of class, level, or other variables?
Attack speed doesn't affect the number of attacks you get per round; it only affects when your first round starts. As a result, if you're just going to have a character charge into melee and fight without moving (a perfectly viable strategy for fighter-types), attack speed isn't that important.

"round" is defined as a 6 second period here. Note that different characters may have different rounds, and there is the interaction of physical and magical rounds, which are separate.

By the way, I wish the game had an auto-pause option that would pause when the character is ready to cast another spell, as opposed to immediately after the first spell has been cast.
avatar
jsidhu762: I'm a little confused with your second post. So if a weapon's speed is low enough, would that give you extra attacks regardless of class, level, or other variables?
avatar
dtgreene: Attack speed doesn't affect the number of attacks you get per round; it only affects when your first round starts. As a result, if you're just going to have a character charge into melee and fight without moving (a perfectly viable strategy for fighter-types), attack speed isn't that important.

"round" is defined as a 6 second period here. Note that different characters may have different rounds, and there is the interaction of physical and magical rounds, which are separate.

By the way, I wish the game had an auto-pause option that would pause when the character is ready to cast another spell, as opposed to immediately after the first spell has been cast.
I never thought of that autopause option before. It would definitely be a useful feature!