Chapter 6: Items and their Use
          Naturally, your success in the game depends a great deal on outfitting yourself and your party with proper equipment. This chapter covers armor, shields, weapons, and ammunition in detail (though without
describing specific items), discusses the basics of potions, wands, miscellaneous equipped items, and containers, and outlines the various facets of the Inventory screen.
          I'll begin with armor. The Gnome at right is under attack by four damage types from four directions: A Missile coming down from above, a Blunt instrument swinging at him from the right, a Dagger trying to Pierce
him from below, and somebody's Slashing at him from the left. But he's smiling because he's decked out in Full Plate, a Helmet, a Large Shield, and a melee weapon, so he knows he'll likely be able to waltz through this ambush without taking a scratch.
The table below lists all 9 types of armor, their effectiveness against all 4 types of Physical attacks (AC + AC Modifiers), and which classes and kits can
wear them.           In the image of each type of armor, the red-shaded area
illustrates the amount of actual protection granted by the various armors—again, Missile is up, Blunt is right, Piercing is down, and Slashing is left. Note that these values are only for nonmagical armors: Enchanted ones almost always improve the base AC setting, and may
have different AC Modifiers than their base itemtype as well. | |
|
Armor TypeAC & ModifiersUsability / Notes / Abilities
Mage Robe
 Base AC = none vs. Missile: +0 vs. Blunt: +0 vs. Piercing: +0 vs. Slashing: +0 Average AC = 10 | Usable By: Mages (including all Dual- and
Multi-classed Mages) and Sorcerers
Notes: Unenchanted Mage Robes provide absolutely no physical protection: They are cloth robes and nothing more. All protective benefits come from their enchantments, and this Guide does not discuss
specific enchanted items.
Abilities: Allows Wizard spellcasting, and the use of all Thieving skills with no penalties.
| Leather
 Base AC = 8 vs. Missile: +2 vs. Blunt: +0 vs. Piercing: +2 vs. Slashing: +0 Average AC = 9 | Usable By: All classes & kits except pureclassed
Mages & Sorcerers, Kensai, Monks, and Shapeshifters.
Abilities: Allows the use of all Thieving skills with no penalties. Blocks Wizard spellcasting.
| Studded Leather
 Base AC = 7 vs. Missile: -1 vs. Blunt: +0 vs. Piercing: -1 vs. Slashing: -2 Average AC = 6 | Usable By: All classes & kits except
pureclassed Mages & Sorcerers, Avengers, Kensai, Monks, and Shapeshifters.
Abilities: Allows the use of all Thieving skills with no
penalties. Blocks Wizard spellcasting.
| Hide
 Base AC = 6 vs. Missile: +2 vs. Blunt: +0 vs. Piercing: +2 vs. Slashing: +0 Average AC = 7 | Usable By: All classes &
kits except pureclassed Mages & Sorcerers, Avengers, Kensai, Monks, and Shapeshifters.
Abilities: Allows the use of all Thieving
skills, but with penalties: -20% to Move Silently (Stealth in BG1), -10% Pick Locks, -10% Detect/Disarm Traps, and -10% to Pick Pockets. Blocks Wizard spellcasting.
| Elven Chain
 Base AC = 5 vs. Missile: +0 vs. Blunt: +2 vs. Piercing: +0 vs. Slashing: -2 Average AC = 5 | Usable By:
Fighters (except Kensai), Paladins, Rangers (except Beast Masters and Stalkers), Clerics, Bards, and Thieves.
Abilities: Allows Wizard
spellcasting. Allows the use of all Thieving skills, but with penalties: -10% to Move Silently, -5% Pick Locks, -5% Detect/Disarm Traps, and -20% to Pick Pockets.
| Chain Mail
 Base AC = 5 vs. Missile: +0 vs. Blunt: +2 vs. Piercing: +0 vs. Slashing: -2 Average AC = 5 | Usable By: Fighters (except
Kensai), Paladins, Rangers (except Beast Masters and Stalkers), Clerics, and Bards.
Abilities: Blocks the use of all Thieving skills except Detect Traps and Detect Illusions, although
it confers no penalties to these skills. Blocks Wizard spellcasting.
| Splint Mail
 Base AC = 4 vs. Missile: -1 vs. Blunt: -2 vs. Piercing: -1 vs. Slashing: +0 Average AC = 3 | Usable By: Fighters (except
Kensai), Paladins, Rangers (except Beast Masters and Stalkers), and Clerics.
Abilities: Blocks the use of all Thieving skills except Detect Traps and Detect Illusions, although
it confers no penalties to these skills. Blocks Wizard spellcasting.
| Plate Mail
 Base AC = 3 vs. Missile: +0 vs. Blunt: +0 vs. Piercing: +0 vs. Slashing: -3 Average AC = 2.25 | Usable By: Fighters (except
Barbarians and Kensai), Paladins, Rangers (except Beast Masters and Stalkers), and Clerics.
Abilities: Blocks the use of all Thieving skills except Detect
Traps and Detect Illusions, although it confers no penalties to these skills. Blocks Wizard spellcasting.
| Full Plate
 Base AC = 1 vs. Missile: -3 vs. Blunt: +0 vs. Piercing: -3 vs. Slashing: -4 Average AC = -1.5 | Usable By: Fighters (except
Barbarians and Kensai), Paladins, Rangers (except Beast Masters and Stalkers), and Clerics.
Abilities: Blocks the use of all Thieving skills except Detect
Traps and Detect Illusions, although it confers no penalties to these skills. Blocks Wizard spellcasting.
| | | | | | | | | | | | |
          There are also armors made from the plates and scales of various insectoid and Draconic animals, and depending on their creatures of origin, these armors can have characteristics and Usabilities of almost any class of armor, from
Leather all the way up to Plate. Because they (usually) contain little to no actual metal in their construction, they can be worn by Druids—although, curiously, not by Beast Masters. All of these armors are enchanted, and because they have no
unenchanted "base" type, they cannot be included in the table above. For those armor types that are listed, "basic" enchantment on armor improves its base AC: Each additional level of enchantment lowers the base AC of the armor by 1 point—normal Leather has an AC of
8, so Leather+1 would be AC 7, Leather+2 would be AC 6, etc. Enchanted armors usually have the same AC Modifiers as their base type, so a Leather+2 would be precisely 2 points better than plain Leather at stopping attacks made with each of the 4 types of weapon. "Basic"
magical Shields follow this same pattern.
          Next up: Same thing, just for shields. Note that, in order to make the red "actual protection" shading easier to see, I've magnified the scale threefold, as compared to the scale used on the armor.
Shield TypeAC ModifiersUsability
Buckler

vs. Missile: +0 | | vs. Blunt: -1 | vs. Piercing: +0 | | vs. Slashing: -1 | Average AC Bonus: -0.5 |
| Usable By: All classes and kits except pureclassed Mages, Sorcerers, and Monks, and Kensai.
| Small Shield

vs. Missile: +0 | | vs. Blunt: -1 | vs. Piercing: -1 | | vs. Slashing: -1 | Average AC Bonus: -0.75 |
| Usable By: Fighters (except Kensai), Paladins, Rangers, and Clerics.
| Medium Shield

vs. Missile: -1 | | vs. Blunt: -1 | vs. Piercing: -1 | | vs. Slashing: -1 | Average AC Bonus: -1 |
| Usable By: Fighters (except Kensai), Paladins, Rangers, and Clerics.
| Large Shield

vs. Missile: -2 | | vs. Blunt: -1 | vs. Piercing: -1 | | vs. Slashing: -1 | Average AC Bonus: -1.25 |
| Usable By: Fighters (except Kensai), Paladins, Rangers, and Clerics.
| | | | | | | |
| |
Having a LOW Armor Class is GOOD.
I know it's counterintuitive, but in this game, the lower you can get your AC, the better. Drive it well into the negative range if at all possible.
(Nonmagical) Shields don't really improve your AC a whole lot, certainly not in comparison to armor, as they're just a handful of rather minor AC Modifiers. But your Tank would still do well to carry one, and Shields can be quite powerful once they get some enchantments
on them.
WEAR A HELMET. (Unenchanted) Helmets won't improve your AC one bit, but every time somebody lands a Critical Hit on you, the Helmet will prevent your taking double damage from the hit. |
|
|
          As the Newbie Note says, normal Helmets don't do a damn thing except protect you from Critical Hits, but that's still ample reason to slap one onto your noggin if you can. Classes unable to wear Helmets (Monks, Bards,
Thieves, Mages, and Sorcerers) can wear Ioun Stones, which are pebble-sized stones, usually semiprecious gems, which are highly enchanted and when placed in proximity to your head, will whirl around it like a moon orbiting
a planet. As bizarre as it seems, these little twirling rocks will deflect Critical Hits so that they only do their normal amount of damage. There are no Ioun Stones in BG1, which gives those characters who cannot wear helmets yet another reason to stay out of the
front lines of a battle.
Q: "What happens if I don't wear any armor at all?"           A: You get your ass handed to you. Unlike some games, where going skyclad improves your ability to dodge, and unlike most fantasy art, which suggests that the power of a sorceress's
magic is inversely proportional to the amount of clothing she has on, in BG there's absolutely no reason to go berserking into battle in the nude. The obvious exceptions are the Kensai, Monk, and
Shapeshifter, who get their AC from natural sources.
Q: "Will the same suit of armor fit any character, no matter what race they are?"           A: Yes. In PnP, magical armor resizes itself to fit the wearer, and for the sake of convenience the BG games treat all armor in this fashion. So
your Halfling can remove his Full Plate and toss it to your Half-Orc, who fits into it just fine.
          Weapons! Weapons weapons weapons. Sure, it's theoretically possible to beat the game using nothing but spells, wands & Summons, but chances are that you're going to be stabbing at least one or two monsters, somewhere along the way.
The following table catalogues all the various types of weapons (melee, then thrown, and finally launchers) and ammunition you will encounter in the game, listing whether each weapon is 1-handed or 2-handed, its amount and type of Damage, its Speed Factor, Range, and finally
who can use it & and any special attributes the weapon type may have.
IconWeapon / AmmoHandDam. & TypeSFRangeUsability & Specials
 | Dagger | 11D4 Piercing | 20All except Clerics & Beast Masters.
|  | Short Sword | 11D6 Piercing | 31All except Clerics, Druids, Sorcerers, pureclassed Mages, & Beast Masters.
|  | Wakizashi | 11D8 Piercing | 31All except Clerics, Druids, Sorcerers, pureclassed Mages, & Beast Masters.
|  | Club | 11D6 Blunt | 41All except Sorcerers and pureclassed Mages.
|  | Warhammer | 11D4+1 Blunt | 41Fighters, Paladins, Rangers (except Beast Masters), Clerics, Bards.
|  | Staff | 21D6 Blunt | 42All except Monks.
|  | Ninja-To | 11D8 Slashing | 41All except Clerics, Druids, Sorcerers, pureclassed Mages, & Beast Masters.
|  | Katana | 11D10 Slashing | 41All except Clerics, Druids, Sorcerers, pureclassed Mages, & Beast Masters.
|  | Long Sword | 11D8 Slashing | 51All except Clerics, Druids, Sorcerers, pureclassed Mages, & Beast Masters.
|  | Scimitar | 11D8 Slashing | 51All except Clerics, Sorcerers, pureclassed Mages, & Beast Masters.
|  | Spear | 21D6 Piercing | 62Fighters, Paladins, Rangers (except Beast Masters), Bards.
|  | Axe | 11D8 Slashing | 71Fighters, Paladins, Rangers (except Beast Masters), Bards.
|  | Mace | 11D6+1 Blunt | 71Fighters, Paladins, Rangers (except Beast Masters), Clerics, Bards.
|  | Flail | 11D6+1 Blunt | 71Fighters, Paladins, Rangers (except Beast Masters), Clerics, Bards.
|  | Morning Star | 12D4 Blunt | 71Fighters, Paladins, Rangers (except Beast Masters), Clerics, Bards.
| IconWeapon / AmmoHandDam. & TypeSFRangeUsability & Specials
 | Bastard Sword | 12D4 Slashing | 81Fighters, Paladins, Rangers (except Beast Masters), Bards.
|  | Halberd | 21D10 Piercing | 92Fighters, Paladins, Rangers (except Beast Masters), Bards.
|  | Two-Handed Sword | 21D10 Slashing | 102Fighters, Paladins, Rangers (except Beast Masters), Bards.
|  | Dart | 11D3 Missile | 220All except Clerics, Kensai, and Cavaliers. Grants +2 ApR.
 | Throwing Dagger | 11D4 Missile | 230All except Clerics and Beast Masters. Grants +1 ApR.
 | Throwing Axe | 11D6+1 Missile | 475Fighters, Paladins, Rangers (except Beast Masters), Bards. Adds STR Damage.
 | Sling | 1see Bullet | 640All except Kensai and Cavaliers.
|  | Short Bow | 2see Arrow | 675Fighters (except Kensai), Paladins (except Cavaliers), Rangers, Bards, Thieves. Grants +1 ApR.
 | Long Bow | 2see Arrow | 7100Fighters (except Kensai), Paladins (except Cavaliers), Rangers, Bards. Grants +1 ApR, -1 THAC0.
 | Composite Longbow | 2see Arrow | 7100Fighters (except Kensai), Paladins (except Cavaliers), Rangers. Grants +1 ApR, -1 THAC0, +1 Damage.
 | Light Crossbow | 2see Bolt | 5100Fighters (except Kensai), Paladins (except Cavaliers), Rangers, Bards, Thieves.
|  | Heavy Crossbow | 2see Bolt | 10100Fighters (except Kensai), Paladins (except Cavaliers), Rangers, Bards. Grants +2 Damage.
 | Bullet | -1D4+1 Missile | --All classes & kits.
|  | Arrow | -1D6 Missile | - | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | |
|
|