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Making a FAQ/Guide for Blades

Discussion in 'BG2: Throne of Bhaal (Classic)' started by Scythesong Immortal, Nov 5, 2003.

  1. Scythesong Immortal Gems: 19/31
    Latest gem: Aquamarine


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    This guide is dedicated to giving the Blade kit the recognition it rightfully deserves.
    The Blade is easily among the most powerful end enjoyable classes in BG2 - with some of the greatest solo potential, and whose prowess has no real limit.
    Feel free to look over the guide if you're interested in making a Blade, or just want to be convinced that the Blade kit is as strong as it claims. Be sure of one thing though - once you read this guide you'll never look at Haer Dalis the same way ever again.

    The contents of this guide include:
    *Blade Character Creation - tips and arguements on the Bard class and the Blade against his fellow kits.
    *A Solo Blade’s Walkthrough to early BG2, up to the part where he begins to develop his powerful abilities.
    *Tactics Blade can use, along with item and spell selections, and the options the kit has at its disposal.
    *The Blade "sub-kits".
    *A section that argues the strength of the Blade against the other classes, including the single-classes and mutliclasses (the Fighter-Mage, the Mage-Thief and the Fighter-Mage-Thief).
    *Arguements on the Blade's greatest strength - the Versatility Question.
    *The Blade’s Spell and THAC0 Progression Tables, found at the end of the guide.


    The guide has also been divided into special sections so gamers with or without the BG2 expansion (Throne of Bhaal) may use the guide freely.
    However, the author cannot address the many strengths of the Blade without pointing out specifics, so there will be some spoilers in and around the guide.

    Enjoy the guide!

    ============================================
    CHARACTER CREATION
    ============================================

    The Blade
    --------------------------------------------------
    The blade is an expert fighter and adventurer, whose bardic acting abilities make him appear more intimidating and fearsome. His fighting style is flashy and entertaining, but is also quite deadly.

    Advantages:
    May use Offensive Spin and Defensive Spin abilities once per day per 4 levels. Offensive Spin lasts 24 seconds, granting the blade +2 to hit, +2 to damage, and an extra attack. As well, all of his attacks do maximum damage for the duration. Defensive Spin lasts 24 seconds, roots him to the spot, but gives -1 AC per level of experience. This armor class bonus does not go over -10.

    May place three slots into two-weapon fighting style.


    Disadvantages:
    Only has one-half normal Lore value.
    Only has one-half Pick Pockets percentage.
    Bard Song does not become better with levels.
    --------------------------------------------------
    -BG2 Blade Kit Description


    *The Class
    Before delving into the kit itself, let's first define the Blade as a class so we'll have a rough picture of what the class - Bards - are capable of.
    The Bard is the Jack-of-all-Trades - which means he has skills in all three of the main disciplines - fighting, magic and thievery, though these skills will not be as effective as those of the followers of true classes themselves.
    The Bard cannot lay traps (SoA), detect and disarm traps, pick locks, detect illusions, move silently, hide in the shadows and backstab, but he can pick pockets and steal. He can cast fewer spells compared to mages and sorcerers (casting spells up to 6th level only), and his THAC0 progression is that of the thief class.
    Sounds like an inferior F/M/T, huh?
    Fortunately, the class also has several advantages on its own - faster level-ups speeds (for the maximum level of 23 in SoA, and 40 in ToB), higher lore scores than any other class in the game, and the freedom to use Bard Songs.

    At first this may seem like an unfair tradeoff, but ironically they are what make the Blade so powerful - noticeable only in mid-to-late SoA.


    *The Kit
    Ahhh, now to the topic of the Blade itself. :)

    Despite the description, Blades (and the other Bard kits, for that matter) have no disadvantages higher levels won't take care of.
    Lore and Pick Pockets will increase naturally with each new level attained, and higher Dexterity, Intelligence or Wisdom rolls will help ease the penalties. Enhanced Bard Song will also replace his nerfed song in ToB.

    What defines the Blade from the other kits, however, are his advantages - Offensive Spin, the best innate ability in the game, Defensive Spin, which grants him unparalleled AC at lower levels, and mastery in two-weapon fighting - which allows him to benefit from two weapons' bonuses without much penalty. These abilities allow the Blade to wade into battle much more effectively than the other Bard kits - which is exactly what he should be doing. If you want a singer, I suggest picking up a Jester or Skald instead.


    *Choosing a Race
    Only two races can be Bards - Humans and Half-Elves. Choosing to be Human will leave you with no benefits at all - but it will serve roleplaying purposes. Being Half-Elf will give you minute advantages, like infravision and resistances to some enchantments.

    *Alignment
    Alignment will play no major role for a Blade, except for the choosing of familiars. The imp, for example, can be a powerful ally in Irenicus Dungeon - as long as it doesn't get hit.

    *Rolling - A Blade's Stats
    While rolling stats for other classes might seem like a pain, rolling for Blades is actually very easy - the Bard's natural demand for higher stats will almost always assure you of higher rolls. So rolls of 100+ are not at all uncommon for a Blade, and with this you should max up on the Blade's most important stats - Dexterity (-4 AC and +10 Pick Pockets) and Intelligence (better magical capabilities and +10 lore).
    Where you decided to spend points next will be up to you, though personally, I would also go for max Wisdom (improved conversations and +10 lore). Charisma should be also be higher for cheaper items (and because you're a Bard - and you'd want to be the best).
    Strength is a stat that can be increased in only too many ways, like the level 2 wizard spell Strength, and will be useful only in Irenicus Dungeon for one distinct purpose - carrying loot. Finally, Constitution is not as important for a Blade since you'll be getting the Girdle of Fortitude later on. But if you're on a difficulty higher than hard core then it might be better to spend a few more points on this.

    *Weapon Proficiencies
    Wisely distributing weapon proficiency points will help the Blade through earlier times when he is at his most vulerable. Given the intial four proficiency points, you should try putting at least two points on two-weapon fighting and at least one point on the weapon of your choice (longswords are a good way to start). Another alternative would be to spend a point on short bows - a good resolve especially when playing in above-hardcore difficulties. A point in short bows will also allow your Blade to solo Irenicus Dungeon without sleeping - though not without some difficulty.

    *Spells
    Listed below are the spells a Blade might find the most useful as he makes his way through Irenicus Dungeon, with brief descriptions of each.

    ====================
    Level 1
    ====================
    -Magic Missile
    Always a dependable offensive spell, though you can skip this and be lucky enough to find a scroll of one in Irenicus Dungeon.
    ----------------------------------------------------------------------------------
    -Chromatic Orb
    A lucky Chromatic Orb will mean death to just about anything in Irenicus Dungeon. Try to have this spell if you're feeling lucky.
    ----------------------------------------------------------------------------------
    -Armor
    You can't cast spells while wearing armor, except when it's this spell. With 18 dexterity, you can lower your AC to 2 for a good nine hours.
    ----------------------------------------------------------------------------------
    -Find Familiar
    The presence of a good familiar will greatly enhance your chances in Irenicus Dungeon, and the bonus to HP is invaluable. Just be careful enough to keep them from being the target.
    ----------------------------------------------------------------------------------
    -Sleep
    Unremarkable, except for making the killing of low level creatures far more easier.
    ----------------------------------------------------------------------------------

    ====================
    Level 2
    ====================
    -Blur
    3 to AC, +1 to saving thows. Every bit helps, and this spell will offer much.
    ----------------------------------------------------------------------------------
    -Invisibility
    Invisibility opens up a whole new range of tactics in Irenicus Dungeon - which may help make everything easier.
    ----------------------------------------------------------------------------------
    -Knock
    A good spell, useful for getting past locks on certain boxes and chests. Very low priority on this spell though - Strength + (innate)Draw Upon Holy Might should be enough and there's actually a scroll of this spell in the second level of the dungeon.
    ----------------------------------------------------------------------------------
    -Mirror Image
    You MUST have this spell. It will be your savior against unavoidable traps and forced melees.
    ----------------------------------------------------------------------------------
    -Stinking Cloud/Web
    Useful if you have points on Short Bows. From then, it's just a matter of shooting everything 'til they're dead.
    ----------------------------------------------------------------------------------
    -Strength
    Important if your Strength is below 14. Otherwise, skip this spell.
    ----------------------------------------------------------------------------------
    -Agannazar's Scorcher/Melf's Acid Arrow
    Useful for the simple reason of extra offensive power. There's not much in them otherwise - skip them if you can think of no useful tactic for them.
    ----------------------------------------------------------------------------------

    ====================
    Level 3
    ====================
    ----------------------------------------------------------------------------------
    -Fireball/Skull Trap
    Choose between one of these spells. Skull Trap for greater damage but less range, Fireball for good range but a bit less damage.
    ----------------------------------------------------------------------------------
    -Lightning Bolt
    Some people are actually very good at setting this spell off at the right angle at the right time. If you think you can as well then add this spell to your book.
    ----------------------------------------------------------------------------------
    -Melf's Minute Meteors
    Dependable offensive spell - though you must roll for a hit.
    ----------------------------------------------------------------------------------
    -Slow
    This spell is useful for making some tactics work - like hit-and-run. Depends upon your style of gameplay, though it is also effective.
    ----------------------------------------------------------------------------------


    ============================================
    Shadows of Amn (SoA)
    ============================================


    BEGINNINGS - A Brief Walkthrough
    A newly created Blade is nothing like the force he can become later on. In fact, you might find that he's more pathetic than any character you might have brought before (which is actually true - a low level Blade in Irenicus Dungeon ranks among the top two worst characters anyone can possibly create).
    But finding the patience to overcome this fact is what defines the dedicated Blade user. For starters, you can try NOT wearing any armor. Since you can't rely on melee yet and have no extra abilties except your spins to keep you company, your main (or rather, only) option is magic - and you'll be using this a lot.
    The meticulous choosing of spells mentioned earlier will come to use here - you'll need all your wits (and patience) to survive the Dungeon.

    *Irenicus Dungeon
    For the most part, you'll be having goblins, dwarves, mephits and thieves to fight and run away from. The proper spells should take care of everything (if you're speed-soloing, you can cast spells without resting by using the scrolls you come across), or you could try drawing everything off one by one and shooting all of them down with a short bow.
    Engage in melee only when you have no other option left - and when you do, try to have Offensive Spin on and you'll double your chances of survival.
    There'll be some enemies you'll be having more difficulty though - an ogre-mage, two golems, a cambion, an Otyugh, a vampire, a doppleganger, and a mad elven female who likes to cast enchantments. Of these, the golems will be your hardest challenge yet. A good tactic would be to thow Skull Traps at the golems while relying on Defensive Spin and Mirror Image/Blur to keep you from getting hit, then finishing up with Melf's Minute Meteors. Killing the Otyugh, the doppleganger and the ogre-mage will not be as hard, though killing the vampire will require you to cast all the Skull Traps and Magic Missiles you can while praying she doesn't make a save. The elven female should fall to Melf's Minute Meteors and the cambion to Skull Traps - though if you're unlucky and the cambion manages to resist all your spells he may yet be much more of a pain than the golems. A lucky Chromatic Orb, though, is your biggest bet against him.
    If you have problems with the Mephit Portals, try leading the mephits back to the corridor from where you entered the level, then closing the door on them while you kill the portals in peace. Invisibility will make this easier.
    You could also try casting Monster Summoning 1 (there's a scroll of this in the room beyind the dryads), then try focusing on the portals while your summons draw attention. The northernmost portal (radiant mephit portal) will be a good first kill - radiant mephits have that nasty habit of casting color spray.
    Don't forget to gather up the wand keys and get the wands from the pedestals - you'll be needing these later.

    If you die, reload and try to devise other tactics that you think will work. Given your limited spells and present state, this can be a pain - but there really isn't much to it if you study the situations a bit.


    ====================
    -Using Defensive Spin
    ====================
    Though not as useful as Offensive Spin, Defensive Spin will get you out of some tight situations - and will serve as an alternative to Offensive Spin should you decide to save it for later. Defensive Spin + Ring of Free Movement (found later in Bodhi's Gauntlet) will allow you to use the Defensive Spin's AC bonus without being held.

    ====================
    -Using Offensive Spin
    ====================
    Use this whenever you find yourself in a tight battle, and it'll usually be enough to see you through. If not, a few spells here and there and Offensive Spin will certainly become an ability other classes can only drool on.
    Be very wary of its powerful advantages - it has the potential to be used along with just about any topic.

    Congratulations, you have gone through the hardest area for the Blade! Things will be much easier from now on. But first, try to sell enough to buy three potions of Master Thievery (or Perception) from Ribald's at the Adventurer's Mart (For a total of four - there is also one in Irenicus' Dungeon).
    Don't sell any of your wands yet... you'll need them shortly.


    *Stealing
    After getting your three Potions of Master Thievery, leave for the Slums and after your encounter there, go immediately to the Docks District. Enter Mae Var's Guildhall, and drink up on the Thievery potions. Save your game, then it's stealing time! Sell your wands, steal them back, then sell them again and steal them back, again and again and as much as you want from the fat merchant behind the desk until your Gold hits critical.
    If you want to be careful you can buy another Potion of Master Thievery from him so your chances of getting caught turn zero. This may seem like an cheesy way of raising gc(gold pieces), but it's perfectly legal and logical.

    If by some reason you run out of funds later, you can just come back and sell-steal all over again. But if the fat merchant isn't here to accept your "fenced" (stolen) items this time, there's another merchant - an elven woman that appears near a stand west of the Five Flagons Inn in the Bridge District during the day, who would be more than happy to accept your goods.

    Once you get tired of selling and stealing, steal what items you like (be sure to include Wands of Lightning/Fireball, Cloudkill and Summoning - and a few Potions of Thievery Potions for later) and return to Waukeen's Promenade. Buy every spell scroll of every spell you don't know about from every merchant you come across so your magical artillery hits critical (of special note there's a merchant that appears in the middle-eastern corner of the area at night that has a nice selection of spells), then return to Ribald and buy the Girdle of Hill Giant Strength, and other items that you think should go with your character (Gem Bags and Scroll Cases are a must).

    If you have the bonus merchants (Deidre and Joluv) in your game, you could also try taking a peek at their selection. Dakkon Zerth's Blade, a katana that allows you to memorize more spells, is a nice choice from Deidre. In fact, you might consider coming back later and buying everything you see from them. These items will usually be of some use later...
    Along the way, try to buy any Potions of the Genius that you come across - they'll allow you to learn spells past the limit.
    Here's a selection of spells most useful to Blades and a description of most:
    (Higher level effects are based off the Blade's maximum level in SoA)

    ====================
    Defensive/Enhancing:
    ====================
    *Armor
    -Higher level effects: None.
    ----------------------------------------------------------------------------------
    *Mirror Image
    -Higher level effects: Better duration, maximum of 60 rounds.
    ----------------------------------------------------------------------------------
    *Blur
    -Higher level effects: Better duration, maximum of 60 rounds.
    ----------------------------------------------------------------------------------
    *Strength
    -Higher level effects: Better duration.
    ----------------------------------------------------------------------------------
    *Stoneskin
    Coupled with low AC and Mirror Image, this spell will practically remove the danger of being hit by physical attacks.
    -Higher level effects: More skins, for a maximum of 11.
    ----------------------------------------------------------------------------------
    *Tenser's Transformation
    This spell will turn the Blade into a fighter of the same level - useful for fixing the Blade's low natural THAC0. The tradeoff is that you can't cast other spells for the duration of Tenser's.
    -Higher level effects: Better THAC0 and duration, ending with 1 base THAC0 and maximum of 20 rounds.
    ----------------------------------------------------------------------------------
    *Improved Invisiblity/Invisibility
    Improved Invisibility grants a bonus of 4 to AC and Saving Throws, which will be invaluable in certain situations. It's one downside though is its short duration.
    -Higher level effects: None.
    ----------------------------------------------------------------------------------
    *Improved Haste/Haste
    Improved Haste will double your number of attacks, which is useful in some battles. Haste is practically useless for the Blade because of Offensive Spin, but if you're a fan of using summons then this spell is a must-have.
    -Higher level effects: Better duration, maximum of 23 rounds.
    ----------------------------------------------------------------------------------
    *Mislead
    Similar to Improved Invisibility, only that an image is conjured up in place of the caster. If you're planning to carry your character on to ToB, then you MUST have this spell. Otherwise, it's optional.
    -Higher level effects: Better duration, maximum of 20 rounds.
    ----------------------------------------------------------------------------------
    *Fireshield: Red or Blue
    The Blade will not be having any problems from physical attacks, but in case you decide to sacrifice your AC for different reasons, having this spell on will help compensate for it. Anything which physically strikes the Blade will be struck by this spell in turn.
    -Higher level effects: Better duration, maximum of 23 rounds.
    ----------------------------------------------------------------------------------
    *Minor/Globe of Invulnerability
    Invulnerability to 3rd level and below (Minor), or 5th level and below spells will
    be very useful - at least, until you get the Cloak of Mirroring.
    -Higher levels effects: Better duration, maximum of 20 rounds.
    ----------------------------------------------------------------------------------
    *Spell Immunity
    This spell grants invulnerabulity to a spell school of your choice - invaluable against certain wizards and sorcerers. You MUST have this spell.
    -Higher levels effects: Better duration, maximum of 23 rounds.
    ----------------------------------------------------------------------------------
    *Contingency
    This spell grants the instantaneous casting of a spell under certain conditions. Useful if you find yourself in a spot wherein preparations can be a hassle.
    -Higher levels effects: A higher level spell can be stored (to a maximum of level 6 at 18th level) and better duration, maximum of 20 days.
    ----------------------------------------------------------------------------------
    *Polymorph Self
    A very useful spell that allows the Blade access to several powerful forms - like the Flind, the Sword Spider, the Ogre and the Bear. Flinds carry +3 Halberds which allow you to hit opponents who can't seem to get to you but are out of reach. Ogres and Bears can do devastating amounts of damage within a short period - especially with Offensive Spin. The Sword Spider has 5 attacks per round and can poison enemies, and when a dispell magic is cast on a Blade in Sword Spider form the Blade may now use his own weapons in place of the spider's - at 5+ attacks per round (cheesy tactic, but not really necessary).
    -Higher levels effects: Better duration, maximum of 72 rounds.
    ----------------------------------------------------------------------------------
    *Enchanted Weapon
    If you ever find yourself needing +3 weapons this spell should take care of the problem.
    -Higher levels effects: None.
    ----------------------------------------------------------------------------------
    *Minor Sequencer
    Casting Mirror Image and Blur or Two Chromatic Orbs/Magic Missiles in an instant can be very useful - and this spell makes that possible. It allows two spells that must be level 2 or lower to be stored and cast instantaneously later.
    -Higher levels effects: None.
    ----------------------------------------------------------------------------------
    *Wizard Eye
    The Wizard Eye is useful both as a scout and as a means to draw attention. Immune to anything but divination spells, you can use this spell to exhaust a magic-user's spell supply - but he/she/it has to actually see the eye first.
    -Higher levels effects: Better duration, maximum of 20 rounds.
    ----------------------------------------------------------------------------------
    *Minor Spell Turning/Deflection/Spell Deflection
    These spells will be very useful if you no plans on wearing the Cloak of Mirroring, or failed to retrieve it.
    -Higher levels effects: Better duration, maximum of 60 rounds.
    ----------------------------------------------------------------------------------
    *Protection from Electricity/Acid
    If you plan to carry your Blade on to ToB (or have the Sola Mod installed), you might want to consider these spells. Though they'll only find use at least once, you'll might be needing them badly then.
    -Higher levels effects: Better duration, maximum of 120 rounds.
    ----------------------------------------------------------------------------------
    *Spell Shield
    If by some reason your Blade has to fight a magic battle, then use this spell to your advantage. It will defend against one buff-targetting spell - not very useful, but every bit helps.
    -Higher levels effects: Better duration, maximum of 60 rounds.
    ----------------------------------------------------------------------------------
    *Stone to Flesh
    This spell will help if your Blade's in a party.
    -Higher levels effects: None.
    ----------------------------------------------------------------------------------
    *Friends
    +6 to Charisma.
    -Higher levels effects: None.
    ----------------------------------------------------------------------------------
    *Protection from Evil
    +2 to AC and Saving Throws VS evil creatures - and causes most demons to ignore you altogether.
    -Higher levels effects: None.
    ----------------------------------------------------------------------------------
    *Protection from Magical/Normal Weapons
    These spells aren't that useful unless you decide to sacrifice your AC for other purposes.
    -Higher levels effects: None. (PfNormal Weapons: Better duration, maximum of 20 rounds).
    ----------------------------------------------------------------------------------


    ====================
    Offensive:
    ====================
    *Web
    The Web spell has several tactics attached to it - and is more effective if used with Greater Malison.
    -Higher level effects: Better duration.
    ----------------------------------------------------------------------------------
    *Skull Trap
    One of the most damaging spells in the game, and quite handy since it's a low level spell.
    -Higher level effects: More damage, maximum of 20-120.
    ----------------------------------------------------------------------------------
    *Cone of Cold
    An offensive spell that the Blade can use with deadly effectiveness in SoA. There's a downside to it though - freezing your enemies might freeze the goodies they keep with them.
    -Higher level effects: More damage, maximum of 40-100.
    ----------------------------------------------------------------------------------
    *Chromatic Orb
    -Higher level effects: Better effect, ending with instant death effect.
    ----------------------------------------------------------------------------------
    *Magic Missiles
    -Higher level effects: More missiles.
    ----------------------------------------------------------------------------------
    *Flame Arrow
    A dependable offensive spell, useful for dishing out insane amounts of fire damage.
    -Higher level effects: More damage, maximum of 4-24 x 4 fire damage in SoA, 4-24 x 8 damage in ToB.
    ----------------------------------------------------------------------------------
    *Chain Lightning
    Useful spell for dishing out lightning damage - less damage but safer than Cone of Cold.
    -Higher level effects: More damage, maximum of 10-60 lightning damage.
    ----------------------------------------------------------------------------------
    *Spider Spawn
    Spider Minions can be used in conjunction with web - as long as they can hit their targets, they can ravage most enemies (especially magic-users)easily.
    -Higher level effects: Better Spiders and duration, maximum of 25 rounds.
    ----------------------------------------------------------------------------------
    *Melf's Minute Meteors
    -Higher level effects: More meteors, maximum of 20.
    ----------------------------------------------------------------------------------
    *Dispell Magic/Remove Magic
    Dispelling or Removing Magic is not a task left altogether to Inquisitors - the Blade's high levels and fast-level-ups makes his version of the spell quite effective as well.
    -Higher level effects: Better effectiveness, with 80% effectivness VS wizards (Maximum level - SoA) and 95% effectivess VS wizards (Maximum level - ToB).
    ----------------------------------------------------------------------------------
    *Lower Resistance
    Spells are ineffective when the target is highly Magic Resistant - and this spell eliminates the target's advantage.
    -Higher level effects: Better spell effectiveness and duration, maximum of -30 MR and 20 rounds.
    ----------------------------------------------------------------------------------
    *Greater Malison
    You MUST have this spell. This spell makes enemies roll higher to make a save, and has lots of tactics associated with it.
    -Higher level effects: Better duration, maximum of 40 rounds.
    ----------------------------------------------------------------------------------
    *Emotion:Hopelessness/Chaos/Confusion
    Spells that incapacitate humanoids. They're especially useful and effective in SoA. Use with Greater Malison, if possible.
    -Higher level effects: Better duration, maximum of 22 rounds.
    ----------------------------------------------------------------------------------
    *Animate Dead/Monster Summoning 1/2/3
    This spells summons Monsters, Skeletons or a Skeleton Warrior to aid the caster - very useful in SoA.
    -Higher level effects: Better summons duration.
    ----------------------------------------------------------------------------------
    *Secret Word/Breach/Pierce Magic
    These spells are useful for eliminating enemy buffs - with Pierce Magic incurring an additional MR penalty.
    -Higher level effects: None. Pierce Magic will reduce up to 20% of the target's MR.
    ----------------------------------------------------------------------------------
    *Cloudkill/Death Fog
    Dependable offensive spells that linger in the battlefield for some time.
    -Higher level effects: None. Cloudkill will have longer duration, to a maximum of 20 rounds for Cloudkill.
    ----------------------------------------------------------------------------------
    *Domination
    Though not terribly useful, the benefits of this enchantment depend on who your Blade decides to use it on. In ToB, Greater Malison is required for it to do anything at all.
    -Higher level effects: Better duration.
    ----------------------------------------------------------------------------------
    *Hold Person/Monster
    There's nothing wrong will holding enemy clusters in place while you proceed on killing them one by one.
    -Higher level effects: Better duration.
    ----------------------------------------------------------------------------------
    *Death Spell
    This spell will eliminate most pesky, low-mid level creatures instantly - useful in many situations.
    -Higher level effects: None.
    ----------------------------------------------------------------------------------
    *Flesh to Stone
    The uses of this spell are very limited - though in certain deperate circumstances it might come in handy.
    -Higher level effects: None.
    ----------------------------------------------------------------------------------
    *Summon Nishruu
    Use this spell only when you have a patch, or have ToB installed. The Nishruu can work wonders against enemy spellcasters - but be careful your Blade's doesn't turn one against him.
    -Higher level effects: Better duration, maximum of 20 rounds.
    ----------------------------------------------------------------------------------

    Looks like a lot, huh? And all in one day... but it's actually the same as if you had learned these spells as you progressed through the game - only you decided to learn them now. The resulting experience will be very helpful.

    *Cheese?
    If by now you're beginning to think of being too cheesy remember that the Blade is a Bard, and the Bard way is to know about everything and anything (which actually accounts for the high lore) while being a scoundrel at the same time - so there's actually no harm in trying to learn every spell there is (now, or tomorrow, for a Bard the earlier the better), or buying lots of exotic items (for study - and what better way to know about a weapon than to wield it), and being a rogue (bottom line - thievery).
    Bards are supposed to be curious and eager - with a mission of soaking up on every sort of knowledge there is on the realms as soon as possible and by any means necessary - competition among Bards is cruel) - and surely you don't want to go exploring without the proper funds.

    Other classes might fail to chalk up an explanation for sell-steal, then going on an item spree, then learning as many spells as possible within a span of two hours- but not the Blade. Because he is a Bard, all of this blends into his nature.
    So this allows you more freedom - more freedom than most other classes, in fact.
    It should be known, though, that abusing this freedom is another thing entirely - and its when you overstep that limit that you become cheesy.


    By now, you should be able to take on almost anything thown at you and win, even though you may not have slept yet since you escaped Irenicus Dungeon (And you may not have slept in there either - ironically the character who could barely get through Irenicus Dungeon earlier has now the potential to win against Firkraag).

    So after you finish the quests in the Promenade, your next destination (unless you want to save Imoen first - which will be very challenging but not impossible) should be the sewers of the Temple District, past a secret door in the northwestern corner and straight for the Planar Prison Quest.
    Getting though this will not be very hard with some creativity, and your rewards will be very well worth the effort (Melodic Chain, Boots of Speeds, Gaunlets of Mastery... and a brief meeting with a fellow Blade).
    Tactics will include using your new array of spells, and your wands - which should be fully charged and ready to cause mass destruction.

    Once you finish the Planar Prison Quest, your Blade should now be beginning to show his potential - as a powerful spellcaster, a competent fighter, and an able rogue.
    The walkthrough will end here... what you decide to do next will be up to you, depending on your preferences.

    MIDDLE GAME - The Blade at levels 15-20+
    When a Blade hits higher levels his spells will become far more potent than any other classes', though he won't be able to cast them as frequently.
    This is the main advantage of the Blade's higher levels and faster level up speeds (at least, in SoA) - more powerful spells that can be taken advantage of earlier.

    Also, notice that the diversity of the spells in BG2 allow the Blade unparalleled flexibility. A level 17 Blade, for example, could turn himself into a level 17 Fighter with Tenser's Transformation. (In comparison, a fighter or mage with the same number of experience points would both still be at level 14)
    A Blade may also take advantage of Skeleton Warriors - powerful summons in SoA - very much earlier than most classes. (Mages will only be able to take advantage of them late in the game, unless soloed.)

    Here's an example of a buffed-up Blade in SoA:
    Level 20 Blade
    Items: Belm, Crom Faer, Gauntlets of Weapon Mastery, Bladesinger Chain (AC 1), Ring of Gaax, Ring of Earth Control, Girdle of Constitution/Inertial Barrier, Amulet of Power.

    Stats:
    -4 attacks per round (2 Base, +1 Belm, +1 with offensive spin)
    -13 THAC0 (1 Fighter THAC0, +7 from 25 strength, +2 from wielded weapon, +2 Offensive Spin, +2 Tenser's, +1 Gauntlets of Weapon Mastery)
    -13 AC (Bladesinger Chain for base AC of 1, +4 from Dexterity, +3 Blur, +4 Improved Invisibility, +2 Ring of Gaax, +1 Ring of Earth Control)
    -100+ HP (18 Con from Girdle of Constitution, doubled by Tenser's Transformation - Based off a Blade in Hard Difficulty)
    -approx. 26 or so from the Belm side - assuming 6 raw + 14 from 25 Strength, +2 from weapon, +2 from Offensive Spin, +2 Tenser's - Crom should be able to do more) ,

    With Hasted Skeleton Warriors as escorts, this Blade is easily a force worth reckoning in SoA - especially when he decides to cast a level 20 introductory Skull Trap to liven things up before the battle.
    This Blade also just happens to be wearing the Cloak or Mirroring and is immune to just about every nasty spell there is except Imprisonment.
    If you're fighting a tougher magic-user, though, spells like Spell Immunity and Mirror Image should ensure you invulnerability.

    Total Preparation time is roughly 4-6 rounds (depending on the number of Skeleton Warriors), and you get 8 rounds to fight like mad before Improved Invisibility wears off(which is why mislead may be a better option), and another 10 rounds before Tensor's wears off.
    Summarizing to a duration of around 8-18 rounds - the Blade should be able to kill anything.

    Without the benefit of a patch though (official or otherwise), the Offensive Spin will only last or 3 7/10 rounds since it has to be cast after Tenser's Transformation - unpatched Tenser's doesn't allow innate abilities to be used for the duration of the spell.
    Nevertheless, there are very few figures who can match those numbers in all of SoA.

    *Best Items
    Here's a list of some of the best items for the Blade (with locations or quests associated with most). Though they may be better items other than those mentioned, these will serve well:
    ====================
    Head: Pale Green Ioun Stone (If Patched, or ToB)
    -Pai Na's spider nest, in the center of the maze below the Graveyard District
    Helm of Vhailor(If Patched, or ToB)
    -Deidre, Bonus Merchant, Adventurer's Mart
    ====================
    Neck: Amulet of Power
    -Aran Linvail (Just follow the Gaelan Bayle Quest)
    Amulet of Magic Resistance
    ====================
    Armour: Melodic Chain
    -Planar Prison
    Bladesinger Chain
    -The Black Dragon found northwest of Suldanesslar
    Improved Bladesinger Chain (ToB)
    -Can be constructed by Cespenar.
    Robe of Vecna (ToB)
    -Deidre, Adventurer's Mart.
    Human Skin Armour
    Jansen Adventurewear (ToB)
    ====================
    Hands: Gaunlets of Weapon Mastery(?)
    -There are three such gauntlets who exhibit similar properties, each consecutive gauntlet being more powerful than the previous one. The first can be found by completing the Planar Prison. The second will be in Bodhi's Lair the second time you have to kill her. The third is somewhere in ToB.
    Gloves of the Bard (ToB)
    -In a skull pit near the mad elf in the lower levels of Watcher's Keep.
    ====================
    Rings: Ring/s of Gaax
    -Solve Kangaax's Quest. He is in one of the houses east of the Harper Headquarters in the Docks District.
    Ring of Protection +2
    Ring of Earth Control
    -De Arnise Keep.
    Ring of Free Movement
    -Bodhi's Gauntlet.
    Ring of the Ram
    -Tolgerias, the Cowled Wizard
    Ring of Energy
    -A merchant in Trademeet (in a tent)
    Ring/s of Acuity
    -Planar Sphere Quest
    Ring of Wizardry
    -Harper Compund, Jaheira Subquest
    ====================
    Belt: Belt of Fortitude
    -Gaal, Solve the Unseeing Eye Quest in the Sewers of the Temple District. Belt of Hill Giant Strength
    -Ribald. Adventurer's Mart.
    Belt of Frost Giant Strength
    -UnderDark, eastermost part of the Kuo Toa Tunnels. Sacrifice a summon before Demogorgon to invoke his minions, and fight for the Belt.
    Belt of Fire Giant Strength
    -Yaga Shura's home in the Fire Mountains(?).
    Belt of Inertial Barrier
    -Bought from a merchant in Trademeet.
    ====================
    Weapons: Crom Faer
    -Complete the components of the hammer - the scroll (Shadow Dragon, Umar Hills Main Quest), the Gauntlets of Ogre Power (Planar Sphere Quest), the Hammer of ThunderBolts (Illithid Lair beyond a hidden door in the Temple District Sewers) and the Belt of Frost Giant Strength, and have Cromwell the Dwarf (Docks District) assemble the hammer.
    Celestial Fury
    -In a house northeast of the Temple District. (Deactivated Nalia Slaver Quest).
    Dakkon Zerth's Blade
    -Deidre, Adventurer's Mart.
    Blackrazor
    -Latter Part of SoA, the Nine Hells.
    Kachiko's Wakizashi
    -Joluv, Bonus Merchant, Copper Coronet.
    Scarlet Ninja-To (ToB)
    -Joluv.
    Daystar
    -Hidden Basement in the Crooked Crane, Gates District.
    Flail of the Ages (Improved - ToB)
    -De arnise Keep, Improved Version in ToB only.
    The Answerer (ToB)
    -lower levels of Watcher's Keep.
    The Spectral Brand(ToB)
    -Cambion in lower levels of Watcher's Keep.
    Short Bow of Gesen Khan
    -The bowstring can be found in Brynnlaw Asylum, and the bow shaft below the Tanner's house in the Bridge District. Cromwell will forge them together.
    Tansheron's Short Bow
    -Merchant in Trademeet.
    Staff of the Magi (ToB)
    -The female mage, in the Twisted Rune.
    Staff of Fire Control (?)
    -The Planar Sphere, recharge for Fire Elemental minions
    ====================
    Cloak: Cloak of Protection +2
    -Sahuagin City, reward from the Imps in the Southwest corner.
    Cloak of Mirroring
    -Sahuagin City, from a priestess in the central area.
    Cloak of Displacement
    -Merchant in Trademeet.
    ====================
    Boots: Boots of Speed
    -Planar Prison, among others.
    ====================
    Misc: Unseeing Eye Wand
    -Unseeing Eye Quest, Temple District Sewers. If your familiar may pick pockets, have it pick this off you, then put your familiar back in your pack. A cheesy way of transporting this artifact off the sewers.
    Control Circlets
    Wands of Lightning/Cloudkill/Fireball/Summoning/Paralyzation
    Rings of Invisibility
    Scrolls of Mislead/Wish/Improved Haste
    ====================

    ============================================
    SoA Blade Options and Tactics
    ============================================

    *Dual-Wielding Melf's Minute Meteors
    Interestingly, it possible to dual-wield Melf's Minute Meteors - the caster will alternately strike with the meteors in one hand and the weapon in his other hand (the weapon will have the same range as Melf's Minute Meteors). It is then possible for the Blade to become a ranged attacker of no small power - imagine a Blade in SoA going at 5 attacks per round(6 with Offensive Spin) doing maximum damage with each attack and with a THAC0 of -15, among other things.
    The tactic, however, cannot be justified by logical or legal means and is therefore cheesy.

    *Improved Haste + Melf's Minute Meteors - The Bard's Whirlwind
    A blade dual wielding Melf's Minute Meteors with Improved Haste should be able to do 10 attacks per round, unhindered by range. This is the Blade's answer to the fighter's Whirlwind - only that the Blade can use it in SoA. Tensor's Transformation can also be added in as a special bonus.

    *The Slayer
    Unsurprisingly, Blade's skill also complements his Slayer form.
    Slayer + Defensive Spin will yield the lowest AC possible in the game, or Slayer + Offensive Spin for a more deadly incarnation of this form. At least the Slayer becomes quite powerful when the Blade uses it(among other classes) - despite its many strengths the Slayer form is not as useful as it should be.

    *Item-Seeker
    As a Bard, your Blade should try to explore BG2 for any interesting items or scrolls (despite restrictions) and try to hang unto these items. Bards are gifted with less restrictions than most other classes, so since your supply of gc is semi-endless you might as well buy any unque magical item you can find. There are a few items sold by the merchants of BG2 that are only barely known but have amazing powers - potions among them. If you're planning on carrying your Blade to ToB hoard these items - they will be invaluable in ToB. If you don't mind a little roleplaying, you might say you're on an attempt to find every spell or item there is - and when you do, your next act would be to determine their potential uses.

    *Managing your spells - SoA
    Your Buffs will allow your Blade to tackle powerful enemies or wade into major encounters without flinching from any kind of attack, so you'll need to manage your spells economically for such needs.
    There are four basic buff spells:
    Spell Immunity
    Tenser's Transformation
    Melf's Minute Meteors
    Mirror Image

    At level 20, you should try to have 2 of each, for two major encounters (With contingecy and Minor Spell Sequencer you can free two level 2 spells, and 1 spell of 1-6th level).
    The rest can be dedicated to offensive or disabling spells.

    *Without the Buffs - SoA
    A Blade without his buffs would have 3 attacks per round, 0 THAC0 and an AC of -6 (Based off the Blade example). By all acounts those figures are acceptable enough in SoA, and should be enough against every non-boss encounter - coupled with a few spells like Skull Trap and its 20-120 damage or Flame Arrow and its 4-24 x 4 damage or Offensive Spin for -2 THAC0 and, +2 damage and maximum damage with each hit. Offensive Spin should be conserved as necessary, but it won't hurt to flaunt it until you have only two spins left, to be reserved for special encounters.


    ============================================
    THRONE OF BHAAL (ToB)
    ============================================

    LATE GAME
    Here's when things begin to get ultimate. The Blade gains HLA's that further complement his abilities, 4 of which are the most noteworthy- Use Any Item, Set Spike Trap, Set Time Trap and Enhanced Bard Song.
    He progresses little beyond his basic skills though, but the HLA's are more than enough compensation.

    ====================
    -Use Any Item
    ====================
    Being able to use anything is very handy. The Blade can now replace Belm with The Scarlet Ninja-To +3, among other things, and he can now use Helms. These are minute advantages but will be contribute much in the end - and it allows the Blade near-infinite versatility that can be abused to great extents. (i,e. the Blade may now take his Magic Resistance far beyond 100%, he may improve his saving throws, THAC0, other resistances, etc., depending on what you want "extremetized".)
    In a sense, he can actually play with his stats - bending them to his will.
    Here's when those hoarded items from SoA begin to get very, very useful.

    ====================
    -Set Spike Trap
    ====================
    The Spike Trap needs no introduction. You can't deny potentially 120 points of damage from a kit who's already a powerhouse by himself. If you don't feel like doing preparations, just set a Spike Trap or three, and usually there won't be anything left to prepare for.

    ====================
    -Set Time Trap
    ====================
    Giving a readied Blade 10 more seconds (depending on how many you laid, actually - to a maximum of about 40 seconds) of raining free hits is like doing a Greater Whirlwind + Smite + Greater Deathblow on a Goblin - it's far more than necessary.

    ====================
    -Enhanced Bard Song
    ====================
    The song offers the bard +10 AC and Magic Resistance, and additionally gives him and nearby party members +4 AC, +4 THAC0, +4 Damage, +5 Magic Resistance, Immunity to Stun, Fear and Confusion and Immunity to Normal Weapons - all effects of which are cumulative. This should be among the Blade's first choices of HLA's (along with Use Any Item).

    *Enhanced Bard Song x 2, x 3, x 5, x 6
    There's a very interesting property of the mislead spell. It conjures up an image of the caster that does whatever he does - only that it can't attack. The Blade's Enhanced Bard Song is not considered offensive, so the image may also sing...
    When a Blade invokes 5 mislead images and makes them sing the Enhanced Bard Song, the total bonuses conferred are +20 AC, +20 THAC0, +20 Damage and +25 Magic Resistance, as well as Immunity to Stun, Fear and Confusion and Immunity to Normal Weapons to all nearby allies.
    Nasty, eh?
    There's actually nothing cheesy about it except the effects themselves... So if you're an advocate for anti-cheesiness, 2 or 3 images should be enough. (It will also do if you're speed-soloing)
    When the Blade is in a party, in addition to the images he may also sing himself and let his party members do the job. The total bonus (x 6 all in all) should be more than enough to allow Aerie or Edwin to go ahead and kill the opponent with some Magic Protections and some Staff Blows.
    How you will be using these godly advantages are yours to think up, but retrieving the Blade example above 2 images would be enough to grant him -21 THAC0, -21 AC, and 34 damage with each round (from the Belm side - Crom alone will be killing things in two to three blows). I doubt any fighter would be willing to stand up to that.
    A nice thing to remember is that you can use Contingency to set up an image instantly, so you won't be casting as much. Counting Robe of Vecna that lowers preparation time to 3-5 rounds...

    *The Helm of Vhailor
    Any Blade in ToB must have this item. It allows you to summon a double whose abilities can be improved to match your own - accounting to two fully buffed Blades.
    Two Blades, with stats almost exactly like the Blade example previously mentioned...
    This tactic is best used in Mods which have overly difficult battles.

    *The Helm of Vhailor and Spell Scrolls
    The Blade can't cast every spell - and can't cast spells as frequently as the other classes. He has one nice alternative though - using scrolls, putting them on his quickslot and relying on the Helm of Vhailor to cast them. Anything from Misleads to Timestops to the Wish spell's "I wish as if my party had rested." option may now be used to help your Blade off some heavy situations.
    Whether this tactic is cheesy or not remains to be a debate...
    Personally, I find this to be a cheesy only when used for unlimited summons - there's nothing wrong about having an image who's actually you in every way (except that it's half your level) cast his own scrolls for you.
    If you think about it, it's actually cheesier if you were wearing something like the Staff of the Magi and Cloak of Mirroring when you summoned the image - two such items at the same plane of existence functioning at the same time would distress the gods themselves, rather than 2-4 scrolls of Misleads and a Wish scroll.

    *Improved Haste VS Offensive Spin
    The only recognizable difference between the two is that one will grant maximum damage, while the other grants more attacks. A possible 10 attacks VS Full damage with each hit.
    Both have their own uses though. People who prefer weapons that drain stats from their opponents should go for Improved Haste, while those that prefer damaging weapons should go with Offensive Spin. Comparing and Constrasting the two - damage VS drain, is another matter... But personally I'd go for draining items like Blackrazor, Chaos, and Kachiko's Wakizashi +3.

    *Abusing Enhanced Bard Song
    This is a little something extreme for people who just can't seem to get enough of powergaming. Simply because it destroys the limits of the game, it's cheese in the purest form.
    Have the Blade cast Simulacrum (preferrably the Helm of Vhailor) and have the Simulacrum cast as many Misleads (memorized spell or from scrolls) and dish out as much images as he can - and have these sing. Though I can't imagine why anyone would want to go to such lengths, you're welcome to try it out. Whether or not anyone wants to beat the game with just Aerie and her Quarterstaff depends from person to person. It's rather tempting, though...

    *Managing your spells - ToB
    Now that you're in ToB, you may use Improved Haste in place of Tenser's Transformation - though it is important that you dedicate at least 2 slots to Mislead. 2-3 Misleads and 2 Improved Hastes/Tenser's Transformations is a good way to go at level 30. At level 38, try to have 4 Misleads + 1 Improved Haste/Tenser's or 3 Misleads + 2 Improved Haste/Tenser's .
    Until then, try having 2 Misleads, and 1 Tenser's/Improved Haste.
    These should give you unmatched supremacy for two major encounters.
    With Helm of Vhailor and a Wish Spell Scroll (not used in conjunction with the Helm, for the sake of anti-cheesiness), you may save enough buffs for a grand total of 6 major encounters
    Managing these very well, you may get through unmodded ToB without sleeping.
    Yes, I have tried it, and I have gotten a solo Blade through all of BG2 without sleeping at Hard Core difficulty.

    *Without the Buffs - ToB
    -Between Use Any Item and a good choice of items, a Blade in a party should have nothing to fear from ToB, and a well-equipped Blade will have more than enough in him to keep up with the party as a decent fighter-mage without implying in the slightest that he needs a rest (meaning he hasn't used his more devastating spells yet) for as long as you manage him well.
    He may weigh less than a real fighter then or mage then, but this a sacrifice that will be fairly compensated when the next impossible battle happens - and he turns it into something barely challenging.
    A solo Blade walking around ToB without any protective spell at all (Soloers should try to keep Stoneskin on as much as possible in ToB, except for specific reasons) is something else entirely - unless he just happens to know his items and two Rings of Gaax very well.


    ============================================
    The Blade "sub-kits"
    ============================================

    It might surprise you to know that there are many types of Blades, who employ different tactics and and have different strengths. The Blade example discussed earlier was the warrior Blade - the one who could mow down anything in his path while only barely getting hit This one is capable of doing massive amounts of damage in a few hits, and is a favorite of people who like to see their enemies blow up.

    There are other Blade types - with the tank, the slayer-Blade, the mage-killer, and the trapper among them. All of them may use the tactics mentioned above, however, to complement their own innate strengths.

    The tank is a Blade who has been specially made to resist just about anything - with extremely low AC (he can reach the cap without too much trouble) and saving throws to boot. The ultimate bait - though not as damaging as the warrior Blade. This Blade will be wearing anything and everything that increases his resistances (i,e. Jansen Adventurewear, Human Skin Armour, Rings of Gaax...), and will usually be in another form in battle - from Mustard Jelly to Iron Golem, their form's weapons dispelled for their own. He is naturally vulnerable to only one spell - Imprisonment, which he counters with spells of his own.

    The slayer-Blade has been specialized to kill almost anything in his path with deadly accuracy and at speeds amounting to a few seconds. Though he usually likes to remain out of the battle himself (unless forced to - his Simulacrum usually does the work for him), the combination of extremely low THAC0 (he can reach the cap with a few minor spells), 6-10 attacks per round and a stat-draining weapon, murder has reached its appex in this character. This type of Blade will have potions of the fighter (or any other potion that lowers THAC0), timestop scrolls, and will be wearing any item that lowers THAC0. He will have the Helm of Vhailor, which he uses to spare his exhaustible resources. He usually dual-wields Melf's Minute Meteors.

    The mage-killer Blade has been specialized to taking out enemy mages. Think Keldorn does a good job against magic users? This Blade's dispell magic dispells at 95% chance of success, compared to Keldorn's 99% (to a maximum of five-eight times+). He is virtually immune to magic, and can render himself immune to Imprisonment in an instant. Like the slayer-Blade, this Blade usually also relies on his Simulacrum to take out the mages - while he himself casts the dispell magic. He keeps a steady amount of items (among them, potions and scrolls ) that offer protection against magic, and will be using items that increase the number of spells he can cast - like the Bardic Gloves, and the Rings of Acuity/Wizardry or improve his casting ability, like the Robe of Vecna and the Amulet of Power. He has a one type of trap - the Time Trap, which he uses cumulatively to dispell a mage's protections with the first and kill the magic-user with the second, or third. With his innate Blade skills, he is the ultimate magic-user killer.

    The trapper is a master in the fine art of laying traps - since Bards are rogues, and have the potential of being able to lay LOTS of traps. Most trappers (especially the more sadistic ones) will go for more Time Traps so they may the enjoy torturing their prey with their innate Blade fighting capabilities while their prey is stuck in time. Some prefer Spike Traps, and some Exploding Traps - in any case, they usually have at least one or two of the three. Trappers usually go for low THAC0 and more attacks per round - so they will be using the Scarlet Ninja-To, Belm or Melf's Minute Meteors among other things, topped with Improved Haste.

    Whichever type of Blade you wish to play will be up to you - you can even try combining some subkits together for maximum effect. The Blade's versatility knows no bounds, and with the proper items and spells, you can abuse this to great extent.


    ============================================
    Blade VS F/M/T, F/M and M/T - and the Blade VS Single Classes
    ============================================

    So how does the Blade differ from the thief-mage, fighter-mage and fighter-thief-mage?

    -Blade vs M/T

    SoA:
    The Blade is the better fighter, and the M/T is the better thief and spellcaster overall - though the Blade's spells are still more potent and his Pick Pockets will find more use and will usually be higher.
    They are very different classes, however. An M/T will prefer to stay discrete and cast spells from a distance, or rain arrows and backstab again and again to their heart's content.
    Blades will tend to fight like Fighter/Mages - they'll cast spells first then take their opponents head-on.
    Where thievery is concerned, solo Blades will be tripping traps (hopefully you have Stoneskin on) and banging doors and chests - M/T's will be laying and disarming traps and will rely on Lockpicking.
    Both classes can steal and pickpocket.

    ToB:
    In ToB, the Blade is the ultimate fighter, while the M/T is something else entirely - though basically he's still a powerful mage. The Blade can now lie traps - usually as much as or more than the M/T's, who has two HLA types to focus on and might want the advantage of more Mage HLA's.


    -Blade vs F/M/T

    SoA:
    These two are mortal enemies in SoA - competing with each other since they are very similar and employ the almost the same tactics.
    The advantage of the Blade is Offensive Spin and far higher levels - the advantage of the F/M/T are his better blend of thievery, magic and fighter skills.
    Both are almost as versatile. Both are good at melee, magic and thievery.
    The F/M/T is the lord of backstab, and the Blade is the prince of the fighting ground.(Second only to the Fighters, their kin and perhaps, the Monks).
    The Blade is the better caster - the F/M/T is the better thief. How you weigh these differences will determine your choice among the two - but in IMO think they're pretty much on level classes. And if you want a straight out character an F/M/T might make a better choice - the Blade is much more complicated and harder to play than an F/M/T.

    ToB:
    The F/M/T's lower levels take their tolls dearly on the class' overall performance, though he is still a force to be reckoned with. Unbuffed he is on-level with the Blade - but when everything has been taken into play, the F/M/T loses to the Blade's prowess.


    -Blade vs F/M

    SoA:
    The Fighter-Mage is the better Fighter AND spellcaster, though the Blade's spells are still more powerful. Tensor's will turn the Blade into a much better fighter, but will disallow him from casting spells - which the F/M does at leisure, coupled with formidable fighting skills. The Blade has two distinct advantages: High levels and Pick Pockets. F/M's win out over everything else overall.
    At least the Blade has a better solo potential.

    ToB:
    The F/M is still the better mage by far, but now the Blade has become the more powerful fighter. If the F/M chooses to outwin the Blade with Fighter HLA's he'll underdevelop his Mage HLA's - which gave him his edge in the first place. A big no-no, since the Blade will still win out over the F/M's fighting abilities despite anything he does anyway.
    It's a simple choice - if you want a powerful warrior who can cast high-level spells go for the F/M. If you want a decent fighter who can cast more powerful (if not fewer) spells, lay traps and can buff himself and others around him to heights beyond that which can be imagined, go for the Blade.

    -Blade vs Single Classes

    SoA:
    In SoA, the Blade is like a high-level mage with far less spells than a mage should have. This high-level mage, though, also has the abilities of a competent fighter and the stealing skills of a thief - and has a freedom that is roughly the combination of all three classes'.
    It is in this way that the Blade is stronger than most single classes in SoA - because he can do just about anything to an extent, and can combine specific skills to counter the single skills the other classes have.

    ToB:
    Upon reaching ToB though, the Blade gains the ability to exploit his abilities to the extremes. He might have been the Jack of all Trades, but thanks to HLA's he can now easily become the king in at least one.
    Given the three main disciplines - Thievery, Fighting and Magic, the Blade can become an expert in all three at the same time, and its when you combine this, along with his inherent Bardic skills, that you get something ultimate. No other class has the versatility and skill in all three disciplines that the Blade has, and can have.


    ============================================
    The Versatility Question
    ============================================

    The Blade is Versatile. But how? And why is this versatility so important?

    The Blade is very reliant on his items. The overall effectiveness of your Blade will be determined by the items or spells he has - so being in a party will cut down much of that Versatility which allows him to go to extremes. I'm not saying you should give every item you have to the Blade - only that you should give him as much as possible so he becomes more powerful.

    IMO, this is one of the reasons why Haer Dalis is never liked that much, and why only recently did get the respect he deserved. (Ever considered the fact that Haer was the second best swordsman in the prime material, second only to Drizzt himself when he joins you? Now that he's level 40 - and a Blade, at that - I'm sure Drizzt has long since lost his crown...)
    Blades are naturally weak at low levels, so Haer was never given much because it is assumed that he's fairly weak. That's why he seldom gets very powerful.

    Others may argue that any character will become overpowered when given too many items - but if you give a fighter, a mage, or even a druid all the items in the BG2 they'll only become powerful to some extent. The Blade has no such limit, and will get stronger with every useful item you give him - all the way up, to oblivion and beyond, and his options will continue to increase until you have far more than you can need.

    So when you have a Blade in your party, whether PC or NPC, give him the best and he'll be more than able to respond in kind. :)


    ============================================
    Progression Tables
    ============================================

    Blade Spell Progression:

    Level 1 2 3 4 5 6

    1 - - - - - -
    2 1 - - - - -
    3 2 - - - - -
    4 2 1 - - - -
    5 3 1 - - - -
    6 3 2 - - - -
    7 3 2 1 - - -
    8 3 3 1 - - -
    9 3 3 2 - - -
    10 3 3 2 1 - -
    11 3 3 3 1 - -
    12 3 3 3 2 - -
    13 3 3 3 2 1 -
    14 3 3 3 3 1 -
    15 3 3 3 3 2 -
    16 4 3 3 3 2 1
    17 4 4 3 3 3 1
    18 4 4 4 3 3 2
    19 4 4 4 4 3 2
    20 4 4 4 4 4 3
    21 5 4 4 4 4 3
    22 5 5 4 4 4 3
    23 5 5 5 4 4 3
    24 5 5 5 5 4 3
    .
    .
    .
    28 5 5 5 5 5 3
    .
    30 5 5 5 5 5 4
    .
    .
    .
    38+ 5 5 5 5 5 5


    Blade THAC0 Progression:

    Levels: THAC0:
    1-2 20
    3-4 19
    5-6 18
    7-8 17
    9-10 16
    11-12 15
    13-14 14
    15-16 13
    17-18 12
    19-21 11
    22+ 10 10

    [ November 21, 2003, 10:36: Message edited by: Scythesong Immortal ]
     
  2. Manus Gems: 13/31
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    Scythesong Immortal, you should consider providing this FAQ to Tal for download from Sorcerer's Place once finished, as it may earn you an avatar! :)

    I was very intigued by the bard kits available in SoA, Blade, Skald, (Swashbuckler too, but that is a thief IIRC) and even the jester after reading some of the works of Robin Hobb.

    I admit, these past few weeks I have totally swung my opinion about face as regard Haer'Dalis; I look forward to seeing this in it's completion.
     
  3. Skywind Gems: 10/31
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    Well, see if you can argue my points.
    1.Multi-classed fighter/mage has 2 classes HLAs to choose from, while blade only have 1 class's HLAs and a few of thief's. Btw,the fighter's greater whirlwinds are better than the O/D spins of blades.

    2.Blade practical has to cast protection or enhancement spells before he can handle a difficult battle, while f/m can handle some of the difficult battle with his/her HLAs alone, thus saving his/her spells for more difficult ones.

    3.Pickpocket and lore issue can be settled by the npcs, so no big deal to me.

    [ November 05, 2003, 07:57: Message edited by: Skywind ]
     
  4. Menion Leah Gems: 9/31
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    I don't think you can steal the girdle of hill giant strength, dak'kon's zerth blade and most other really nice items. I know you can use stealing to acuumulate lots of gold and then buy those items, but maybe you should say that.

    Furthermore, I don't really think your guide is very great as of yet. I think the comparison with the F/M, T/M and F/T/M are very important and also the strategies/tips section. But since you are going to do those things later, I think it can be really good.
     
  5. Scythesong Immortal Gems: 19/31
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    @Skywind
    Well, see if you can argue my points.
    1.Multi-classed fighter/mage has 2 classes HLAs to choose from, while blade only have 1 class's HLAs and a few of thief's. Btw,the fighter's greater whirlwinds are better than the O/D spins of blades.
    ------------->
    I have yet to place figures into the FAQ, and I'm afraid this arguement will need lots of them. I'll be putting them this evening or tomorrow - anyways, as for the two class HLA's vs the Bard's only one, I'll have to say that the Blade has ways of catching up on the F/M's fighting abilities. He'll lose to the F/M's magical abilities, but that's where the Thief HLA's will kick in.

    2.Blade practical has to cast protection or enhancement spells before he can handle a difficult battle, while f/m can handle some of the difficult battle with his/her HLAs alone, thus saving his/her spells for more difficult ones.
    ------------------------->
    The Blade can become a very powerful class for only so short a time... and during this time he is nigh-unstoppable, able to take on anything. How he manages without his spells will be discussed in another section.

    3.Pickpocket and lore issue can be settled by the npcs, so no big deal to me.
    -------------------->
    That's different.

    I don't think you can steal the girdle of hill giant strength, dak'kon's zerth blade and most other really nice items. I know you can use stealing to acuumulate lots of gold and then buy those items, but maybe you should say that.
    -------------------------->
    I will. :) That's why I meant, though.

    Furthermore, I don't really think your guide is very great as of yet. I think the comparison with the F/M, T/M and F/T/M are very important and also the strategies/tips section. But since you are going to do those things later, I think it can be really good.
    ------------------------------>
    Comparing the Blade agains tthe other classes will really come to no point as they handle situations quite differently, but I'll be stating the pros, cons, advantage and disadvantage points.

    I'll take on any arguement... the more the better. :)
    They'll make the FAQ so much better in any case. Anyways, I'm gonna install BG2 and try to play my old Blade saves all over again, and I'll be adding many more details tomorrow.
    I'm also gonna make a completely different section exclusive to Blades that answer questions like those of Skywind and Menion Leah. Keep them coming. :)

    [ November 05, 2003, 09:37: Message edited by: Scythesong Immortal ]
     
  6. fade Gems: 13/31
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    Lets say you are soloing a blade, how do you deal with the low thac0 until you get tensers transformation? I tried a blade(it was in a party, and that is what saved me) and I couldn't hit squat. Even using the girdle of stregth I couldn't hit squat. Sure the stoneskin prevented me from getting hurt, but what is the point if you can't hurt anything in return?

    Maybe if you solo, it will be easier, since when you get out of the Irenicus Dungeon you would probaly be level 11-12.
     
  7. Mystra's Chosen Gems: 22/31
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    Well, I don't have ToB, but Scythesong invited me (I think), so here I am.

    A solo Blade is totally different to a party Blade for one reason. Equipment. When you solo, you give the Blade all the best euipment. In a party there's the misconception that a Blade can't do too much so he doesn't get the best stuff.
     
  8. Grandalf the Green Sorcerer Gems: 5/31
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    @scythesong

    Actually, atleast in PnP, most the players I know/knew, praised bard to the 7th heaven, also saying it was overpowered compared to other Classes. I haven't got any real experience on that since I never played a Bard in PnP, but IIRC, they were pretty darn good in our sessions.

    sry, a bit :yot: but had to say this =)

    I think blades are the mediocre class, but still, what would be THE uber, would be some form of Anti-Paladin that would be the perversed version of the goody-shoe paladin :D :evil:

    I think the bards should have something more, can't say what, but something they are missing :)
    And I agree with most of the people in the blade's THAC0, it needs boosting on the lower lvl's and sometimes even in the higher levels

    Newbie question, Is it possible to Dual class a Bard/Blade etc?
     
  9. Leslie Gems: 3/31
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    I once soloed a Blade (she is now bored to death waiting for me in TOB ;) ) through all the SOA with Tactics on Insane. I NEVER used Tenser's Transformation because there was no need, especially after you get Mislead ... :D
    Actually - I stand corrected - I did use it once - when fighting Kuroisan - but yes, that was the only time.
     
  10. Buck Naked Gems: 8/31
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    "Newbie question, Is it possible to Dual class a Bard/Blade etc?"

    No.
     
  11. Mystra's Chosen Gems: 22/31
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    That's a double no. You can't dual a class to the same class, and you can't dual Bards.
     
  12. Scythesong Immortal Gems: 19/31
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    The Guide is almost finished. I've considered putting in an item build or item list, but I guess people tend to play differently and might want to go their own way. I may need comments or suggestions on this.
    If there are any more questions or if some questions aren't answered in the FAQ, post them so I can make the edits or continue making the FAQ section - which I've decided not to include for now since most of them are already answered in the Guide.

    [ November 11, 2003, 07:48: Message edited by: Scythesong Immortal ]
     
  13. Faraaz Gems: 26/31
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    @ Scythesong:
    I was very interested by your suggestion for playing through with the blade, especially after going through your thread here. I must say you've certainly made a very convincing case for Blades...

    I've made a solo Blade with *** in dual weild, and 1 * in Katanas. I have him using a Katana+1 right now, but eventually, I hope to have prof.s in Short Swords, Scimitars and Long Swords too, and end up dual-weilding the Celestial Fury with Belm +2, and then Scarlet Ninja-to +3 after getting the Use Any Item ability.

    I had a few questions regarding the Blade...

    With ToB installed, what are the maximum spells per spell level possible?

    Where can I find some nice armor for him, which he can use WITHOUT losing his spell casting abilities?

    At what level do I get access to 6th lvl spells with the Blade? ( I very badly need Improved Haste and Tensor's Transformation)

    Does the increase in pickpocketing skillpoints stop after a point or does it eventually max out like a Thief's skills?

    Also, I noticed in ToB that blades DONT get the Spike Trap, Time Trap etc. I think this was because of a mod I had installed, which has to be either Ascension or Tactics, which alters your HLA selection. I'm pretty sure of that because I re-installed BG2 without the aforementioned mods, and those abilities were available again!

    Thats it for now I suppose. And I must say... I'd underestimated Blades...they can be quite fun! :cool: :cool:
     
  14. jeremiah Gems: 4/31
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    A bit off topic but you wouldn't happen to have installed Avenger's Rogue Rebalancing mod did you? He streamlined the rogue and bard's HLAs to better reflect their differences.
     
  15. Buck Naked Gems: 8/31
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    "Right after a Blade escapes Irenicus' Dungeon his first concern should be finishing the Planar Sphere Quest - which shouldn't be much of the challenge if you've equipped yourself well beforehand. Until the Bladesinger Chain comes into play, the Melodic Chain will be the Blade's best choice of armor. The Gauntlets of Weapon Mastery and Boots of Speed, both of which can be won in this quest, will also make handy bonuses."

    You're confusing the mage stronghold (AKA Valygar Corthala) Planar Sphere quest with the bard stronghold (AKA Five Flagons) Planar Prison quest.
     
  16. Scythesong Immortal Gems: 19/31
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    Heh, thanks. A nasty oversight, that. :)
    I mean the Planar Prison Quest of course...

    BTW,
    Faraaz I'll do some research today and post up the progression tables tomorrow. But if you want the info now I remember having come through a THAC0 progression chart and a spell progression chart in this site somewheres...
     
  17. Tassadar Gems: 23/31
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    very cool guide so far, scythesong

    especially the mislead/bardsong thing - cheesy perhaps, but hey, so is mislead/backstab

    nice one
     
  18. Mayfairy Gems: 8/31
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    Personally I like rogues too much to try any other class, but when I played BG2, I remember having one blade NPC in my group and if I remember correctly I was positively surprised. Maybe I'll have to get BG2 again, this time with ToB and try out that blade. Seems interesting.
     
  19. Cryonic Gems: 1/31
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    @scythesong immortal
    Just a minor detail : improved haste and mislead are both level 6 spells, IIRC, not 5 as you mentioned.
     
  20. Scythesong Immortal Gems: 19/31
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    Made the adjustments and added the progression tables. I have yet to find the Bard's ToB spell progression numbers. :(
    BTW, thanks for the correction Cryonic.
     
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