Weapon Proficiency

A Weapon Proficiency is a skill that determines how well a character can handle certain types of weapons, which may add penalties or bonuses to their attack and damage, depending on the skill level. Most non-warrior classes may become proficient (one proficiency slot) in their weapon array; paladins and rangers can specialize (two slots), and only fighters are able to achieve grand mastery (all five slots).
Certain non-humanoid creatures might also be proficient in fighting with their specific weapons, or even master these.
Examination of the unmodded basic and EE game files indicate that many, but certainly not all, weapon wielding opponents in the game lack individual assigned weapon proficiencies or fighting style points that reflect the changes made to Weapon Proficiency assignment in BG2 SoA and the EE. However, many of these creatures retain the original weapon proficiencies that are grouped together, such as "Large Swords", "Blunt Weapons" or "Missile Weapons". These older or original weapon proficiencies will still provide bonuses in Infinity Engine game versions, including EE. They may not be visible (on the character record) and are "behind the scenes" values. In the popular Save Editors tool, EE Keeper, these values are titled "Legacy Proficiencies" and are listed on the "Miscellaneous" Tab.
Due to previous editing and decisions on this Wiki, a number of creature articles do not actually calculate the final adjusted To Hit, Damage, Weapon Speed Factor and Attacks per round that are modified by Weapon Proficiency. Just be aware that some of these reported values in the info boxes may be slightly off regarding to hit values, damage, weapon speed factors, damage bonuses and final attacks per round - unless specifically noted.
==Skill lists==
Original Baldur's Gate I system
Proficiency 	Excluded classes
Bow 	
* Clerics, incl. all multi-class options
* Druid and Fighter / Druid
* Mages
Spiked Weapons 	
* Druid and Fighter / Druid
* Mages
* Mage / Thief
* Thief
Small Sword 	
* Clerics, incl. all multi-class options
Large Sword 	
* Clerics, incl. all multi-class options
* Mages
Axe 	
* Clerics, incl. all multi-class options
* Druid and Fighter / Druid
* Mages
* Mage / Thief
* Thief
Blunt Weapons 	–
Missile Weapons	–
Spear 	
* Clerics, incl. all multi-class options
* Mages
* Mage / Thief
* Thief
===Baldur's Gate & Tales of the Sword Coast===
:For Baldur's Gate: Enhanced Edition and Siege of Dragonspear, see further below.
The original Baldur's Gate groups certain, "similar" weapons together and offers only a few categories of weapon proficiencies: eight in number.
:See the table to the right for a listing and forbidden classes.
This makes characters more versatile, and they can quickly switch to a different weapon of the same category – e.g. if the one used suddenly breaks – without having to deal with penalties during combat.
===Icewind Dale===
:Main article: Weapon Proficiency on the Icewind Dale Wiki.
Icewind Dale, a "sister" game of Baldur's Gate, which was developed and published between the first and the second part of the Bhaalspawn saga, has a more specialized system of weapon proficiencies, splitting the Baldur's Gate I categories up into many more single weapon types, and keeping only very few weapons within one category.
:See the table below for a listing and comparison with Baldur's Gate I and II.
Class restrictions are also handled slightly different from the Baldur's Gate games:
* Crossbows can't be chosen by Thieves
===Baldur's Gate II & Enhanced Editions===
Baldur's Gate II: Shadows of Amn further cuts down the weapon proficiencies and binds most of them to a single weapon, following even closer the underlying Advanced Dungeons & Dragons 2nd Edition ruleset, documented e.g. in the Player's Handbook. Remaining exceptions are:
* the grouping of scimitars, wakizashi and ninjatōs – mostly new weapons in Part II;
* no difference between Flail and Morning Star – formerly the "Spiked Weapons";
* no difference between light and heavy crossbows;
* and throwing variants of otherwise melee weapons – axes, daggers, and hammers – don't need an own proficiency, either.
These expansions of the weapon proficiency system were carried over into and are still valid for the Enhanced Editions of the games, with slight spelling changes.
:See the table below for a listing, forbidden classes and the Baldur's Gate I proficiencies for a comparison.
Proficiency groupings since Baldur's Gate II
Proficiency 	BG & TotSC 	IWD 	Excluded classes
 	Large Sword 	Great Swords 	
* Beast Masters
* Clerics, incl. all multi-class options
* Druids and Fighter / Druid
* Monks
* Thieves and Mage / Thief
* Shamans
* Wizards
 	Large Sword 	Large Swords Incl. Broad Swords 	
* Beast Masters
* Clerics, incl. all multi-class options
* Druids and Fighter / Druid
* Shamans
* Wizards
 	Small Sword 	Small Swords 	
* Beast Masters
* Clerics, incl. all multi-class options
* Druids and Fighter / Druid
* Shamans
* Wizards
Incl. Throwing Axe 	Axe 	Axes 	
* Beast Masters
* Clerics, incl. all multi-class options
* Druids and Fighter / Druid
* Monks
* Thieves and Mage / Thief
* Wizards
 	Large Sword 	Great Swords 	
* Beast Masters
* Clerics, incl. all multi-class options
* Druids and Fighter / Druid
* Monks
* Thieves and Mage / Thief
* Shamans
* Wizards
 	Large Sword Katanas don't exist in the original Baldur's Gate and its Tales of the Sword Coast expansion, but if, they would be assigned to the weapon proficiency "Large Sword".	– 	
* Beast Masters
* Clerics, incl. all multi-class options
* Druids and Fighter / Druid
* Shamans
* Wizards
Incl. Wakizashi and Ninjatō	Large Sword 	Large Swords 	
* Beast Master
* Clerics, incl. all multi-class options
* Shamans
* Wizards
Incl. Throwing Dagger 	Small Sword 	Daggers 	
* Beast Masters
* Clerics, incl. all multi-class options
Incl. 
Throwing Hammer 	Blunt Weapons 	Hammers Incl. Mauls 	
*Beast Masters
*Druids and Fighter / Druid
*Monks
*Thieves and Mage / Thief
*Shamans
*Wizards
 	Blunt Weapons 	Clubs 	
*Wizards
 	
Spear 	Spears 	
*Beast Masters
*Clerics, incl. all multi-class options
*Monks
*Thieves and Mage / Thief
*Wizards
 	Spear 	Halberds 	
*Beast Masters
*Clerics, incl. all multi-class options
*Druids and Fighter / Druid
*Monks
*Thieves and Mage / Thief
*Shamans
*Wizards
Incl. Morning Star 	Spiked Weapons 	Flails For Morning Stars, see Maces	
*Beast Masters
*Druids and Fighter / Druid
*Monks
*Thieves and Mage / Thief
*Shamans
*Wizards
 	Blunt Weapons 	Maces Incl. Morning Stars 	
*Beast Masters
*Druids and Fighter / Druid
*Monks
*Thieves and Mage / Thief
*Shamans
*Wizards
 	Blunt Weapons 	Quarter Staves 	
*Monks
 	Missile Weapons 	Crossbows 	
*Cavalier
*Clerics, incl. all multi-class options
*Druids and Fighter / Druid
*Kensai
*Monks
*Shamans
*Wizards
 	Bow 	Bows 	
*Cavalier
*Clerics, incl. all multi-class options
*Druids and Fighter / Druid
*Kensai
*Monks
*Thieves and Mage / Thief
*Shamans
*Wizards
 	Bow 	Bows 	
*Cavalier
*Clerics, incl. all multi-class options
*Druids and Fighter / Druid
*Kensai
*Monks
*Wizards
 	
Missile Weapons 	Missile Weapons 	
*Cavalier
*Clerics, incl. all multi-class options
*Kensai
 	
Missile Weapons 	Missile Weapons 	
*Cavalier
*Kensai
Technical note: The old Baldur's Gate & Tales of the Sword Coast proficiencies are still existent and active in the game files of the newer games. Creatures that haven't the new proficiencies assigned to their code (e.g. ones that were imported into Shadows of Amn from Baldur's Gate or almost any in the Baldur's Gate: Enhanced Edition) do benefit from the old system's bonuses.Effect of weapon proficiencies — Beamdog Forums
#Thrown weapons in "melee" mode use the Str bonus to hit, not Dex
# Thrown weapons in "ranged" mode use the Dex bonus to hit, not Str
# In BG:EE the following "hurled" weapons also get the strength damage bonus, even in ranged mode: slings and throwing axes/daggers/hammers, but not darts.
==Fighting Styles==
Introduced in Baldur's Gate II & Enhanced Editions, these melee proficiencies apply to weapon/shield configurations instead of classes of weapons. They do not apply to ranged weapons. There are a few class restrictions. Wizards are not eligible for any fighting styles.
===Two-Handed Weapon Style===
Proficiency points give the following bonuses when fighting with a two-handed melee weapon.
# -2 speed (faster), +1 damage, plus a roll of 19 or 20 counts as a critical hit when using a two-handed weapon.
# -4 speed...
Monks and Wizards are not eligible for this style.
All two-handed weapons such as spear, quarterstaff, halberd, and great sword will benefit from points placed in this fighting style.
===Sword and Shield Style===
Proficiency points give the following bonuses when fighting with a one-handed melee weapon and a shield:
# -2 AC bonus vs. missiles.
# -4 AC vs. missiles.
Kensai, Monks and Wizards are not eligible for this style (they can't use shields).
===Single Weapon Style===
Proficiency points give the following bonuses when fighting with a one-handed melee weapon without a shield:
# -1 AC bonus and a roll of 19 or 20 counts as a critical hit when using a one-handed melee weapon without a shield.
# -2 AC...
Wizards are not eligible for this style.
===Two-Weapon Style===
Equipping a 2nd weapon instead of a shield (without spending any proficiency points) yields an extra attack per round with this weapon, at the cost of -4 penalty to attack rolls with the main weapon and -8 with the off-hand weapon. Spending proficiency points reduces these penalties as follows:
#-2 main, -6 off-hand
#-0 main, -4 off-hand
#-0 main, -2 off-hand
Monks and Wizards are not eligible for this style.
Additional considerations:
*Some weapons and shields provide benefits from simply being equipped.
*Some monsters require a +1 or +2 weapon to hit and finding two high quality weapons of the same type, or reaching a high proficiency in 2 different weapons can be challenging.
*There's no penalty for using a shield after gaining proficiency in Two-Weapon style. A shield can still be swapped for the off-hand weapon when the shield is more valuable than the chance that the 2nd weapon will do damage.
*Wielding 2 weapons yields almost as much chance of a critical hit as the Two-Handed and Single Weapon styles, but with 3 points of specialization, yields almost double the chance of a regular hit.
*When dual-wielding weapons with different ranges, only that of the mainhand weapon is taken into account. For example, a character who wields a Staff Mace (range: 2) in the mainhand and a dagger (range: 0) in the offhand, will be able to attack from range 2, but if the weapon hands are switched the range will be reduced to 0.
==Proficiency bonuses==
Proficiency (points spent)There's a minimum level requirement for masteries: 3 for Master, 6 for High Master and 9 for Grand Master. Examples: a Fighter can't be a Master on level 1; A dual-class Fighter3-Druid4 can't use the point gained on Druid4 to achieve High Master, unless the level up is delayed from 3 to 6; A dual-classed Fighter-Druid or Fighter-Thief can achieve Grand Master within the 161,000 XP cap of Baldur's Gate: Enhanced Edition, but the proficiency point gained on level 8 can only be added when delaying the level up from 7 to 9. This doesn't work in , because proficiency point allocation always follows the restrictions of the second class.	Proficiency (points spent)There's a minimum level requirement for masteries: 3 for Master, 6 for High Master and 9 for Grand Master. Examples: a Fighter can't be a Master on level 1; A dual-class Fighter3-Druid4 can't use the point gained on Druid4 to achieve High Master, unless the level up is delayed from 3 to 6; A dual-classed Fighter-Druid or Fighter-Thief can achieve Grand Master within the 161,000 XP cap of Baldur's Gate: Enhanced Edition, but the proficiency point gained on level 8 can only be added when delaying the level up from 7 to 9. This doesn't work in , because proficiency point allocation always follows the restrictions of the second class.	Unskilled (0) 	Proficient (1) 	Specialized (2) 	Master (3) 	High Master (4)	Grand Master (5)In , no known method makes it possible for player characters to achieve Grand Master. That became possible in Baldur's Gate: Enhanced Edition, see [P. 1].
Weapon Type 	APR bonus, warriors only WSPATCK.2DA(main hand weapons only) 	0 	0 	+0.5 	+0.5 	+0.5 	: +1.5: +0.5: +1
Weapon Type 	THAC0 modifier 	Warriors, Monks: +2Priests, most Rogues: +3Wizards, Shadowdancer: +5	0 	-1 	: -3: -2: -3 	: -3: -2: -3 	: -3: -2: -3
Weapon Type 	Damage bonus 	0 	0 	+2 	: +3:+2: +3 	: +5:+3: +4 	: +5: +4: +5
Weapon Type 	Speed Factor bonus 	0 	0 	0 	0 	-1 	-3
Fighting StyleApplies only for melee weapons or throwing weapons in melee mode. 	 	Nothing 	Damage: +1Speed Factor -2Crit: Roll 19	Damage: +1Speed Factor -4Crit: Roll 19	 	 	
Fighting StyleApplies only for melee weapons or throwing weapons in melee mode. 	Works with any one-handed melee weapon. 	Nothing 	AC vs Missile: -2 	AC vs Missile: -4 	 	 	
Fighting StyleApplies only for melee weapons or throwing weapons in melee mode. 	 	Nothing 	AC: -1Crit: Roll 19 	AC: -2Crit: Roll 19 	 	 	
Fighting StyleApplies only for melee weapons or throwing weapons in melee mode. 	 	Main hand THAC0: +4Off-hand THAC0: +8 	Main hand THAC0: +2Off-hand THAC0: +6 	Off-hand THAC0: +4 	Off-hand THAC0: +2	 	
==Slots gained with level by class group (Progression by leveling up)==
Growth rate differs based on class group. Multi-classes use only the class of the fastest progression. Dual-classes only gain slots from the current active class. Note that all rangers automatically start specialized in Two-Weapon Style. The numbers in this chart for that class are what can be chosen by the player, with the absolute total being two higher. Some classes will reach their maximum proficiency before their highest level due to limited weapon selection.
Level	Warrior group 	Priest & Rogue group 	Wizard group
1 	4 	2 	1
2 	 	 	
3 	1 	 	
4 	 	1 	
5 	 	 	
6 	1 	 	1
7 	 	 	
8 	 	1 	
9 	1 	 	
10 	 	 	
11 	 	 	
12 	1 	1 	1
13 	 	 	
14 	 	 	
15 	1 	 	
16 	 	1 	
17 	 	 	
18 	1 (Max for triple multi-classes) 	 	1 (Max for single-class)
19 	 	 	
20 	 	1 	
21 	1 (Max for cleric/ranger) 	 	
22 	 	 	
23 	 	 	
24 	1 (Max for fighter multi-classes) 	1 (Max for cleric/mage) 	1
25 	 	 	
26 	 	 	
27 	1 	 	
28 	 	1 (Max for thief multi-classes, druid, monk, shaman)	
29 	 	 	
30 	1 	 	1 (Max for dual-class mage)
31 	 	 	
32 	 	1 (Max for single-class cleric) 	
33 	1 (Max for ranger, paladin) 	 	
34 	 	 	
35 	 	 	
36 	1 	1 (Max for dual-class warrior cleric) 	
37 	 	 	
38 	 	 	
39 	1 	 	
40 	 	1 	
Total	17 for fighter, barbarian15 for ranger, paladin12 for fighter multi-classes11 for cleric/ranger10 for triple multi-classes	
12 for thief, bard11 for dual-class warrior cleric10 for single-class cleric9 for thief multi-classes, druid, monk, shaman8 for cleric/mage	
4 for single-class6 for dual-class mage
==Allowed slots investments by class kit==
Max slots per weapon differs based on class kit. Fighter, ranger multi-classes may specialize (2 slots), other combinations may only be proficient (1 slot); dual-classes gives the better of the two caps, with fighter dualing are allowed up to 5 slots (both when dualing from and to fighter), but beware of risking wasting and permanently losing any duplicate slot expenditure, as the slots spent are not combined, only chosen the better value if you take the same proficiency in both classes, so keep track of what you have spent. Fighting styles have different investment values.
At level 1 on character creation, fighter classes cannot allocate more than 2 slots per weapon type or style.
Class 	Class kit 	Max slots allowed	Exceptions / Restrictions
Fighter 	Berserker 	5 	Limited to Proficient in ranged weapons
Fighter 	Kensai 	5 	Cannot use ranged weapons
Fighter 	Barbarian 	2 	Mastery in Two-Weapon Style
Fighter 	Dwarven Defender 	2 	High Mastery in Axes and WarhammersMastery in Two-Weapon Style
Fighter 	Other fighter kits 	5 	
Fighter multi-classes	Fighter multi-classes	2 	Restricted to cleric or druid weapon selection if using respective classMastery in Two-Weapon Style
Ranger 	Archer 	1 	Grand Mastery in Crossbows, Longbows, and ShortbowsSpecialization in Darts and SlingsMastery in Two-Weapon Style (starts Specialized)
Ranger 	Beast Master 	2 	Cannot use metal weapons (Club and Quarterstaff are only melee options)Mastery in Two-Weapon Style (starts Specialized)
Ranger 	Other ranger kits 	2 	Mastery in Two-Weapon Style (starts Specialized)
Paladin 	Cavalier 	2 	Cannot use ranged weaponsMastery in Two-Weapon Style
Paladin 	Other paladin kits 	2 	Mastery in Two-Weapon Style
Cleric 	Cleric 	1 	Weapons limited to: War Hammer, Club, Flail, Morningstar, Mace, Quarterstaff, and Sling
Druid 	Druid 	1 	Weapons limited to: Scimitar, Dagger, Club, Spear, Quarterstaff, Dart, and Sling
Thief 	Swashbuckler 	1 	Specialized in Thief melee weapons (no extra APR)Mastery in Two-Weapon StyleSpecializedCE / ProficientEE in other fighting styles
Thief 	Other thief kits 	1 	Weapons limited to: Long Sword, Short Sword, Katana, Wakizashi, Ninja-To, Scimitar, Dagger, Club, Quarterstaff, Light Crossbow, Shortbow, Dart, and Sling
Bard 	Blade 	1 	Mastery in Two-Weapon Style
Bard 	Other bard kits 	1 	
Mage, Sorcerer 	Mage, Sorcerer 	1 	Can only use certain weapons: Dagger, Quarterstaff, Dart, and SlingCannot use fighting styles
Monk 	Monk 	1 	Weapons limited to: Long Sword, Short Sword, Katana, Wakizashi, Ninja-To, Scimitar, Dagger, Club, Dart, and SlingCannot use fighting styles other than Single Weapon Style
Shaman 	Shaman 	1 	Weapons limited to: Dagger, Club, Spear, Axe, Quarterstaff, Dart, Sling, and Shortbow
Dual-Class 	Dual-Class 	Varies 	Weapon restrictions follows Multi-class
: Max slots always follows second class: Max slots follows second class until both are active, becomes the less restrictive from both
==Achievements==
Increasing the proficiency with any weapon to five points, becoming a "Grand Master", will unlock an achievement in Baldur's Gate: Enhanced Edition and Baldur's Gate II: Enhanced Edition.
==Bugs related to weapon proficiency==
The non-proficiency penalty for Shadowdancers and Mage-Thieves is incorrect. Reference (clswpbon.2da).
As of BG2EE 2.6, Natural weapons (claws, bites, etc.) and magically created weapons (e.g. Chill Touch) should not benefit from weapon style proficencies. This is identified for correction in the pending Enhanced Edition Fix Pack (EEFP). 
Ref: (brblp.itm, brbrp.itm, cdbrbrp.itm, cdbrbrp2.itm, cdgoliro.itm, cdmindfl.itm, cdwolfm.itm, cdwstyl1.eff, cdwstyl1.spl, cdwstyl2.eff, cdwstyl2.spl, chillt.itm, critical.itm, druear.itm, drufir.itm, earthrn.itm, firern.itm, ghoult.itm, harm.itm, plybass.itm, plybear1.itm, plybear2.itm, plymstar.itm, plyspid.itm, plyspid2.itm, plytroll.itm, plywolf1.itm, plywyvrn.itm, polyrat.itm, sgrasp.itm, slayerw1.itm, slayerw2.itm, slayerw3.itm, slayerw4.itm, slaylive.itm, squirp.itm, statdesc.2da, trollall.itm, wolfgr.itm, wolfm.itm, wswolf.itm)
==External links== 
*
Category:Classes
Category:Game mechanics