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Phillip Daigle, Jonathan Hill, Alan Miranda, Jeff Payne  \nAdventurer’s Guide Lead: Dee Pennyway  \nWriting: Andrew Foley, Dee Pennyway, Amber Scott  \nEditing: Andrew Foley  \nAdditional Proofreading: Jamie Beadle, Filip Flechtner, Richard Hilton, Keith Marshall, Jeff Payne, Robert Rath  \nProducer: Alan Miranda  \nPublishing and Marketing Coordinator: Amber Scott  \nCover Illustrator: Thea Kent  \nInterior Illustrators: Mad Bee, Nat Jones, Thea Kent, Tom Rhodes  \nOriginal Manual Writing & Compilation: Drew Karpyshyn, Ray Muzyka, Lukas Kristjanson, and James Ohlen, with Ross Gardner and Kevin Martens, and with thanks to Greg Peterson, Chris Parker, and Wizards of the Coast.  \nSpecial Thanks  \nWe’d like to extend special recognition to David Gershman, John Feil, Kate Irwin, Shauna Narciso, Ben Petrisor, Nathan Stewart, Emi Tanji, and all our friends at Wizards of the Coast.  \nDisclaimer: The miniature giant space hamsters in Baldur’s Gate: Enhanced Edition are professionals. Beamdog is not liable for damages incurred by you or your miniature giant space hamster attempting to replicate the great feats or epic deeds featured in the game. We honestly can’t believe we even have to write this, but as we apparently do, it really cannot be overemphasized: please, PLEASE do NOT take your miniature giant space hamster into pitched battle.  \n© 2016 Beamdog. © 2016 Hasbro, Inc. All Rights Reserved. Baldur’s Gate, Dungeons & Dragons, D&D, Forgotten Realms, Wizards of the Coast and their logos are trademarks of Wizards of the Coast LLC in the U.S.A. and other countries, and are used with permission. Hasbro and its logo are trademarks of Hasbro, Inc. and are used with permission. ©1998 BioWare Corp. All Rights Reserved. Bioware, the BioWare Infinity Engine and the BioWare logo are trademarks of Bioware Corp. Black Isle Studios and the Black Isle Studios logo are trademarks of Interplay Entertainment Corp..All other trademarks are the property of their respective owners.  \nFrom the Cover: In the heart of a ruined temple, a wizard matches power with a terrifying behir in this scene illustrated by Thea Kent.  \nContents  \nIntroduction 5  \nAD&D Rules 5  \nReal-Time and AD&D 5  \nChapter 1: Ability Scores 7  \nStrength 7  \nDexterity 8  \nConstitution 9  \nIntelligence 10  \nWisdom 10  \nCharisma 11  \nChapter 2: Races 13  \nHuman 13  \nDwarf 13  \nElf 13  \nGnome 14  \nHalf-Elf 14  \nHalf-Orc 14  \nHalfling 14  \nChapter 3: Classes 15  \nHit Dice 15  \nMaximum Hit Dice 15  \nPrimary Abilities 15  \nMulti-Classing 15  \nFighter 16  \nRanger 18  \nPaladin 20  \nCleric 22  \nDruid 24  \nBard 25  \nMonk 26  \nThief 28  \nMage 30  \nSorcerer 33  \nShaman 34  \nMulti-Class Characters 35  \nChapter 4: Alignments 37  \nStarting Reputation 37  \nLawful Good 37  \nNeutral Good 37  \nChaotic Good 37  \nLawful Neutral 37  \nTrue Neutral 37  \nChaotic Neutral 38  \nLawful Evil 38  \nNeutral Evil 38  \nChaotic Evil 38  \nChapter 5: Skills and Abilities 39  \nWeapon Proficiencies 39  \nFighting Styles 40  \nThieving Abilities 40  \nInfravision 41  \nDetecting Secret Doors 42  \nMagic Resistance 42  \nTurning Undead 42  \nLore 42  \nChapter 6: Adventuring 43  \nMovement 43  \nDialogue 43  \nFighting 43  \nResting 43  \nFatigue 43  \nEncumbrance 44  \nIntoxication 44  \nReputation 44  \nExperience Points 45  \nChapter 7: Combat 47  \nPersonal Initiative Rounds 47  \nInitiative 47  \nSpeed Factor 47  \nCasting Time 47  \nTHAC0 and Armor Class 47  \nCritical Hits and Misses 47  \nSaving Throws 48  \nImproving the Odds 48  \nMorale 48  \nParalysis 49  \nPoison 49  \nDeath and Resurrection 49  \nHealing 49  \nChapter 8: Magic 51  \nWizard Spells 51  \nPriest Spells 51  \nSchools of Magic 51  \nRange 52  \nDuration 52  \nCasting Time 52  \nArea of Effect 52  \nSaving Throw 52  \nChapter 9: Spells 53  \nWizard Spells 53  \nPriest Spells 54  \nChapter 10: High-Level Abilities 105  \nAbility Descriptions 106  \n10th-Level Spells 109  \nQuest-Level Spells","cbCaijTAkoGET8T3","https://ap.wps.com/l/cbCaijTAkoGET8T3","pdf",34367589,154,"English","# Introduction\n# AD&D Rules\n## Real-Time and AD&D\n# Chapter 1: Ability Scores\n# Chapter 2: Races\n# Chapter 3: Classes\n# Chapter 4: Alignments\n# Chapter 5: Skills and Abilities\n# Chapter 6: Adventuring\n# Chapter 7: Combat\n# Chapter 8: Magic\n# Chapter 9: Spells\n# Chapter 10: High-Level Abilities\n# Chapter 11: Equipment\n# Appendix: Player’s Bestiary","[{\"question\":\"What rules does the Adventurer’s Guide explain for Baldur’s Gate Enhanced Edition?\",\"answer\":\"It explains how the game uses modified Advanced Dungeons \\u0026 Dragons rules as its foundation, including underlying mechanics that help players build characters and plan strategies.\"},{\"question\":\"How does real-time combat relate to turn-based AD\\u0026D concepts?\",\"answer\":\"Baldur’s Gate is played in real-time, but each character follows personal initiative rounds to preserve turn-based timing, affecting when actions like casting spells can occur.\"},{\"question\":\"Which main rule areas are covered in the book’s chapter outline?\",\"answer\":\"The guide covers ability scores, races, classes and multiclassing, alignments, skills and abilities, adventuring, combat, magic, spells, high-level abilities, equipment, and appendices such as a player’s bestiary.\"}]","Adventurer’s Guide - Enhanced Edition - Disclaimer | PDF",1791255717,237]