Published on August 7, 2020
Updated on August 27, 2022

Baldur's Gate: Enhanced Edition - All Races & Racial Traits

About BG1

Release Date
Dec 21, 1998
Developer
BioWare
Publisher
Beamdog
Country of Origin
Canada
Franchise
Baldur's Gate

More BG1 Content

Classes
Races

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The original Baldur’s Gate came out back in 1998, and it’s living proof until today that a well-designed game can be a mind-blowing experience, without the need for advanced technology and visuals. Of course, a huge part of its success is owed to its Dungeons & Dragons mechanic adaptions, along with races and classes of the aforementioned pen & paper RPG titan.

In this list, we will be taking a close look at all of Baldur’s Gate races and their passive traits, in order to make your character creation easier, since going back and forward in-game is quite a pain – even in the Enhanced Edition.

Of course, choosing a race always falls into personal preference more than anything else, but it’s still important to know the traits of your race, and how you can synergize them with your class choice and your character’s progression.

With that said, make sure to check all BG classes before you make your final race choice, since the synergy options are too many!

Table of Contents

Human

Humans are the predominant race in Faerûn. Humans rule most of the significant empires and kingdoms in the realms. They are the most social and tolerant of races, excepting perhaps the halflings. Humans may advance as any class and are also the only race that can dual-class. Humans may not multi-class.

Humans don’t have any extra racial traits.

Elf

Elves tend to be shorter and slimmer than humans. Their features are finely chiseled and delicate, and they speak in melodic tones. Elves are looked upon as being frivolous and aloof.

They concern themselves with natural beauty, dancing, frolicking, and other similar pursuits. Their humor is clever, as are their songs and poetry. There are six racial divisions of elves within the realms: gold elves, moon elves, wild elves, sea elves, dark elves (drow), and winged elves (avariel).

Elves have the following traits:

  • 90% resistance against charm and sleep magics.
  • Infravision.
  • +1 THACO bonus with bows, short swords, and long swords.
  • -5% Open Locks. +5% Pick Pockets. +5% Move Silently. +10% Hide in Shadows.
  • +1 Dexterity. -1 Constitution.

Half-Elf

Half-elves are a mix of human and elven blood. They are handsome folk, with good features from each of their parent races. A half-elf has the curiosity, inventiveness, and ambition of their human ancestors and the refined senses, love of nature, and artistic tastes of their elven ancestors.

Half-elves have the following traits:

  • 30% resistance against charm and sleep magics.
  • Infravision.
  • +10% Pick Pockets, +5% Hide in Shadows.

Dwarf

Dwarves are short and stocky, easily identifiable by their size and shape. They have ruddy cheeks, dark eyes, and dark hair. Dwarves tend to be dour and taciturn. They are given to hard work, and care little for most humor. They enjoy beer, ale, mead, but most of all, they love gold. There are four racial divisions of dwarves within the realms: shield dwarves, gold dwarves, wild dwarves, and duergar.

Dwarves have the following traits:

  • +2 bonus to Saving Throws vs. Paralysis/Poison/Death, vs. Rod/Staff/Wand, and vs. Spell, with additional bonuses based on Constitution.
  • Infravision.
  • +10% Open Locks, +15% Find Traps, +5% Detect Illusion, +10% Set Traps.
  • +1 Constitution, -1 Dexterity, -2 Charisma.

Halfling

Halflings are short, generally plump people, very much like small humans. Their faces are round and broad, and often quite florid. Their hair is typically curly, and the tops of their feet are covered with coarse hair. Overall they prefer the comforts of home to dangerous adventuring. They enjoy good living, rough humor, and homespun tales. There are three racial divisions of halflings within the realms: the hairfoot, tallfellow, and stout.

Halflings have the following traits:

  • +2 bonus to Saving Throws vs. Paralysis/Poison/Death, vs. Rod/Staff/Wand, and vs. Spell, with additional bonuses based on Constitution.
  • +1 THACO bonus with slings.
  • +5% Open Locks, +5% Find Traps, +5% Pick Pockets, +10% Move Silently, +15% Hide in Shadows.
  • +1 Dexterity, -1 Strength, -1 Wisdom.

Gnome

Kin to dwarves, gnomes are noticeably smaller than their distant cousins. Gnomes, as they proudly maintain, are also less rotund than dwarves. Most have dark tan or brown skin, white hair, and rather large noses. Gnomes have lively and sly senses of humor, especially for practical jokes. They have a love for nature that is only matched by their love for gems and jewelry. There are two racial divisions of gnomes within the realms: rock gnomes and deep gnomes (svirfneblin).

Gnomes have the following traits:

  • +2 bonus to Saving Throws vs. Rod/Staff/Wand and vs. Spell, with additional bonuses based on Constitution.
  • Infravision.
  • +5% Open Locks, +10% Find Traps, +5% Move Silently, +5% Hide in Shadows, +10% Detect Illusion, +5% Set Traps.
  • +1 Intelligence, -1 Wisdom.

Half-Orc

Half-orcs are born from the union of human and ore parents. They are as tall as humans, but a little heavier due to their muscular builds. Their greenish pigmentation, sloping forehead, jutting jaw, prominent teeth, and coarse body hair make their lineage plain for all to see.

In the Sword Coast, half-orcs are tolerated, as unlike in the north the local people haven’t had centuries of warfare with ore kind. Half-orcs are known for their great strength.

Half-orcs have the following traits:

  • Infravision.
  • +1 Strength, +1 Constitution, -2 Intelligence.
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Babalon, Mother of Abominations

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