ICEWIND DALE II
faq and
walkthrough
=================
by kaichern tee
teekc@mail.com
starts Oct 7 2002
finished Oct 19 2002
last update Nov 24 2002
version 1.4
actual version 1.4.1.031079-zdf-bs/99*25
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If you have interest in translating this faq and place it in other
website, please contact me. We can work together to make it better.
If you have any question about this game, i suggest you go first to
one of the following forums because i believe people there will be
more informative while answering your question.
GameFAQs at
http://s1.cgi.gamefaqs.com/boards/gentopic.asp?board=15119
Black Isle at
http://feedback.blackisle.com/forums/
Socerers net at
http://www.sorcerers.net/cgi-bin/ultimatebb.cgi?ubb=forum;f=14
If you want to email me teekc@mail.com, you would need to specify
"icewind dale 2" at your title since i receive a lot of junk mails.
Be inform that my PC operating system can decode chinese (traditonal
and simplified). So if you want to, you can email me in Chinese.
Feel free to correct my mistake. Any help from anyone regarding this
faq will be credited and none of the email address will be post unless
requested. Note that your emails might be quoted in this faq. In the
process, i might modify incorrect words. If you feel that i quoted
wrongly please inform me. Also, if more then a person telling me the
same thing, i will credit everyone but use the expression of my own.
Please inform me if i said something wrong.
This faq may be posted on any site so long as nothing is changed and
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This faq is also posted in the following websites,
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This Document is Copyright 2002 by kaichern tee
ICEWIND DALE II copyright 2002 by Interplay Entertainment
Corp. All Rights Reserved.
The BioWare Infinity Engine copyright by 1998-2002 BioWare
Corp. All Rights Reserved.
Icewind Dale, Icewind Dale II, Baldur's Gate, FORGOTTEN
REALMS, DUNGEONS & DRAGONS, Wizards of the Coast are
trademarks of Wizards of the Coast, Inc., a subsidiary
of Hasbro, Inc., and are used by Interplay under license
from Infogrames Interactive, Inc.
Black Isle Studios are trademarks of Interplay
Entertainment Corp.
The BioWare Infinity Engine trademarks of BioWare Corp.
All other copyrights are property of their respective
owners.
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Table of Contents
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I Introduction ---------------------- ppgint
**Please, read this first, it wouldn't be long**
II Character Creation ---------------- ppgcre
II.1 Race ppgcr1
II.2 Class ppgcr2
II.2.1 Front-line Tanker ppgcr3
II.2.2 Back-row Caster ppgcr4
II.3 Alignment ppgcr5
II.4 Constructing a Band ppgcr6
III Skills --------------------------- ppgskl
IV Feats ---------------------------- ppgfet
III.1 Weapon and Armor Feats ppgfe1
III.2 Self-improving Feats ppgfe2
III.3 Weapon Fighting Feats ppgfe3
III.4 Spell casting Feats ppgfe4
III.5 Class Feats ppgfe4
V Useful Spells -------------------- ppgspe
IV.1 Arcane Spells ppgsp1
IV.2 Cleric Spells ppgsp2
IV.3 Druid spells ppgsp3
IV.4 Spells that Overlap ppgsp4
VI General Strategies -------------- ppgstg
VII Known Bugs That Will Hurt You ----- ppgbug
VIII Walkthrough --------------------- ppgwlk
Prologue ---------------------- ppg01
1.1 Targos Dock ppg02
1.2 Targos Town ppg03
1.3 Targos Palisade ppg04
Chapter 1 ----------------------------- ppg05
2.1 Shaegarne Fort ---------------- ppg06
2.1.1 Somewhere Before Village ppg07
2.1.2 Torak Base ppg08
2.1.3 Somewhere Before Dam ppg09
2.1.4 Dam ppg10
2.1.5 Shaegarne Bridge ppg11
2.2 Horde Fortress------------------- ppg12
2.2.1 Outside Fortress ppg13
2.2.2 Cave to Fortress 1 ppg14
2.2.3 Cave to Fortress 2 ppg15
2.2.4 Fortress ppg16
2.2.5 Inside Fortress ppg17
Chapter 2 -------------------- ppg18
3.1 Foothills ppg19
3.2 Glacier Crevice ppg20
3.3 Ice Temple Upper Level ppg21
3.4 Ice Temple Lower Level ppg22
3.4.1 Battle Square ppg23
3.5 Chapter Ends ppg24
Chapter 3 -------------------------------- ppg25
4.1 Wandering Village ---------------- ppg26
4.1.1 The Missing Children ppg27
4.1.2 The Returning Dead, or Undead ppg28
4.1.3 The Silent Ghost ppg29
4.2 Cold Marshes ppg30
4.3 River Caves ----------------------- ppg31
4.3.1 River Caves Entrance ppg32
4.3.2 River Caves ppg33
4.3.3 River Caves Exit ppg34
Chapter 4 -------------------------- ppg35
5.1 Black Raven Monastery ------- ppg36
5.1.1 Monastery Entrance ppg37
5.1.2 Monastery ppg38
5.1.3 Eight Chambers ppg39
5.1.4 Black Raven's Tomb ppg40
5.2 The Underdark --------------- ppg41
5.2.1 Driders Cave ppg42
5.2.2 Leaving the Underdark ppg43
5.2.3 Z'hinda Citadel ppg44
Chapter 5 ------------------------------- ppg45
6.1 Kuldahar ------------------------- ppg46
6.1.1 Kuldahar Pass ppg47
6.1.2 Kuldahar ppg48
6.1.3 Chult and Yuan-Ti Temple ppg49
6.1.4 Slaying the Guardian
and Protecting Kuldahar ppg50
6.2 Dragon's Eye --------------------- ppg51
6.2.1 Dragon's Eye Entrance
and Level 1 ppg52
6.2.2 Dragon's Eye Level 2 ppg53
6.2.3 Dragon's Eye Level 3 ppg54
6.2.4 Finishing Dragon's Eye ppg55
6.3 Holy Avenger --------------------- ppg56
6.4 Dragon's Eye Exit ppg57
6.5 Ice temple Revist ppg58
6.6 Fields of Slaughter ppg59
6.7 Saablic Tan ---------------------- ppg60
chapter 6 -------------------- ppg61
7.1 The Plam ppg62
7.2 The Fingers ppg63
7.3 Finishing the Game ---- ppg64
IX Frequently Asked Questions ----------- ppgque
X Version History ---------------------- ppgver
XI Credits and Acknowlegment ------------ ppgthk
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I introduction ppgint
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Well, This is the first faq i write. i am a bit old now, and most of the
time, i'll wait for an faq to release to buy the game and play according
to the faq. However this time, i amazingly played iwd2 without any faq.
Sure, i do stuck in somewhere along the course, but i have help from the
good and friendly people who visited www.gamefaqs.com IWD2 forum. As time
went on, the itch of writting this faq enlarged and i cannot resist it.
so there you have it.
For your information, i am more a pc gamer then a pnp-er (pen and paper).
So, my knowledge about 3ed is very limited. Basic stuff only i know,
technical knowledge limited i am.
You will notice that for important title in the table of contents, it will
be follow by ppgXXX. i did this for the purpose of simple navigation. You
can now just look at the table, using "find" function in your wordpad
to find ppgXXX and jump to the correspond content. For example, search for
"ppgthk' will bring you to the section. In
case, ppg means 'Powerpuff Girls'. Don't you just adore them?
As you go through the walkthrough, you'll notice that my style and basis
of writting change. There are two main reasons behind this. 1st, the game
has developed into such a state that i cannot continue with my previous
style. 2nd, my mood changed.
Since you can use 'alt' key to highlight interact-able containers, i guess
there is no need for me to indicate each containers in the game. Just press
the key often to highlight containers and on ground items so you wouldn't
miss a thing. Also, traps are expected everywhere. De-trap wouldn't yield
xp like in BG. Plus, i haven't enounter a deadly trap that cost my life,
so i wouldn't mention every trap in the game.
As the faq goes, i'll use more and more short form. I suppose it would be
easy to understand but just in case,
STR = strength DEX = dexterity
CON = constitution INT = intelligence
WIS = wisdom CHA = charisma
BGx = Baldur's Gate 1 or 2 IWDX = icewind dale 1 or 2
3ed = 3rd edition rules pnp = pen and paper
BIS = Black Isle Studios hp = hit points
Enjoy the game, enjoy the faq.
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II. character creation ppgcre
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There are a lot of discussion going on in several iwd2 related forums, so i
would not and could not cover them all. You can always pay a visit to these
forums and post your suggestion there for analysis and criticism. What i
will cover is very general.
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II.1 race ppgcr1
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Race gives you an advantage at start and influence you far into the game.
The more important aspect the a race would influence is the quests
available in the game. Some quests will result in better rewards if you
have a specific race to do the job. There will this never ending discussion
about which race is best for which class going in every IWD2 forums.
Don't be discourage by the level adjusment, it will not limit your level
cap, which is 30. Level adjusment simply means that a character needs more
experience to level into next. If a character has level adjusment of +x,
that means at level 1, that character needs xp needed for level 1+x to
level into level 2. As for the 'favored class', it doesn't nessasary means
that the race excel in that class. It means that the culture of that race
has influenced its people in such way that they will not receive an xp
penalty while multiclass into the class.
Before i go into it, one thing you have to remember,
It is role-playing that counts.
1 >>> Human
Humans are all around people. They don't have heredity
bonuses but they have the finnest educational system to make
them as competitive as other races. So they might not have
+ on any abilities, but they can be train into any class and
do a good job on it.
a. Human
human is very flexable and general. You get an extra feat at start
and extra skill points per level. The best part of a human is the
'favored class: any' bonus that it offers. Thus, the higest class
in multiclasses will the the favored class.
If you have no idea which race you want to choose, human can't be
wrong.
b. Aasimar
Aasimar has a +2 on WIS and CHA. cleric, paladin and druid will
benefit from this stats.
c. Tiefling
Tiefling has +2 on INT and DEX. Rogue, wizard or even fighter+
wizard combination will benefit from the class bonus.
2 >>> Dwarf
Dwarves are very hardcore people. They will slash rather then
talk and think. Dwarves give an impression of very hard to
damage and kill
Generally dwarf makes good fighter for the +2 CON bonus. +2
saving throw against poison is not that crucial. However, +2
against spells is is a big plus. In addition, +2 search will
also makes them a good rogue.
a. Shield Dwarf
Just like human (subrace) to human (race), shield dwarf is the
general version of dwarf. The advantages are not to heavy and so
is the disadvantage.
b. Gold Dwarf
It wouldn't be a good idea to make a rogue out of gold dwarf because
of the -2 dex disadvantage. gold dwarf is more fighter then other
dwarves. They have an +1 attack roll againist underdark creatures.
But then, the underdark is just a part of the whole story.
c. Gray Dwarf
Gray dwarf is more rogue then other dwarves. They have +4 bonus on
move silent to go with the default +2 search. So gray dwarf would
serve best for a figher+rogue dwarf.
3 >>> Elf
Elves are very magical and agile. They are easy to kill,
physically, but they are hard to hit. Elves can be great
spellcasters, especially using arcane magic (they are very
arcane anyway). Elves can be excellent archers as well. you
only heard the term 'elven archer' right? have you ever heard
of 'orcish archer' or 'dwarven archer'? But, the game does not
really promote you to be an archer. so, elves can only show
their magical side but not the agile side.
All elves will have a +2 DEX bonus. All elves are immune to
sleep. All elves have +2 saving throw against enchantment
magic (spells that screw up your mind like charm, confusion,
hold person, etc). All elves have +2 search check. In
addition, elves are proficient with large swords and bows
(crossbows are not bows, they are simple missile weapons).
Since elves are magical, their favored class will be towards
spellcasters.
a. Moon Elf
general version of elves. receives -2 CON.
b. Drow
+2 DEX, +2 INT and +2 CHA, you want more? how about 11+lvl spell
resistance? Drow does a great job in a lot of classes and
multiclasses. To make the game interesting, mixing a rogue and wizard
would certainly be fun. the downside is -2 CON so they can't be
fighters that take a lot of damage. Also, whenever under bright light,
a drow receives -1 on everything.
c. Wild Elf
just like moon elf, but the penalty is -2 int.
4 >>> Gnome
Gnomes are suppose to be very scientific and rational people
(rational doesn't mean serious). Ironically, their favored
class is illusionist. Generally gnomes are weak at physical
fighting.
a. Rock Gnome
Seriously, i don't know what to do with rock gnome. Because their
bonus +2 CON conflicted with their penalty -2 STR. if -2 STR makes
you no good at melee, then what's the +2 CON for?
b. Deep Gnome
+2 DEX and WIS with 11+lvl spell resistance. It doesn't not end here.
+2 to all saving throw, +2 to search and hide. Now this is much
better then the rock gnome. Combination of fighter+illusionist or
rogue+illusionist will work fine. Don't worry about the -2 str
penalty. Or if you want, For the fun of it, deep gnome can be good
druid and cleric. Not many race has +2 WIS.
5 >>> Half-elf
i wish i have better things to say about half-elf but there
isn't much. Personally, i like half-elf for the sake of role
playing. In 2e rules, half-elf offers the widest range of
multiclassing. Now in 3e rules, since everyone can multiclass,
half-elf loses its most important advantage. Furthermore,
'favored class: any' might seem useful, but human also offer
this with 1 bonus feats and more bonus skill points. so which
would you rather choose?
Ok, the limited advantages of a half-elf. Half-elves are
immune to sleep and have a +2 save aganist enchantment magic.
This bonus is best apply to a fighter since saving throw
against enchantment magic is a fighter weakness. So, to some
extend, half-elf fighter is better than a human fighter.
6 >>> Half-orc
Most people don't accept half-orc and treat them as babaric
half-breed. Most half-orc are either abandoned children or
raise by their human single mother without acceptance of
the society. (Come to think of it, have you ever come across
a half-orc of orcish mother and human father?)
Half-orc makes the best hardcore fighter with their +2 STR,
the only race with + STR. Who cares about int and cha when
being a fighter?
7 >>> Halfling
Halfling are, in simple term, sneaky. They just like to play
around. The thought of heroic deeds will never come across
their minds. Generally, halfling people are almost equal
to rogues.
Because of their sneakiness nature, they have +2 DEX, +2
move silently and +1 to hit with thrown weapon. Because
they are all small, they receive -2 str penalty. One special
note is that these people are fearless, +2 morale saving
throw against fear. They are not that easy to suffer a
morale failure to fear.
a. Lightfoot Halfling
The key of lightfoot halfling is the +1 to all saving throws.
b. Strongheart Halfling
The key of strongheart halfling is the extra feat available at
start.
*p.s. So it's really up to you for choosing between a lightfoot or
strongheart. You want +1 saving throws or +1 feat? Personally,
i prefer +1 saving throws because its benefit is more long
term.
c. Ghostwise Halfling
Favored class is barbarian. Gains extra ability of setting natural
snares. Natural snares work just like entangle, nothing fancy.
==CONCLUSION==
Remember what i mention earlier? It is role-playing that counts. Of course,
half-orc makes the best fighter. But for the sake of role-playing, pure fun
and not following prototypes, why not try half-orc paladin, halfling druid,
dwarf cleric? If you have a band of six, the 'not so wise choice' of race
and class would not give you much trouble. In fact you can later tell
everyone that you finished the game with some most freakish combination.
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II.2 class ppgcr2
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Because of the freedom that 3rd edition rule gives, most of the time,
people would not stay in one class and become a fulltimer. So, as i discuss
about each class, i will include a little conclusion at the end of each
type of class.
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II.2.1 front-line tanker ppgcr3
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As the name suggest, these people are there to take damage and
protect your spellcaster.
1 >>> Fighter
Fighter is all about feats.
You'll get a lot of extra feats so you can pretty much learn every
skill that is available to you. The crucial thing is in the early
of the game. You only have a few feats, so you'll need to plan well
on what to learn first, and what's next. While deciding what should
a fighter's abilities be, generally speaking, minimize charisma, and
wisdom. STR and CON are equally important. Of course, if you want
to pull down DEX to push INT, you are welcome. Because most likely
a fighter will wear the heaviest armor in the game which might
negates the benefits of having a high DEX. But beware, some feats
require high dex, like 'Dirty Fighting', so don't let your DEX drop
below 13.
You have feats, so use them well. At early of the game, you might
want to choose 'Snakeblood' if you have a choice, Since this only
available in first level. 'Dirty Fighting'is a must have feat later
on. Distribute your weapon feats so that you can attack effectively
with slashing damage as well as bludgeoning damage. Some monsters
have high resistance to a damage type. However, those are open to
piercing damage usually cannot resist slashing as well.
p.s. Holy Avenger is a long sword. There is an axe that slay
construct in HoF mode. 'Club of Disruption' is a club
that destroy undead.
2 >>> Paladin
In the name of law, you smite evil.
First, paladin will have divine spellcasting ability starting from
4th lvl, which are based on wisdom. so if you want to cast a x level
spell, you'll need 10+x wisdom.
Second, paladin has 'lay on hand' in 1st lvl. it's a healing spell
which determine by charisma. Also, by default, you are immune to
disease. At 2nd lvl, you gain 'smite evil' which is also charisma
based. It gives you extra damage to evil foes. Also in 2nd lvl,
you gain 'aura of courage'. It makes you immune to fear and gives
allies +4 saving throws aganist fear. In 3rd lvl, you'll get 'turn
undead' which is charisma and lvl based. Also in 3rd lvl is 'remove
disease' which can be useful. So basically, you are immune to disease
and fear at lvl 3.
Third, you have restriction on multiclassing. if you don't
multiclass to your order's favored class, you cannot lvl up in
your paladin class ever.
So, if you want to play a full time paladin, you'll need to
distribute your abilities wisely. Well, since i never play a full
time paladin before, so i wouldn't give me unwise suggestion here.
3 >>> Barbarian
Barbarian is strong but unpolished fighter.
By default, a barbarian walks faster then others. Barbarian gains
most hit points per level.
A barbarian has 'Rage' ability at start. Once cast, it grants you
some useful bonuses for fighting. As it wears off, it makes you
fatigue and lower your abilities. As you lvl up, your 'Rage'
becomes better and at lvl 20, it will become 'Tireless Rage'.
At 2nd and 5th lvl, you'll gain 'uncanny dodge'. Respectively,
while attacked by invisible foe you apply your dex bonous to
armor class, you cannot be sneak attack by rogues unless the
rouges is 4 lvl highier than you.
At 11th lvl, you'll gain damage reduction and resistance to all
sorts physical damage.
STR, DEX, CON max them out. WIS, CHA minimize, whatever left is
in INT.
4 >>> Rogue
Rogue is about sneak attack.
A rogue damage may not be as high as others, but as soon as they
are sneak attacking, They deal out extra damage according to 1d6
per 2 lvl.
Rogue gains 'uncanny dodge' just like barbarian but in lvl 3, 6.
in lvl 2, rogue has 'Evasion' to evade area effetive spells.
sucessful reflex save to evade all damage and uncessful reflex
save to take half damage.
The show starts at 10th lvl. Now the rogue will have access to
some rogue-only skills. Since these are strictly availavle to
rouge, you might want to pick them as soon as possible, because
these skills are very useful, like 'Crippling Strike',
'Improved Evasion', 'Slippery Mind'.
Simply put, DEX max. CON, STR, INT are up to you. WIS and CHA,
min. Your DEX is going to be highier than you STR, so it would
be useful if you pick up 'Weapon Finesse'. Most people will dual
wield a rogue so you might want to pick up 'Two-weapon Fighting'
and 'Ambidexerity' as well. but there is a better solution to
this. please see the conslusion of this part.
p.s. 'Hamstring' is also a must pick feat.
5 >>> Ranger
Ranger sucks.
i know i'll get flamed about this comment. But sadly, it's true.
i like ranger also, i started my D&D adventure as an half-elf
ranger. and now it turned out that half-elf is the most useless
race and ranger is the most useless class. Note that 'most useless'
doesn't not mean 'absolutely useless', just 'relatively useless',
in this game. Bottom line is, rangers just cannot show their
usefulness in the game people called Icewind Dale 2.
Though it sucks, ranger has one minor advantage, automatically
gain 'two-weapon fighting' and 'ambidexerity' while wearing light
or no armor. Now keep this in mind.
One important note is while choosing 'favored enemies' and 'weapon
focus'. Both are deeply related. Don't do stupid thing like Valygar
did in BG2, racial enemy: golem, weapons: katana and spear, like
that is going to help?
>>according to [Adam Frederick] who built a solo ranger.
STR- 16 DEX- 18
CON- 16 INT- 8
WIS- 10 CHA- 8
Every level I put my point into either hide or move silently and
because of that I can scout out most maps without getting in a
single fight. As for proficient points. I put 2 into martial
weapon bow and if you want to get 4 lvls of fighter put 3 in
(I did this it helps). After that I just put in Improved critical
and improved initiative and after that I just put it into whatever
is appealing. And once you get to around lvl 8 I find I can fell
most opponents in 2-3 hits and I lure them to my tank so that by
the time they get to him 3-4 of the enemies are dead. And this is
the build I use for party and solo games.
6 >>> Monk
They might be useful
If you want to be a monk, be a full time monk. Multiclass a monk
will utterly spoil their unarmed damage ability. In simple words,
a 20lvl monks will have much much higher base attack then a
20monk/2fighter.Monk has a long list of bonuses while leveling,
so i wouldn't list them here.
The reason that they 'might be useful' is that, IWD2 don't count
unarmed attack as a weapon which they should. Furthermore, in IWD2
unarmed attack will evoke 'Attack of Opportunity' which further
de-grade the real power of a monk.
Conservatively building is to max out WIS because this is what gives
a naked monk Armor Class. CON should be maxed also for high hp. STR
and DEX are equally important. INT and CHA can be neglected even if
the modifiers go to negative. There is no use of CHA for a monk. INT
for a monk will only affect the skill points. Monk don't have any
much needed skill to invest so INT can be minimized.
>>[Domen Gostincar] defending the usefulness of monks (and nuns).
I have made a human monk, with the following starting stats:
STR- 16 DEX- 18
CON- 18 INT- 3
WIS- 18 CHA- 3
She gets 2 skill points per level, which I put into hide and move
silently, making her an excellent scout. Also good for saving money,
as she doesn't need any armor or weapon. For feats, I choose dirty
fighting, dodge, great fortitude, iron will and lightning reflex
(the last three because I ran out of other sensible feats, and the
better ones were still beyond my reach, and because having high
saves can't hurt.
In the Clack Raven monastery, my monk was level 11, and I had no
problem defeating the 8 rooms with her. The only damage she received
was via lightning bolt, the spinning blades and the flame strikes -
those that were not avoided (high accuracy means a high reflex save).
==CONCLUSION==
Except for monk, you might want to multiclass your tanker into at
least one other class, simply because you don't really need a
fulltimer in any of the above classes. By multiclassing, you'll
have bonuses that other class provide which would be really useful.
for example,
A rogue are bounded to wear light armor. in addition, they are not
proficient in shield. So what the hack, multiclass to a lvl 1 ranger
to gain 'Two-weapon Fighting' and 'Ambidexerity' by default. In
addition, you can further multiclass rogue into fighter for some
extra feats.
A fulltime paladin would not bring you far also. wWat people
usually do is set a low WIS and CHA paladin and stop leveling
up after 3rd level, after gaining all the bonuses. Continue to
level up in fighter, rogue or barbarian. Doing so, the character
not only has some nice bonuses but also the luxury to use
'Holy Avenger' one of the best weapon in the game, well almost
every other game. Or you can go the other way around, by building
a 4 lvl fighter and every lvl to paladin. Doing so, you'll get
the much needed 'weapon specialization' and not letting go the
spell casting ability of a paladin. Either way, it works.
Further multiclassing rogue into fighter would benefit much also.
A lvl 20rogue/10fighter is just slightly worse than a lvl 30 fighter
in face-to-face fighting. By multiclassing into fighter, a rogue
gain more feats to fully acquire all the needed abilities.
Another popular multiclassing pattern is go into 4lvl fighter with
any other tanker class. By do so, the character will have access
to the ever useful 'weapon specialization'.
All these are just multiclassing a tanker class to another tanker
class. Because i see that unless you are not playing a band of 6,
there is not need to multiclass a tanker into a spellcaster simply
because their abilities don't overlaps. If however, you are doing
trio, duet or solo, you might need to do so and this would be above
my limited knowledge.
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II.2.2 back-row caster ppgcr4
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They provide support to frontline as well as main fire power to
damage monsters. In general, you would want to pick up 'Combat
Casting', 'Sbuvocal casting, and max 'Spell Penetration' as soon
as possible. Although i would not mention, but 'Dispel' is equally
useful and important for all spellcaster and should pick up as
soon as possible. Throughout the discussion, arcane refers to
wizard, sorcerer, bard and it's spells; divine refers to druid,
cleric and it's spells.
1 >>> Bard
Jack of all, master of none.
Bards do have something they are specialize in. A bard provides
bard song that will boost everyone's ability, as they gain level,
they gain new songs which have different uses according to different
occassions. Note that a bard casting ability is based on CHA,
so to cast lvl x arcane spell, you need 10+x CHA.
The significant level for bard is lvl 11 as this level gives
you the final song to sing. You can continue after to level up
after this or choose to concentrate in other multiclass. If you
are not planning to have highier bard level and cast highier
level spells, don't invest too much in CHA then. The major
selling point of a bard is bard only items you found along the
way. You can get a horn in early Chapter 2 from an evil merchant.
This horn will instantly summon some barbarian to fight for you.
Handy meat shields instantly.
2 >>> Cleric
Heal
Yes heal. Of all the spells that a cleric has, heal is the single
most important spell you have. It provides instant and full hit
point to any character and its casting duration is very short.
Other seriously important cleric spell are 'Animated Undead' and
'Tremor'. 'Animated Undead' is the best and the only useful
summoning spell. It upgrades as you lvl up. 'Tremor' will
instantly damage all enemies and might knock them unconscious.
Different domain affects cleric's domain spell. each lvl of domain
spell has 1 additional spell over a choice of two. What god you
want to worship is totally up to you. I like Demarch of Mask just
because of its invisibility spells and 'Executioner's Eyes'.
Max WIS for cleric. Max CHA if you want but it is not that crucial.
CHA controls your undead turning ability. Have some points in INT
and that's it. One important note, you can take 1~2 points intended
for WIS and put them to DEX, later into the game, you will encounter
a potion that exchange 1 DEX for 2 WIS in Battle Square, not a bad deal.
Simply put, cleric strength allies, weaken enemies.
3 >>> Druid
Nature's servant awaits - Jaheira from Baldur's Gate
A druid do not support that much as cleric, but heal is still
available to druid at a highier level. Generally speaking, druid
has druid spells which deals some amount of damage and cannot be
learn by cleric nor arcane spellcasters.
Some might use druid as a support to main tanker(s) but i just
use druid as pure spellcaster. Shapeshifting might work but sadly,
it looses its usefulness because enemies get stronger faster.
>>[Jae Shin] wants to denfend for shapeshifters
"It basically allows your druid to become a tank (which is why I
use my druid for the Battle Square). The bear you get at 12th level
combined with a 'champion's strength' spell is vicious and can
easily do over 20 damage per attack. The only problem is that the
game seems to have a minor bug in it which causes attack damages
and bonuses to get a bit confused whenever you switch between
forms. It's easily overcome by unequipping and reequipping weapons,
but it can be a bit of a hassle. Then again, having a tank with
healing spells is really, really useful. What's even better is that
it changes your characters' stats. Bears have no problems with
forcing locks open."
4 >>> Sorcerer
Keep'em coming
The thing about socerer is that they have more ammo to dispose
for a particular spell. Therefore, a sorcerer can cast a chain
lightning, another chain lightning, another chain lightning and
again and again. The hard part is, what spell should they learn,
in what order? Different with Neverwinter Nights version, you
cannot unlearn learnt spells. so you really need to consider
which spells will benefit in a long run and which cannot.
Beside casting spells, sorcerer can play an important part as
diplomat/speaker of the party. You could give a sorcerer extra
INT to gain extra skill points in order to learn all the needed
'talking skills'. Together with their high CHA and the fact that
they don't refuse reward like paladins, they are a good choice
for speakers.
As you adventuring under HoF mode, you'll notice that it is your
sorcerer and wizard who do the most damage. Your tankers will be
shouting for medic every few hits by enemies. But sorcerer and
wizard, they never need to heal. If they die, you can bring them
back to life and they can jump into fight without pick back their
stuff.
Considering a sorcerer abilities is an easy task. First of all,
max CHA. then, max INT. adjust other abilities as you like, it
is not that crucial. The reason you want a high INT is that it
gives you extra skill points to upgrade your skills.
5 >>> Wizard
Level 1 summon? Yes i can do that.
Different to sorcerer, a wizard offers you versatility and
flexibility. You can almost learn any spell under the sun
(specialized wizard has restrictions), and you are not afraid of
doing so. You wouldn't give a sorcerer to learn 'Summon Creature
lvl 1', but you can do that for a wizard. Summon Creature lvl x
is always useful until you have animate undead.
Furthermore, there are these i called 'one time spell', like 'Mass
Haste'. You only need it once (twice at most), before or during a
fight. there is no need for you to keep casting mass haste right?
so why let a sorcerer to learn 'Mass Haste' which she/he will only
use it once before the next rest.
For me there is no need to take specialization because my sorcerer
is already specialized enough. i'll need a person who can cast
every spells rather a person who can cast a kind of spell more
times.
Distributing a wizard abilities is even simpler. max INT, which
is the prime abilities and gives you tons of extra skill points.
Then you can distribute other abilities points to anywhere you want.
Generally, high CON and DEX.
>>[Yorien Dragonard] has another view on sorcerer and wizard.
"I usually play with rather specialised casters. Have a main
wizard (pure), a main healer (usually pure) and then some
support casters (for example a male Drow rogue-wiz with a
lot of protection and enhancers learnt) and commonly some
other chara with support spells . That's why I use more
disablers than direct damage."
"Well, the main idea here is to have a rather specialised
spellcaster, whose main role is to cast some party enhacers
pre-combat and make a quick first move just before combat by
casting one or two area disables before party rushes. As
caster is specialised, he'd have skills/feats conveniently
arranged so his spell's DC is sufficiently high to connect
on many creatures. So, caster's job is to disable lower
menaces while party can focus in the big foes (and commonly,
you'll find that some big foes also fall to the disabler).
Since it uses only a little variety of spells, sorcerers are
pretty capable of being disablers."
==CONCLUSION==
Keeping a fulltime spellcaster might just be a good idea simply
because the highier the level, the more spell slots available.
But remember, the game sets the level cap at 30 (which is a lot).
By the time a spellcaster reaches level 20 ~ 25, there will be
enough spell ammo for any fight. So, starting from level 20 ~ 25,
a spellcaster can multiclass to another class for example fighter
(for feats), barbarian (for hp), rogue (for evasion).
a special case is, monk benefits their armor class from their WIS.
You can start your cleric/druid as a monk, then multiclass to
cleric/druid after level 1 monk. Take note on the alignment
restriction, if you want to do so. Also, similar to this is to
start a sorcerer as paladin. Paladin uses CHA modifier in saving
throw, so your sorcerer who are weak at saving throws (due to low
CON, DEX, WILL) can benefits from this.
A druid and a cleric will have similiar ablilities. As i played the
game, i found out that during many fights, my cleric was just
standing and waiting for anyone who call for medic. By multiclassing
and druid to a cleric or vice versa according to 20major/10minor,
you'll have a druid that can bring back your fallen members
into life and a cleric that can call down lightning to strike
enemies.
Another lame way to exploit the game mistake would be taking a
specialist wizard and take a level in sorcerer. That way, the wizard
will have access to all schools of spell.
Of course there is this ever popular fighter and wizard
combination. Fighter+wizard don't have to worry about armor
since a lot of spell will balance off the disadvantage.
Useful spells for a fighter+wizard would be 'Mirror Image',
'Blink', 'Fire Shield', 'Tenser's Transformation', 'Antimagic
Field', 'Trollish Fortitude', 'Seven Eyes', 'Aegis' and 'Black
Blade of Disaster'. Abilities for this multiclass would be max
STR or DEx and INT, min WIS and CHA, what is left distribute to
CON and DEX or STR.
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II.3 alignment ppgcr5
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Surprise to see alignment in here? Usually alignment isn't that important
because ultimately, alignment is a role-playing thing. But alignment in
this game has a very significant effect in a matter of life and death.
Spoilers--
At the end of the game when you finally meet the bosses, one of them
is able to cast 'Blasphemy', this area effective spell will instantly
stuns anyone that is non-evil alignment for 1 turn, which is very
long.
So, you must have some members as evil alignment, if not all. i would
suggest that at least your spellcasters be evil alignment.
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II.4 constructing a band ppgcr6
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Solo would be challenging but i think IWD2 was initially designed as an
adventure for a band. You can have maximum six people in a team, so you
can really specialize them. Ultimately, it all falls down to 2 things,
a) Playing style
Some would find that a certain combination is very strong and they can
just 'walk' through the game. But when that combination falls into
others hand, it will not work at all. That is why whenever my friends
ask me about what is the best character in Diablo, what is the best
combination in Final Fantasy N, i would always give them the same answer
'there is no best sword in the world, only best swordman'. Any
combination would work. How would the combination works is totally
dependent on how you control its members.
b) Role playing
Some classes are not that usefull in the game. It does not really matter
if you have them in your band or not, like bard, druid and ranger.
However, there are people out there, insist certain class be included in
the band. For me, it is druid. Partly because i am an environmentalist
and partly i just don't know how a band without a druid can adventure
into the wild. Yes, sure, a durid isn't that useful. There wasn't a time
that i am thankful for having to bring a druid along, but there was time
when i curse myself for not bringing an extra cleric. But then, i still
like druid.
If you are not a newbie in the game, you don't have the need to look at the
uninspire team suggestion below.
A simple combination for newbie,
1 - fighter with paladin 2 - rogue with fighter
3 - wizard 4 - sorcerer
5 - cleric 6 - cleric
With a combination like this, you'll have two person for each category of
class.
Fighter/paladin will be the main tanker and rogue/fighter will be
the support tanker. It seems that 2 tankers is rather weak but
don't forget that you have 4 summoners which means 4 summons in a
time. So most of the time the two tankers would carry the task of
protecting the spellcasters rather then dealing damage and take
the pain. Rogue is a must because you need someone to detrap, and
only rogue can do that. There are traps in the game that will not
go away even you triggered it. Paladin is an 'almost must' because
the Holy Avenger you get under HoF mode offers +10 enchantment, you
don't want to miss that, do you? On top of that, how about the idea
of dual-wielding Holy Avengers? A +5 and +10.
Sorcerer is the main arcane spellcaster. Sorcerer learns all the
main damage spells, all spells that is going to be used again and
again. Wizard on the other hand provides the 'clean out' job.
Whatever usefull spells that the sorcerer don't or haven't learn,
the wizard can help out.
Two cleric can carry out two different kinds of job, to make the
band looks pretty and to make the enemies look ugly. Above all, you
have two people that cast provide quick 'Heal' and crucial
'Resurrection'. Accident happens, if one cleric dies, another can
bring her/him back.
[Arachree Mae] has a suggestion of a band consisting of all classes,
Paladin(mystra)/wizard (8/22) aasimar
8 lvl paladin to get their cavalier (i forget their name) feat (author:
the feat is called 'Fiendslayer'), 22 lvl wizard didn't hurt their spell
to level 9.
Ranger/rogue/fighter (5/21/4) tiefling
5 lvl ranger to get 2 racial enemy, 4 lvl fighter to get weapon
specialization, 21 lvl rogue to detrap of course.
Barbarian/fighter (20/10) dwarf
20 lvl barbarian to get tireless rage.
Monk (30) human
They just rock with high wisdom (you could stun 30 wizard a day if you
could find that many) just hide them and sneak attack the wizard (throw
in some rogue would help (to sneak attack). (author: not too much rogue
as it will destroy the basic attack bonus of armed attack, 3 lvl is enough)
Bard/sorcerer (11/19) wood elf
On my exp with IWD 1 you just need bard that's why i'm putting in a bard,
11 lvl to get their best song. If you think the song didn't that great (on
IWD 1 that song could regenerate hp all the time i hardly need a cleric to
heal, but IWD 2 ruin it by only activate this regeneration in combat),
still you get 2nd healer (from bardic spell).
Druid/cleric ((?/?) depends on defensive or offensive playing) female drow
this one like i said depends on playing style. i really wish i could split
the cleric in to some one else (like monk) but i really like high level
monk. and that ruins clerics ability.
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III skills ppgskl
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This section is about skills. If feats give you the extra edge fighting
enemies, then skills give you an upper hand interact with the NPCs and
surrounding. As you level up, you'll gain skill points, how many skill
points you gain is dependent on your class and INT. Class provides you the
basic skill points each level, INT modifier gives you the bonus skill
points. That's why in 3ed rules, INT is generally important. If you really
don't want to invest heavily on INT, at least don't let your INT modifier
becomes negative value. It will hurts. Beside class and INT, human also
gains extra skill point per level.
Rule number one in distributing skill points, give them to class skills
first. When you distributing your skill points you will notice that some
skills require 2 points to move up a level but some only need 1 point.
Those that need 1 point would be the class skill for the class that you
level up now.
Rule number two, give some points to talking skills (bluff, diplomacy and
intiminate). You cannot always select who to initiate a conversation. So,
you would want all of your members to have some points in major talking
skills just in case.
And lastly, every skill has association with your abilities. The Ability
modifier will affect if you make a successful skill check aganist a
situation. The ability followed every skill title incidates that the
ability modifier will be applied while throwing a check. Related ability
will be indicated after each skill title.
1 >>> Alchemy (INT)
You'll encounter a lot of unidentified potions in the game. Alchemy is the
skill used to identify these potions. Beside that, Alchemy has a very
important role in progressing the story. Whenever the story requires you
to perform potion mixing or creation, an alchemist will be required.
2 >>> Animal Empathy (CHA)
This skill has potential, but not in this game. You don't need any aid from
animals to finish any quest. Also, there will not be a time when you curse
yourself for not charming an enemy animal to help you. Animals fighting is
very very rare in IWD2.
3 >>> Bluff (CHA)
One of the 3 talking skills. Bluff is the cunning way of conversation.
4 >>> Concentration (CON)
This one of the best part about 3ed rules. Once upon a time, whenever a
spellcaster (especially arcane spellcaster) is being hit, she/he will lose
the spell currently casting. Concentration gives you a chance to continue
with the spell casting progress when being hit.
5 >>> Diplomacy (CHA)
One of the 3 talking skills. Diplomacy is the polite way of conversation.
6 >>> Disable Device (INT)
This skill is used whenever a character is required to disable, mostly,
trap. Of course whenever you encouter any mechanical device that need to
disable, this will be the skill applied.
7 >>> Hide (DEX)
This is the skill that makes your character 'poof' into thin air. Hiding in
day time is harder then hiding in night. Of course, wearing heavier armor
will affect your hiding skill.
8 >>> Intiminate (CHA)
One of the 3 talking skills. Intiminate is the violence way of conversation.
9 >>> Knowledge (Arcana) (INT)
This stat determines if your character can successfully identify a magical
item or scroll.
10 >>> Move Silently (DEX)
This skill determines if you can move while maintaining hidden. Heavier
armors and some noisy weapons (like fails) will penalize this sill.
11 >>> Open Lock (DEX)
As of the name suggest, it determines how good you are at lock picking.
12 >>> Pick Pocket (DEX)
Determines if you can steal something from an NPC. While being pick
pocketed, the NPC's level and INT modifier act as the saving throw against.
So you can see that adventuring under HoF mode, pick pocket is a totally
useless skill. There is no way that you can beat the 'saving throw' against
pick pocket of an NPC.
13 >>> Search (INT)
Determines if your character can spot hidden traps.
14 >>> Spellcraft (INT)
When someone not from your band casts a spell, this skill kicks in to see
if you can identify that spell. It will show in the conversation box as
'Someone casting -spell-'. It makes life easier if you can identify the
spell can counter it.
15 >>> Use Magic Device (CHA)
It allows your chatacter to use wands and such that usually can only be
used by wizard and sorcerer.
16 >>> Wilderness Lore (WIS)
When using this skill (select under 'skills' menu), it will tell you the
general information about an area. Information like what kind of monsters
are likely to linger around or is there a friendly settlement nearby is
always useful if you are adventuring into an unfamiliar area. Ultimately,
this skill helps you to get through the Fell Wood maze.
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IV feats ppgfet
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Feat is what makes your character different from my character. Ultimately,
especially for spellcasters, feat is all about preference. Some might think
this combination will work but some don't. This part of the faq will
provide with a general reference on what is good and what is not so good.
As you play the game, you'll discover your style, and know what feat you
want to choose next.
Note that some feats will automatically put in use once you have taken the
feat. However some feats don't. This kind of feats give you an extra skill
that you have to select it under 'Special abilities' menu to use it. An
'auto' or 'select' will indicates the difference.
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IV.1 Weapons and Armors Feats ppgfe1
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Some classes automatically gain proficiency in certain feats fall under
this category. Classes noted after every feats indicate that these classes
automatically gain this feat. One exception is that elves gain longsword
and bow feats regardless of classes.
1 >>> Armor Proficiency (auto)
Depend on how many rank you choose/have, you can wear certain kind of
armor without suffering heavy penalties.
Effect: When you wear a type of armor with which you are proficient at,
the armor check penalty applies only to 'Hide', 'Move Silently'
and Pick Pocket.
If a character who is wearing armor with which she/he is not
proficient at, she/he suffers its armor check penalty on
attack rolls and on all skill checks that involve moving.
Proficiency Types:
1 rank - Light - leather armor, studded leather
(babarian, bard, cleric, druid, fighter, paladin,
ranger, rogue)
2 ranks - Medium - chainmail, splint mail
(babarian, bard, cleric, druid, fighter, paladin,
ranger)
3 ranks - Heavy - half-plate, full plate
(cleric, fighter, paladin)
2 >>> Shield Proficiency (auto)
Effect: You can use a shield and suffer only the standard penalties.
(babarian, bard, cleric, druid, fighter, paladin, ranger)
3 >>> Weapon Proficiency, Weapon Focus, Weapon Specialization (auto)
You are proficient with using all the weapons from the listed
category.
Effect: One ranks in this feat, you make attack rolls with the weapon
normally.
Two ranks in this feat is Weapon Focus, which grants +1 to
hit.
Three ranks in the feat is Weapon Specialization, which grants
+2 to damage. Only characters with four or more levels of
fighter may take Weapon Specialization.
A character who uses a weapon without being proficient with it
suffers a -4 penalty on attack rolls.
Simple Weapons:
Simple Weapon: Crossbow - light crossbow, heavy crossbow
(babarian, bard, cleric, fighter, monk, paladin, ranger,
rogue, sorcerer, wizard)
Simple Weapon: Mace - heavy mace, morningstar
(babarian, bard, cleric, fighter, paladin, ranger,
rogue, sorcerer)
Simple Weapon: Missile - dart, sling
(babarian, bard, cleric, druid, fighter, monk, paladin,
ranger, rogue, sorcerer)
Simple Weapon: Quarterstaff - quarterstaff
(babarian, bard, cleric, druid, fighter, monk, paladin,
ranger, rogue, sorcerer, wizard
Simple Weapon: Small Blade - dagger, short sword
(babarian, bard, cleric, druid, figher, monk, paladin,
ranger, rogue, sorcerer, wizard)
Martial weapons:
Martial Weapon: Axe - hand axe, battleaxe, greataxe, throwing
axe
(babarian, fighter, paladin, ranger)
Martial Weapon: Bow - shortbow, composite shortbow, longbow,
composite longbow
(babarian, fighter, paladin, ranger, rogue, ELF)
Martial Weapon: Flail - flail
(babarian, fighter, paladin, ranger)
Martial Weapon: Greatsword - greatsword
(babarian, fighter, paladin, ranger
Martial Weapon: Hammer - warhammer, throwing hammer
(babarian, figher, paladin, ranger)
Martial Weapon: Large Sword - longsword, scimitar
(babarian, figher, paladin, ranger, ELF)
Martial Weapon: Polearm - spear, halberd
(babarian, figher, paladin, ranger)
Exotic weapon:
Exotic Weapon: Bastard Sword
(Bastard)
(Actually, no one automatically gains this feat. Keep
in mind also that, some bastard swords are two-handed
and some are one-handed)
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IV.2 self-improving feats ppgfe2
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Self-improving feats are mostly feats that increase your various saving
throws. These +bonus to saving throws are not that crucial and big deal.
Because later into the game, you have all kinds of spells that can counter
all the bad effects if fail a saving throw. Pick only when there is extra
feat and you don't know where to put it. DEX affect reflex saving, CON
affect fortitude saving and WIS affect affect will saving. There are also
feats that enchance your skill checks and overall performance.
1 >>> Bullheaded (auto)
Effect: +1 bonus on Will saves and a +2 bonus on Intimidate checks.
Prerequisite: Human or dwarf
2 >>> Courteous Magocracy (auto)
Effect: +2 on all Diplomacy and Spellcraft checks.
3 >>> Dash (auto)
Effect: Character moves about 15% faster than normal.
4 >>> Discipline (auto)
Effect: +1 bonus on Will saves and a +2 bonus on Concentration
checks.
5 >>> Forester (auto)
Effect: You receive a +2 bonus on all Wilderness Lore checks.
6 >>> Great Fortitude (auto)
Effect: +2 bonus to all Fortitude saving throws.
7 >>> Iron Will (auto)
Effect: +2 bonus to all Will saving throws.
8 >>> Improved Initiative (auto)
Effect: The weapon speed and casting time for all spells is reduced
by 1 to a minimum of 1.
Note: All of the feats listed under this category, this feat is
equally important and useful to everyone IF BIS could fix the
fact that this feat isn't working at all.
9 >>> Lightning Reflexes (auto)
Effect: +2 bonus to all Reflex saving throws.
10>>> Luck of Heroes (auto)
Effect: a +1 luck bonus on all saving throws.
Prerequisite: Human
Note: If you cannot decide which saving throw you want to enchance,
pick this one. Luck will provide an minor extra edge to all
your saving throw.
11>>> Mercantile Background (auto)
Effect: 5% discount on buying items and a 5% mark up on selling
items at stores.
Prerequisite: Human, deep gnome, or gray dwarf
Note: To maximize the benefit, give this feat to the person with
higest CHA. But then, money isn't any real problem in the game.
12>>> Resist Poison (auto)
Effect: +4 bonus on Fortitude saving throws against poison.
Prerequisite: Gray dwarf, half-orc
Note: You may only take this feat as a 1st level character.
13>>> Snake Blood (auto)
Effect: +2 bonus on Fortitude saving throws against poison and a +1
bonus on all Reflex saving throws.
Prerequisite: Human
Note: You may only take this feat as a 1st level character.
14>>> Strong Back (auto)
Effect: Carry weight increased by 50%.
Note: If your cleric has problem wearing heavy armor, you might want
to sacrifice a feat for this.
15>>> Toughness (auto)
Effect: You gain +3 hp each time you pick this feat.
Note: A total of +15 hp at the end isn't that big deal.
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IV.3 weapon fighting feats ppgfe3
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Do you want to fight like the people in ?
The following feats will make your at least close to them.
1 >>> Ambidexterity (auto)
Effect: You ignore all penalites for using an off hand.
Without this feat, a character suffers a -4 penalty to
her/his off hand attack while using two weapons.
Prerequisite: Dex 15+
2 >>> Two-Weapon Fighting (auto)
Effect: Your penalties for fighting with two weapons are reduced
by 2.
Note: The standard dual-wield penalty is -6 mainhand and -10 offhand
without any feat. 'Ambidexterity' reduce 4 to both hands and
'Two Weapon Fighting' reduce 2 to both. With both feats picked,
you get -4main/-4off at the end. In addition, if you use a
small blade in your offhand, the resultant would be
-2main/-2off.
3 >>> Blind-Fight (auto)
Effect: In laymen language, this feat protects you and helps you
while melee fighting an invisible enemy or you are blined.
4 >>> Cleave and Great Cleave (auto)
Effect: After you kill your target in melee, you get an addition
attack next immediate round. If you do not attack or simply
moved, then that extra attack expires. 'Great Cleave' gives
you 2 extra attack in total.
Prerequisite: Strength 13+, Power Attack feat
5 >>> Deflect Arrows (semi auto, only applies when one hand is free)
Effect: First, you must have at least one hand free to use this feat.
Once per round when you would normally be hit with a ranged
weapon, you may make a Reflex saving throw against a DC of 20
(ranged weapon's bonus to attack increases the DC). If
succeed, you deflect the weapon. Spell arrows (like 'Melf's
acid arrows') cannot be deflected.
Prerequisite: Dex 13+
6 >>> Dirty Fighting (auto)
Effect: On a critical hit, the character causes Blindness
(50% chance) or Slow (50% chance) for five rounds unless a
Fortitude save is made. Undead, golems, and elementals are
immune to these effects.
Prequisite: Dex 13+, base attack bonus +2 or greater
Note: Must pick.
7 >>> Dodge (auto)
Effect: +1 dodge bonus to armor class against attacks from an
opponent.
Prerequisite: Dex 13+
8 >>> Expertise (select)
Effect: When attack in melee, you can take a penalty of as much as -5
on your attack and add the same number (up to +5) to your
Armor Class.
This number may not exceed your base attack bonus. The
changes to attack rolls and armor bonus last until your next
action. The bonus to your Armor Class is a dodge bonus.
Prerequisite: Int 13+
9 >>> Power Attack (select)
Effect: Before making attack rolls for a round, you may choose to
subtract a number from all melee attack rolls and add the
same number to all melee damage rolls.
This number may not exceed your base attack bonus. The
penalty on attacks and bonus on damage apply until your next
action.
Prerequisite: Str 13+
10>>> Improved Critical (auto)
Effect: The threat range of the weapon being wielded is increased
by 1.
Prerequisite: Base attack bonus +8 or higher.
Note: Must pick.
11>>> Maximized Attacks (select)
Effect: All attacks do maximum damage for 10 seconds. Usable 1/day.
Prerequisites: 4 ranks in Concentration and Weapon Specialization
in 2 weapons.
12>>> Stunning Attack (semi auto, only applies in unarmed attack)
Effect: When attacking with Stunning Attack, it forces a foe damaged
by your unarmed attack to make a Fortitude saving throw
(DC 10 + one-half your level + WIS modifier), in addition to
dealing damage normally. If the defender fails his saving
throw, he is stunned for 1 round.
A stunned character can't act and loses any Dexterity bonus
to Armor Class. Attackers get a +2 bonus on attack rolls
against a stunned opponent.
You may attempt a stunning attack once per day for every four
levels you have attained.
Prerequisites: Dex 13+, Wis 13+, base attack bonus +8 or higher
Note: Essentially this is a monk feat, but then it opens to everyone.
13>>> Weapon Finesse (semi auto, only applies when using small baldes)
Effect: You may use your DEX modifier instead of your STR modifier on
attack rolls while using small blades. Since you need your
second hand for balance, if you carry a shield, apply the
shield's armor check penalty to your attack rolls.
Prerequisite: Proficient with small blade, base attack bonus +1.
14>>> Precise Shot (select)
Effect: Reduces the to hit penalty for firing in close quarters
from -8 to -4.
15>>> Rapid Shot (select)
Effect: You can get one extra attack per round with a ranged weapon.
The attack is at your highest base attack bonus, but each
attack (the extra one and the normal ones) suffers -2
penalty.
Prerequisite: Dex 13+
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IV.4 spell casting feats ppgfe4
---------------------------------------------------------------------------
The following feats are what seperate a polished spellcaster from ordinary,
untrained spellcasters. Depends on how you want your spellcaster be, you
have a wide variety of feats to choose from. Of course there is always this
kind "must choose" that you don't want to miss.
1 >>> Armored Arcana (auto)
Effect: Taking this feat reduces the chances of casting failure by
5%. This feat may be taken up to three times.
Prerequisite: The ability to cast arcane spells.
2 >>> Combat Casting (auto)
Effect: You get a +4 bonus to Concentration checks made to cast a
spell while being injured.
3 >>> Spell Penetration (auto)
Effect: You get a +2 bonus to caster level checks to beat a
creature's spell resistance for each pick.
Note: Must pick. It makes all your spells harder to resist initially
by enemies.
4 >>> Subvocal Casting (auto)
Effect: This feat conveys the ability to cast spells while silenced.
Prerequisite: Ability to cast Arcane or Divine spells.
Note: Although enemies rarely cast 'silence' and 'deaf' but still
this is a feat worth investing.
5 >>> Aegis of Rime (Cold)
6 >>> Aqua Mortis (Acid)
7 >>> Scion of Storms (Electical)
8 >>> Spirit of Flame (Fire) (all auto)
Effect: Permanently gives 5 [elemental] resistance and a +20% to all
[elemental] damage
Prerequisites: You must be able to cast 4th level spells and have a
Spellcraft of 10 or higher.
Note: It all falls down to you, what spell you want your character to
cast? For example, my druid constantly casts 'Flame strike',
'Sol's searing orb', 'Call lightning' and 'Static charge' so it
would be benefitcial if she picks 'Scion of Storms' and 'Spirit
and Flame'.
9 >>> Spell Focus, Greater Spell Focus: Enchantment
10>>> Spell Focus, Greater Spell Focus: Evocation
11>>> Spell Focus, Greater Spell Focus: Necromancy
12>>> Spell Focus, Greater Spell Focus: Transmutation (all auto)
Effect: +2 to the Difficulty Class (DC) for all saving throws against
spells from this school of magic.
Note: Again this is a very personal thing. My arcane spellcasters
max-ed 'Evocation' and 'Necromancy' because they cast these
spells more often. My divine spellcasters max-ed transmutation
because they use 'tremor' often.
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IV.5 class feats ppgfe5
---------------------------------------------------------------------------
The following feats only open to certain class after certain level. There
are 'extra something' feats that give extra 'something' to use per day.
Frankly, this is useless because if i out of 'something' to use, i would
rest. Take a close look at rogue feats. 'Arterial Strike', 'Hamstring'
and 'Crippling Strike' do not have saving throw aganist. These are the
reasons why rogues are deadly.
Babarian
1 >>> Extra Rage (select)
Effect: Allows a barbarian an extra use of their rage ability one
time per day. This feat may be taken up to three times.
Barbarian, bard, paladin
1 >>> Heroic Inspiration (auto)
Effect: When the character drops below 50% hit points, he or she
gains a +1 bonus to hit, damage, and saving throws.
Bard
1 >>> Lingering Song (auto)
Effect: When a bard stops playing, the effects of his or her song
last an additional 2 rounds.
Cleric, paladin
1 >>> Extra Turning (select)
Effect: An extra 'Turn undead' per day for each pick.
Prerequisite: 1 level of cleric or 3 levels of Paladin
2 >>> Improved Turning (auto)
Effect: After a successful turning, the character is able to rebuke
or destroy 2 extra Hit Dice of undead.
Prerequisite: 1 level of cleric or 3 levels of paladin
Cleric, druid, paladin, ranger
1 >>> Heretic¡¦s Bane (auto)
Effect: The character gains a +1 bonus to hit and damage against
clerics and druids.
Prerequisite: The ability to cast divine spells, base attack bonus
+4 or greater
Druid
1 >>> Extra Wild Shape (select)
Effect: Allows a druid with wild shape to gain an additional use per
day. This feat may be taken up to three times.
Prerequisite: 3 levels of druid
2 >>> Wild Shape: Boring Beetle (available after 5 Levels of druid)
3 >>> Wild Shape: Panther (available after 5 levels of druid)
4 >>> Wild Shape: Shambling Mound (available after 8 Levels of druid)
(all select)
Effect: Allows a druid to shapeshift to [animal].
Note: The only time i used a druid's shapeshifting ability is in
BG because i need Jaheira to carry some extra things.
However, there are people in gamefaqs.com IWD2 forum that
claimed 'Shambling Mound' works.
Fighter
1 >>> Weapon Specialization (auto)
Effect: Gives +2 damage while use selected weapon(s).
Prerequisite: 4 levels of fighter
Note: This feat is available under every weapon feats. Upon picking
the third rank in a certain weapon feat, Weapon Specialization
is granted while using that weapon.
Paladin
1 >>> Extra Smiting (select)
Effect: Allows a paladin to gain an additional smite evil use per
day. This feat may be taken up to three times.
2 >>> Fiendslayer (auto)
Effect: Allows a paladin to gain a +2 bonus to hit and damage against
chimeras, fiends, dragons, and half-dragons.
Prerequisite: 8th level Paladin, Weapon Focus in Large Swords or
Greatswords
Note: Must pick.
Rogue
1 >>> Arterial Strike (select)
Effect: Allows the rogue to sacrifice 1d6 points of sneak attack
damage to inflict a bleeding wound that causes damage over
many rounds.
Prerequisite: At least one level of rogue, base attack bonus +4 or
higher.
Note: Must pick.
2 >>> Envenom Weapon (select)
Effect: The first successful attack with the weapon forces a
Fortitude save (20 DC) or the target temporarily loses 1d6
points of Constitution. One round later, the target must make
a second Fortitude save (20 DC) or lose an additional 1d6
points of Constitution. The Constitution loss lasts for 10
rounds. This ability can be used once per day.
Prerequisite: 1 level of rogue, Alchemy 8 or greater
3 >>> Hamstring (select)
Effect: Allows a rogue character to sacrifice 2d6 points of sneak
attack damage to reduce the target's movement by 50% for ten
rounds.
Prerequisite: At least three levels of rogue.
Note: Must pick.
If your delicate spellcaster is being chased by an enemy, this
will definately be a life-saver.
4 >>> Crippling Strike (auto)
Effect: Any time the character makes a successful sneak attack, the
attack does its normal damage and also causes 1 point of
temporary strength damage. Use
Prerequisite: 10th level rogue
Note: Must pick.
5 >>> Improved Evasion (auto)
Effect: This ability works like evasion, except that while the rogue
still takes no damage on a successful Reflex save and half
damage on a failed save.
Prerequisite: 10 Levels of Rogue
6 >>> Slippery Mind (auto)
Effect: If you are affected by either Charm or Command enchantments
and fails your saving throw, 1 round later you can attempt
your saving throw again. You only get this one extra chance
to succeed at your saving throw.
Prerequisite: 10 Levels of Rogue
---------------------------------------------------------------------------
V useful spells ppgspe
---------------------------------------------------------------------------
Some spells overlap, meaning both a wizard and cleric cast it. These spells
will be place under section. i will not list every
spells since you can get this from other faq available in www.gamefaqs.com.
Spells covered here will be the spells that i and others used frequently
and have success with.
---------------------------------------------------------------------------
V.1 arcane spells ppgsp1
---------------------------------------------------------------------------
1 == Magic missile (lvl 1, evocation)
This is a very all around spell. First of all it gets better as you
lvl up. Furthermore it is magic based damage. So at the end, you can
do some damage (5 x 1d4+1) on every enemies you encounter.
2 == Choromatic orb (lvl 1, evocation)
It does do a some damage but this is not what it is used for. The key
is its effect. The effect of the orb changes as you lvl up. At the
end, this little orb can paralyzes an enemy for 13 rounds if the
reflex saving throw is failed.
3 == Mage armor (lvl 1, conjuration)
It gives +4 to your armor bonus. Might be useful in the early of the
game. Of course there are other type of magical armor but they come
later and the usefulness is not there since monster are getting
stronger faster.
4 == Charm person (lvl 1, enchantment)
If your fighter being charmed, this will be the spell that gets
her/him back.
5 == Melf's acid arrow (lvl 2, conjuration)
If you intended to use this spell to do damage then you are wrong.
Although it does damage to an enemy from time to time but time is what
you don't have. Don't you want to kill an enemy in shortest time
possible? So the use of this spell? To finish off trolls.
6 == Mirror image (lvl 2, illusion)
It creates x (x = 2~8) mirror images. Which means, for the first
x times you are being attacked, either physical or magical, it will
not cause damage. Useful isn't it? One way to quickly counter this
spell is magic missile.
7 == See invisibility (lvl 2, divination)
Just as its name suggest. however there are only a few invisible
enemies in the game and they come very late.
8 == Flame arrow (lvl 3, conjuration)
Each arrow deals 4~24 fire damage with reflex save for half. It adds
an arrow every 4 lvl till lvl 30. solid.
9 == Ice lance (lvl 3, evocation)
It deals 5~30 frost damage. If fortitude save fail, it stun the target
for 1~4 rounds.
*p.s. Both flame arrow and ice lance are useful because they offer
different base of damage. Some might resist to fire, some might
resist to ice, so you need both.
10== Invisibility sphere (lvl 3, illusion)
it invisible everyone near by, giving you time to regroup. for more
use of invisiblity spells, please refer to
section, ppgstg.
11== Mordenkaien's force missiles (lvl 4, evocation)
It acts like magic missile with splash damage. And i have a feeling
that it is harder to resist then magic missile, because most of the
high lvl i encountered resist magic missile but not force missile.
12== Stoneskin (lvl 4, abjuration)
It absorbes 10/+5 of melee damage until a total of 10 per caster
level to a maximum of 150.
13== Malision (lvl 4, enchantment)
-2 saving throws of all kinds to all enemies of an area.
14== Improved invisibility (lvl 4, illusion)
Evil, this spell is pure evil, more evil than the evilest evil demon
being appoint as professor of evil in oxford university.
After patched in game version 2.01 this spell is not evil anymore.
15== Emotion: hope (lvl 4, enchantment)
All living creatures gain +2 on saving throws, attack bonus and
damage. It effects enemies as well, so use it with care.
16== Lower resistance (lvl 5, transmution)
Spell resistance of the target reduce by 1 per lvl of caster.
17== Dominate person (lvl 5, enchantment)
A dominated person is totally under the spellcaster's control and acts
just like her/his minions. The receiver is allowed a will save at -2.
i am a 'evocative' and 'necromancive' person. i rarely use any
enchantment spell.
>>However [Yorien Dragonard] has another view.
"A mass Dominate (or Dominate) is real useful since if you (in
the middle of a battle) take control of around 30% - 40% of
enemies then the battle suddenly turns tides"
18== Improved haste (lvl 6, transmution)
Area effective. Eoubles the attack and movement rate of allies.
Negates slow. On the other hand slow negates haste, if cast later.
19== Chain lightning (lvl 6, evocation)
It deals xd6 (x = caster lvl) of damage to its target and half of it
(x/2)d6 to other enemies near by. It is the best area effective
damaging spell, since it will not damage friendlies and not many
enemies are resistant to lightning damage.
20== Disintegrate (lvl 6, transmution)
Target to be vanish unless sucessful fortitude saving throw and take
5d6 damage. This spell will work on undead creatures. One side note,
disintegrate will disintegrate items of the target, but IWD2, at this
moment seems doesn't apply this.
21== Mordenkainen's sword (lvl 7, evocation)
It creates a sword that has attack bonus of caster lvl + 4 and deals
4d6+3 slashing damage. It is considered +3 to hit. the great thing
about this sword is that it is ranged. so your caster can step afar to
do the damage. sure, who needs a caster to deals melee damage, but
if you are out of spells that can do damage to your enemy, you still
have this. my wizard used this to kill the guardian outside yuan-ti
temple first time through the game.
22== Suffocate (lvl 7, transmution)
Creatures that breathe take panalties of -4 armor bonus, -4 attack
bonus and -6 DEX, half movement rate. In addition, they take 4d8
damage per round if they remain in the area of effect. Works best if
combined with undead summons.
23== Mass invisibility (lvl 7, illusion)
Please refer to section, ppgstg, for more
information.
24== Horrid Wilting (lvl 8, necromancy)
It sucks out water from creatures dealing 1d8 magic damage per level
caster to a total of 25d8. Fortitude save for half. Imagine this,
you summon undead, send them to fight, everyone steps back, keep
throwing horrid wilting, fun? Undead, construct and any creature that
don't have water in them are not effected. Water based creatures
has a -2 saving throw aganist it.
25== Executioner's Eyes (lvl 9, divination)
+4 attack bonus and +4 critical hits on all allies. +4 critical hits
means that if you have critical on roll 20, now you'll have critical
on roll 16~20.
26== Wail of Banshee (lvl 9, necromancy)
Centered around the caster, anyone who hears the cry will die.
Number of dying creatures is equal to caster lvl. Friendlies are
suppose to be effect by this but so far, none of my members die under
this spell, strange. Needless to say, construct, undead and deafed
creatures are immune to this.
27== Mass Dominate (lvl 9, Enchantment)
Works just like lvl 5 dominate person except it is area effective.
---------------------------------------------------------------------------
V.2 cleric spells ppgsp2
---------------------------------------------------------------------------
1 == Bless (lvl 1, conjuration)
+1 attack bonus to allies, counter bane.
2 == Bane (lvl 1, enchantment)
-1 attack to enemies, conter bless.
p.s. Bless and bane are very useful at the start, at least before
cleric learns 'prayer'.
3 == Remove fear (lvl 1, abjuration)
Area effective. It removes fear, panic and allies are immune to fear
for the duration. The key of it is the casting duration is so short,
it is almost instant.
4 == Invisibility purge (lvl 3, divination)
Dispel invisibility.
7 == Prayer (lvl 3, conjuration)
It has a large radius and it moves with the caster. Under the area of
effect, allies receive +1 to attack, damage and saving throws while
enemies get -1.
8 == Recitation (lvl 4, conjuration)
Allies gain +2 on attack and saving throws while eneimes take -2
penalty.
9 == Restoration (lvl 4, conjuration)
The main fuction of this spell in the game is to restore energy
drained cause by certain undead.
10== Chaotic commands (lvl 5, enchantment)
The constitution of enchantment spells. Target is immune to charm,
dominate, sleep, confusion, and symbol of anything.
11== Raise dead (lvl 5, necromancy)
It raise a dead member with only 1 hp.
12== Resurrection (lvl 7, conjuration)
To raise a dead member. This is the ultimate reason why a team
should have a cleric with them. Only cleric offers resurrection.
Resurrection offers a second chance with full hp. The strange thing
is, it says the raised character will lose one lvl but this never
happens to me. Believe me, my members die on a regular basis. If this
penalty applies, then raise dead will replace the usefulness of this
spell.
13== Greater shield of Lathander (lvl 7, conjuration)
It gives the receiver +40 spell resistance and 30/- damage reduction.
The downside are, long casting duration, short lasting duration.
14== Holy Aura (lvl 8, abjuration)
It has 4 effect on receivers on the area
a. Receiver gains +4 deflection bonus to armor class and +4 saving
throws
b. Receiver gains +25 spell resistance
c. Receiver immune to charm and domination
d. Evil creatures who strike the receiver must make fortitude save
or to be blinded for 3 rounds.
---------------------------------------------------------------------------
V.3 druid spells ppgsp3
---------------------------------------------------------------------------
1 == Rainstorm (lvl 2, evocation)
Can be cast only outdoor. Deals 2d3 magic damage per round in
addition with 50% chance per round to be struck by lightning damage of
2d6.
2 == Charm person or animal (lvl 2, enchantment)
Its main use is to counter your charmed party members.
3 == Call lightning (lvl 3, transmution)
Cast only outdoor. It calls down a lightning every 10 rounds and
deals damage to a random enemy of 1d10 per caster lvl to a maximum
of 10d10.
4 == Tortoise shell (lvl 3, abjuration)
Before you have heal, this spell grants you additional 100 hit points.
It also makes the receiver uninteractable.
5 == Static charge (lvl 5, transmution)
Cast indoor or outdoor. It deals 1d8 electrical damage per caster lvl
(max 16d8) to a random enemies every turn for max 10 turns.
6 == Smashing Wave (lvl 5, evocation)
The wave travels from caster to its destination. Any creature in the
path takes 1d8 bludgeoning damage per caster lvl (max 15d8). In
addition, 25% to stun for 2 rounds and 5% chance to knock unconscious.
Reflex save negates the side effect and halve the damage.
7 == Aura of vitality (lvl 7, transmution)
Allies in the area gains +4 str, dex and con for 1 turn per caster
level.
8 == Shambler (lvl 9, conjuration)
Summons a 11 hit dice shambling mount that deals bludgeoning damage
and might entangle enemy it is attacking.
---------------------------------------------------------------------------
V.4 spells that overlap ppgsp4
---------------------------------------------------------------------------
>>> Spells that both clerics and druids can cast, only
1 == Flame Strike (cleric lvl 5, druid lvl 4, evocation)
small area effective, fire damge of 1d6 per caster lvl unless a
reflex saving throw for half. Cleric don't have many damaging spells,
this is one the few, the very few.
2 == Heal (cleric lvl 6, druid lvl 7, conjuration)
This spell is extremely important. It restore the receiver to max hp.
the casting duration is instant, makes it a real life saver.
3 == Sol's searing orb (cleric lvl 6, druid lvl 6, evocation)
It deals 6d12 damage and blinds the target unless a fortitute saving
throw for half the damage and no blind. It deals double damage to
undead.
For a cleric, lvl 6 is dedicated to 'Heal' so a cleric might not want
to cast searing orb. But a druid has lvl 6 all open to this spell.
4 == Harm (cleric lvl 6, druid lvl 7, Necromancy)
It deals magic damage to the target so that target left only 1d4 hp.
Fortitude to save totally from the spell.
To use this spell, you have to first cast the spell. You'll notice
that your character weapon changed to a hand, melee attack with this
'hand' as you would normally do to cast off the spell.
>>Frankly, i don't use harm at all ever since Anomen made a critical
miss with this spell back in BG2. This spell is suppose to be able to
hit enemy easily as it is a 'touch attack' but i just don't have the
luck to do so. [Yorien Dragonard], on the other hand, has better
luck then me and reminded me about this spell.
5 == Tremor (cleric lvl 8, druid lvl 9, transmution)
Enemies within sight of caster takes 4d10+2 of buldgeoning damage and
must make a reflex saving throw or to be knock unconscious for 3
rounds. Don't look down on the 3 rounds duration, It is very long.
The casting duration is also very long. Usually, i will start casting
it when i see enemies rushing towards my fighters.
6 == Mass heal (cleric lvl 8, druid lvl 9, conjuration)
It works just like heal but area effective to several allies.
Sometimes your fighter is surrounded by several enemies and cannot be
reach, this spell can do some help.
-----------------------------------------------------------------
>>> Spells that arcane spellcasters and divine spellcasters can cast
1 == Bull's strength (lvl 2, transmution) =cleric lvl 2=
Your spellcaster will have low str right? So this spell can help them
to carry extra things and wear heavy armor.
2 == Magic circle aganist evil (arcane lvl 3, cleric lvl 3, abjuration)
Instantly gives everyone protection from evil. 99% enemies you
encountered will be evil. This spell gives immunity to all control
based spells by evil creatures, tell me that this is not soild gold?
On top of all, how about saving throws against attack from evil
enemies.
The initial use of this spell is as a preparation before summoning
demons and elementals. Without protection from evil, demons and
elementals you summoned will attack you. However there is no need
for summon demons and elementals right now, because we have undead.
3 == Dispel magic (arcane lvl 3, cleric lvl 3, druid lvl 4, abjuration)
It removes every magical effects (good or bad) on everyone (enemy or
ally) in an area. This spell is the counter of all spells. It is like
the constitution of spells, every other spells that are inconsistent
with dispel magic shall be void. It even dispel 'protection from
magic'.
Beware however, it dispel the good magic on your allies. Generally,
to counter spells, dispel works.My suggestion of counter spell is
under the premise not to dispel the protective spells on allies.
4 == Animate undead (arcane lvl 5, cleric lvl 3, necromancy)
This spell WAS solid gold, until IWD2 version 2.01. Still it is a
summon spell worth investing. These summons are undead, therefore
they are immune to several spells like enchantment spells and 'Horrid
wilting'.
5 == Dismissal (arcane lvl 6, cleric lvl 4, abjuration)
Dismiss a summoned creature. Creature hit dice adds to the saving
throw while caster lvl minus the saving throw. Remember, it only
effect one summon. So it wouldn't vanish your summons in the process.
6 == Finger of death (arcane lvl 7, druid lvl 8, necromancy)
Fortitude save to take 3d6 + caster lvl of damage or die, die, die.
So you see, wizards, sorcerers, pure cleric are particularly weak
aganist this spell since their constitution are so low. To kill
izbelah in time, this is the spell.
7 == Banishment (arcane lvl 7, cleric lvl 6, abjuration)
Just like dismissal it is area effective. Use this to banish a horde
of summons including your own summons.
8 == Elemental Barrier (arcane lvl 7, divine lvl 7, abjuration)
Gives the receiver a 15/- to fire, cold, acid and electrical damage
for as long as the spell last.
---------------------------------------------------------------------------
VI general strategies ppgstg
---------------------------------------------------------------------------
This section is dedicated to all battling strategies involved in the game,
i sincerely hope that people will contribute their sucess here and help
this part of the faq grows, especially alternatives to beat certain boss
or scence.
The use of invisibility
-----------------------
Throughout the game, you'll find out that invisibility is ever useful.
Now, i wouldn't touch on improve invisibility here since it makes the game
ridiculously unbalance. However i think that 'invisibility sphere' and
'mass invisibility' doesn't unbalance the game but still provide some
battle an easy way out.
For example, you go into an area and everyone attacks you scenario.
Have one of your caster casts area effective invisibility. Meanwhile
have other casters cast summoning spells. As for your tankers, just
stand still. When the invisibility kicks in, no one will sees you and
will turn their attack onto your summons. Even if your summoning
spells do not finish before your invisibility kicks in, you still
remains invisible after summon completes.
resting strategy
----------------
Before resting, cast animate undead or shambler. Summons of these spells
will last long enough to protect the party while resting. Before you sleep,
invisivle everyone. As a plus, have druid cast 'Call lightning' or 'Static
charge'. When interrupted during resting, just stand still and just your
summons do the job.
controlling summons
-------------------
Controlling summons plays a big part in my game since they are the ones who
take the pain. Furthermore, under HoF mode, they are as strong as enemies
i encoutered, so they deals a lot of damage at the same time. A nice trick
for your summons to stay in formation, attack nearest enemy and don't go
wondering around chasing enemies would be select all summons and issue
'stop'.
early into the game
-------------------
At the start of the game, prologue and chapter 1 are often regarded as the
hardest chapter because you'll encouter hordes of enemies in a single
battle. To worsen the situation, your levels are very low and you don't
have much spell variation. During this period, micro-management is very
important. Keeping the band in organized formation would save a lot of
reloads. Also, don't look don't on low level spells like 'entangle', 'web',
and 'sleep'. 'Entangle' helps you to keep the melee enemies a far. 'Web'
will disrupt enemies spall casting. 'Sleep' greatly reduce the number of
enemies attacking you.
---------------------------------------------------------------------------
VII known bugs that will hurt you ppgbug
---------------------------------------------------------------------------
This section is to point out some bugs that will hurt the enjoyment of this
game and to avoid these bugs.
1. Improve invisivility (FIXED in version 2.01)
The makers of the game somehow forget to do two things.
a. They forget to put 'True Seeing', the ultimate dis-illusion spell.
b. They forget that 'Improve Invisiblity' doesn't give you 100%
invisiblity after the character do something. It gives 50%
concealment after action. Which means anyone can still attack an
improved invisible but actioned unit, but cannot target the unit
with spell until invisible dispelled.
Therefore, until a patch is due, improve invisibility will remain evil,
and ridculously unbalance the game.
2. Summons
let's take an example. i summon 2 undead in area A. Then i leave for
area B and rest at there. After i wake up, i can only summon 4 creatures
and the box will say that i have reach the summon limit when i summon
the 5th creature. But then when i get back to area A to check out,
my previous summons weren't there.
To get around this, kill all the summons before leaving an area, or,
quit game, restart the game
3. Horde Fortress
When inside the Horde Fortress, after the conversation between Sherincal
and Guthma, the game crashes. Well, i saw this in iwd2 forum and
i didn't check back so i don't know the solution.
4. River Caves (FIXED in version 2.01)
Inside river caves, Barud Barzam will ask you to clear out the area from
monsters. However, sometimes, even after you've cleared everything,
really everything, you still cannot finish the quest.
To get around this, patch the game at least to verson 2.01.
5. Yuan-Ti temple and Chult
This only happened in the first time i played the game.
In Kuldahar, whenever i am in the Chult jungle and yuan-ti temple, my
save files in this area will be un-useable. it loads until near the end
of the bar then jumps back to the middle and stops there.
To get around this, save outside the temple and Chult, in another words,
save in Kuldahar.
6. Dragon's Eye prisoner (FIXED in version 2.01)
In Dragon's Eye first level, one prisoner in the prison will cast
'Non-detection' and 'Improve invisibility' then starts hurting you. No
matter what counter spell i casted, 'Dispel', 'See invisibility' or
'Invisibility purge' i still cannot get him to visible. Even area
effective spells don't damage him.
To get around this, rush into the prison, find him and kill him, on
the spot, right away, on the double, fast, quick.
7. Dragon's Eye modified Mandrake root
In dragon's eye, you are to find the modified Mandrake root. Mandal's
spirit shows you that it is inside the ancient wyvern cave. If you
enter the cave before this and killed tha wyvern inisde, you will not
get this modified Mandrake root thus, not able to finish the game.
To get around this, don't enter the cave in Dragon's Eye level 1 at
(1712, 1950) before resting Mandal's spirit. Or,
go to iwd2 configuration and enable cheat console
under game settings. Restart the game, press ctrl
+ tab and type in the following
ctrlaltdelete:createitem("61genmm")
then press enter. Modified root should be on first
character.
8. Black Raven Monastery (special thanks to [Howard Stump])
Happens inside the tight monastery. Sometimes your character cannot get
into an area even if the door is opened. The character acts if there is
a closed door there and searching for an alternative.
To get around this, rest. If you still have the problem after rest, try
resting again ousite the monastery.
9. Improved Initiative is not working at all (special thanks to [Earl Grey])
Even if you have choosen the feat, it wouldn't apply at all. So you are
actually wasting a feat choosing it.
To get around this, wait for a patch.
10.Repared Bridge in Dragon's Eye Exit
The Bridge at south of Dragon's Eye exit is initially broken but
repaired when the band arrive in day 5. In day 4 when the yuan-tis
attacking this area, an iron golem will be destrying the bridge. The
bridge remain destroyed and un-cross-able later when the band travel to
days earlier then the event although it shows that it is completely
repaired.
To get around this, run along in the inner rim.
11.Identify using Bag of Holding. (special thanks to [xenogriff])
Right click and open the Bag of Holding. Select any unidentified items
and move them into the bag. Once inside the bag, items will be
identified.
To get around this, wait for a patch. (Seriously, you want to get around
this?)
12.Bard's Regeneration
A 11 level bard gets a song which regenerates hp of allies. Pause the
game, turn on the song, turn off the song and allies get 3 hp. Repeat
this under pause and all members can be healed.
To get around this, wait for a patch.
13.Extra Spell (special thanks to [Heidern98])
This works for spells that can target an area or a character. When you
have only the very last of a particular spell, pause the game, select
the spell and click on the target you want. While still pausing, select
the spell again, and the cursor will change into 'targeting with spell
casting' icon, leave it that way and unpause the game. When the spell is
casted, the cursor will still in that icon just waiting for another
target to cast.
To get around this, wait for a patch.
---------------------------------------------------------------------------
VIII walkthrough ppgwlk
---------------------------------------------------------------------------
ummm....this part is the walkthrough. i think this is the main reason you
are looking at my faq for, yes?
i write this druing the time i play the game under Heart of Fury mode with
the previous band that finished normal mode. Therefore sometime my
suggestion and analysis might not be accurate. Worse of all, you might find
that i mixed up normal mode with HoF mode. The suggestions and analysis
made will mostly base on normal mode. So, yeah, most of them are from my
memeories not current experience.
In case you are concern, my party is
--teekc paladin 3 / fighter x half-elf
--raven barbarian x / rogue x ghostwise halfling
--viconia cleric, demarch of mask drow
--edwin sorcerer aasimar
--bob wizard rock gnome
--joan druid half-orc
Obviously you can see that i am not good at all in making names. teekc is
my own name, raven is my other 'internet' name. viconia and edwin are from
bg2. bob is just bob. joan is from Joan of Arc.
---------------------------------------------------------------------------
1. prologue ppg01
---------------------------------------------------------------------------
==OVERVIEW==
You arrive at Targos and discovered that the city is under seige. Obviously,
you'll be the company that save the city.
---------------------------------------------------------------------------
1.1 targos dock ppg02
---------------------------------------------------------------------------
This is your first location arrived. Hedron Kerdos is the skipper that
takes you with his ship, Wicked Wench, to here. Through conversation you
found our that Wicked Wench refers to his mother who still lives in Targos.
Overall, you'll need to report to the lord of the city, Ulbrec Dinnsmore.
However there are much to do here in the town. Goblins will be running wild
in the town so beware. Also, there are tons of items laying everywhere, so
be sure to pick them up and if you have no need of them, sell them.
You cannot just rest on the street as goblins are attacking the city.
However, as long as you are inside a building, you can rest, except salty
dog tarven. House at (855,939) can provide you an early resting place,
after you dealt with 2 goblins inside.
At southeastern tip of the map, near the lighthouse is a small boat with
treasure, don't miss it.
quest - helping reig
--------------------
As soon as you arrive in dock, you'll meet with two soilders Reig and Jon.
you can ask for equipment from them and their dead partner. Reig is injured,
you can use your healer to heal him for some xp. But this will not do,
you'll need to find healing potion for him from dock master Magdar who is
in a warehouse not far north (974,580). The door is lokced, pick it or bash
it as you like. To pick it, send someone with 'thieving' skill. To bash it,
simply pick your strongest one, click on the her/his weapon, so that the
cursor become a sword, then apply it onto the door.
As soon as you are in the warehouse, you'll be approach by Magdar. After
conversation, the warehouse is yours. When dealing with kegs, simply attack
them to reveal any treasure in it. To easier uncover kegs, press pause,
that those with yellow circle are 'killable'. Beware that goblins will rush
in through the entrance, so be prepare and move your delicate members away
from it. i wouldn't go into detail as you can just use 'alt' key to uncover
anything that are 'open-able' and 'pickup-able'. Healing potions should be
at (1172,460). Rest if you need, then return healing potion to Reig for xp.
quest - looting journ's treasure
--------------------------------
You'll meet Jorun Tamewater at (643,1439). When asking about a place to
rest, he will suggest his house at (271,1732) which is a stone throw away
to southwest. To search for traps, use the 'search' skill to uncover any
traps. Any trap will be reveal in red, use 'thieving' to detrap.
quest - s.d.t.
--------------
The Salty Dog Tarven is at (910,1835) with some not so friendly folks
inside.
Guthewulfe is a trader who you can trade with everything you picked up
earlier nearby. You might notice that Guthewulfe has a siver charm which
you can win from him after you clear all the goblins in the town. Just send
someone with high constitution to drink with him. Do not forget also to buy
a flask of Braehg from him as it has use later.
There is a band of mercenary called Iron Collar. Talk to them with any
possible way to uncover their origins and their previous mates, Koluhm and
Phean.
quest - wicked wench
--------------------
As soon as you learn that the dock is attacked by goblins, you can return
to Hedron to inform him the news. He will then ask you to check if his
mother is okey. You can of course skip this part and directly goto her
house at (793,2262), just south of Salty Dog Tarven. Just be good to her
altough she is not that nice to you. When you clear everything in the dock,
you can comeback to hear and listen to her stories. Of course, report back
to Hedron when you know that his mother is alright.
quest - downunder
-----------------
North-east (1859,473) is Brogan who are waiting for the help of Iron Collar.
You can play a runner and ask the band to report to Brogan which you know
they wouldn't, then you take the task instead. Or you can just convince
Brogan that there is no time to lose and you can do the job equally good.
Go inside and be welcome by goblins. loot everything. Note that there is a
dead cat at (793,403). Keep that, because it is consider good luck to keep
a dead cat in the north. No, seriously, keep the cat, we have use later.
Proceed through the door at (611,226). Once you are down, go slowly towards
west as you'll be greeted by more and more goblins. Just kill everything
you can inside. At the middle of the tunnel, you will discover a collapsed
tunnel. At the end of the tunnel, western tip, you will confront with more
goblins and their head. You'll get a scroll from his dead body. Identify
the scroll and keep it, you'll need it later. If somehow you cannot
identify the scroll for free now, you can keep it until your wizard
(not sorcerer) learn identify. It is an 'expended teleport scroll' which
you can later present it to Ulbrec's wife.
When you get the scroll, main things here in targos dock is done. Return
to Salty Dog Tarven to win the silver charm from Guthewulf, with someone
that has high CON. Listen to and copy down Hedron's mother's story about
Icewind Dale, just don't mention the dead cat thing to her yet. When you
are done proceed to northwestern tip (186,59) to enter Targos town.
>>According to [Arachree Mae]
"Siver Charm contest needs at least 16 CON (i've reform my parties
twice to get it don't know about 15 but just don't risk it ok?)"
"you can't win it with a dwarf, because they're legendary high CON
of course."
>>[Jae Shin] send a special one to meet Guthewulf's challenge
"when you're challenging Guthewulf for his wolf-medallion... let
me just say that a boar (from a druid's shapeshifting) has no
problems drinking him under the table."
---------------------------------------------------------------------------
1.2 targos town ppg03
---------------------------------------------------------------------------
The town is still safe. When you arrive, loot the whole place first. Talk
to anyone you can. At the north-western part, there is a torn down building
with minor treasure in it (745,347). Use 'alt' to help you highlight.
At (1226,1654) is Lumbar Grundwall who seem to have problem with his crane.
Talk to him to find out more and we can deal this later.
At (2046,668) is Oswald Fiddlebender (appeared in iwd1 at kuldahar) and his
ariship. You can 'bluff' him for potions. Talk to him to know that his
niece is maralie, who is the person telling the story at the start of the
game.
Inside house (415,931) is a freak named Koluhm. You can get the Weeping
Widow quest from him as well as getting some information about Phean, who
you'll deal later. The second time you talk to him, you can ask him about
the body of a townsman. He will tell you everything, and as a payment of
silencing your mouth, he tells you a minor treasure can be found in a
ruined building in targos, which, i think, is at (745,347)
(1256,566) is the temple pavillion. You might want to take a look at what
the priest inside sells. 'Ring of Wise' might be useful at this point.
(1549,1764) is the Gallaway Trade depot. It has some nice item. One of
which is a long sword with your name on it. It might not be that useful
in normal mode, but in HoF mode, it provides some really excellent
properties like 'haste' once equiped. There is another axe which slays keg
in normal mode and slays construct in HoF mode. If your have fighter using
great sword, the great sword here is the only magical greatsword until
chapter 2. (HoF mode refers to the heart of fury, insane diffuclty)
Overall, you'll need reach Ulbrec and he will assign you to Shawford Crale
for further instruction. By the way, Ulbrec's wife sells a dagger that slay
goblins. Since you will encounter a lot of goblins until the end of chapter
one, you might want to invest on it.
quest - weeping widow
---------------------
You learn about this quest from Koluhm if you visit him at house (415,931).
Or else, you can get it directly from the boss of Weeping Widow inside
building (819,1674), i suppose. Also, don't forget to mention about
Koluhm's payment made to the boss. You'll get a potion from him, identify
it with an 'alchemist', it has use later. You can only see the weeping
widow at night.
Veira, weeping widow, is a ghost. So you can only find her at night in
second floor. Learn that she is actually waiting for her husband, Donovan,
in the inn. The inn boss reveals that Gohar can help you with her husband.
so off we go to Salty Dog Tarven.
At the mean time, you can present the identified potion, Ghost-touched
bottle, to Ulbrec's wife, Elytharra, to learn that this potion has
potential when it contains a ghost tear. Also, you can go back to koluhm
and 'bluff' him to reveal the potential of he potion and some xp.
From the boss of Salty Dog, you get a ship prow. Present it to Veira and
ask her to shed a tear into the ghost-touched bottle, then she rests.
Report back to inn boss for award. Also, you can informed him about the
identified ghost-touched bottle and further squeeze him for more reward.
With the tear contained in bottle, go back to Elytharra, she'll offer you
a choice between a enchanted dagger or money. You can bargain for more
money. The dagger isn't any good. for normal level, take the money, for
insane level, take to dagger instead.
quest - phean
-------------
Present the 'Expended teleport scroll' to Elytharra in Ulbrec's house to
learn more about the scroll. The traitor is actually Phean inside building
(2276,995). Confront him with your scroll. He will summon goblins and cast
sleep on you. Kill him, Loot his treasure and report back to Elytharra.
>>According to [Arachree Mae]
"Talk to Phaen (Targos city) using high diplomacy will easily get
him to say about who his higher ups is. First off talk about you
don't have to fight or some such thing and something like you
could help him doing the evil deeds (therefore don't use paladin,
they won't offer the helping part) he'll slip saying his boss. Of
course for this info you get XP."
quest - diviner
---------------
When ask about the troubles that Elytharra has, she'll ask you to help her
illed diviner Valin inside temper pavillion (1237,577).
Valin is the green dress guy at north. when talk to him, he will say
'braehg'. You can also pick pocket him to get a note he kept for
pick-pocketer. Don't worry about it, a failed pick pocket would not turn
anyone hostile, so just pick and pick until he is empty. You can buy braehg
from Guthewulfe in Salty Dog Tarven. When you cured him, he tells you your
fortune and you report back to Elytharra for real fortune.
quest - doppleganger
--------------------
Inside the temper pavillion, resting in south is grey dressed Garradun.
he will ask you to deliver a love letter to captain Mariner. Present the
letter to Denham inside the pavillion. Denham will tell you the secret
behind Garradun and replace the letter. you now can go back to Garradun to
expose him as well as kill him. As for the letter, you need to keep it
until chapter 2.
When everything is done, off to palisade to find your mission. Remember to
bring with you a warhammer, you'll need it later. Magical hammer wouldn't
work, you'll need an ordinary hammer.
---------------------------------------------------------------------------
1.3 targos palisade ppg04
---------------------------------------------------------------------------
Your are to report to Shawford who is inside (2712, 2509) and to aid
him whatever you can. Four boring fetch quests will be given. As soon as
the forth one finishes the first major battle comes in, so be prepare. But
first we have things do to.
quest - got hammer?
-------------------
South-weatern part of palisade, stood Caulder who has problem with his
catapult. Lend him a hammer to help him finish the job.
quest - training the troops
---------------------------
You'll come across two teams of soilders headed by a sergeant. Pick either
team and talk to the sergeant to help him train the troop. i would suggest
you to use a cleric to do so. Different cleric of different domain will
result in different conversation.
Once you entered palisade, move a bit north, you'll come across some guys
attacking a keg. Destroy the keg and teach those people a thing or two.
quest - got wine?
-----------------
South-eastern part (3274, 2293) stood Niles. He needs some wine. you can of
course give him. However, if you clear his mind that this is a war that
Targos is fighting, you'll gain more xp and his valuable help later.
quest - what are you looking at?
--------------------------------
Eastern part (3285, 1667) stood Tabard who blocks the path to take a useful
shield. 'Bluff' him that he is needed somewhere and he'll just go away.
quest - good luck cat
---------------------
No far north from Tabard (3213, 1337) is a band of 3, Tarran, Anson and
Illigmar. Talk with them to get some stories about them. Before you leave,
you can ask about how they clear all the rats in the warehouse in targos
dock. you can show the cat which you kept from targos dock to them.
After this, return to targos dock and inform Hedron's mother about her
missing cat.
quest - shoot it
----------------
Further north from Tarran band are Gable and Kadance (3126, 976) who are
having a competition of shooting a keg. You can bet with Gable. simply
kill the keg and you win it. You have a choice to ask for a normal bow,
50gp or nothing. You must use a character equipped with bow, crossbow or
sling to initiate the bet.
main quest - fetch
------------------
The three assignments that Shawford gives you are boring and simple. While
running back and forth, you can ask the help of Swift Thomas for quick
navigation.
First - Report to Olap at (2573, 526) to find out that the wood he demanded
haven't arrive. Lumbar Grundwall at targos town (1226,1654) is
having trouble with his crane. Olap's father at targos dock can fix
the problem. Bring the part to place in crane, report to Olap then
Shawford.
Second - Isherwood (646,2093) need arrows. Go to Gallaway Trade Depot in
Targos town, convince that boss that if targos lost, everything is
lost, so that she will deliver that arrows with haste. Report back
to isherwood and shawford.
Third - Shawford needs information from Koluhm in targos town (421, 939).
Send the highest 'knowledge (arcana)' to talk with Koluhm so that
the goblins tongue can be translated.
>>[Daniel Johansson] is proud with his multi-linguistic drow
"you could aswell use a drow... My drow wizard said something like
"my race knows something of the goblin tounge"... So it wasnt probably
based on arcana in that case."
Forth - The Iron Collar band are needed in palisade. You are to convince
them. Since you already found out about phean, who travelled
together with them to Targos, you can use this to make them report
back to palisade.
Note that once you report the forth fetch to shawford, you'll engage with
3 waves of goblins fight. So be prepare.
main quest - saving targos
--------------------------
Once 4th fetch quest is done and reported to Shawford. Goblins will attack
palisade in 3 waves. Anything from this point untill you finish the whole
thing, you cannot rest. So conserve your spells. You can heal for free
inside Shawford building with the help of the cleric. For first wave, you
can use your spellcasters wtih range attack. Second wave is harder, you
can choose to use 1 summon spell there. 3rd wave is the hardest. Leads by
Caballus, a sorcerer. Dish out everything you can, summon anything you can.
==CONCLUSION==
When all these finishes, you emerged as goblins slayer and saved the town
from the attack. Report to Ulbrec for xp, new mission, gp. Once you exit
through north-western tip of palisade and enter the world map, you'll be
able to choose Shaengarne Ford, that starts chapter 1.
---------------------------------------------------------------------------
2. chapter 1 ppg05
---------------------------------------------------------------------------
==OVERVIEW==
It's time to strike back. There are two main missions in this chapter.
Once complete, threat to Targos will temporaily slove. The first mission
is to save Shaegarne Bridge. the second one is to strike at Horde Fortress
so that the main threat could be eliminate.
Enemies are everywhere and i would not mention every band, just keep your
sword sharp everywhere you go.
---------------------------------------------------------------------------
2.1 shaegarne fort ppg06
---------------------------------------------------------------------------
Simply save Shaegarne Bridge. Of course, along the way, you would meet with
some troubles.
---------------------------------------------------------------------------
2.1.1 somewhere before village ppg07
---------------------------------------------------------------------------
As soon as you arrive at the first area, you'll be greet by Torak. Beyond
the kegs wall are several orcs. All the orc band will be accompanied by at
least one shamamn which works as a cleric but more agressive. You throw
some summons inside the wall and let those orcs get busy with them first.
Work your way till a junction where you meet Torak for the second time. To
north is the main path, to east is a house. Clear the orc near the house
first then north. Now here is a new toy called 'keg of blasting'. It will
brust into area effective fire whenever it is attacked by fire damage.
Orcs use these to piss you off, so beware and be prepare to back off when
you see any keg starts to count down. Usually there will be a runner who
place the keg where he sees fit, Then a firestarter will shoot a fire arrow
at it.
Killing orcs along the way untill you reach a campside up north where you
meet with Dereth Springsong. He needs you to clear the orcs outside his
house, which you did just now. Then he wants you to save his wife. He will
open a blocked path to you and then teleport away. You can always goto his
house (2371, 1625) and ask him to let you rest there. Also near the
campside are woods that block your exit. You'll need to destroy both side
so that you can get through. The first side would be here. the second side
would be later.
Return back to where you started this area at (870, 2503). Run along the
forest path till an opening and a junction. To north is the main path, to
west which blocked by a blasting keg is Dereth's wife, Sabrina. Work your
way to save her. She will mention an ambush, and open another blocked path
for you at northeast. Be sure to propose escort which yields extra xp. Now
that Sabrina is saved, she can offer some spell scrolls for you wizard's
need. Of course report back to Dereth for reward.
Off to the ambush we go. Keep on going till the end. Off the edge you can
see a line of blasting keg. Ignite one to set off a chain reaction. Take a
long run back to the juntion where you saved Sabrina. Continue north and
meet Torak for the 3rd time. Destory the second side of the roadjam. Move
north and meet with Torak the 4th time and watch him run away. Of course
kill everyone and then follow his path and leave the place.
---------------------------------------------------------------------------
2.1.2 torak base ppg08
---------------------------------------------------------------------------
As soon as you enter, you meet Torak again and a big fight also. The
situation is, Emma Moonblade joins in, troll steal her moonblade. She helps
you during the big fight and ask for your help to recover the moonblade. If
unfortunately you damaged her during the fight. she still fights with you.
but when the fight is over and you talk to her, she will teleport away.
Later in other area, she will ambush you with her gang. I would suggest not
to damage her anyhow since this is not healthy for your xp. Plus, moonblade
is not an excellent weapon to keep for yourself. sometime
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