Icewind Dale Walkthrough :
This walkthrough for Icewind Dale [PC] has been posted at 16 Sep 2010 by rarepokemoncollector and is called "Character Creation/Development Guide". If walkthrough is usable don't forgot thumbs up rarepokemoncollector and share this with your freinds. And most important we have 8 other walkthroughs for Icewind Dale, read them all!
Walkthrough - Character Creation/Development Guide
Icewind Dale - Character Creation Guide version 1.0.1 Sites currently permitted to use this guide: www.gamefaqs.com www.neoseeker.com dlh.net Other sites can e-mail me to request permission. Contents 0.0 Introduction 0.1 Abbreviations 0.2 Basics 1.0 Main Game (no expansion pack) 1.1 Race 1.2 Class 1.2.1 Arcane castors 1.3 Ability Scores 1.4 Alignment 1.5 Class combinations 1.5.1 Dual-classing 1.5.2 Multi-classing 1.6 Weapon proficiencies and armour 1.6.1 Armour 1.6.2 Weapons 1.7 Sample Parties 1.7.1 Main Party 1.7.2 Melee Party 1.7.3 Arcane Party 2.0 After installing Heart of Winter 2.1 Race 2.2 Class 2.2.1 Arcane castors 2.3 Ability Scores 2.4 Alignment 2.5 Class combinations 2.5.1 Dual-classing 2.5.2 Multi-classing 2.6 Weapon proficiencies and Items 2.7 Sample Parties 2.7.1 Main Party 2.7.2 Melee Party 2.7.3 Arcane Party 2.8 Other Points 2.8.1 Version History Introduction (0.0) Having failed to find any detailed character creation guide for Icewind Dale and its expansion pack, I decided to write one myself, having completed the main game thrice (once without the expansion packinstalled and twice with) and currently playing through HOW in HOF mode, and finding some characters useless and that Iím missing other vital characters. This is designed to explain the main pros and cons from first hand experience and I intend not to quote the manual except where necessary. I found that the differences to several classes deemed it worth writing separate guides for both with and without the expansion pack installed. I hope that when writing this I have not ruined parts of the storyline and would appreciate if anyone told me if I have. I have tried to refer to any part beyond the prologue as either by when you pick up a particular item or how far through, and which, chapter it is. I realise that there are many different types of styles all focusing on different aspects of the gameplay. I hope that this guide will help anyone, whatever style they prefer. My main style of gameplay has an emphasis on melee fighting and attack and summoning spells, giving all characters high AC, S.T., resistances and HP, as I am not keen on using many buffers in combat and prefer to boost my characters with long-term spells before a fight. I have tried to allow for other styles and would welcome suggestions from those that use various other ways of playing this game. During this guide I have only mentioned character features that affect gameplay so have not mentioned characteristics such as gender, portrait, appearance, biography and name. If anyone finds any error in this guide or has helpful suggestions please feel free to e-mail me at firstname.lastname@example.org. Please put IWD then whatever the issue is, e.g. question, error, suggestion, etc. as the subject and I should reply in 2 or 3 days. Mention of errors will be appreciated and will be updated in the next version. If you leave the subject blank I will probably ignore you. If anyone sends details of a party similar description of depth as I have for my parties I will include it in the next version. Please read through my whole walkthrough and the manual before sending anything. I will not answer questions where the answer is in this guide, the manual, or in regard to questions about subjects other than character creation or character development, unless I have written a guide about that as well. I have included both objective and subjective details in this guide. I think I have marked all my opinions as clearly subjective. I write in a way that assumes that the reader has read all previous parts of this guide before, partly to avoid repetition, and partly as it is easier for me, and I have only included changes from the main game in the IWD(H) section. This guide also assumes that players will play in the order IWD, IWD(H), HOW, IWD(H)(HOF), HOW(HOF). I am aware though that some players may play just IWD, and others install the expansion pack immediately. I would advise against people installing the expansion pack before completing the main game however, as there are some good items that they will be unable to obtain, and the gaming experience is different. Anyone sending in suggestions, notifications of errors, parties or anything else included used will be credited. E-mail addresses will not be mentioned unless requested. I will release an updated version once I have enough changes for it to be worthwhile. Abbreviations (0.1) I am sure that most people will understand most of these anyway but hereís the abbreviations used during this guide, most are common but a few are created by ours truly, as there are some important aspects of the game without common ones. When I use plurals I may not add a "s" on the end, but if so then assume from context whether I refer to a plural or not. Anyway: RPG Role-playing game D&D Dungeons&Dragons 2ndER 2nd edition rules IWD Icewind Dale (main game pre HOW) IWD(H) The main game after Heart of Winter has been installed HOW Heart of Winter HOF Heart of Fury mode - a game mode option for IWD(H) and HOW which increases the ability and experience of hostile creatures massively. Also enables you to double quest experience. Can be turned on/off in configuration screen. XP Experience Points, require so many to level up your characters. HP Hit Points S.T. Saving throws AC Armour Class arcane refers to mage spells and class types Lore How well a character can identify an item W.P. Weapon proficiency and specialization 1-H 1-handed 2-H 2-handed Str Strength Dex Dexterity Con Constitution Int Intelligence Wis Wisdom Cha Charisma A.S. Ability Scores - refers to Str, Dex, Con, Int, Wis, Cha. When I refer to these as low I mean 2-5; below average 6-8; average 9-11; above average 12-14; high 15-18. x-> Dual over at level x --- Multi class combination TCl Total character level, the level of all multi-class classes combined. With dual-class this only refers to active classes. GCl Group character level, the TCLs of the 3 most powerful characters combined. x+ Refers to value x and all values better than it. x- Refers to value x and all values worse than it. Transmutation and alteration are identical for the purposes of this game. Invocation and evocation are also equivalent to each other. Summary (0.2) For D&D based RPGs players are always advised to have a party consisting of: Fighter Thief Mage Cleric I feel that is the very basic summary of necessary classes in this game but only that. It does not elaborate in any detail and in this game other classes are highly useful and the focus is more on role than on class. I feel that possible roles are: Tanker Archer Healer Bombardier Diplomat Thief Distracter These can all be used by different classes and several can mix together well. A tanker is a character who relies almost completely on mÍlťe attacks and normally has high HP, AC, Con and S.T. to absorb most of the enemies damage. Generally high Str to deal plenty of damage to them as well. Take no more than 2Ĺ, Ĺ a tanker is a support tanker that also fulfils another role in combat. An archer is a character with high AC quite high Str and massive Dex, and will be dealing out ranged damage to enemies. Though not vital, I feel that they come very close to being so. Take only 1. Cannot perform other roles except diplomat. Healers are vital. They cure damage done to themselves and other characters before, during and after battles. They also cast defence spells to reduce damage obtained. Take 1 or 2. A bombardier is a character who will be casting attack spells, and/or summon and/or buffers. At higher levels this character can cast a few spells and completely wipe out a group of enemies, summon other monsters to take and deal damage, and cast spells to improve your party members so they can tear through groups of enemies. Easily the most fun and variable character. Any number between 1-3Ĺ. A diplomat is not essential but is very useful and provides alternative opportunities to complete quests and reduces store prices considerably. Should also perform another role. Could take two, one with high Int and another with high Wis. Anymore is pointless. A thief is basically a character who is at least part thief class, can detrap, and sometimes pick pocket and hide, depending on invested skills. A distracter is a very optional character. But can only be used if you take less than 6 characters. A distracter is a character of around level 4 with high Dex, Con and Wis who you send 1st into battle to absorb damage while you blast the enemies with spells and ranged weapons. When creating a character you should always plan how you are going to develop a character, if intending to dual-class then you need to play human race, adjust your A.S. and alignment so theyíre what the secondary class requires and choose W.P. sensibly as some classes have restrictions. Multi-class characters are useless in IWD, but in IWD(H) you can train up in HOF mode in Easthaven once the TCL 6 or so. If you use this technique beware as the monsters are much more powerful and even entering the orc-cave is dangerous until the GCL is at least 25. The number of characters you play with is your choice but any number between 4 and 6 is best. If you want more characters to ensure that each role is filled twice then take 6, if you want less so that all your characters gain more XP and get better equipment then take 4, if you are unsure then take 5 or 6. You do notice later in the game the higher levels of characters if you take 4 or 5 instead of 6. Fewer characters means that a dead character is a much greater blow than with more though. Also you can carry less equipment to sell with 4 characters than with 5 or 6. At no point in the game did I feel that I was turning back too much to sell equipment when with 5 characters but with 4 characters I struggled to carry everything worth selling as well as the necessary spare arrows, magical arrows, potions and scrolls. It should be possible to play with three but then you canít have an archer or diplomat class, and must have all classes with at least 6+ in an active tanker class. Main Game (1.0) Race (1.1) Which race you choose for a role determines how you can develop a character, affecting benefits to W.P., thieving abilities and magic resistance; A.S. penalties, requirements and bonuses; and what class you can take. Humans: Dual-class. Humans are the only race that can dual-class. Receives no racial bonuses but no penalties either. Only race not to get infravision so have at least one other race in party. Very useful. Elves: The best archers. +1 bonus to Dex, -1 penalty to Con, highly resistant to charm and sleep magic. Gains +5 pick pockets, -5 open locks and +10 stealth; Brilliant with bows and long swords. Use for archer. Require 8 Int and 8 Cha. Half-elves: No penalties. Small resistance to charm and sleep magic. Can have any multi-class combination except involving specialist mages. Gains +10 pick pockets and +5 stealth. Better than humans if no intention of dual-classing. Gnomes: Magic Resistance. +1 bonus to Int, -1 penalty to Wis. Gains +5 open locks, +10 detect traps and +5 stealth. Make good mages or fighter --- illusionist. Limited use. Halflings: Highly resistant to poisons and magic. +1 bonus to Dex, -1 penalty to Str. Good with Slings. Some use as fighter --- thief. +5 on all thieving skills, except stealth +15. Elves are better. Dwarves: Resistant to poisons and magic. +1 bonus to Con, -1 penalty to Dex, -1 penalty to Cha. +10 open locks, +15 detect traps. Decent pure fighters but humans or half-elves are better. Their high Con makes them excellent distracters however. Class (1.2) Choice of class is an important feature and affects which weapons you can take and how much you can specialise in them; available spells; special abilities; S.T., A.S. penalties requirements and bonuses; and what role you can take. When I mention ability scores here, they are the class requirement, not the gameplay requirement. Fighter: The main tanker class. Levels up fastest of the tanker classes. Can take up to 5 points in W.P. which is extremely useful. Lack any special abilities though. A great starter class with intention to dual-class and can have a multi-class combination with any class except the other two tankers and bards. Brilliant combined with other classes, no problems playing pure. Require average Str. Ranger: A tanker with some extra features. Level up slower than fighters. Can take up to 2 points in W.P. Get druid spells at high levels. Get a 2nd base attack each round when not using shield. Can choose one racial enemy. I would choose trolls or salamanders. Salamanders are powerful and their auras can really hurt you, but trolls appear all the time from chapter 2 of the game and keep getting up unless using fire or acid. A ranger that hates them can walk through them if equipping a fire-based weapon. Giants would also be an okay choice, but they arenít that common or that difficult. Lizard men and Yuan-ti are quite rare. Goblins and skeletal undead are easy anyway. Orcs, ogres, cadaverous undead and spectral undead appear infrequently and arenít too difficult anyway. Spiders are rare and weak. Umber Hulks are dangerous but extremely rare. If a ranger loses too much reputation then (s)he becomes a fallen ranger and doesn't have any of the special abilities any more. Rangers require above average Str, Dex, Con and Wis. Charm animal is useless. They sound really good, but beyond level 3 are vastly inferior to the other 2 tanker classes. Paladin: My favourite tanker. Levels up same speed as rangers. Can take two points in W.P.. Gets "Lay on Hands" and "Cure Disease" both are very useful. "Protection from Evil" is okay as is "Smite Evil", depending on your other characters alignment, "Detect evil" is useless though. The only class that can use "Pale Justice", easily the best weapon in the game. Like rangers, can lose ablities by having a bad reputation. Requires average Con, above average Str and Wis, high Cha. Makes a brilliant front-line tanker/diplomat. Cleric: The healer class. Powerful healing and defensive spells. Weapons limited to slings, clubs, flails, hammers, maces, quarter staves. Requires average Wis. Vital throughout. Should not be multi-class as otherwise they donít get heal for too long. Best when dual-classed from fighter or ranger. Druid: Can heal, adds quest options, gets many good attack and summoning spells at mid and high levels. Only a few defensive spells but those ones are amazing. Weapons restricted to missile weapons, clubs, daggers, spears, quarter staves and scimitars. Require above average Wis and high Cha. One druid from 3+ levels of fighter class can be at the same time a support tanker, support healer, support bombardier and diplomat. Very useful, variable and great fun. Easily my favourite class. Thief: Decent archer, and thief skills are extremely important, but is best in multi-class, otherwise canít do anything good in combat. Multi-class with fighter for Str and HP. Weapons restricted to bows, missile weapons, clubs, daggers, quarter staves, large swords and small swords. Requires average Dex. Do not take pure. They gain levels extremely fast so can be multi-classed with little problem. Arcane castors (1.2.1) Mage: Great bombardier, extremely low HP. Canít wear armour. Weapons restricted to Missile weapons, daggers and quarter staves. Requires average Int. Are great when dualled from fighter. Also no weapon restrictions when part fighter. Bard: Useless. Gets pick-pockets and a few mage spells. Can put 1 W.P. in all weapons. Bards are useless in IWD from the moment you leave Easthaven. If you want the features take a thief with high intelligence. Invest all skills in pick pockets then dual to mage at around level 5. You get more spells, similar pick-pockets skill and slightly more HP. Requires above average Dex and Int, and high Cha. The bonus to Lore is cancelled out if you have Wis below 10 anyway. Specialists: All specialists are the same as normal mages except they get one extra spell and canít cast spells from the opposition school. Well worth it for some mage types. Require different A.S. as well as mages average Int. Makes a brilliant second bombardier. Mage Type Opposition Schools A.S. needs Comments Abjurer Transmutation High Wis Miss out on a few buffer spells. Not bad though. Conjurer Divination High Con Only one good spell is in divination: "Identify", best choice by far. Diviner Conjuration High Wis Canít summon. Rubbish. Enchanter Invocation High Cha Canít cast any of the powerful single target or area-effect spells. Defeats the point. Illusionist Necromancy High Dex Lose a few powerful summon spells and attack spells. As those spells are all level 5+ can still be worth it. Invoker Enchantment, ConjurationHigh Con I donít like many enchantment spells but the good ones are amazing. Canít summon anyway. Not worth it. Necromancer Illusion High Wis Miss a few defensive spells and some summoning, nothing else though. Not bad, but invisibility spells are vital if dualled from a thief. The shadow summons are quite good at high levels. Transmuter Abjuration, Necromancy High Dex Miss most defensive spells and the better higher level spells. Illusionist misses out on less and has same A.S. requirements. Donít bother. Best arcane castors to worst: Mage (moves to just below necromancer and above bard if you have any other) Conjurer Abjurer Illusionist Necromancer Bard Transmuter Diviner Invoker Enchanter Bards get very few spells each level, and all the ones below miss out on too many good spells to be worthwhile. Comments regarding A.S. needs: Dex affects S.T. and AC so is vital anyway. Con needs to be high with mage hit points. Also affects saves. Wis affects S.T. so is worth taking some anyway. Cha has no use if you have a natural diplomat, e.g. paladin. Ability Scores (1.3) Ability scores affect a characters abilities in each area. If you get a good roll but want to see if you can get better then you can store the roll and reroll as much as you like. The chance of getting a perfect character is almost impossible, but depending on patience you can roll up to around 20 times and probably end up with a character thatís better than most as long as you increase and decrease the allocation well. Strength: High strength is vital for any melee based character, any character that wears any armour heavier than studded leather. An archer should also have a strength of at least 15 so (s)he can use most bows. No character should have a strength below 12 or otherwise (s)he might not be able to carry their own equipment. Tanker type classes can take a strength of 18/x. x ranges from 01 to 100 and the higher the better. 100 appears as 18/00 and you will only get it on a very lucky strength roll. 18/76+ is impressive for any character except the main tanker(s). 18/91+ is what you want your main tanker(s) to have. Dexterity: Dexterity affects your S.T., AC, thieving skills, ability with ranged weapons and how likely your character is to be surprised. This is vital for an archer, thief, mages and the main tanker so (s)he can save against your own area-effect spells. If your druid is operating as a second tanker then you can sacrifice dexterity on that character to ensure high Str, if and only if you give him/her amazing armour. The difference between 7 and 14 is so negligible that youíd do better using those 7 valuable A.S. points somewhere else. Below 7 is horribly bad though, and 15+ is what you want ideally. Constitution: Constitution affects HP and S.T. so is vital for everyone. Anyone with a constitution of 14- is playing a risky game unless the character is a full time tanker class, and then they will probably get hit so much that you find you want a high constitution anyway. Only tankers benefit from having a Con score of above 16, so don't increase above that for other characters. The increase in HP is per level, so constitution is slightly better than Dex overall. Also, if you concentrate on not getting hit then do get hit and you have little HP, then youíre much worse off than if you get hit more, but they matter less, because you can heal. Intelligence: Intelligence affects arcane spellcasting ability, the chance of learning a spell from a scroll and the Lore of the character. Also provides extra speaking options for characters with high charisma in conversation. Any arcane spellcaster needs 18, have one diplomat with 15+, everyone else doesnít need any. Wisdom: Wisdom affects the DC of divine spells, S.T. and Lore skill. Vital for clerics and druids, also useful for characters that use the Lore skill. S.T. are important for any characters and as these are against enchantment spells such as "Charm" and "Hold Person", so low wisdom is extremely dangerous for tankers. Charisma: Charisma is important for your diplomats and to satisfy a class skill. You need one diplomat with 18 charisma, anything else is just a bonus. Otherwise useless. Alignment (1.4) Alignment plays little significance in IWD, some classes have alignment restrictions, some weapons only work for some alignments, and thatís it. Generally chaotic neutral covers the most items. Lawful has the most restrictions, then good. Hereís the class alignment rules: Fighter Can be any alignment If have paladin/ranger in your party be chaotic neutral, otherwise be chaotic good. Ranger Must be good Preferably chaotic. Paladin Must be lawful good Cleric Can be any alignment Good clerics get best items. Neutral also fine. Donít be evil. Druid Must be true neutral Thief Cannot be lawful good Donít be good or lawful, after all youíre a thief. Mage Can be any alignment Evil fighter-mages, dual or multi, get 2 amazing items. Good or lawful mages suffer even more than other classes for their decency. Bard Must be part neutral Chaotic neutral is best, then neutral evil. Multi-class and dual-class combinations (1.5) Some classes work together, others donít. Bear in mind with multi-class characters, it takes twice the experience to get the class up a level. And with dual-class characters, that when you dual-class your character effectively goes back to level 1 with higher HP, so is weak for the area until you hit around the same level as your original class. The later you dual-class your characters, the more powerful they will eventually be, but will be missing out on abilities for a longer period, the high hit dice and HP will ensure that the character does not get killed and the XP in the area should pull the level of the new class up reasonably quickly, but if you need both activated always then you will need to train the character a lot. Dual-classing (1.5.1) This is a brilliant reason to use the human race. In most of my parties of six, 4 or 5 are dual-classed. However when dual-classing you must have an alignment that is supported by your new class, youíre A.S. must be 15 in 1st classí main A.S., e.g. Str for fighter, and 17 in your new classes prime A.S.. Specialist mages require both high Int and other class A.S. to dual to that type. Suggested dual-times for classes(from): Fighter: Can duel to cleric, druid, thief, mage or specialist mage. Creates a version of the 2nd class with more HP and melee ability. Level 2: Unless you intend to be a support tanker or are desperate for HP, dual-classing early is advisable. Once you hit level 3 in you new class you gain all the item and W.P. bonuses that the multi-class gets, and the fighter bonuses, at much lower XP cost. Brilliant for arcane castors. Level 3: At level 3 you can place a third point in a W.P. slot for a weapon. Get a lot more HP than a pure class and all the same benefits as level 2 dual. All for 4000XP. Great for arcane castors and clerics. Level 6: A 4th level in a W.P., 60 class HP. Costs 32000XP. Should hit this during the later parts of Chapter 2. The best option for divine castors that are also playing support tanker roles. Best balance for any character that uses melee combat. Level 9: Fifth point of W.P. in your chosen weapon, and all the class HP you can get. Takes 250000Xp. Early Chapter 4 if with 3 or 4 characters; late Chapter 4 with 5 characters; early Chapter 5 with 6 characters. This creates an extremely powerful character, but will require training up heavily the moment you dual-class. Probably playing through with those one or two characters till you get Conlanís Hammer (assuming you donít pick the lock) would get you to a high enough level to continue with your main game. Rarely worth it. Ranger: Can only duel to cleric. Better option than fighter if dualling at level 2 or 3. Waiting for the druid spells isnít worth the bother, W.P. are much better. Level 2: Get a few better weapons, two slots in 2 W.P., racial enemy, and Str in format 18/x. Some more HP. Can use shields and helmets denied to pure clerics. Level 3: Level 2 bonuses and you get one more W.P.. and more HP. Paladin: Canít dual-class. Cleric: Can only duel to fighter class, cleric -> fighter is much weaker at fighter qualities than fighter -> cleric. Donít bother. Druid: Same as cleric. Thief: Thieves can dual-class to a fighter or mage, (inc. Specialist). Thief -> fighter is much worse than fighter -> thief or fighter --- thief. Thief -> Mage is a very useful alternative to the bard, gets more spells, selects thieving abilities, has more HP, can get level 7+ spells. As there are several good mage daggers throughout the game you can use backstabbing ability to good effect, (cast improved invisibility, then can cast spells and backstab brilliantly). Thieves can also find and disable traps under normal invisibility without revealing themselves. Brilliant at high levels but lacking in melee combat. Good at ranged combat. Level 5: Can have one thief skill at extremely good effectiveness. Level 10: Gets a good range of thief skills. Mage: Iíve never tried to dual-class from a mage or specialist mage. As my mages are all dualled from fighters or thieves they canít anyway, and it defeats the point: mages need a high level to use all the spells so youíd never get the abilities back or have a weak and pointless mage. Donít bother. Bard: Canít dual-class Multi-Classing (1.5.2) Multi-class characters are better in the prologue and chapter 1, but vastly inferior in most cases to dual beyond there. In my first game, most of my starting characters were multi-class. After finding that the single or dual-class characters were getting up levels over twice as fast I got rid of all of them. I then found that in some cases a multi-class is better or as good, basically any character thatís part thief. Fighter --- clerics or fighter --- druids are much weaker than a fighter 3-> priest or fighter 6-> priest. Fighter --- mages couldnít specialise and took ages to get high level spells. The triple classes, fighter --- thief --- mage, or fighter --- mage --- cleric take far too long to get HP and spells and can only equip 1 weapon, they are only worth taking if you donít mind repeating the first chapter several times to get this character some XP. My cleric --- ranger was okay but a ranger 3-> cleric is much stronger, as you still get the 18/x Str, racial enemy and equipment. A thief --- mage is okay but again the dual-class is superior. However a fighter --- thief is extremely good, and if elven with the appropriate A.S. then this character can be an amazing archer, can de-trap effectively, and is reasonable in melee. This is the only case where the multi is better than dual though. Weapon Proficiencies and Items (1.6) One important issue is what items you intend to use. A character cannot cast arcane spells when wearing any armour except elven armour. Thieves cannot use their special abilities when wearing any armour heavier than studded leather. If your character is going to wear heavy armour then (s)he needs at least 18 Str. Most armour, helmets, shields, weapons and items also have class restrictions. These can be overcome by the ever useful dual-classing, and most by multi-classing. The multi-class combinations mentioned here also refer to the dual-class, when both are active. For classes with alignment restrictions I have not mentioned how that affects armour availability, though have taken it into consideration for weapon choice. I have placed the weapon choice in order, going from best weapon to above average, any weapon which the class is not suited to is unmentioned. Armour (1.6.1) Fighter All Ranger All Paladin All Cleric Many helmets, shields and heavy armour. Druid Limited helmets, shields and heavy armour. Thief Light armour and some heavier. Most shields. Some helmets and medium armour. Mage Heavily limited on everything. Use cloaks and robes. Bard Heavy and medium armour and helmets are greatly limited. Fighter --- Thief Almost everything. Fighter --- Mage Can use almost everything, make sure you can still cast spells wearing your equipment. Weapons and shield (1.6.2) Shield? Fighter Great sword, axe, halberd, hammer, spear. No Ranger Great sword, axe, flail, halberd, hammer, spear. No Paladin Large sword, great sword, axe, crossbow. Yes Cleric Mace, hammer, club, sling, flail, quarter staff. Yes Druid Spear, scimitar, quarter staff, club. Maybe Thief Small sword, dagger, sling, long sword. Yes Mage Dagger, sling, long sword. Yes Bard Use any 1-H weapons that your others arenít. Yes Fighter --- Thief Bow, small sword, dagger, crossbow, sling. No Fighter --- Mage Dagger,