Icewind Dale Walkthrough :
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Walkthrough - FAQ/Walkthrough___________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Icewind Dale (PC) & Heart of Winter (PC) FAQ/Walkthrough ___________________________ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ April 16, 2009 Version 5.2 Written by: Dan Simpson Email: dsimpson.faqs@gmail.com Use this subject: Icewind Dale v 5.2 (Emails with improper subjects will be ignored!) Email Policy: (read before emailing me!) ŻŻŻŻŻŻŻŻŻŻŻŻŻ If you see any mistakes, or have anything that you want to add, please email me. I will, of course, give you full credit for your addition, and be eternally grateful to you. Email addresses are not posted in the guide, unless you specifically state that you want it to be. Notes ------------------------------------------------------------------------------- You will find the most up to date version of this FAQ at: http://www.gamefaqs.com/ http://www.gamewinners.com/ http://www.cheatcc.com/ Here is my humble FAQ/Walkthrough for the Advanced Dungeons & Dragons (AD&D) game, Icewind Dale. I have also put out an Items List (mostly for cheating), an AD&D Rules FAQ (for reference), and some maps for Kresselack's Tomb and the Shattered Hand. All of these can be found at GameFAQs. If you have Heart of Winter, there is a FREE downloadable dungeon to try, called Trials of the Luremaster: http://www.fileplanet.com/62184/60000/fileinfo/Icewind-Dale---Heart-of- Winter:-Trials-of-the-Luremaster I quote directly from other people who have sent in information. When I want to comment on their strategies, I use the "Ed. Note", or Editor's Note. To find coordinates, press the x key. ------------------------------------------------------------------------------- __________________ What's New in 5.2: ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ Added a note from Mattias on completing the arboretum. Added CTRL-F codes for quicker navigation. Added SgtFang's tip on selling items in general strategies. Moved the general gaming FAQ section up a bit. Added an answer to that section on resurrection. Updated the Trials of the Luremaster link. Added Chris's note on getting an amulet from the mirror of black ice in HOW. Added some new FAQs based on emails received in the last few years. Added Chris Bradley's note on some spells in Easthaven. Added mortzestus's note on the Black Dragon Scale. Added a section on tweaking Icewind Dale. Added Loren M Ziem's All-Fighter alternative party. Some other small edits. For a complete Version History, check out the Final Words Section at the end of the FAQ. Note: In the FAQ I use the abbreviation IWD to stand in for the full title of Icewind Dale, HoW for Heart of Winter, BG to abbreviate Baldur's Gate and BG2 for Baldur's Gate 2. ------------------------------------------------------------------------------- Table of Contents: ------------------------------------------------------------------------------- To navigate quickly, double click the code, press CTRL-C, then CTRL-F, CTRL-V and ENTER! i. [WNNHFW] What's New in Heart of Winter? ii. [TWKNGW] Tweaking Icewind Dale iii. [MYPRTY] My Party iv. [CRTNGB] Creating a Balanced Party v. [GNRLST] General Strategies [FRQNTL] Frequently Asked Questions a. [GNRLGM] FAQ: General Gaming Questions b. [GMPLYS] FAQ: Walkthrough Questions c. [HRTFWN] FAQ: Heart of Winter Questions d. [MNSTRQ] FAQ: Monster Questions e. [TCHNCL] FAQ: Technical Questions f. [THRQST] FAQ: Other Questions [WLKTHR] Walkthrough 1. [STHVNN] Easthaven 1.1. [THLSTC] The Lost Caravan 2. [KLDHRP] Kuldahar Pass 3. [KLDHRR] Kuldahar 4. [VLFSHD] Vale of Shadows 4.1. [KRSSLC] Kresselack's Tomb 4.2. [PSTVLK] Post Vale Kuldahar 5. [TMPLFT] Temple of the Forgotten God 6. [DRGNYY] Dragon's Eye 7. [SVRDHN] Severed Hand 8. [DRNDPP] Dorn's Deep 9. [WYRMTT] Wyrm's Tooth 10. [LWRDRN] Lower Dorn's Deep 11. [STHVN2] Easthaven (again) [HRTFWW] Heart of Winter Walkthrough 1. [LNLYWD] Lonelywood 2. [BRBRNC] Barbarian Camp 3. [BRLSLL] Burial Isle 4. [LNLYWI] Lonelywood Interlude 5. [GLMFRS] Gloomfrost 6. [SFMVNG] Sea of Moving Ice 7. [TRLSFT] Trials of the Luremaster (free downloadable dungeon) [PPNDCS] Appendices I. [GDTNMN] Guide to Naming Characters II. [CHTSSS] Cheats III. [BGZZZZ] Bugs IV. [STRNGT] Strange Things [FNLWRD] Final Words... ------------------------------------------------------------------------------- i. [WNNHFW] What's New in Heart of Winter? ------------------------------------------------------------------------------- This section is mostly for people who don't own the expansion and wonder whether it is worth a purchase. However, there are some other minute changes that even owners of HoW might not be aware of. (many of these are taken from the manual) Major Additions: * New areas to explore, accessible through Kuldahar. These areas can be played before or after completing the normal game. You can even play in "Expansion Only" mode if you don't even want to complete the normal game. * Now supports 800x600 resolutions, including drop-away side panels (from BG2). * New difficulty mode, Heart of Fury. This is meant for people who think the game is too easy. What it does is pump up enemies stats (and exp too) to the point where they become tanks. Ex: All creatures have x3, +80 hit points. A creature with 20 hit points in regular mode would have 20x3 = 60, 60+80 = 140 hit points. Note: Your summoned monsters get the same bonuses as all the other monsters, making summoning spells even MORE powerful in HoF mode. Note: The amount of EXP you get from monsters goes up with the difficulty. At HARD you get 150% normal, at INSANE you get 200% normal. In HoF you get more than that (I have no exact details on it yet). * Enemies can now "call for help." (they don't ALWAYS do this) What it means is that you can't pick enemies off one by one, they'll yell to their friends. From JE Sawyer: Places where it definitely is used: * The expansion areas. * Most of Dragon's Eye (L1,2,3, and parts of 5) * The Orc Cave * Kuldahar Pass * Parts of Lower Dorn's (Entrance, Artisan's District, Mines, Palace Level 3, the Great Forge, the Broken Temple) Places where I believe it is used: * Temple of the Forgotten God * Upper Dorn's Deep * Parts of Wyrm's Tooth Places where I believe it is not used: * Easthaven * The Vale of Shadows Minor Additions: * Experience Cap allows characters to reach 30th level. * New Portraits * New Character Sounds * New Gem Bags, Scroll Cases and Potion Bags (similar to things found in BG2) * New spells: Druid 1st Level: Cause Light Wounds 1st Level: Sunscorch 2nd Level: Alicorn Lance 2nd Level: Beast Claw 2nd Level: Cause Moderate Wounds 3rd Level: Cloudburst 3rd Level: Mold Touch 3rd Level: Moonblade 3rd Level: Spike Growth 3rd Level: Storm Shell 4th Level: Smashing Wave 4th Level: Star Metal Cudgel 4th Level: Thorn Spray 4th Level: Wall of Moonlight 5th Level: Animal Rage 6th Level: Whirlwind 7th Level: Earthquake 7th Level: Mist of Eldath 7th Level: Stalker Cleric: 1st Level: Cause Light Wounds 2nd Level: Cause Moderate Wounds 3rd Level: Cause Disease 3rd Level: Circle of Bones 3rd Level: Exaltation 3rd Level: Holy Smite 3rd Level: Unholy Blight 4th Level: Blood Rage 4th Level: Cause Serious Wounds 4th Level: Cloud of Pestilence 4th Level: Poison 4th Level: Unfailing Endurance 5th Level: Cause Critical Wounds 5th Level: Greater Command 5th Level: Magic Resistance 5th Level: Shield of Lathander 5th Level: Slay Living 5th Level: Undead Ward 6th Level: Blade Barrier 6th Level: Harm 6th Level: Spiritual Wrath 7th Level: Destruction 7th Level: Greater Shield of Lathander 7th Level: Holy Word 7th Level: Unholy Word Wizard: 2nd Level: Cat's Grace 3rd Level: Lance of Disruption 4th Level: Mordenkainen's Force Missiles 4th Level: Shout 4th Level: Vitriolic Sphere 5th Level: Contact Other Plane 5th Level: Lower Resistance 5th Level: Sunfire 6th Level: Darts of Bone 6th Level: Soul Eater 6th Level: Trollish Fortitude 7th Level: Seven Eyes 7th Level: Suffocate 8th Level: Abi-Dalzim's Horrid Wilting 8th Level: Great Shout 8th Level: Iron Body 8th Level: Power Word: Blind * New Items * New "Hotkey" that highlights all significant items in the area (such as doors, chests and items). Very handy if you can't see where certain levers are... (Use by pressing ALT) * Ability to buy more than one item at a time * Paladins get new abilities: Smite Evil - Column of holy light that does 1d6 + (1d6 / 3 levels) damage to evil enemies. Divine Courage - At 3rd level, immune to fear. (Also immune to disease) Earlier Spell Access (at level 6 instead of 9) * Rangers get new abilities: Tracking - Ranger checks to see what monsters are in the area, and often where the monsters are. +5% chance per level, +5% per point of wisdom. Earlier Spell Access (same) * Druids get new abilities: Druidic Shape Chance - now available at 5th level, gains a new for every other level after that. Some HP healed with the change. Elemental Form - At 11th level, the Druid can transform himself into a Fire Elemental. At 13th, Earth elemental, at 15th a Water elemental. Immunity to Poison - At 9th level. Timeless Body - At 15th level, no longer get tired. * Thieves get new abilities: Sneak Attack - An alternative to backstabbing (must be switched in the options menu). Doesn't require being in shadows, merely that you are behind or to the side of the enemy. The damage is an extra 1d6 for every 4 levels of experience. Critical hits do not double the sneak attack damage. Evasion - At 7th level, thieves can evade effects (such as Fireball, Lightning bolt, etc.), the thief can Save to completely evade the spell (as opposed to Saving and getting half damage). You cannot evade your own effects (such as a Mage/Thief casting fireball right in front of himself). Crippling Strike - At 5th level, thieves learn how to cripple their opponents. Crippling only works WITH the Sneak Attack. A successful cripple causes the victim to suffer a -1 to attack, at 9th level -2 to attack and damage, at 13th level -3 to attack and damage, etc. (every 4 levels another -1 to attack and damage) * Bards get new songs: The Ballad of Three Heroes - Allies gain +1 to hit, damage and Saving. The Tale of Curran Strongheart - 3rd level. Removes fear. Tymora's Melody - 5th level. Allies get +1 luck, +3 saving throws, and +10% to lore and thieving skills. The Song of Kaudies - 7th level. 50% chance to evade sound-based attacks. The Siren's Yearning - 9th level. Chance of enemies becoming Enthralled (unable to move for a minute or so, or until they take dmg). War Chant of Sith - 11th level. Allies get +2 bonus to AC, +10% res. to slashing, piercing, crushing and missile attacks, plus regenerate 2 HP per round. Changes: * Spells have been changed somewhat. Some spells are now Alignment (Good, Evil) specific. Ex: Raise Dead and Cure Critical Wounds cannot be cast by Evil clerics, Resurrection and Heal can only be cast by Good clerics. * Opposition schools have been altered. Your old mages won't lose spells they already know, but they will be unable to learn new spells out of their sphere. From JE Sawyer: Specialist mages now have 1 or 2 barred schools. If your specialist mages from IWD already have spells, they will not be taken away. However, they will be unable to take new spells from the barred schools. Here's how it breaks down: Abjurer: Alteration, Illusion Conjurer: Invocation Diviner: Conjuration/Summoning Enchanter: Invocation Illusionist: Necromancy, Abjuration Invoker: Divination, Conjuration/Summoning Necromancer: Illusion, Enchantment/Charm Transmuter: Necromancy, Abjuration * Ranger/Clerics no longer get the Druid spells from level 1. (You must wait until the Ranger is level 6) Items Removed/Changed: * Many of the random item tables have been changed. I have most of these changes in the IWD walkthrough (where it says "removed in HoW", or "HoW only"). * Mithril Plate +2 is now considered "magical" and thusly cannot be worn with protective rings/cloaks. (If you were wearing it before installing HoW, you'll still have it on... just don't take it off!) * Necromancer's Robe is now AC6 rather than AC8. * Kontik's Ring of Wizardry increases cold damage the wearer takes by 15% ------------------------------------------------------------------------------- ii. [TWKNGW] Tweaking Icewind Dale ------------------------------------------------------------------------------- The last official content for Icewind Dale was Trials of the Luremaster. But that doesn't mean that there isn't anything new out there for the game! There are some great mods out there, and you can see most of them at: http://modlist.pocketplane.net/ There you can find mods to add Baldur's Gate style NPCs, or add some new quests in as well. In particular, I would recommend the Icewind Dale Tweak Pack from the Gibberlings 3: http://www.gibberlings3.net/daletweak/index.php The Tweak Pack is one part Unofficial Patch, and another part Gameplay Tweaks. You can see the full list of changes on the website. All the components are optional, so if you want to fixes, but don't want the tweaks, you can do that. Or if you want some tweaks, but think others are too much of a cheat, you can skip them. I would also recommend the Unfinished Business mod for Icewind dale: http://www.gibberlings3.net/ub_iwd/ This restores some of the content that Black Isle cut before the game released. Again, as with the tweak pack, each component is optional, so you can just install the ones you want. For those of us on a Widescreen monitor, there is also the Widescreen Mod: (requires Heart of Winter) http://gibberlings3.net/widescreen/ This one allows you to set your game resolution to anything you would like. ------------------------------------------------------------------------------- iii. [MYPRTY] My Party: ------------------------------------------------------------------------------- The party I first beat the game with: Human Fighter Elf Fighter Half-Elf Cleric/Ranger (has access to both Druid and Cleric spells this way, and also gets the "dual wield" which is just an extra attack when a shield is not equipped) Human Bard (useful to identify things, and can cast magic!) Halfling Fighter/Thief (I didn't bother with the pickpocket skill) Human Conjurer I actually started the game with a Human Thief instead of the Halfling, but switched over later. (You can bring in new characters at any time) Then I just stayed in the area I was at, and leveled my new character up a bit. What monsters was I fighting? Cold Wights! One of my favorite monsters in all of Dragon's Eye. Easy to beat, and decent Exp (1500) as well. Pickpocket is useful especially for the bard who has nothing to do but pickpocket. I pick a few NPC's pockets and got some nice item especially from the archdruid himself (I got 2 rings of free movement; I will never be held by spells or item like wise). (from Mike Gan) The party I played through IWD with the second time: Dwarf Fighter (with proficiencies in Axes and Crossbows) Half-Elf Cleric/Ranger (is actually IMPORTED from my first party, though not from the end of the game, at level 8/8 with a lot of cool items) Halfling Fighter/Thief Elf Fighter/Mage (I'd found a cool weapon my first go through of the game that could only be used by Fighter/Mages so...) And they were all EVIL (except the Cleric/Ranger)! I was really surprised by how many items in IWD couldn't be used by GOOD characters, so I had to have some EVIL characters. And for more role-playing fun, I said all the "jerk" responses in the dialogs. After this maybe I'll go through with a party of Gnomes... ------------------------------------------------------------------------------- iv. [CRTNGB] Creating a Balanced Party ------------------------------------------------------------------------------- One of the most important decisions that you have to make comes before you ever start the game. What will your party look like? Naturally I would recommend the party I used to beat the game (see My Party above) as it worked well, but I know that that party isn't for everyone. So here we now have a section on creating that balanced party that you can use to smite your enemies! Decision 1: How many characters to have in the party? ------------------------------------------------------ You can have anywhere from 1 to 6 characters in your party. Naturally going through the game with just one character would be extraordinarily difficult. The minimum number of characters that I think would keep the game playable is 4. 3 could probably be done, but you're pushing it. Four characters allows you to cover all the bases (one fighter, mage, cleric, and thief type characters), with the obvious advantage that they will get more experience per battle, as there are less people to share the experience with. (Whenever you defeat a creature, each character gets the exp that that creature was worth divided by how many characters you have in your party. So if you just beat a 2000 exp monster, and had 4 people, then each person gets 500 exp, but if you have 6 people then they only get 333 experience) That being said, if you are a newcomer to AD&D games, such as Icewind Dale and Baldur's Gate, then I would recommend that you go with the full 6 member party. Even if you are pretty good at Baldur's Gate, you may still want to go with the full 6 member party. But if you enjoy a challenge, try 4 (or 3). And if you're suicidal, try just one character. Decision 2: What classes should be in my party? ------------------------------------------------ You need to balance your party in IWD. All melee parties will do pretty poorly in IWD, as they get slaughtered by nasty enemies. Magic heavy parties do poorly as well as you don't have enough standing between you and certain death. As such, careful balance is in order. Let's take a look at the party I used to beat the game: Human Fighter Elf Fighter Half-Elf Cleric/Ranger Human Bard Halfling Fighter/Thief Human Conjurer At level 1 this party has 4 melee fighter types, two thief types (the Bard can only Pick Pockets, but this frees the Fighter/Thief from having to use any skill points on Pickpockets), two mage types (the bard gets spells on level 2), and one Cleric type. The only weakness at the beginning is that the Conjurer only gets 6 HP to start out with. What you need: A thief A cleric And enough Hp's to not get killed in every battle Everything past that is extremely helpful, but not specifically NEEDED. Naturally you get the HP's from Fighters. A thief and a Cleric alone will get killed easily, so add a few Fighters to the mix, and/or multi-class the thief and cleric. Adding in Magic is a really good idea as it supplements your melee power. Therefore my recommended party looks very much like the party I first used, with the six party members. If I were to play with only three characters, this is how I would do it: Cleric/Ranger (I love these) Fighter/Thief Fighter/Mage ERSKINE makes this recommendation about which type of Mage to play: If you make your wizard a specialty Conjurer then you can use all the spells currently in the game! Conjurers in Icewind Dale (IWD) have an opposition school of Divination, but all wizards can learn/cast "lesser divinations" of up to and including 3rd level (maybe 4th, but I don't think so)-- there are no divinations in IWD above second level, so a conjurer can cast all spells in the game and gains the bonus spells for being a specialist-- I do not think IWD uses any of the disadvantages of being a specialist like in AD&D. Alignment Note: There are various items in the game that can only be used by Good or Evil characters, so try to have a mix of alignments. Maybe 2 Good, 2 Neutral and 2 Evil. Also your reputation is based on the Alignment of the character in the first slot, Lawful Good being the best, Chaotic Evil being the worst. The "All-Fighter" Party: ------------------------ This is a "powergamer" type of party, that takes advantage of the Human's Dual Classing. Create a party of six (or how ever many people you want) fighters. While creating each of them, keep in mind what you would like them to dual class over to later. So, when you are creating your Fighter who will dual to Cleric, you need to get not only good Fighter stats, but also good Wisdom. The same would go for your Fighter who will be Thief, needing good Dexterity, Fighter who will be Mage needs good Intelligence, etc. Now when they reach level two, instantly dual class them over to their new class. What this accomplishes is creating better versions of Clerics/Thieves/Mages/etc., at a low cost of experience. (2000 exp for the Fighter level 2) Fighter (stays a fighter) Fighter (stays a fighter) Ranger dualled to Cleric at level 2 Fighter dualled to Thief at level 2 Fighter dualled to Mage at level 2 +1 more character if desired (I'd take a Bard) "All-Fighter" Alternate Party: (from Loren M Ziem) ------------------------------ Six fighters. Two of them dwarves, four of them full-blooded elves (for their magic resistances). Give the dwarves the job of "tanking" for the elves with their optimal constitutions; since bastard swords are phenomonally powerful, plentiful, and still one-handed, I'd recommand greatswords for one (not to mention, non-expansion players may find the incredible life-giving greatsword +4), and also "The Giving Star" is the best weapon in the game due to how early it can be purchased by the frugal mace-wielding fighter. The other four should be archers; two bows, two crossbows, just for the best odds of distrubuting new equipment. Near the beginning of the game the archers will have close to ALL of the party kills, and near the end of the game the fighters should catch up. You'll have around 300,000 gold by the time you're ready to meet Poquelin from selling all the loot you won't need, far more than enough to buy every magic arrow/bolt any merchant offers, plus any useful potions, which I recommend consuming thirstily for extra-gory bloodbaths. The major drawback, other than no trap detection, is that magical cloaks, armors, and noticably-magical rings cannot be equipped together, making the nonmagical (?) mithral plate +2 and Umber Hulk Armor a constant temptation for duplication. Most enemies from the middle of the game will drop in their tracks in a tornado of whistling lead and magical fire, acid and lightning before the tanking fighters even reach the front lines. The last battle however is a challenge for archers, as all three of the opponents are immune to ANY projectiles. Saving a good shield and one-handed weapon for the elves will be both essential and effective, as they'll have plenty of extra proficiency points (level eleven, and still maxed out at 3 points in bow/x-bow skill... sigh). ERSKINE's party making strategies: ---------------------------------- My thoughts on party composition -- at least two Fighters--- great hit points, great THAC0's, wear almost any armor, 5 levels of weapon specialization, and they usually have the best strength with which to carry your heavy items without being encumbered one Mage --- make it a conjurer (use all the spells, memorize 1 extra spell per spell level) they can use almost all of the wands, and their spells rock at high levels one Druid--- I think their spells are better (like Creeping Doom, Fire seeds, Static Charge), the loss of turning undead is not that much of a problem-- I hate chasing down skeletons and wights that ran away, and they can even use some good armor and shields later in the game (Umber Hulk plate and Rhino Beetle Shields) (Ed. Note: You're almost at the END of the game before you get THOSE items! Though they are quite good) a multi-classed thief--- true thieves in IWD are a little bit lacking, make your thief a thief/mage or a fighter/thief for better effect (you can still reach lvl 14/12 with a thief/mage or 14/11 with a thief/fighter) Your 6th character can be what ever you like--- if you love mages add another one, or try out a Paladin or even a cleric I would avoid Rangers-- they are great in AD&D but they have some limitations in IWD: there are not a lot of animals to charm, only 2 levels of weapon specialization, more xp's to level up and if you want to hide in shadows then you are limited in your choice of armor. Two weapons can be useful, and so can the racial enemy, but I don't think that makes up for their deficiencies. Also, their druid spells are rather weak when you finally get them. Ed. Note: Which is why I like Cleric/Rangers. Complements the Ranger abilities perfectly. Paladins are a better choice--they can lay on hands, better saving throws, cast protection from evil, are immune to disease, and can cure disease, and can cast cleric spells (although the spells are only a minor help late in the game). I haven't played with bards yet so I can only speculate, but there are some cool items that only they can use, and they can cast spells and sing for your party so they could be very helpful--- also I think that there are some places in the game where bards can do things that other classes can't (Talking to the Sea-Elf in Easthaven, the bard can sing to her for extra xp's). When choosing a race for your class stick mostly to elves, half-elves and humans. However, Dwarven fighters can have a 19 constitution and their hit points can really get up there, also dwarves are very resistant to poison, and have some resistance to magic. Elves and Half-Elves have a resistance to sleep and charm related spells (90% for elves and 30% for Half-Elves--if they followed AD&D rules on this) Personally, I have never had much use for gnomes and halflings (big noses and hairy feet, respectively) Note, the resistances are implemented as Saving Throw Bonuses Gnome +5 vs Rod/Staff/Wand and Spells Dwarf +5 vs Paralyze/Poison/Death, Rod/Staff/Wand and Spells Halfling +5 vs Paralyze/Poison/Death, Rod/Staff/Wand and Spells Different classes also have different saving throw bonuses. My 1st party -- Human Male Fighter Half Elven Female Ranger Human Male Fighter Elven Female Mage/Thief Dwarven Female Cleric (just for fun) Elven Male Conjurer this party got the job done, but this is where I learned of some problems with the classes- My new party -- Human Male Fighter Human Male Paladin Dwarven Male Fighter Elven Female Mage/Thief Elven Male Druid Human Female Conjurer Ed. Note: With the Druid above, I'd start with a Fighter, then at level 2 dual over to a Druid. This way, once your Druid hits level 3, then they can wear normal armors and weapons. Souma's Party Making Strategies: -------------------------------- My first time through I played with 6 characters (Human Paladin, Dwarven Fighter/Thief, Human Cleric, Human Ranger, Elven Fighter/Mage and Half-Elf Bard) and had a pretty rough old time as I got to grips with the way the game works. All in all, it wasn't too tough. My second time 4 (Human Fighter, Elf Thief, Half-Elf Druid and Half-Elf Mage) and I had great fun using all those abilities that a fighter heavy party lets rust as they pound through a dungeon (it's a lot different when only 1 party member can use the big missile weapons like longbows and crossbows!). For my third time through, I'm testing what I suspect to be the "ultimate" party. I'll cover them one at a time (there are only 3). I've taken a Halfling Fighter/Thief as my front character. This gives me all the thiefly skills you need from the get go (you do not want to be hit by traps with a small party!) and a sturdy fighter. I also look forward to casting Haste spells on her without fear of her becoming exhausted (due to the halfling/gnome only helmet, Helm of the Trusted Defender). As her max Str is only 17 though, I will be using up Giant Strength Potions as I find them to make her into a killing machine (especially when she backstabs!). Once you reach Kuldahar you can equip her with Plate Armor, a +2 Ring of Protection (from Oswald), the Helm of the Trusted Defender and a shield (magical if you get one) for a total of about -7 AC. That's just awesome and the monsters will have no idea of how to hurt you for a long time (short of a lucky 20 on the hit roll). I've specialized her in Bows and Large Swords and recommend specializing in Axe (so as to take advantage of the Battleaxe +2 Defender and Throwing Axe +2) or Small Swords (to get another weapon you can backstab with) after that. For my second character I've picked a Human Ranger with the intention of dual classing to cleric once I reach level 9 (thus allowing me to reach level 14 and have access to all cleric/druid spells in the game). I picked specialization in Missile Weapons and Mace and have been running around with Slings and Morning Stars. As I leveled I also specialized in Hammers so as to be able to use Conlan's Hammer to the best of her ability. I picked Skeletal Undead as her racial enemy and have been going through them like holes in swiss cheese. With the extra attack that Rangers get with any single-handed weapon and no shield, my Ranger really lays on the hurt in close combat and has been known to kill as much as both the other characters put together. If I can remember it, I'll also be looking forward to using the Charm Animal special ability on as many Winter Wolves as I can (sneak up on them, use the skill and maybe they won't even get to ice breath me). When I dual to Cleric, I will be able to use both Druid and Cleric spells making her an awesome powerhouse of enhancement, healing and attack spells. I've found that I really haven't needed a cleric so far (right up to the end of the Dragon's Eye)... For my third character I've picked a Human Fighter with the intention of dual classing to Mage (Conjurer if I can) once I reach level 9 (thus allowing my to reach level 14 and have access to the highest mage level in the game). I started off with specialisation in crossbow and large swords and then increased that to mastery in both. I find that a mage is not really necessary early in the game, and you should be able to go mage some time around about the Elven Hand. Big hit points, massive strength, lots of attacks, great armor, all the mage spells in the game. That's pretty awesome. Note that with my characters I maximised their Strength, Constitution and Dexterity first and then gave the Fighter/Thief max Charisma, the Ranger>Cleric max Wisdom and the Fighter>Mage max Intelligence. It's very munchkin behaviour, but IWD is a very munchkin game I think. The benefits of this 3 character group should be made clear. Firstly, your characters level up a lot faster, a couple of extra levels at every point in the game makes a substantial difference. Secondly, the fewer characters you have, the easier it is to focus your attacks and reducing the number of monsters that can get to you in hand to hand. Thirdly, you have half the number of characters to spread the best equipment over so each character tends to be better equipped. Fourthly, you can sell off half the magical stuff you'd normally have to keep, allowing you to buy stuff from the stores earlier. Finally, because you have no magic users in the first half of the game, you don't have to rest much (you can't either. Quaff healing potions or get healed by a cleric or rest for weeks to get those hit points back. Lucky you've got heaps of money eh?) The main drawback of this party is in the early game when you have no lore skill to speak of (10-20 lore on the 18 Wisdom ranger is just not enough!) so you spend a fair chunk of money paying other people to identifying things (or use up about 3 +4 Int potions in one go to get 25 Int for 50-60 lore and you still won't identify everything). The fact that you don't have any spells to speak off until you reach the elven hand is actually not as big a deal as I thought it would be (although if you missed pickpocketing for those two rings of free action you would be in deep trouble with clerics that like casting hold person). ------------------------------------------------------------------------------- v. [GNRLST] General Strategies ------------------------------------------------------------------------------- Fighting Battles: ----------------- Let them come to you. When you first see an enemy, your first instinct may be to run over to it and slaughter it. Well don't. Let it come to you, and attack it there. This way if there are 50 more of these creatures, they won't see you and won't attack. You can then pick off each creature one at a time. This is especially useful in dungeons where the enemies may be more difficult. So when you first see an enemy (let's say that it's a Umber Hulk), turn off the AI (it's the left button in the bottom right corner of the screen), and let him come up to you. You should also have your archers/mages hit the enemy with everything they can, but don't move any closer to the enemy! The last thing that you want is to fight TWO Umber Hulks at the same time! Secondly, KEEP YOUR PARTY TOGETHER! This is extremely important in IWD, much more so than in Baldur's Gate. Think of it like the army. Those who broke formation and ran out to meet the enemy were the first to die. So keep your people together in a "turtle" formation. E - Enemy X - Fighter-type A - Ranged-type (Mage & Archer) E X E X A E X A E X The idea is to treat your party as a whole, rather than separate people. Also realize that some monsters (like Yxunomei) require that you hit them with Magic Weapons only. You should never use Magic Arrows on a normal creature; you should save the special arrows for enemies that need them, such as Imbued Wights, Iron Golems, etc. Area spells can take out a lot of enemies without them even knowing that you are there. Suppose for a moment, that you are walking along, and a Giant comes to attack you. You immediately stop, wait for him to come to you and kill him. Well, where there is one Giant there are probably more, so you launch a fireball in the direction that the Giant came from, and immediately hear the screams of dying Giants. Leo Wang has this to add: Take a character with the Hide in Shadows ability or a way to cast Invisibility and scout out the area before doing any area-effect spells. Example of where random fireballing can result in a bad situation: Mother Egenia in the Troll Caves. The only place where scouting with an invisible character won't work is Lower Dorn's Deep (the area immediately after the Wyrm Tooth area, not the other areas of Lower Dorn's Deep), as Tarnished Sentries can see invisible characters apparently. Composite Long Bows can hit monsters outside of your "fog of war" area sometimes. A good place for an example of this in action: The Orc caves in the beginning--let your characters kill the two orcs in the beginning by themselves without moving from the entrance (i.e. everyone's got a ranged attack, so they don't need to move); if the first two characters have Composite Long Bows, they will automatically pick off the third orc in the black area without the orc fighting back. Useful spells and tough Enemies ------------------------------- When fighting 2 or more difficult enemies use the Dire Charm spell (or Domination, or Charm Animal, etc.) to quickly turn the odds in your favor. If you have 2 magic users who can cast charm in the first round of a fight, not only does the enemy lose two characters, you gain them temporarily (so the odds change from 10 enemies vs. 6 of you to 8 enemies and 8 of you). Once they are charmed, pull back your big bruisers from the front lines and replace them by the newly acquired members while continually pelting the remaining enemies with ranged weapons. If any charmed characters survive the encounter, simply force-attack them to get rid of them. Also, the spell Entangle is pretty useful to stop any melee intensive enemy from hitting your party. Once entangled, they can't move and you can get rid of them easily and safely with ranged weapons. The spell Web is also good since a webbed creature can't even attack with a ranged weapon, but the spell can last for several rounds and could eventually web some of your own party members from round to round if they get in the affected area. You can, of course, use Free Action (either by Item or by Spell) to keep your party from being affected by these webs. Monsters summoning and the Elemental Summons, are great spells. Although the early summoned monsters do not do a lot of damage, their primary purpose resides in the cannon fodder that they become. While they keep the enemy busy, you can pick them off one by one with ranged weapons or spells (saving all your potions, and more potent spells for later more powerful enemies). Even the powerful Elementals best usage is to soak up the damage from enemies. Fireballs and those other major area effect spells should be used only to weaken the enemy or for luring them to you and thus, do not memorize a lot of these (memorize others, such as Fire Arrow instead). These major area effect spells, when not cast at the right place, can literally damage your whole party so unless you know exactly where to cast them, don't use them. Keep them instead for when an area is completely filled with a group of weaker enemies to get rid of them quickly and with minimal damage (happens when you quickloads or loads a lot of times in the same map). Jeremy Treanor has this to add: I have a suggestion that wasn't mentioned in your general strategies. It involves using a druid (or cleric? not sure if they get it) and having them cast protection from fire on all the members of your party. This spell lasts long enough that your mage who should know fireball becomes a portable explosive. Basically, have your other characters surrounding the mage as best they can when a group starts to surround you and launch a fireball at your feet. This is especially useful in the aquarium and the areas where you encounter snow and ice trolls. Memorize a lot of Dispel Magic spells. Dispel Magic negates any magic affecting your party (fear, horror, paralysis, entangle, slow, etc...) while it can also be used to dispel the enemy magics that they use (haste, minor globe of invulnerability, protection from normal missiles, etc...). Dispel Magic is an Area Effect Spell, so don't forget that casting dispel magic will negate both magics affecting your party and the enemy so knowing when to cast what spell when is crucial in an important battle. Usually, though, it is preferable to dispel everyone's magics than having one or more of your party members being paralysed, charmed, running in fear, etc... Save a Lot: ----------- There are 3 times when you should definitely save the game. When you win a battle, before you go to sleep, and everywhere else. You never know when you will go to a new area, have your best warrior charmed, and have half your party killed. So save often. Also don't just save over the same slot over and over, use at least 10 slots. This also means you should probably avoid the Quick Save. Well... not avoid, just don't use it exclusively. What I would do is to create an "Archive Save" whenever you enter a new major area. So when you start the Vale of Shadows create a "Vale of Shadows Beginning Save" so if you screw up, you can start over from the start of the Vale. That said, I have heard reports where game performance drags when someone saves in TOO MANY DIFFERENT slots. I'm not sure how many it takes to drag down performance, but I think you'll be safe between 10-15 saves. Scribing Scrolls: ----------------- Since at 18 INT you have only an 85% chance to successfully scribe a spell from a scroll into your spellbook, I would recommend using Potions to temporarily increase your INT to raise your success rate. The Potion of Genius works great, but any potion that raises your INT is good. So, what I usually did was this: I would wait until I had about 4 spells that needed to be scribed, then I would use a potion and learn them all at once. Unless, of course, I got a really really useful spell then I would learn it as soon as I got it. Alternatively you could just SAVE before you scribe any spell. If you fail to learn it, then you can just reload and try again. I don't like this method as much, but it's just as effective. Proficiency Tip: ---------------- Don't have all your characters specialize in the same weapons. That is not only boring, but counterproductive as well. If everyone in your party is specialized in Long Swords, and you find a really cool axe, you are out of luck! There is quite the penalty for using weapons that you aren't familiar with. So I would recommend something like this: Character 1: Long Swords and Great Swords Character 2: Axes and Crossbows Character 3: Halberds and Great Swords and so forth... If you have an Elf, specialize in Large Swords and Bows and if you have a Halfling choose Missile and give them a Sling as they get a +1 THACO Bonus and they can have 19 DEX giving them an extra point of Missile Damage. Souma's Pickpocketing Advice ---------------------------- In Easthaven, the priest Everard has 2 Healing Potions you can pick pocket from him. In Kuldahar, you can pick pocket a number of valuable items. The archdruid Arundel has a Ring of Free Action that you can pick pocket. The mage Orrick has a Ring of Free Action and a Necklace of Metaspell Influence (gives an extra level 2 mage spell!) that can be pickpocketed. Oswald Fiddlebender has a Necklace of Missiles (three or less charges of a 6d6 damage fireball usable by anyone), a Ring of Protection +2, 2 Oils of Fiery Burning and a Firebreath Potion. On a side note, if you kill Oswald Fiddlebender (-4 Reputation and important townsfolk become hostile) you get Boots of Grounding (50% electricity resistance), a Golden Girdle (+3 AC vs slashing), an Oil of Fiery Burning, a Fire Resistance Potion and some loose change. Not too shabby. There may be some places later in the game where you can get things by pick pocketing, but I can't recall them at this time. In any case, the best of the items you can pick pocket is the Ring of Free Action, a brilliant item that I've never found any other way. It allows all sorts of cheeky tactics with Web spells and grants your main fighters immunity from irritating hold person spells (it negates boots of speed however, so it's not smart to combine the two). There are Free Action potions and Free Action spells, but they don't give the 24 hrs a day protection of the ring. In short, it is well worth the cost of investing up to 40% in pick pockets (or taking a bard) so that you can grab these nice items... (Ed. Note: I just took a Bard. Bards rule.) Supply & Demand in IWD: (from SgtFang) ----------------------- Except for items that you never get more than 1 gold for anyway, save up an entire inventory's worth before selling them off. A good example is the "High Quality Long Sword". The merchant in severed hand will pay 60 gold each for them the first time you sell some. Since the inventory holds 16 wait till you have 16 of them. Later batches are only worth 15 gold, so sell as many as you can the first time. The same merchant offers to pay 1000 gold for a "Long Sword +1. Now that's a healthy chunk o' coin if you save up 16 of them. Now I admit this technique does make you run kind of low on cash early in the game, but later on you'll see your gold sack get mighty fat. It's not critical to the game or anything, but it does help to maximize your income. Think of those items as stocks or bonds. Get em' and hold on to them till the time is right to sell. Even the lowly short sword can be a better money maker as long as you're patient. =============================================================================== [FRQNTL] Frequently Asked Questions =============================================================================== |
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Another Icewind Dale Walkthrough :
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