Icewind Dale: Heart of Winter Walkthrough :
This walkthrough for Icewind Dale: Heart of Winter [PC] has been posted at 01 Sep 2010 by hamish and is called "FAQ/Walkthrough". If walkthrough is usable don't forgot thumbs up hamish and share this with your freinds. And most important we have 7 other walkthroughs for Icewind Dale: Heart of Winter, read them all!
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Walkthrough - FAQ/Walkthrough_____ _ _ _____ _ |_ _| (_) | | | __ \ | | _ | | ___ _____ ___ _ __ __| | | | | | __ _| | ___(_) | | / __/ _ \ \ /\ / / | '_ \ / _` | | | | |/ _` | |/ _ \ _| || (_| __/\ V V /| | | | | (_| | | |__| | (_| | | __/_ |_____\___\___| \_/\_/ |_|_| |_|\__,_| |_____/ \__,_|_|\___(_) _ _ _ __ __ ___ _ | || |___ __ _ _ _| |_ ___ / _| \ \ / (_)_ _| |_ ___ _ _ | __ / -_) _` | '_| _| / _ \ _| \ \/\/ /| | ' \ _/ -_) '_| |_||_\___\__,_|_| \__| \___/_| \_/\_/ |_|_||_\__\___|_| ------------------------------------ | This document also includes a | | walkthrough for the "Trials of | | the Luremaster" add-on. See the | | Table of Contents for more info. | ------------------------------------ by Michael Walsh Ver 2.4 July 10, 2001 Questions? Additions? E-mail me at: cumw7@pen.eiu.edu Put "Heart of Winter" in the Subject Line ----------------------------------- TABLE OF CONTENTS: ----------------------------------- i. Things You Should Know ii. Thanks To... Section iii. Walkthrough - Party Makeup iv. Game Strategy and Tactics ----------------------------------- HEART OF WINTER ----------------------------------- 1. Lonelywood 2. The Barbarian Camp 3. Burial Isle 4. Gloomfrost 5. Sea of Moving Ice ----------------------------------- TRIALS OF THE LUREMASTER ----------------------------------- 1. Castle Maluradek 2. The Crypt 3. The Dungeon 4. Cave of the Jackal 5. The Throne Room ----------------------------------- v. Why Play Heart of Fury vi. Experience Point Charts vii. Cheat Codes ----------------------------------- x. Other Works y. Previous Updates List z. Legal Information ----------------------------------- ============================================================================== Things You Should Know ============================================================================== For the people who are used to reading FAQ's, and especially for the people who are familiar with the Baldur's Gate/Icewind Dale games, this section is most likely unnecessary. Briefly I will explain some of the more commonly occurring things you are likely to encounter in this FAQ that you may not understand. KEY TERMS: There are certain terms and abbreviations that are very common to this style of game. The following are used frequently throughout this FAQ. xp - experience points gp - gold pieces IWD - Icewind Dale HoW - Heart of Winter HoF - Heart of Fury (game mode) TotL - Trials of the Luremaster COORDINATES: Just like the Baldur's Gate games, in Icewind Dale you can find your exact coordinates on the map. I will use coordinates frequently throughout the walkthrough. It is not necessary to use them or to understand them, but they can be a great help in assuring yourself that you are in the right location or going the right direction.To do this in Icewind Dale, press X. In the dialog screen will appear something like this: x=#### y=#### AR#### What does it all mean? Well, first of all, the # sign represents a number. The x and y are relatively unimportant, but the numbers next to them give you your exact location on the map. The AR#### is also important. Every map is an area. For example, Lonelywood is one area. The first floor of the inn in Lonelywood is another area. Essentially, anytime your computer has to load up a new map, you have entered a new area. The AR numbers also appear throughout this FAQ, to help the reader know that they have (or should have!) moved to the next area. Knowing that your coordinates are x=456 y=789 is irrelevant if you don't know whether you are in AR9600 or AR9100. EVIL: There are several possible actions detailed throughout this walkthrough with this header. These events are NOT necessary to do. Sometimes they are worth it, sometimes not. Repeat, you do NOT have to do any of these acts, even if you have an evil-aligned party. PATCH INFO: The Trials of the Luremaster downloadable add-on is, in itself, a patch. Therefore, Patch version 1.41 is outdated. The new patch addresses a number of glitches and problems. The downloadable dungeon is approximately 71.3Mb. You can find this latest patch at: http://planetbaldursgate.com/iwd/info/luremaster/ PATCH 1.41: As of Patch 1.41, there have been some changes made to the gameplay. The most significant is that the Mage's Spell Progression table has been fixed. This will affect Mages of Level 21 and higher. I obtained this information from the README file after downloading the Patch myself. Consult the game manual to see the original chart. The updated spell chart is as follows: Mage Spell Progression Chart: Level 21 - 30 (Patch 1.41) ======================================================== ----------------------------------------------------------------- | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ----------------------------------------------------------------- | 21 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 2 | | 22 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | | 23 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 3 | | 24 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | | 25 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | 5 | | 26 | 6 | 6 | 6 | 6 | 5 | 5 | 5 | 5 | 5 | | 27 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 5 | | 28 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | | 29 | 7 | 7 | 7 | 7 | 6 | 6 | 6 | 6 | 6 | | 30 | 7 | 7 | 7 | 7 | 7 | 7 | 7 | 6 | 6 | ----------------------------------------------------------------- ============================================================================== Thanks To... ============================================================================== This walkthrough is only intended to cover the Expansion Pack, and will almost certainly never cover the main game. For an excellent FAQ of the main game, download Dan Simpson's "Icewind Dale" FAQ, also found at http://www.gamefaqs.com (free advertising, and thanks to Dan Simpson for his excellent FAQ's, which have provided me, in part, with the inspiration to write my own.) I never imagined that, after having written a 53k walkthrough of the expansion pack from start to finish, it would grow to almost 200k in size! That goes to show you how you can play it once, and miss half of the quests. ------------ Thanks to... ------------ Dan Simpson for the excellent layout of his FAQ's, which I borrowed some ideas from. Imitation (but not Plagiarism) is supposedly the best form of flattery... so consider yourself flattered. WinterMute for pointing out the location of Ogien's Scale armor in the Barbarian Camp. Heng Lok for pointing out some errors through the FAQ, as well as providing an alternate suggestion for Fighter-Cleric Weapon Grand Mastery. Interplay/Black Isle Studios for one of the most efficient and exciting ways to kill free time. The Figlet Server at http://www.surfplaza.com/figlet/ for providing their free online Text to ASCII converter. ------------ And now, on with the show...er, FAQ! ============================================================================== Walkthrough - Party Makeup ============================================================================== Below is the party that I used when I created this walkthrough. Also given is the reason I chose each character. Paladin Male Human Leader of the party; high CHR Fighter Male Human Specialized in the halberd! Fighter/Cleric Male Human Dual-Classed to Cleric at Lvl 9 Fighter/Druid Male Human Dual-Classed to Druid at Lvl 9 Fighter/Thief Male Halfling A thief with lots of HP! Wizard - Mage Male Half-Elf Uses virtually every spell. Wow! This class has virtually no problems in the beginning stages of the game, with the exception of the lack of healing abilities. Each character is specialized in a different weapon for maximum effectiveness. The Paladin uses Long Swords, the Fighter uses halberds, the Cleric uses hammers, etc. ------------------------------------------------------------------------------ Having finished the expansion pack for the first time, I will now attempt to discover some of the smaller details, as well as to explore the possible tactics of other classes (most notably the Bard). This is the party that I will be using for my second time through, to further supplement this walkthrough: Fighter/Wizard Male Human Dual-Classed to Mage at Lvl 9 Fighter Male Halfling To use the Trusted Defender Helm Fighter/Cleric Male Dwarf Multi-Classed Evil Cleric!! Bard Male Human Has a number of new useful songs Fit/Mag/Thi Female Elf Eventual powerhouse; see below. I later decided to add a Dwarven Fighter to the mix. He is one BAD boy! ------------------------------------------------------------------------------ Note: It is highly recommended that you do not travel to Lonelywood (and the expansion area) until you are adequately prepared. Having started the game from the beginning, I did not enter the new areas until just after killing Yxunomei. In any case, you can not enter the expansion pack area until your characters are Level 9. (or the equivalent of Level 9 for Multi-Class and Dual-Class characters) It is also not recommended that you attempt to play in "Heart of Fury" mode until your party is around Level 13 or 14. ============================================================================== Game Strategy and Tactics ============================================================================== This section is a combination of strategy and tactics dealing with several aspects. Below you will find ideas for character creation, spell selection, and what the most ideal party makeup might be given the changes in the expansion pack. If you have a strategy or idea not represented here, feel free to send it to me at: cumw7@pen.eiu.edu Full credit will be given to you within the body of the FAQ. ---------------------------------------------- | Contents of this Section | ---------------------------------------------- | 1. General Character Creation Strategies | | 2. Racial Pro's and Con's | | 3. Character Pro's and Con's: | | a. The Triple-Class | | b. The Mage-Cleric | | c. The Bard | | d. The Druid | | e. The Ranger | | 4. Miscellaneous | ---------------------------------------------- ----------------------------- Character Creation Strategies ----------------------------- Naturally, you will want to create at least a couple of characters with which to play the game. They do tend to make it more interesting. Whatever type of character you choose to create, they all have some common factors. Below I have compiled some useful information that you can easily have at your fingertips when creating a character. This information applies to "Icewind Dale: Heart of Winter", and may not be fully applicable to other games. Race: Maximum and Minimum Stats -------------------------------- Looking to create the most effective thief? The strongest fighter? The most cunning mage? Well, different classes excel in different areas. Below is a chart showing what the minimum and maximum possible stats are when creating a character. Note: A character can end up with a higher score in one or more of these attributes due to magical items which may temporarily or permanently raise a score. This chart only shows the minimum and maximum possible while _creating_ a character. Also note that a STR of 18/00 is stronger than a STR of 18. Minimum and Maximum Stats by Race: ================================== ----------------------------------------------------------------------- | Race/Skill | STR | DEX | CON | INT | WIS | CHA | ----------------------------------------------------------------------- | Human | 3-18/00 | 3-18 | 3-18 | 3-18 | 3-18 | 3-18 | | Dwarf | 9-18/00 | 3-17 | 12-19 | 3-18 | 3-18 | 2-16 | | Elf | 9-18/00 | 7-19 | 6-17 | 8-18 | 3-18 | 8-18 | | Half-Elf | 9-18/00 | 6-18 | 6-18 | 4-18 | 3-18 | 3-18 | | Gnome | 6-18 | 3-18 | 8-18 | 7-19 | 10-17 | 3-18 | | Halfling | 6-17 | 8-19 | 10-18 | 6-18 | 3-17 | 3-18 | ----------------------------------------------------------------------- Using this chart, you should be able to get a decent idea of which races make the best fighters, mages, etc. For races with maximum possible scores of 19, be sure to try and get the maximum of 19. These super-exceptional scores can make a big difference. Example: A mage with INT of 18 has an 85% chance of successfully putting a spell in his spellbook. With an INT of 19, the chance is increased to a whopping 95%! Class: Minimum Stats --------------------- Once you have chosen a race, you will need to make what is probably the most important pre-game decision: what class will your character be? Below is a table showing the minimum possible stat for each ability. In addition, if you choose to create a mage, you can elect to make a Specialist Mage, who can cast more spells per level. However, each Specialist area has a stat (in addition to Intelligence) that must also be met. They are also listed below. Finally, some of the Opposition Schools for Specialist Mages (the types of spells that they can not cast) have changed some since Icewind Dale. Below I will also include the Opposition Schools from Icewind Dale, and show how they have changed in Heart of Winter. Minimum Stats by Class: ======================= --------------------------------------------------- | Class/Skill | STR | DEX | CON | INT | WIS | CHA | --------------------------------------------------- | Fighter | 9 | 3 | 3 | 3 | 3 | 3 | | Cleric | 3 | 3 | 3 | 3 | 9 | 3 | | Thief | 3 | 9 | 3 | 3 | 3 | 3 | | Mage | 3 | 3 | 3 | 9 | 3 | 3 | | Paladin | 12 | 3 | 9 | 3 | 13 | 17 | | Ranger | 13 | 13 | 14 | 3 | 14 | 3 | | Druid | 3 | 3 | 3 | 3 | 12 | 15 | | Bard | 3 | 12 | 3 | 13 | 3 | 15 | --------------------------------------------------- For Specialist Mages, see the stats above for a regular mage, and in addition, you will need the following: Additional Stats for Specialist Mages: ====================================== --------------------------------------------------- | Class/Skill | STR | DEX | CON | INT | WIS | CHA | --------------------------------------------------- | Abjurer | 3 | 3 | 3 | 9 | 15 | 3 | | Conjurer | 3 | 3 | 15 | 9 | 3 | 3 | | Diviner | 3 | 3 | 3 | 9 | 16 | 3 | | Enchanter | 3 | 3 | 3 | 9 | 3 | 16 | | Illusionist | 3 | 16 | 3 | 9 | 3 | 3 | | Invoker | 3 | 3 | 16 | 9 | 3 | 3 | | Necromancer | 3 | 3 | 3 | 9 | 16 | 3 | | Transmuter | 3 | 15 | 3 | 9 | 3 | 3 | --------------------------------------------------- Changes to Opposition Schools in Heart of Winter ================================================ ----------------------------------------------------------------------- | School | Opposition School(s) | With Heart of Winter | ----------------------------------------------------------------------- | Abjurer | Alteration | Alteration, Illusion | | Conjurer | Divination | Invocation | | Diviner | Conjuration/Summoning | Conjuration/Summoning | | Enchanter | Invocation | Invocation | | Illusionist | Necromancy | Necromancy, Abjuration | | Invoker | Enchantment/Charm | Divination, | | | Conjuration/Summoning | Conjuration/Summoning | | Necromancer | Illusion | Illusion, Enchantment/Charm | | Transmuter | Abjuration, Necromancy | Abjuration, Necromancy | ----------------------------------------------------------------------- ---------------------- Racial Pro's and Con's ---------------------- The second choice that a player must make when creating a new character is that character's race. Unlike gender, not all the races are the *same* in this game. Each race has advantages and disadvantages that make it unique. Often, these inherent advantages make that race particularly suited for one class or another (class being the next, and probably most important character choice). An 18 is the highest natural score that you can make for any one particular attribute at the beginning of the game, with one exception. Some races will allow a maximum of 19 in an attribute, which is super wonderful! Here are the races that allow it, and with what stats: ------------------------------------- | Dwarf | 19 in: Constitution | | Elf | 19 in: Dexterity | | Gnome | 19 in: Intelligence | | Halfling | 19 in: Dexterity | ------------------------------------- So, keeping this in mind, it appears that Gnomes would make the best Mages, while Dwarves would make the best front-line fighters, with Elves and Halflings making good thieves, fighters, or mages. But each race also has disadvantages as well, such as: ------------------------------------------------------------------------------ | Human | No maximum scores of 19, can't multi-class; dual-class only | | Dwarf | Maximum of 17 for Dexterity and 16 for Charisma | | Elf | Maximum of 17 for Constitution | | Half-Elf | No maximum scores of 19 | | Gnome | Maximum of 17 Wisdom | | Halfling | Maximum of 17 Strength and 17 Wisdom | ------------------------------------------------------------------------------ These are some tips to keep in mind when creating a character. In addition, there are some other random benefits to consider, like: Halflings can use the Helm of Unfailing Endurance. Besides granting a tremendous AC bonus, it makes the wearer immune to fatigue. Fatigue is a downside of the wonderful spell, Haste. So therefore, a Halfling would make a pretty good front-line Fighter. You can get around the maximum of 17 Strength handicap if you are patient. Near the end of Heart of Winter are 3 Gauntlets of Ogre Power, which set the wearer's Strength to 18/00. Gnomes are dumb, dumb, dumb. At least, I think they are. But you can't argue with an INT of 19. Half-Elves have virtually the same disadvantages as humans, but have the benefit of infravision and partial immunity to sleep and charm. Dwarves with a Constitution of 19 will have a lot of hit points. Remember that Fighters get a further bonus to Constitution: Every other class gets a maximum bonus of 2 hp/level with a CON of 16, but a Fighter's bonus keeps climbing to an astounding +7 hp/level at a CON of 24. (which is pretty much impossible to achieve without cheating) Several magical items, weapons, and armor give a +1 or even +2 benefit to virtually any attribute. So give them to those races with a maximum score under 18, and you won't even notice their weaknesses! ------------------------------- Character Class Pro's and Con's ------------------------------- The Triple Class Character -------------------------- Now that the experience cap in Icewind Dale: Heart of Winter has been raised to 8,000,000 points, there is a type of character which can really come into power: The Triple Class Character. There are two different types of Triple Class combinations in Icewind Dale: The Fighter/Mage/Cleric combo, and the Fighter/Mage/Thief combo. To earn the maximum 8,000,000 experience points that a character can gain could take a LONG time. But also added with the expansion pack is the "Heart of Fury" option, which can greatly increase the speed at which you earn experience. (Note: Don't even think of turning it on until you have beaten, or nearly beaten the game) A Triple Class character will never reach Level 30 in any one class. However, take a look at what they can accomplish: Fighter/Mage/Cleric Fighter/Mage/Thief ------------------- ------------------ Levels: 18 17 19 18 17 22 This may not mean much on the surface, but let's take a more in-depth look at what these character levels mean: NOTE: The Spell Progression table for Mages has been fixed in Patch 1.41. See the Things You Should Know section at the beginning of this document to learn what has been changed. This will affect all mages Level 21 and higher. Level 18 Fighter: A Fighter starts with 4 proficiency slots, and gains ----------------- an additional one every 3 levels. This means that at Level 18, the fighter will have a total of 9 Proficiency points. This is enough to reach Grand Mastery in one weapon, and almost reach it in another. His THAC0 also goes down by 1 per level, which not only makes it easier to hit with weapons, but also aids TREMENDOUSLY when it comes to spells which require touch. Level 17 Mage: Unfortunately, a Level 17 Mage is unable to use the -------------- Level 9 Spells. However, there are only a couple of them, so you are not going to miss much. You come with a large array of possible spells. Assuming (once again) that the spell chart in the manual is correct, you will have the following number of spells at Level 17: ----------------------------------------------------------------- | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ----------------------------------------------------------------- | 16 | 5 | 5 | 5 | 5 | 5 | 3 | 2 | 1 | - | | 17 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | - | | 18 | 5 | 5 | 5 | 5 | 5 | 3 | 3 | 2 | 1 | ----------------------------------------------------------------- Having said that, there two spells in particular that make any combination of a Fighter/Mage very potent: Iron Body and Tenser's Transformation. Below are the benefits and drawbacks to each of the two spells. Iron Body --------- 100% resistance to electricity. 50% resistance to fire. 25% resistance to crushing damage. Strength raised to 25. Can attack 2/round with iron fists (2d4) And the spell lasts for 2 full turns! Now for the downsides: Movement rate reduced to 25% of normal. Can't cast other spells during Iron Skin. Tenser's Transformation ----------------------- Double's the hit points of the caster. Gives the THAC0 of a Fighter of the same level. +4 bonus to AC. +2 bonus to all saving throws. So as you can see, those are tremendous benefits for two little spells. An even more potent combination is all of the above, plus equipping your character with a set of Elven Chainmail (found in Severed Hand Area). In case you don't know, Elven Chainmail, while not possessing the best AC of an armor in the game, DOES allow a Mage to still cast spells and ALSO allows a Thief to use their thieving skills. As you can see, this armor is VITAL to the Fighter/Mage/Thief combination if you want to fully employ all three classes. Level 19 Cleric: A Level 19 Cleric is, simply put, awesome! Add to ---------------- that the fact that with the Triple Class characters, it is only one of three talents. and you are a virtual one-man party! A Cleric of this level will easily be able to use every spell that is available to them. Below is the Clerics spell table: ----------------------------------------------------- | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | ----------------------------------------------------- | 18 | 8 | 8 | 8 | 8 | 6 | 4 | 2 | | 19 | 9 | 9 | 8 | 8 | 6 | 4 | 2 | | 20 | 9 | 9 | 9 | 8 | 7 | 5 | 2 | ----------------------------------------------------- | NOTE: You must have a WIS of 17 to use Lvl 6 | | spells and a WIS of 18 to use Lvl 7. | ----------------------------------------------------- Level 22 Thief: In Icewind Dale, the Thief character class is not too --------------- amazing on its own, but when paired with one or more other classes, becomes much more formidable. Besides having earned a LOT of thief skill points by Level 22 (30 at Level 1, and 20 each additional level for a total of 450 points!) This amount of skill points is enough to raise each of your skills to 112% easily - and that is not counting your race's initial skill level! Beyond that, having any combination of a Thief/Mage means that you have a Mage who can attack with spells AND arrows from the back row! These are just some of the potential reasons why the Triple Class characters are now a viable option, if one is willing to overlook their one drawback: They go up in level three times slower than a normal character. The Mage-Cleric --------------- Mages excel at decimating the enemy forces with terrible magics. Clerics prove to be valuable support companions, healing members of otherwise mortal wounds - and resurrecting those who do die. Why not have the best of BOTH worlds - A Mage-Cleric! There exist three possible combinations of a Mage and a Cleric In Heart of Winter. The first way is to Multi-Class a character. The last two ways both involve Dual-Classing a character, but there IS are several differences between beginning the game with a Cleric and Dual-Classing to a Mage, and beginning the game as a Mage, and later Dual-Classing to a Cleric. In my opinion, the most effective combination is that of a Mage-Cleric, that is, a character who begins the game as a Mage, then becomes a Cleric later. Reasons for this include: 1. The maximum levels for a Mage-Cleric are the most advantageous, at 23 for the Cleric, and 22 for the Mage. Taking the Cleric-Mage route will only yield a Level 21 Cleric and a Level 22 Mage, while the Multi-Class method will yield a Level 25 Cleric, but only a Level 20 Mage. 2. The Mage-Cleric combination will receive the same number of Mage spells per level, (assuming INT scores are equal) but the Mage-Cleric will receive extra upper-level spells due to the extra level of experience. 3. Clerics gain levels faster than Mages do. Thus, it is more advantageous to have the class that levels up be the second class, because the second class must be one experience level higher than the first class in order to once again gain access to both classes. 4. When Dual-Classing a character, the second class is initially VERY weak. Having the Cleric as the second class allows you to give him great armor and weapons to somewhat offset the weakness. Also remember that Clerics can cast spells while wearing any armor, while Mages can not. 5. Both the Mage-Cleric and the Cleric-Mage are restricted to Cleric weapons, which is more advantageous than being restricted to Mage weapons. This is not exactly an advantage for choosing a Mage-Cleric, but rather shows that there is no advantage to choosing the Cleric first. What is probably the most important factor in choosing one of these combinations over the other is the amount of spells each combination will have access to. In all three character combinations, the Cleric will have access to Level 7 spells, while all three Mage combinations will have access to Level 9 spells. Below are the Spell Progression charts for each of the three combinations at their maximum levels: ================ The Mage-Cleric: ================ Mage Spell Progression ====================== ----------------------------------------------------------------- | Level 22 Mage - 4,500,000 exp. | ----------------------------------------------------------------- | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ----------------------------------------------------------------- | 22 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | ----------------------------------------------------------------- Cleric Spell Progression ======================== ----------------------------------------------------- | Level 23 Cleric - 3,375,000 exp. | ----------------------------------------------------- | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | ----------------------------------------------------- | 23 | 9 | 9 | 9 | 9 | 9 | 7 | 3 | ----------------------------------------------------- ================ The Cleric-Mage: ================ Cleric Spell Progression ======================== ----------------------------------------------------- | Level 21 Cleric - 2,925,000 exp. | ----------------------------------------------------- | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | ----------------------------------------------------- | 21 | 9 | 9 | 9 | 9 | 8 | 6 | 2 | ----------------------------------------------------- Mage Spell Progression ====================== ----------------------------------------------------------------- | Level 22 Mage - 4,500,000 exp. | ----------------------------------------------------------------- | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ----------------------------------------------------------------- | 22 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | ----------------------------------------------------------------- ================ The Multi-Class: ================ Cleric Spell Progression ======================== ----------------------------------------------------- | Level 25 Cleric - 3,825,000 exp. | ----------------------------------------------------- | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | ----------------------------------------------------- | 25 | 9 | 9 | 9 | 9 | 9 | 8 | 4 | ----------------------------------------------------- Mage Spell Progression ====================== ----------------------------------------------------------------- | Level 20 Mage - 3,750,000 exp. | ----------------------------------------------------------------- | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ----------------------------------------------------------------- | 22 | 5 | 5 | 5 | 5 | 5 | 4 | 3 | 3 | 2 | ----------------------------------------------------------------- The Bard -------- The Bard. Not just another pretty face in Heart of Winter. This character class has undergone some serious renovations since Icewind Dale. Most notably, he had gained a total of SIX different bard songs that can all be learned by Level 11, which only requires 220,000 experience points. All of these songs have their uses, but in my opinion, one of them is far more useful than the rest: "War Chant of Sith" The song will grant the following bonuses to any party member within range: 1. +2 AC bonus. 2. +10% resistance to the following: Crushing, Slashing, Piercing, and Missile attacks. 3. Regenerate 2 hit points each round. (every 6 seconds) This is somewhat equivalent to a free Potion of Regeneration, an extra Ring of Protection +2, and more - all for one song. In addition to this, the Bard has another advantage: extended spell abilities. In Icewind Dale, the maximum level for Bards was 18, allowing them to cast spells between Levels 1 and 6. In Heart of Winter, they will be able to cast Level 7 and 8 spells as well!! Below is the spell progression chart, taken from the manual. It begins with Level 18, the last possible level for Bards in Icewind Dale: Bard Spells =========== ----------------------------------------------------------- | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | ----------------------------------------------------------- | 18 | 4 | 4 | 4 | 3 | 3 | 2 | - | - | | 19 | 4 | 4 | 4 | 4 | 3 | 2 | - | - | | 20 | 4 | 4 | 4 | 4 | 4 | 3 | - | - | | 21 | 5 | 4 | 4 | 4 | 4 | 3 | - | - | | 22 | 5 | 5 | 4 | 4 | 4 | 3 | - | - | | 23 | 5 | 5 | 5 | 4 | 4 | 4 | - | - | | 24 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | - | | 25 | 5 | 5 | 4 | 4 | 4 | 4 | 4 | - | | 26 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | - | | 27 | 5 | 5 | 5 | 5 | 5 | 5 | 4 | - | | 27 | 6 | 5 | 5 | 5 | 5 | 5 | 5 | - | | 27 | 6 | 6 | 5 | 5 | 5 | 5 | 5 | 1 | | 30 | 6 | 6 | 6 | 6 | 5 | 5 | 5 | 1 | ----------------------------------------------------------- | Though it looks like an error, the number of spells | | shown for Level 24 is correct. | ----------------------------------------------------------- The Heart of Winter expansion pack makes the Bard a formidable spellcaster, in addition to his already powerful skills. Let's compare how a Bard rates against a mage (not a Specialist) in the area of number of spells per level: ----------------------------------------------------------- | Level 18 Bard - 1,760,000 exp. | ----------------------------------------------------------- | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | ----------------------------------------------------------- | 18 | 4 | 4 | 4 | 3 | 3 | 2 | - | - | ----------------------------------------------------------- ----------------------------------------------------------- | Level 14 Mage - 1,760,000 exp. | ----------------------------------------------------------- | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | ----------------------------------------------------------- | 14 | 5 | 5 | 5 | 4 | 4 | 2 | 1 | - | ----------------------------------------------------------- Not a lot of difference, is there? Let's look at one more example: ----------------------------------------------------------- | Level 30 Bard - 4,400,000 exp. | ----------------------------------------------------------- | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | ----------------------------------------------------------- | 30 | 6 | 6 | 6 | 6 | 5 | 5 | 5 | 1 | ----------------------------------------------------------- ----------------------------------------------------------------- | Level 21 Mage - 4,400,000 exp. | ----------------------------------------------------------------- | Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | ----------------------------------------------------------------- | 21 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 2 | ----------------------------------------------------------------- NOTE: The Spell Progression table for Mages has been fixed in Patch 1.41. See the Things You Should Know section at the beginning of this document to learn what has been changed. This will affect all mages Level 21 and higher. Again, there isn't a great deal of difference here between the Bard and the Mage, with respect to spellcasting. However, the above Mage still has nine levels in which he will gain more spells per level, while the Bard will remain maxed out at 30. Also note that the Bard will never be able to cast Level 9 spells, while the Mage will eventually be able to cast 4 Level 9 spells before having to rest. Despite these drawbacks, the Bard makes an excellent backup Mage for ANY party. And don't forget some of the Bard's other advantages: 1. Bards can gain a proficiency point in ANY type of weapon, although he can't place more than one point in each slot. 2. Bards have the highest Lore score of any class. Even by Level 11, the Bard's Lore score is incredibly high. The Lore score, in case you don't know, is used to determine if the character can identify a magic item without the aid of magic. You Bard, by Level 11, should be able to Identify almost any magic item without casting Identify. Not needing to cast Identify means more room for two other great Level 1 spells: Magic Missile and Chromatic Orb! 3. Bards can pickpocket. This ability will increase with every level. What this means is that, if you have a Thief in your party, you will not put any points in Pickpocketing, allowing you to place the points in other skills. 4. There is an item in the game called the Unstrung Harp. It can only be used by Bards. What it does is casts Heal once per day. What this means is, if you also have a higher level cleric in your party, you can potentially bring two of your characters who are injured back up to full hit points. VERY valuable item! 5. Finally, Bards will have several opportunities during the course of the game to earn experience that can only be obtained with a Bard. The Druid --------- The Druid has always been, in my opinion, a very interesting character class. Almost, but not quite a Fighter. Almost, but not quite a Cleric. However, unlike the Ranger, who will be discussed later, the Druid is a POWERFUL combination of Fighter and Druid - and that is without Dual- or Multi-Classing him. In previous Baldur's Gate/Icewind Dale games, the Druid could not go beyond Level 14. This is, presumably, because the game designers were not sure how to properly implement the Druid's natural "super" abilities. What this would result in is a character who is somewhat weaker than the other classes due to the fact that he gains fewer levels of experience. Well, that has been changed in the Heart of Winter expansion pack. Your Druid, should you choose to accept him, will be able to achieve Level 30 just like the other characters. In order to do this, the game designers pretty much changed a normal Druid's abilities, and gave him new ones instead. Unlike some of the other new abilities that the characters have received, these are pretty useful. In my opinion, they are not as good as the Bardic songs, but are better than any of the other new abilities. The following is a list of the special abilities the Druid gains through leveling up, until he reaches Level 15: 1. The Druid can now shapechange as early as Level 5. At every other level of experience until Level 15, he will gain a new transformation. 2. The Druid receives immunity to poison at Level 9. 3. They can transform into Elementals beginning at Level 11. 4. At Level 15, the Druid achieves the Timeless Body. This makes him immune to ALL types of fatigue. The Druid's shapechanging ability is still not the most powerful ability in the game. However, there is a new addition to shapechanging that proves to be VERY useful. When a Druid changes form (from human to creature, or the reverse) he is healed of some of his injuries. This essentially is equivalent to 6 free curing spells. By changing into one of the 6 possible transformations, you will change some of your stats. Below are the changes you will undergo by morphing into a given form. Your character's level of experience, armor and weapons, and AC are not taken into consideration when changing form. Stats for Shapechange Creatures =============================== -------------------------------------------------------------- | Stats/Form | Boring Beetle | Polar Bear | Winter Wolf | -------------------------------------------------------------- | Strength | 18/51 | 18/00 | 18 | | Dexterity | 7 | 10 | 13 | | Constitution | 16 | 19 | 16 | | Armor Class | -3 | 4 | 2 | | Atk/round | 2.5 | 5 | 3.5 | -------------------------------------------------------------- The stats for the Elemental shapechanges are as follows: ------------------------------------------------------------------------ | Stats/Form | Fire Elemental | Earth Elemental | Water Elemental | ------------------------------------------------------------------------ | Strength | 19 | 23 | 18 | | Dexterity | 9 | 5 | 14 | | Constitution | 8 | 19 | 18 | | Armor Class | 2 | 0 | -2 | | Atk/round | 2.5 | 2.5 | 2.5 | ------------------------------------------------------------------------ Since the Druid's experience table has been extended to Level 30, naturally his spell progression table has been likewise lengthened. The Druid casts Priest Spells. One benefit of this is that he can cast spells while wearing, oh, say Full Plate Mail +1. This makes him a valuable commodity to the party - a front line warrior who can also cast spells. The Priest can not cast every spell that a Cleric can, but he CAN cast spells that a Cleric can not. In this game, Clerics and Priests can only learn spells up through Level 7, but have the ability to be able to cast an obscene amount of them at later levels. Below I have reproduced the Priest spell chart from Level 15 on, as provided in the Heart of Winter game manual: Druid Spells ============ |
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