Icewind Dale II CHARACTER DEVELOPMENT GUIDE Version 1.11 Written by: Mike Malone E-mail: christopher.malone2@gte.net This document copyright (c) 2002 by Mike Malone. All rights reserved. I) Introduction This guide provides an overview of the Icewind Dale II (IWD2) races and character classes, with extensive tips about how to build interesting and successful heroes. IWD2 represents an evolution in the Infinity Engine (IE) game series (Baldur's Gate, Icewind Dale, Plan escape: Torment) in that it uses the Dungeons & Dragons 3rd Edition game rules (D&D), which offer distinctly more options for customizing your characters. However, this increased flexibility also means that there are more ways to construct a character who will, perhaps, not turn out to be as satisfactory a hero as had been hoped. Thus, a primary goal of this document is to offer a framework in which you can approach the task of building a set of characters who are both powerful and fun. The target audience of this guide is both new players and those who have already played IWD2 some (perhaps completing it) and who want to play again with a more carefully constructed, diverse, or whimsical set of characters. In fact, because of the rich possibilities for character design, the author considers IWD2 to be well worth playing through more than once, and in some ways the advice in this guide may be more useful the second time through the game than the first. However, note that this guide emphasizes normal play, and some of the advice herein may not carry over to Heart of Fury (Hoof) mode. (A future version of the guide may have a special section on character design considerations for playing Heart of Fury.) The material in this guide can't replace a careful perusal of the IWD2 Instruction Manual and the information that appears in game during the character design process (the latter information does not appear in the printed manual but is crucial to know when planning your characters' careers). This in-game information on classes and race can also be accessed by pushing the "Information" button that appears near the middle of the character display screens. If you are new to IWD2, before building a custom party of your own it may be useful to start the game with one of the pre-built parties in order to look at the character displays and review the information screens on races, classes, orders, feats, and skills. Although in a guide of this sort some generic D&D party design lore is unavoidable as background, this document tries to focus on issues that are specific to optimizing IWD2 characters. Moreover, the emphasis of this document is on the practical rather than on the kinds of aesthetic concerns that might be associated with roleplaying in the strictest sense. Thus, the classes, races, and abilities that seem less useful than others are ruthlessly critiqued. However, this should not deter people from using those classes, races, or abilities if that is what they want to do. The point of playing IWD2 is to have fun, after all, and the author is a solid proponent of enjoying the roleplaying aspects of the game, which include playing quirky or "theme" characters and parties. Furthermore, none of the races or classes is so seriously disadvantaged that it would be a horrible mistake to use them. Still, this guide would not be worth reading if it did not try to make clear what are the best practices for character and party design, and that requires saying which types of hero are strongest and which are not. This guide is best viewed using a 12 pt fixed-width font (e.g., Courier). Note also that this document contains a few spoilers, which are always marked as follows: **********SPOILER********** This is a sample spoiler. *************************** II) Revision History 11/15/02 Version 1.11--Spelling corrections and formatting fixes 11/08/02 Version 1.1--Added section on sample characters; numerous corrections; expanded and tuned some material 10/07/02 Version 1.01--Minor additions and corrections 10/02/02 Version 1.0--Initial version III) Legal Stuff & Contact Information This document is copyrighted by Mike Malone. The guide is made available to selected web sites who are given permission to post it by the author. Visitors to these sites are welcome to download and print out the document, but are not permitted to reprint, post, or plagiarize its contents for their own documents or web sites. Please e-mail me if you want permission to use all or some of this guide elsewhere. If you have a question, comment or correction, please e-mail me (christopher.malone2@gte.net), and be sure to put something in the subject line that makes it clear that it is IWD2-related. IV) Terminology This document uses some jargon that the author has adopted as well as terminology from the domain of D&D and roleplaying games, both computer-based ones and traditional pen-and-paper ones. Although many people will be familiar with most of these terms, they are defined here for clarity and reference. Str, Int, Wis, Dex, Con, Cha -- these are the short forms of the six main attributes: Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma, respectively. This document uses the short and long versions interchangeably. Build -- A "build" is a way of referring to a particular selection of race, classes, abilities, feats, etc. that together comprise an IWD2 character. Two pure fighters might have very different builds (e.g., one might have massive Strength and rely on feats like Power Attack and Cleave in order to excel in hand-to-hand combat, whereas another might have high Dexterity and use Rapid Shot, Precise Shot, and Weapon Specialization in bows in order to serve as a master archer). Role -- A job or related set of tasks performed by a party member. For example, "tank" or "healer." See "Party Composition and Character Roles." Favored class -- Every race has a favored class that affects their ability to multiclass. This is described in detail under "Multiclassing Basics." Order -- This is an IWD2 term that refers to a variant of some class, usually because of a religious or quasi-religious affiliation (for example, Stormlord of Talos). Clerics, paladins, and monks all have different orders to choose from, and their choice of order provides additional special abilities (for clerics) or affects their ability to multiclass (for monks or paladins). Mix In -- This is not a standard RPG term, but one adopted by the author to denote the addition of a few levels of some support class to augment a build's main class. E.g., an elf rogue/wizard might have only three levels of rogue as a "mix in" and the rest of her levels in wizard. Pure -- When used as in the phrase "pure fighter," refers to a single-class character (i.e., a hero who puts all his levels into a single class for his entire IWD2 career). Effective Character Level -- Races with more powerful starting attributes and abilities (assumer, tiefling, drow, gray dwarf, and deep gnome) are penalized by having an "effective character level" (or ECL), the effect of which is to increase the amount of experience they need to go up levels. V) Party Composition and Character Roles A great deal has been written about creating well-balanced parties for D&D, and I'm not going to rehash a lot of tired lore in this section. Instead, I will briefly summarize the various necessary roles for a party so that I can refer to them later on. By focusing on roles (such as "tank") rather than classes (such as fighter), a player can decide for herself how she wants to fill those roles, and this encourages creativity and diversity. Although a party need not have characters that fill every role, having at least one hero with good coverage for each of the major roles is a surefire way to ensure that you will have the flexibility to deal with a wide variety of encounters. A) Tank The job of the tank is to engage monsters in toe-to-toe melee combat in order to dispatch them and also to keep them occupied so that they don't harm the other, more fragile characters. Fighters, barbarians, and paladins are good tanks. Rangers, druids, clerics, and high-level monks can be almost as good, given the right equipment and stat selection. Tank is one of the roles that rewards having coverage from multiple characters. A party with only one tank will often find itself flanked, with the result that the frail spellcasters are now engaged in melee (and the IWD2 monster AI can be rather persistent about pursuing your heroes when they try to flee). A party with no tanks is very challenging to play. B) Healer With a few rare, plot-driven exceptions, it is easy to heal damage in IWD2 between major battles by simply resting, going back to town, or visiting one of the many NPC healers and "rest stops" who appear at various convenient locations throughout the game. So, the role of a healer in the party is mostly to provide medical services during the heat of battle or between skirmishes in a major ongoing engagement during which resting is not possible or would be inconvenient. In terms of what a healer does, the ability to remove nasty effects like paralysis is at least as important as the ability to simply restore lost hit points. Moreover, a top-notch healer build will also incorporate features aimed at keeping the healer herself alive and well, since an incapacitated healer is of little use to other party members. In any case, and as is well known, clerics make the best healers, as they have a wide range of curative magic and are themselves quite sturdy. Druids and (surprisingly) bards can also be successful in this role. Paladins and rangers can also serve as adjunct healers once they are higher in level. C) Scout The game is much easier if you have a character whose Hide and Move Silently skill ranks are high enough that they can reliably sneak around the area and check out the lay of the land. Rogues, rangers, and monks all have excellent potential here. Note that whereas it is possible to have your scout and your thief (see below) be the same hero, that may not be the best use of your characters. D) Thief A thief is a character that specializes in the Open Locks, Disable Device, Search, and (if you so desire) Pick Pocket skills. If a hero puts lots of levels into the rogue class, it is easy for her to cover all these skills, since rogues receive a hefty allotment of skill points. However, sometimes it is desirable to split these skills across multiple characters. Furthermore, although rogues are the canonical base class for a thief, any character can serve adequately in this role if they have sufficient Dex (for Open Locks and Pick Pocket) or Int (for Search and Disable Device) and will have enough skill points to keep investing in those skills regularly as the game progresses. E) Bombardier There's nothing quite like a Fireball for starting out a big fight on the right footing. The job of lobbing Fireballs and other spells of mass destruction belongs to the bombardier. Sorcerers make the best bombardiers, followed by wizards, druids, and clerics, in roughly that order. F) Sniper An optional, but useful, role. The sniper specializes in ranged combat. Fighters make the best snipers, by virtue of their superior base attack bonuses and the fact that only a fighter of level four or higher can obtain the Weapon Specialization feat (+2 damage) for their missile weapon of choice (usually bows or slings). However, any character with good Dexterity and the right weapon proficiency can be enlisted for sniper-style tactics. G) Mage Killer The mage killer is a character designed specifically to go after and incapacitate enemy mages and magic-using bosses. Usually the mage killer will also serve as a scout, since one of the best ways to terminate opposing spell casters is to sneak up on them and attack them unawares. Having one or more solid mage killers is not a requirement for success in IWD2, but is useful if you prefer stealth and skirmish-oriented tactics. A good choice for a mage killer is a build with innate Spell Resistance, which means either a drow, deep gnome, or high-level monk. Gray dwarves are also a good choice, with solid saving throw bonuses and immunity to paralysis (specifically, the dreaded Hold Person). To a lesser extent, aasimar and tiefling characters can also serve in this role because of their built-in resistance to most elements. Finally, paladins with high Charisma receive enormous bonuses to their saving throws, which also makes them suitable for mage killer applications. If you are building a mage killer based on their racial qualities, you will want to choose at least one warrior-style class and build up enough levels to get a high number of attacks per round. This gives you additional opportunities to disrupt the enemy's spellcasting. Also, getting the Evasion special ability can be very useful for a mage killer; this can be achieved automatically if you are a monk or by having at least two levels of rogue. H) Diplomat An optional but useful role. A diplomat is a character who can do your party's "face" work, including talking to strangers and buying and selling items. Bards make good diplomats, but other classes that need Charisma (paladins and sorcerers) can also serve well (however, keep in mind that paladins can turn down opportunities to receive gold for quest rewards). Also, rogues have all three diplomat skills (Diplomacy, Bluff, Intimidation) as class skills, so although rogues usually don't need Charisma you might find an opportunity to use a rogue-based build for the diplomat role. I) Loremaster The loremaster is a character who has sufficient ranks in Alchemy and Knowledge (Arcane) to be able to identify objects and potions and to handle the various alchemical subquests that appear in IWD2. Wizards and bards make the best loremasters, and note also that rock gnomes of whatever class gain a bonus to the Alchemy skill, making them well-suited for the loremaster role. ********* Spoiler ********* There are a couple places in the game where having a character with high Alchemy can be helpful, and there is one plot element for which having an Alchemy skill in excess of 15 is one of only few ways to satisfy that quest. *************************** J) Summoner The summoner is a spellcaster who has an ample supply of summoning spells. At best, summoned creatures are a battle winning strategy (elementals, demons, and high-level undead are quite mighty) and, at worst, they at least provide meat shields for your main characters. Almost all of the spellcasting classes can serve as summoners, so this role is mostly a matter of spell selection and tactics. K) Spell Sword "Spell sword" is a catch-all term for a warrior-type character who also uses magic both offensively and defensively. Clerics generally act as spell swords by default, as do rangers and paladins at higher levels. (Bards could be also but usually they are playing songs so they are less likely to melee.) However, the most interesting possibilities for spell swords come from judicious multiclassing, as discussed in later sections. VI) Race Basics This section describes the various races and provides some advice about what races to use for what builds. But first, a few general comments. A) When Not To Play a Human In terms of taking best advantage of the game system, plain, boring humans (not tieflings or aasimar) should be your default race unless you have some good reason to pick another race. For one thing, a human with only two classes never has to worry about experience penalties for multiclassing, as a human's favored class is always considered to be their highest level class (more on this below). Humans also receive an extra feat and extra skill points, and for many builds these are worth more, over time, than the built-in capabilities of the exotic races. Moreover, the extra two skill points that a human receives at level one and the additional extra skill point for each subsequent level are not affected by any penalties because of low Intelligence. Thus, at levels two and above a human with an Int of three will still receive two skill points per level instead of just one. This can be a very significant optimization for certain builds. Pragmatically speaking, there are only a small number of reasons why you should choose to play a race other than human: o Ability Bonuses. Most non-human races have bonuses to one or more abilities (and usually penalties to other abilities). For example, a moon elf receives +2 to Dexterity but -2 to Constitution. Not only can these bonuses make the race a better choice for certain classes and roles, but a +2 bonus in an ability means that you can raise that stat to 20 when creating the character. You should strongly consider taking advantage of that fact when building your initial party; specific opportunities to make the most of these bonuses are mentioned below in the discussions of the individual races. o Spell Resistance. Two of the races--drow and deep gnome (Svirfneblin)--have built in Spell Resistance. This is a very powerful defensive capability (and those races are penalized accordingly in terms of their effective character level for gaining experience). However, if you want a character to excel in the mage killer role, it might be well worth coping with those penalties and building your mage killer from one of these races. o Weapon Proficiencies. All three types of elves gain automatic proficiency in Martial Weapon, Bow and Martial Weapon, Large Sword. This is effectively two free feats, and for the right build that--plus the other advantages of elves-- can make an elf a better choice than a human. More will be said of this in the sections on elves. o Role-Related Bonuses. Some races receive bonuses to skills that make them better suited for certain roles (e.g., halflings receive a Move Silently bonus and thus make superior scouts). However, keep in mind that the extra feat and skill points of a human may equal or even exceed these benefits; planning ahead as to how you are going to allocate your skill points and feats can help you decide whether going with a non-human or human character is a better choice. B) Discussion of the Non-human Races This section provides more detailed information about the races other than plain human and the reasons why you might or might not want to use them for certain builds. 1) Aasimar Aasimar get +2 to both Wisdom and Charisma, with no offsetting penalties to other abilities. This provides a large pool of extra ability points that can applied in a variety of ways to make a strong, single-class build. Paladins, druids, clerics, sorcerers, and bards can all benefit significantly from those bonuses by starting with their primary casting characteristic (Wisdom or Charisma) at 20. Unfortunately, because the favored class of aasimars is the paladin, and because paladins are severely limited in their multiclassing potential, those four extra ability points can't be used arbitrarily to create the wide array of multiclass builds that might otherwise be possible. However, for paladin multiclassing or for builds like cleric/sorcerer where you intend to keep the two classes at about the same level, the aasimar race is well worth considering despite the one level experience acquisition penalty. 2) Tiefling The tiefling subrace receives a +2 bonus to both Int and Dex (and -2 to Cha). In fact, tiefling is one of only two races in IWD2 that gets a bonus to Intelligence (the other is drow), thus making them a clear contender for dedicated wizard builds. These ability bonuses also make a tiefling a good choice for a multiclass build based on the rogue class (rogue is the favored class for a tiefling). In fact, it is always worth considering a mix in of at least two levels of rogue for a tiefling, as this gives them the Evasion special ability, which, when combined with their elemental resistances, makes them very sturdy in the face of elemental assaults. 3) Shield Dwarf In general, dwarves are best considered for fighters or multiclass fighter/rogues, fighter/clerics, or even fighter/monks, with an emphasis on the tank role. Raise Constitution to 20 right away to have a truly formidable tank. However, apart from their excellent tanking potential (and as fond as the author is of dwarves as a staple of swords and sorcery), for non-tank purposes the dwarves' racial bonuses aren't really useful enough to make them worth choosing over humans or certain other races. 4) Gold Dwarf See above. Shield dwarves and gold dwarves are almost identical except for the stat for which they receive a penalty. 5) Gray Dwarf A solid choice for a tank-oriented fighter/rogue build. Their built-in special ability to cast Invisibility and their immunity to paralysis are both very useful for situations when you fail your stealth roll or break cover on purpose in order to make a sneak attack. A gray dwarf also makes a surprisingly good paladin or paladin/fighter (using the Helm order for the latter). In this build, the racial and class-based saving throw bonuses and immunities combine very nicely and result in a mage killer who is impervious to fear or paralysis (e.g., Hold Person) and highly resistant to everything else. However, apart from these specialized builds, the steep experience penalty (effective level is two levels higher) means there is not a lot of point in using a gray dwarf. 6) Lightfoot Halfling A lightfoot halfling is a great choice if you want to have a build with a rogue mix in. Take advantage of the +2 Dex bonus to bring Dexterity to 20 right away; this is extremely beneficial for a variety of applications and is a clear reason to prefer a halfling over a human. A lightfoot halfling also gets a +1 to all saving throws (i.e., the equivalent of a built-in Luck of Heroes feat, which is normally available to humans only). 7) Strongheart Halfling This sub-race is almost identical to the lightfoot halfling in terms of build strategy, although instead of the saving throw bonus, they receive a free feat of your choice at level one. 8) Ghostwise Halfling With barbarian as their favored class, ghostwise halflings lend themselves to a variety of unique builds. Just one level of barbarian will provide the halfling character with a full range of martial weapon proficiencies, medium armor and shield proficiencies, and the Rage special ability. This can be a valuable mix in. Ghostwise halflings also have the unique racial ability Set Natural Snares, which allows them to set Entangle-like traps. These traps aren't all that powerful, having a very small radius and what seems to be a low DC for saving to avoid them, but they can still be of modest usefulness when planning an ambush. 9) Moon Elf There are only two practical reason to choose a moon elf over a human, and those are either that you want to raise Dexterity to 20 right away, or you want the Martial Weapon, Large Sword and Martial Weapon, Bow proficiencies. Elves have a few racial benefits apart from these, but the author is of the opinion that over time a human's free feat and extra skill points will usually outweigh those benefits. Still, if you want a wizard-based build and want that character to use a large sword and/or bow, then be a moon elf. Pure wizards as well as wizard/clerics or (to a lesser extent) wizard/druids or wizard/rogues will all benefit from these free proficiencies for the very useful large sword and bow type weapons. On the other hand, if you are building a spell sword, and will be getting either or both of these weapon proficiencies from another class, it's not clear that moon elf is preferable to human (although it is still worth considering if you are going to take advantage of the +2 Dexterity to start the character with 20 Dex). 10) Wild Elf Mostly as per moon elf, swapping sorcerer for wizard as the favored class. However, having sorcerer as the favored class also raises the interesting possibility of playing a wild elf monk/sorcerer (if you are willing to concoct a creative background for why your carefree and reclusive wild elf has turned out to be a tautly disciplined, Lawful Evil monk). This build gives you a monk with even more than the usual resistance to Enchantment magics and the ability to use large swords and bows. 11) Drow Substantial stat bonuses and Spell Resistance make this race an interesting choice for a variety of builds, and the fact that drow have two options for favored class adds additional flexibility (drow males have wizard as their favored class, and drow females have cleric). However, the drows' penalty in terms of leveling (plus two effective levels) is fairly severe. This makes heavy multiclassing of a drow an iffy proposition at best, as with the penalty you might not gain enough levels to be effective in multiple classes, particularly if you want to obtain the higher level spells. This suggests the use of mix in classes only. Interesting drow multiclass options include a female drow cleric/bard (with just a few levels in bard; perhaps even just one), or a male drow paladin of Mystra/wizard (about three or four levels of paladin will give you the benefit of the paladin special abilities and a solid foundation of hit points and attack bonuses, while still allowing you enough levels to cast wizard spells of fifth or even sixth level). 12) Rock Gnome This race makes for a good quasi-tank spell sword (e.g., illusionist/rogue, illusionist/ranger, or illusionist/fighter). They are also a natural fit for the loremaster role. 13) Deep Gnome With nice ability bonuses, three innate defensive spells (including Invisibility), and Spell Resistance, a deep gnome can be a superb scout, spell sword, and/or mage killer. They also have excellent built-in bonuses to AC and saving throws. However, they have the steepest ECL penalty in the game (plus three effective levels), so manage any multiclassed builds with care. One obvious build is a rogue/illusionist with just two or three levels in rogue; such a character makes a peerless scout and "stealth" bombardier. 14) Half Elf A plain human is almost always preferable to a half elf for almost any build. The sole exception is for scout or scout/mage killer builds where, because of the character's Intelligence, she is getting exactly the number of skill points she needs each level to increase the skills she is pursuing, and so doesn't need the skill point bonus for being a human. Under those conditions, the anti- sleep capability, saving throw bonuses, and +1 Search bonus might make a half- elf a good idea, as taken together these bonuses are worth ever so slightly more than a feat. Because the clearly favorable circumstances for using half elves are limited, this guide does mention them very often. But, keep in mind that half elves do have the same flexible favored class as pure humans, so in cases where favored classes are being discussed and I refer to humans that is understood to include half elves. 15) Half Orc The only reason to select half orc is for the Strength bonus, which lets you start a character with a Strength as high as 20. For tank-type builds this can be a great boon: the +5 to hit and damage bonus, when combined with the Cleave feat, allows such a character single-handedly to mow through encounters with weaker foes during the early stages of the game. In addition to warrior-based careers, a half orc can also make a great pure cleric (of Tempus or Helm, say): bring Cha and Int down to one (yes, one), and put everything else in the other abilities. Such a character makes a stellar tank/spell sword (the "MALE_FIGHTER_3" voice that never speaks but only grunts is ideal for this build). VII) Class Basics This section gives advice on each of the classes in turn, including strategies for building strong representatives of that class and a discussion of the pros and cons of that class as compared to other classes. A) Fighter With the addition of feats, the fighter class really comes into its own in 3rd Edition D&D, and IWD2 goes a long way to capturing the variety that is now available when building a fighter. Even with pure fighters there are many choices and trade-offs that are possible. Three obvious roles for fighters-- tank, sniper, and mage killer--have already been mentioned above, and if you decide to mix in a few levels of some supporting class you have a wide range of options. What follows are some hints about building specific variants of fighter. 1) The Strength-Based Fighter The most straightforward way to build a fighter is to maximize their Strength when they are created and continue to add to it as they level. Strength increases their chances to hit in melee, improves their damage, and allows them to wear heavier armor and wield heavier weapons without being heavily encumbered, so this a pretty obvious character design strategy. In general, the Strength-based fighter doesn't need much Dexterity, because the heavier armors tend to reduce the benefits of high Dex. Constitution, on the other hand, is key, particularly for a tank-style fighter. Unless you are multiclassing, Intelligence and Charisma can also be reduced to as low as you like without fear of repercussion. Wisdom, however, is best left at 10 or even increased, because fighters already have trouble with Will saving throws. Feats like Power Attack and Cleave are particularly well-suited to the Strength- based fighter. 2) The Dex-Based fighter With an appropriate choice of feats, equipment, and mix in classes, it is possible to build perfectly lethal warrior-type characters with relatively low Strength. This is done by maximizing Dexterity to improve your AC and using feats like Weapon Finesse (so you use your Dex bonus instead of your Str bonus to hit when using a small blade), Expertise (swap to hit bonus for extra AC), and Power Attack (swap to hit bonus for extra damage). Ambidexterity and Two Weapon Fighting are also good choices, particularly if you use Weapon Finesse, since that feat does not combine well with shields and so you might as well use a small blade in your off hand. Most Dex-based fighters will want to multiclass to either a rogue or a spellcaster. This is partly for flexibility and partly to take advantage of their high Dex and--if they want to use Expertise which has an Int requirement of 13+--high Intelligence. As might be expected, a fighter build intended to excel in the role of sniper will also be a Dex-based build, but will use feats like Rapid Shot, Precise Shot, and multiple ranks of Martial Weapon, Bow proficiency. In general, most spell sword builds that use the fighter class will be a Dex- based build, because spell swords won't be able to wear much armor (if any). B) Paladin Most of what has been stated for fighter applies to paladins as well. However, it must be said that if you are just looking for a tank, for most parties a carefully built fighter is likely to be more useful than a paladin. Still, that is not to say that paladins don't have their place. In particular, they make good mage killers or quasi- mage killers because of their generally high saving throws and immunities. ********* Spoiler ********* About three fourths of the way into the game there is a subquest that gives you a Holy Avenger sword, which can only be used by paladins. *************************** C) Ranger Rangers are solid spell swords and scouts. However, as an exercise in exploring the trade-offs involved in choosing a single class build as opposed to multiclassing, it is worth comparing a level 10 fighter/level 5 wizard with a level 15 ranger. At level 15, the pure ranger will have better hit points and base attack bonuses and can use up to level four spells in small numbers. She will also have three favored enemies (although those tend to be useful only during limited sections of the game). The fighter/wizard, however, will have five additional feats above and beyond the six feats that the ranger will receive (and this is even assuming the fighter/wizard allocates a feat each to Ambidexterity and Two Weapon Fighting). Moreover, the fighter/wizard has access to Weapon Specialization (and thus Maximize Attacks). And, as a wizard, the character will have a far superior set of spells to choose from and can cast them more often (true, only level three spells are available, although a wizard's level three spells are in many cases equal or superior to a ranger's level four spells). In short, it is easily called into question as to whether the capabilities of the pure ranger surpass those of the fighter/wizard (similar arguments can be made about paladins as compared to multiclass spell sword builds). All that being said, as a mix-in for rogues, wizards, or sorcerers the ranger class has much to recommend it; this is discussed in the section on multiclassing. D) Barbarian Because of their extra high hit points, barbarians make good tanks, and, in general, most of what is written above for fighters applies to barbarians. However, it is worth noting that the barbarian's better special abilities (Greater Rage, damage resistance) are not available until the character is fairly high level. This means that if you are multiclassing a barbarian-based build, it is best to either invest significant numbers of levels in the barbarian class or very few and treat it as a mix in. E) Rogue Rogues are fun, especially during the early parts of the game when their sneak attacks can be quite effective. But, if you want to have a character pursue a career that consists mostly or entirely of rogue levels, keep in mind that during the later parts of the game you will need to manage your rogue carefully in combat in order to take best advantage of their abilities. So, if you don't like to "micromanage" your characters, building high-level rogues may not be a good idea. Moreover, it is more than possible to finish IWD2 without a rogue. Characters of other classes with high Int or Dex can take on the key thief skills well enough to get by, and there are even spells that duplicate or augment the Open Locks and Search skills (the Knock and Find Traps spells, respectively). Nor do the special benefits of high-level rogues (Improved Evasion, Crippling Strike, Slippery Mind) necessarily seem worth the investment of ten levels when comparable or even superior effects can be achieved through judicious multiclassing and using magical alternatives. That being said, even if you don't plan to have dedicated rogues, the rogue class makes an excellent mix in, both to give a character a boost to the thief skills and to garner highly useful abilities like Evasion. (It really can't be emphasized enough how wonderful Evasion is for a character with high Reflex saving throws.) If you are going to mix rogue in to a build that emphasizes some other class, you may still want to start the character as a level one rogue so that they get the rogue's large number of starting character skill points and can thus get a good head start on all the thief and/or scout skills. F) Bard Bards provide useful and powerful "play-and-forget" benefits to the party, are competent spellcasters, and can serve quite well as diplomats and loremasters and tolerably well as healers, thieves, or scouts. This makes them a solid choice for either a dedicated slot in your party or as a mix in class for a multiclass build. G) Monk Let's not mince words: low-level monks are weak and need a fair amount of coddling. However, once they have reached level six or so, they begin to come into their own, and at very high levels they are quite solid and their abilities as scouts, mage killers and general pummeling machines truly begin to shine. This implies that you will get the most out of your monk if you don't multiclass her, so you can devote all the character's levels to the monk class. On the other hand, there are some interesting possibilities for multiclassing monks, which are discussed below. In short, the monk class offers lots of trade offs and design decisions to ponder. H) Wizard Of the two magic-user classes (wizard and sorcerer), wizards are the more flexible of the two and also tend to be a bit more accomplished, both because they tend to have more skill points (from high Int) and because they gain extra feats. The fact that wizards can learn a wide variety of spells can be key, because for difficult battles you can pick and choose your spell selection to meet specific tactical goals. Thus, although it is perfectly possible to survive IWD2 without a wizard, having a wizard of at least mid-level (7-9) can be very helpful for the more difficult battles during the final chapters, fights for which a tailored spell selection may prove the key to success. Also, wizards are probably better suited for the summoner role than sorcerers. The reason is that a wizard can use (for example) Summon Monster III quite effectively during Chapter 2, and then discard it for a superior summoning spell later on, whereas a sorcerer is stuck with that spell forever, even when the monsters conjured by that spell have become vastly outclassed and barely serve as a speed bump. I) Sorcerer It cannot be denied that sorcerers make the best bombardiers and are a blast to play (pun intended). Even a level six sorcerer with high Charisma can single- handedly win many encounters with only a modicum of support from scouts, tanks, healers, and snipers. Sorcerers also makes a great mix in class for spell swords, giving your character a plentiful supply of useful combat-related spells like Shield, Mirror Image, Haste, or Stoneskin. However, as a mix in class, sorcerer does suffer from the fact that you get the higher level spells more slowly than does a wizard (e.g., level two spells become available at level four for sorcerers and level three for wizards), so that is a trade-off to keep in mind if you are working with races like drow who are already penalized in terms of their level acquisition. J) Cleric A staple for any band of adventurers. Pure clerics become quite powerful at higher levels and in addition to their healer responsibilities can serve as capable tanks, summoners, mage killers, and even bombardiers, depending on their spell selection and other attributes. The cleric class also provides some interesting multiclassing options. Also, take a good look at the different clerical orders (e.g., Stormlord of Talos) and the special spells and benefits they provide. Different orders are better at different things, particularly when you are considering multiclassing your cleric. Lathander and Talos clerics make decent bombardiers, and the followers of Selune are superior summoners at higher levels. These three orders are well-suited for pure or near-pure cleric builds in order to take advantage of their powerful high-level spells. Follows of Ilmater are more healer oriented and also have the most flexible multiclassing capabilities, being able to multiclass freely with the appropriate paladin or monk orders. Oghma clerics are natural loremasters, whereas being a Demarch of Mask can provide useful scout and thief enhancements. Finally, Tempus and Helm clerics make good tank/spell swords, and Banites can serve as skilled (if grim) diplomats. K) Druid A solid class, much like the cleric, with more emphasis on offensive capability and less on healing. A spell sword build using druid as the spellcasting class can be quite strong, as spells like Beast Claw and Star Metal Cudgel can be very effective for certain kinds of combat situations (even the lowly level one spell Shillelagh can be devastating during the game's early encounters when wielded by a tank-oriented druid). If you are planning on taking advantage of shapeshifting, you will want to get your druid high enough level to at least get shapes like Polar Bear etc. For offensive tanking, shapeshifting works best during the middle chapters; at those times the druid can deliver some serious damage in creature form and expect to dish out substantially more than they receive. However, during the endgame, the creature forms (even the high level ones) tend not to have enough AC and get pummeled, although they are still useful for rapid healing effects, getaways (the wolf and panther are fast), and special tactics. VIII) Multiclassing One of the most interesting changes to the D&D rules that came with the 3rd edition was the extensive revamping of the multiclassing system. IWD2 does an excellent job of capturing a lot of the interesting possibilities that this new system provides. This guide encourages players to take advantage of multiclassing in order to build characters that are entertaining and unique (as well as deadly). A) Multiclassing Basics Depending on how dedicated you are about doing the subquests and completely cleaning out each area, you can expect the characters in a party of six to reach about level 16 before completing IWD2 (see "Developing Your Party" for a few tips on how you might have at least some of your characters reach higher levels during normal play). Since 16 levels is just enough to get 8th level spells, you need to think ahead. For one thing, except for the most carefully orchestrated builds, the author recommends that you have at most two classes per character. Three-class builds tend to be too diluted unless you are using mix in classes with care. An example of an effective three-class build might be 4th level fighter/3rd level rogue/9 level druid, resulting in a spell sword with elements of tank, scout, and mage killer, with Evasion, Uncanny Dodge, +2d6 Sneak Attack, Weapon Specialization, and a wide array of weaponry and offensive magics. In short, the first rule of thumb for multiclassing is to know exactly what you are going to do from the moment you create the character. This in turn requires some understanding of the D&D rules. The sections below provide some crucial information, but as mentioned in the introduction it is strongly advised that you read the character-design portions of the manual and review the in-game information on classes, races, orders and feats. B) Favored Class The most important requirement for mastering the multiclassing system is understanding what a "favored class" is. This is described in the manual, but is summarized here. Basically, in D&D, a multiclassed character will receive a -20% penalty to experience gained for every class that is more than one level away from their highest level class. For example (ignoring favored classes), a 3rd level fighter/1st level wizard will be penalized because the wizard and fighter levels are more than one away from each other, but a 3rd level fighter/2nd level wizard won't be penalized. In the latter case, the fighter/wizard will want to put their next level into the wizard class in order to continue to avoid receiving an experience penalty. The function of a race's favored class is simply that this class is totally ignored when determining if a penalty applies. That means that if a character has only two classes and one of those is the favored class, then no penalty will ever be levied, regardless of the difference in class levels. The bottom line is this: if you are going to multiclass, be sure one of the classes is the favored class for that character's race. That way, you never have to worry about being penalized for a two-class build. This is part of why humans are so flexible, because whereas most races have a specific favored class (e.g., fighter for dwarves), for humans their highest level class is considered to be their favored class. Therefore, a two-class human character never has to worry about experience penalties regardless of what classes they have chosen. If you are going to have heroes with three or more classes, you will need to think carefully about the ramifications of the favored class rules; this is one of the reasons why this guide generally recommends that your characters have at most two classes. Note also that for certain three-class builds, the flexible favored class of humans may no longer be an advantage. Consider a level 3 rogue/level 5 wizard/level 6 fighter. A human will receive an experience penalty for this build, because their favored class will be fighter, and the rogue and wizard levels are more than one away from each other. However, a halfling or tiefling, whose favored class is rogue, can be given this build without penalty, as the rogue class is ignored and the wizard and fighter levels are within one of each other. C) To Multiclass or Not to Multiclass The point of multiclassing a character is to make them stronger or more flexible. This must be determined carefully because excessive multiclassing can result in characters that are too "shallow" to handle the final chapters. Spellcasters, in particular, should be multiclassed with care because multiclassing them can delay or even prevent their ability to get the more powerful, high-level spells. A party that has no pure or near-pure spellcasters is likely to have a tough time in the final battles of IWD2 for lack of high- level magical power. That being said, there are some excellent reasons to multiclass. Most of these have to do with adding in some useful support capabilities to your hero's primary class. To that end, the next section has a list of valuable "mix in" classes. As for the more "traditional" multiclass combinations that were the norm in 2nd Edition AD&D, in which the two classes are kept at roughly the same level (e.g., 8th level cleric/8th level wizard), the author does not in general recommend these types of builds. The reason is that most classes get their best spells or abilities at higher levels, and the aforementioned cleric/wizard is almost certainly going to be less powerful than a 16th level cleric or a 16th level wizard. However, there are a few exceptions. Builds like fighter/rogue can succeed with roughly equal numbers of levels in both classes, since you don't need to worry about getting high-level spells. And if you already have one or more pure spellcasters who will be practicing high levels of magic, an auxiliary spellcaster with mid-level coverage in multiple classes (like a cleric/wizard), can provide a solid foundation of supporting magic and thus free up your higher level spellcasters to focus on memorizing and casting their primary offensive or defensive spells. D) Multiclass Mix Ins As has been mentioned, a "mix in" is the addition of a few levels of a support class to a build that will be emphasizing some other class. Common examples of mix ins include adding a few levels of fighter to a spellcaster to gain the extra hit points, weapon proficiencies, and feats, adding a few levels of rogue to a ranger or druid to get better scout and thief skills, etc. Characters with mix in builds are fun to play and can prove a welcome change from the traditional single-class heroes. Moreover, clever use of mix ins will still allow you to build characters that can cast the higher level spells. A lot of the information in this guide is oriented towards the use of mix ins, both because they are entertaining and because they make economical use of the limited number of levels you can expect your characters to receive in IWD2. E) Detailed Multiclassing Possibilities This section contains a discussion of the multiclassing possibilities for all classes, with an emphasis on what classes make good mix ins and what levels to consider achieving in those classes. 1) Fighter The fighter class is an excellent class for multiclassing. Mixing in some levels of fighter can provide several useful qualities: good hit points; extra feats; automatic proficiency in all martial weapons, shields, and all three levels of armor. The extra feats are particularly important, because whereas in pen-and-paper D&D you are constrained as to which feats are available when selecting a fighter's bonus feats, in IWD2 you are under no such constraints. This means that you can use your extra feats from the fighter class to boost your spellcasting capabilities, if you so desire. Fighters are the only class that can get the Weapon Specialization feat (which is only available to a character with at least four levels in fighter). This in itself can be a good reason to mix in four levels of fighter. See the section on feats below for more on Weapon Specialization. 2) Paladin The paladin class has strict limitations on multiclassing, so care is needed when planning a multiclass paladin build. This is doubly true if you are hoping to take advantage of a paladin's spellcasting, as they can't cast even second level spells until level 10! If you are considering a multiclass build with paladin as one of the classes, pay special attention to the possibilities presented by the three orders of paladin in IWD2 (Mystra, Helm, and Ilmater, which allow for flexible multiclassing with wizard, fighter, and cleric, respectively). In particular, although a fighter/paladin build might seem redundant, it actually works well: the fighter class offers additional feats and the ability to attain Weapon Specialization (at level four), and the paladin class offers the potential for superior saving throws (due to the Cha bonus) and a modest but useful array of other special abilities. Another paladin mix in option is to start with just a small number of paladin levels (perhaps just one, but levels two through four also add additional benefits you may want). Then switch to some other class. Although you will no longer be able to level as a paladin, you will retain the paladin's special abilities, the most important probably being the saving throw bonuses. Because the saving throw bonuses are based on Charisma, this build strategy is particularly well-suited for creating spell sword sorcerers. 3) Ranger For a character who will only ever wear light or no armor, mixing in just one level of ranger is the same as buying the Ambidexterity and Two Weapon Fighting feats. This is true even if the character doesn't have the usual 15 Dex required to buy Ambidexterity! You also get most of the benefits of the fighter, including good hit points and the full gamut of martial weapon proficiencies etc. (You also get a favored enemy, although this is only marginally useful.) In short, a small number of levels in ranger (maybe just one) can be an excellent mix in for a rogue or for a spellcaster who wants to act as a spell sword. 4) Rogue In order to succeed in IWD2, you don't really need a "full time" rogue. Instead, it can be a wise party design strategy to get coverage for the scout and thief roles by adding a few levels of rogue to one or more other characters. If you are going to do this, it is recommended that you create such characters as rogues, even if rogue won't be their primary class. This gives you the full benefit of the rogue's massive number of starting skill points. Also, keep in mind that two levels of rogue gives you the extremely useful Evasion special ability, and three levels gives you the Uncanny Dodge ability and adds an additional +1d6 of Sneak Attack damage. This makes those good target levels to shoot for when mixing in the rogue class. 4) Monk Monks are very limited in terms of their multiclassing capabilities. You should read the discussion on monks in the character creation screens in the game, but, to summarize, if you want to multiclass freely between monk and one other class then that other class has to be either rogue, cleric (Lawful Good characters, Painbearer of Ilmater cleric only), or sorcerer (Lawful Evil characters only). Nevertheless, these combinations can be very powerful. Monks in general have good saving throws for all three categories, so every monk level helps the weaker saving throws for your other class. The monk/rogue can cover all your scout/thief needs and makes a great mage killer. A monk/cleric makes a valuable "field medic" because of the monk's accelerated movement speed, and the Wisdom AC bonus for monks meshes nicely with the high Wisdom you will want for a cleric. And a monk/sorcerer can serve in a variety of hit and run scout and bombardier applications, making them highly suitable for "special ops." When multiclassing a monk, if you are only using monk as a mix in, the target levels to keep in mind are level three (which gives you some additional saving throw bonuses and an increase in movement speed), level four (an increase in hand-to-hand damage), and level six (an extra hand-to-hand attack). Each level of monk also gives you another charge for your Stunning Attack ability. (Don't forget to use it! Stunning a key enemy spellcaster can be a battle-winning maneuver.) Finally, note that the Monk's bonus to AC for high Wisdom carries over to a Druid's alternate forms when shapeshifting. This makes starting a character with one to three levels of monk and then shifting to druid an interesting and viable build. Another option to keep in mind is to start with one to four levels in one of the warrior classes and then switch over to monk exclusively. This gets around the monk's multiclassing limitations since once you switch you won't be leveling any class except monk. This build enhances the basic monk with additional capabilities, hit points, and proficiencies in all the martial weapons (so if for whatever reason you aren't using the monk's unarmed attack you can use the best weapon available; this is particularly useful early in the game when the monk's unarmed attack is weak). 5) Bard Even one level in bard can be useful for a spellcaster or support character for two main reasons: you can use the level one bard song (which provides non- negligible combat bonuses for when you have nothing better to do) and you can use any of the several bard-only magic items scattered throughout the game (a couple of which are quite powerful). Additional levels of bard can provide some helpful spellcasting capabilities and more songs. Keep in mind, however, that as a bard's main contribution to the party is potentially their singing, which in turn requires that they do nothing else but move. Thus, you don't want to build multiclass characters that need to switch too often between singing bard songs and doing something else. This means that if you are multiclassing a bard-based character, try to add in capabilities such as those of the thief, healer or summoner, which don't require constant activity during a battle. 6) Sorcerer As a mix in class, adding sorcerer levels can make a warrior-based build into a more capable and flexible hero. This is particularly true for a scout or a sniper-style fighter. You will want to shoot for at least level four or level six for your sorcerer mix in; this gives you access to level two or level three spells, respectively. In addition to the obvious direct damage spells, support and defensive spells like Mirror Image, Invisibility, Power Word: Sleep, Death Armor, Ghost Armor, Haste, and Slow can give a warrior mage a substantial edge in melee combat. Also, spell swords can take better advantage of certain offensive spells that pure spellcasters may be too fragile to use safely (e.g., Fire Shield). Remember that you will need to wear little or no armor if you want to use your spells freely. The reason to mix-in sorcerer over wizard is that you gain spells automatically and can cast them more often. So, if there is a small selection of spells that you know you want to use, sorcerer is probably a better choice. However, you do have to wait a little longer to get the higher level spells. 7) Wizard Most of what is described above for sorcerer also applies to wizard. The reason to prefer a wizard mix in is if you want to gain the higher level spells earlier or if you want the wider variety of spells that wizards have available (once they find the right scrolls). Wizards also gain extra feats (one at first level, one at fifth level, and one every five levels thereafter). Like those of fighters, these bonus feats can be used for any purpose. The availability of third level spells (which include some time-honored workhorses like Fireball and Haste) and the granting of a bonus feat make level five an excellent target level for mixing the wizard class in to a warrior-oriented spell sword build. If you are going to mix in some wizard levels, you might want to consider starting the character as a wizard even if that won't be their primary class. That gives you an extra feat right off and, more importantly, lets you select four level one spells that they will have in their spellbooks. If you add a wizard level to a character once the game is in progress, they must learn all their spells from scrolls. Elves have wizard as their favored class; look for opportunities to take advantage of their racial abilities (particularly the potential for 20 starting Dexterity) for interesting multiclass builds that include wizard. A couple that come to mind are a ranger/wizard who uses dual-equipped small blades, Weapon Finesse, and close-combat spells, or a fighter/wizard sniper with extra magical firepower. 8) Cleric A cleric mix-in can allow a character to provide low-level healer support. Even a level three or level five cleric mix in will provide spells that remain useful throughout the game (Command, Doom, Remove Fear, Hold Person, Remove Paralysis, Silence, Dispel Magic, and Prayer, just to name a few). When mixing in cleric, be sure to choose an order with special abilities that augment those of the character's other class(es) (e.g., Mask for a cleric/thief, or Tempus or Helm for a cleric/fighter). 9) Druid As mentioned under the initial discussion of druids, there are interesting spell sword opportunities afforded by mixing in the druid class. One interesting thing to note is that although druids can't cast spells while shapeshifted, they can use special abilities. This means that a barbarian/druid (for example), can use the Rage ability while in creature form. IX) Abilities, Skills, and Feats This section provides a bit of advice about allocating points to your abilities (Strength, Dexterity, etc.), skills (Hide, Diplomacy, etc.), and feats (Power Attack, Dodge, etc.). A) Abilities Unlike earlier games in the Baldur's Gate/Icewind Dale series, IWD2 has a fixed set of points that you can allocate to a starting character's abilities (no more staying up until 3 a.m trying to roll the perfect characters!). On the other hand, the 3rd Edition D&D rules allow for characters to increase their abilities every four levels (whereas previously they were fixed in stone barring powerful magic). Taken as a whole, this framework for ability point allocation rewards careful decision-making ("min-maxing" as it is sometimes referred to). 1) Strength For any melee-oriented build, the more Strength the better. Even Dex-based warrior builds gain extra damage and carrying capacity from Strength. For non- warriors, it is rare that you will want to reduce Strength below eight, and anything below six can be very frustrating, since even basic robes and potions will bog a character down when their carrying capacity is so small. 2) Dexterity Since Dexterity helps both Reflex saving throws and AC, it is useful for almost every possible build, with the possible exception of a heavy armor wearing tank. For that build, a Dex of 12 is optimal (you get a +1 modifier, which is the maximum modifier when wearing Full Plate Armor). It is very rare that you will want to reduce Dexterity below 10. One exception might be a paladin-based tank build where you want to invest lots in Strength, Constitution, Wisdom, and Charisma. For that kind of build, reducing Dexterity might work, since you can rely on the paladin's other saving throw bonuses to help offset the penalty. ********* SPOILER ********* Assuming you have a few thousand gold, there is an excellent source of lightweight full plate armor that becomes available at the beginning of Chapter 2, so you can rely on getting some at that time for all your tanks and tank wannabes. *************************** 3) Constitution How much points you need in Constitution depends on whether you play with the "Max HP/Level" option turned on or off. If you play with it on, then you have more leeway and can get by with a lower Constitution, although a Con of at least 12 is still recommended for low hit die types (wizard, sorcerer, rogue, bard), and by no means should you reduce Con below 10. If you play with random hit point rolls, then you are well served by making every character's Constitution as high as possible. 4) Intelligence Great min-maxing opportunities here. Basically, pure tank fighters and clerics don't need any Intelligence to speak of, as the only thing Int provides is skill points, and you can get by with the modest trickle of skill points that having an abysmally low Int will afford you. Humans are especially well-suited for this optimization because they will still get their extra skill point per level. (But, see "Elemental Feats" in the section on feats.) However, classes and builds that rely on their skills (like rogues, thieves, loremasters, and diplomats) may want to bump Int a bit even if they aren't using wizard spells. Also, note that the extremely useful Expertise feat requires an Intelligence of at least 13. 5) Wisdom Wisdom is the attribute that governs Will saving throws, and a failed Will saving throw can be rather inconvenient if the result is that your best tank becomes confused and starts whaling on your wizard. For that reason, you should generally avoid the temptation to reduce Wisdom below 10. In cases where you are getting some saving throw bonuses for spells due to racial benefits (like gray dwarves or deep gnomes), you might skim off two points of Wisdom to allocate elsewhere, but any lower than that is just asking for trouble. 6) Charisma Charisma is the safest ability to pillage in order to garner points to put elsewhere, as the only builds that really need Charisma at all are diplomats, sorcerers, bards, and paladins. (Clerics also use Charisma for turning undead, and rogues use it for the Use Magic Device skill, but it is perfectly reasonable to decide that you don't care about those applications of Charisma and would rather have a Charisma of three so that you can have higher Strength or whatever.) If almost all of your characters are ugly and socially inept, you will need to pay more attention to whom talks to NPC's, and may wish to reinitiate certain key conversations to ensure that your diplomat is doing the talking. However, since IWD2 is relatively low on roleplaying and high on combat, that is a small price to pay for having strong, agile, and healthy heroes. B) Skills This section provides some brief tips about the various IWD2 skills. 1) Skills By Role Here, without additional discussion, is a list of all the roles and the skills that those roles will rely on to be successful (roles that aren't listed don't have any particular skills associated with them). Healer - Concentration Scout -- Hide, Move Silently, and possibly Concentration (if they use magic) Thief -- Disable Device, Open Lock, Search, and possibly Pick Pocket Bombardier -- Concentration, Spellcraft (to get elemental damage-enhancing feats like Aegis of Rime, a Spellcraft of 10 or higher is needed) Diplomat -- Diplomacy, Bluff, Intimidation Loremaster -- Alchemy, Knowledge (Arcane) Summoner -- Concentration Spell Sword -- Concentration 2) Useless Skills There are a few skills that don't appear in the list above. Those skills aren't really needed to succeed in IWD2, and the author recommends that you not worry about putting points into them unless you have ample points to spend. Here they are... Animal Empathy -- Why use this skill when you could be using that round of combat to inflict some damage or cast a "real" spell? You are usually better off putting these points in skills like Concentration, Spellcraft, Hide and Move Silently. (O.K.: to be perfectly fair, if, for whatever reason, your druid or ranger has high Charisma and a few skill points to spare, then this skill might prove useful and be worth investing in, provided that you actually remember to use it, which isn't always as easy as it sounds.) Use Magic Device -- In a well-balanced party there is almost never a need for this skill. (If you are playing in a very strict manner and become unhappy about having to reload a botched battle, then Use Magic Device may be more useful because it can let your rogues and bards use clerical scrolls to raise the dead and what not should your cleric meet an untimely end.) Wilderness Lore -- There is exactly one point in the game where this skill is anything more than useless; the rest of the time it is mostly just for color ("Gee, here are some footprints of large humanoids--I wonder if we'll run into them?"). ********* SPOILER ********* In Chapter Three, Wilderness Lore can make is somewhat easier to navigate your way through the Fell Wood. However, there are other means, such as a brute force search of the maze using dropped items as markers, or looking up a set of directions on the internet. The author's opinion is that there is not much point in having Wilderness Lore for one portion of one chapter when those skill points could be used for skills that are valuable for the entire game. **************************** C) Feats This section provides some brief tips about the various IWD2 feats. An average build will get one feat upon character creation and one additional feat every third level. So, a typical level 15 character will have only six feats. This implies that you should pick and choose your feats carefully. Humans (and Strongheart Halflings) get an additional feat at level one, which is a substantial boon. Fighters get an additional feat at first level and every even-numbered level; wizards at first level and every level divisible by five. These extra feats add substantial value to those classes, particularly when using the fighter and wizard classes as mix ins. 1) Weapon Proficiency, Focus, and Specialization Because they are so fundamental to character design and game play, the feats for weapon proficiency etc. deserve special attention and are treated separately here. In general your weapon selection is determined by your class (or race, for an elf). Adding another proficient weapon requires spending a feat on that weapon, and it is rare that you should want to invest in another weapon feat. There are, of course, exceptions. For example, a pure Watcher of Helm cleric with an eye towards serving on the front line might want to invest in Exotic Weapon, Bastard Sword, as this gives them access to what is arguably the best one-handed weapon. Usually, however, you will want to stick to the weapons that you get for your class (or classes), and use your feats for other purposes. That being said, it can definitely be a sound character design strategy to mix in one of the warrior classes (fighter, barbarian, paladin, or ranger) in order to give a hero access to a wide range of weaponry. Dwarves, ghostwise halflings, half orcs, and (of course) humans can take good advantage of this tactic by adding a few levels (even just one) of whatever warrior class. Furthermore, if you achieve at least level four in fighter (only) you can buy the third rank of a weapon proficiency feat (a.k.a., Weapon Specialization) which gives you a valuable +2 damage bonus with that weapon. However, taking best advantage of Weapon Specialization presupposes that you know what weapons that hero is going to use for most of their fighting. One prime example of that is you want to build a sniper (get specialization in bows or possibly missile weapons, but not crossbows because they aren't helped by Rapid Shot). Similarly, if you want to use small blades and Weapon Finesse (preferably dual- wielded using Ambidexterity and Two Weapon Fighting), then having Weapon Specialization in Simple Weapons, Small Blades is a great idea. That covers Weapon Proficiency and Weapon Specialization; what about Weapon Focus (which is two ranks in a weapon feat)? Well, the author's opinion is that it is usually not worth taking Weapon Focus except en route to Weapon Specialization. Again, however, there are exceptions. The main exception is if the character in question is using the feats that swap to hit bonus for AC (Expertise) or damage (Power Attack). In that case, selecting Weapon Focus might allow you to increase the amount of attack bonus you are using for those feats while still keeping your attack roll bonus high enough to be effective. 2) Elemental Feats There are four feats that increase a spellcaster's damage for a particular element and which also add five resistance to that element. These are Aegis of Rime (for cold), Aqua Mortis (for acid), Scion of Storms (for lightning), and Spirit of Flame (for fire). These feats are well worth getting, but in order to be eligible for these feats your character has to be able to cast level four spells and have an adjusted Spellcraft of 10 or higher. The fact that it is adjusted Spellcraft means that your Int bonus, and the +2 bonus from Courteous Magocracy (if present), are counted for reaching the threshold of 10. Similarly, if your Int is below 10, and penalty will need to be compensated for by adding additional ranks to Spellcraft so that your adjusted total is 10. Note that this is different from how rank prerequisites function in pen-and-paper D&D. 3) Feats By Role This section lists some of the feats that are best-suited for certain roles (only roles that rely on particular feats are listed). Any self-respecting hero that intends to excel in a given role should almost certainly have most or all of these feats by the time they are high level. Tank -- Power Attack, Cleave, Weapon Specialization Scout -- Dash Bombardier -- Spell Focus, Spell Penetration, and one or more of the elemental feats matching the characters' spell selection (Aegis of Rime, Aqua Mortis, Scion of Storms, Spirit of Flame) Sniper -- Rapid Shot, Improved Critical, Weapon Specialization (bow or missile weapon) Mage Killer -- Dash, Improved Critical 4) The Best Feats In addition to the main feats for a given role, there are variety of feats that are useful for almost any role. The following list contains what the author believes to be the most useful general-purpose feats in this game. Some (like Dodge or--for humans--Luck of Heroes) are well worth considering for almost any build. Dodge -- Almost all the author's many characters have had this feat. It does require a Dex of 13+ however. Expertise -- Any pencil-necked klutz of a wizard can get up to a +5 generic bonus to their AC by using this feat; a great investment for anyone with an Int of 13+. Luck of Heroes -- Humans only. 5) Useful Feats Not every build will want or need these feats, but they are highly useful and can add additional flare to a hero's fighting style or help bolster some particular weakness of a character. (In addition, all the feats under "Feats By Role" are in this category for use in building characters that aren't specializing in a certain role but will still be providing some basic cross- coverage for that role.) Ambidexterity (and Two Weapon Fighting) -- Except for very high-level warriors, who might use just Two Weapon Fighting and can afford the "to hit" penalties, most builds will want to get either both of these feats or neither of them. Consider a ranger mix-in as an alternative to buying these feats directly. Armored Arcana -- Whether or not this is a good investment depends a great deal on other aspects of a character's build and role, such as their Strength and Dex, how often they get on or near the front line of combat, etc. For some builds, however, it can be a great way to improve the character's defense without jeopardizing arcane spellcasting capabilities. All three gradations of this feat are potentially useful: one rank lets you use bucklers and small shields; two lets you wear leather armor; and three lets you wear studded leather, regular leather and a small shield, or a large shield. Dirty Fighting -- Doesn't kick in all that often, but in long fights every little bit helps, and works particularly well for characters with multiple attacks (like dual weapon users) or who use weapons with high critical strike ranges (like scimitars). Combines well with Improved Critical for obvious reasons. Great Fortitude -- For spellcasters who are having Fortitude saving throw issues. Improved Evasion -- If you get a rogue to level 10 and they are at all active as a scout or mage killer then be sure to select this feat. Iron Will -- For fighters and rogues who are having Will saving throw issues. Lightning Reflexes -- For low-Dex tanks or clerics and others having Reflex saving throw issues. Lingering Song -- Pretty much obligatory for bards. Maximize Attacks -- A great feat for tanks, mage killers, and snipers, but the prerequisites are steep and since you have to have Weapon Specialization in two weapons this feat is only available to builds with at least four levels of fighter. Be sure to plan ahead well in advance if you are thinking of getting this feat. Two Weapon Fighting -- see Ambidexterity. Weapon Finesse -- Great for Dex-based spell swords and mage killers wielding two small blades who want to improve their chances of hitting. 4) Not Quite As Useful Feats This feats are more specialized or less helpful, and should probably be chosen only if you have very specific reasons for wanting that feat or you are in the rare position of having to select a feat and don't have anything else you want. (The author freely admits that the classification as to whether a feat is useful or not quite as useful is in some cases rather arbitrary.) Bullheaded -- If you have a character that actually uses Intimidate, this can be an o.k. investment if they will also benefit from the +1 bonus to Will saving throws (which they well might, as Intimidate is usually used by fighter types). Combat Casting -- Whether this feat is desirable depends on how often a character casts spells in tight spots and how many skill points that character will have to spend on Concentration. For example: a stupid (in the sense of low Intelligence ability) non-human sorcerer who only gets one skill point per level will want to put most of those points into Spellcraft so he can get the elemental damage enhancing feats, so choosing this feat (or Discipline) can help his Concentration rolls without having to spend skill points on Concentration. Courteous Magocracy -- This is a great feat for a sorcerer diplomat, providing +2 to two of their primary skills (and the Spellcraft bonus is applied to the prerequisite of 10 ranks for being eligible for elemental feats. Similar builds (like a Lathander cleric or even a wizard who is acting as a diplomat) might also benefit. Deflect Arrows -- Good for snipers and spell casters who are having trouble surviving enemy fire. Monks get this for free at 2nd level, so don't choose it for one of their starting feats. Discipline -- Great for healers and spell swords who need to cast reliably in dangerous conditions and who don't want to be missing Will saving throws. Envenom -- Useful for mage killers and other special tactics; best used when you expect the battle to go on for some time. Extra Rage -- Probably only worth choosing for a high-level barbarian, for whom the Rage benefits are substantial enough that reusing the ability becomes more desirable. Extra Smiting -- For a high-level paladin, the smite bonuses are considerable, and so this feat might be worth taking as long as you remember to use it. Hamstring -- If you like hit-and-run tactics using a rogue, this can be a great feat, and there are some situations where it can be a godsend. However, like many rogue abilities it rewards micromanagement, so don't take it unless that is your cup of tea. Heroic Inspiration -- For a tank character that can expect to be alive for a considerable time even after they've reached less than half their hit points, this can be a great feat. Heretic's Bane -- There are enough enemy clerics and druids in IWD2 that this is a reasonable investment for a divine-magic using spell sword or mage killer. Mercantile Background - Although money is scarce in the early chapters of IWD2, later on you are unlikely to have a shortage of funds. That makes this feat less desirable as a long term investment. Still, if you like to have every economic advantage, select this feat for your diplomat if they have the necessary racial background (which usually means they are human as gray dwarf and deep gnome diplomats are understandably rare given their -4 penalty to Charisma). Improved Turning -- A high-level cleric with decent Charisma and this feat can slice through undead encounters like a hot knife through butter. Of course, even without this feat such a cleric is fairly capable against undead, so you will need to decide for yourself whether there are other more useful feats you would rather have. Precise Shot -- A useful support feat for a dedicated sniper. Slippery Mind -- Another level 10 rogue feat; not as useful as Improved Evasion but worth considering. Snake Blood -- Almost but not quite useless, as it is possibly worth considering for tanks, thieves and scouts, if only because it also adds to Reflex saving throws. Strong Back -- Because of the "all or nothing" nature of IWD2 encumbrance, with reasonable equipment choices your stronger characters will rarely if ever be encumbered. However, characters with low Strength (such as six) can sometimes benefit substantially from this feat, as even bracers, cloaks, and potions can encumber a weak character, and if you throw in a heavy cross then balancing their equipment may be difficult. Similarly, a cleric with low Strength and Dexterity (perhaps one who is focusing on the healer, diplomat, and/or summoner roles), can use this feat to allow them to wear heavier armor. Stunning Attack -- This is the feat that monks get for free; if you don't have a monk, this is possibly worth choosing for a high-level tank or mage killer for use in special offensive or defensive maneuvers. Sub-Vocal Casting -- Any of your major spellcasters can benefit from this, and if at least your main healer has this that can prove particularly helpful, as she can then use Dispel Magic on any other silenced characters. ******** SPOILER ******* Once you reach Chapter Three you can buy Vocalize Potions at which point this feat doesn't really help you all that much, although it is still not really useless since there are finite numbers of those potions available and using potions does consume a round of combat that might be used casting an offensive spell. ************************ 4) Useless Feats The author has not found these to be worth using a valuable feat slot on. Arterial Strike -- Against foes who are strong enough that you would want to bother with this skill, the damage usually isn't significant to make it worth it. (Envenom is a bit better because it directly affects Constitution which can result in a significant reduction in hit points.) Blind-Fight -- Fighting invisible and hidden opponents happens very rarely, and when it does happen there is usually a lot more on your mind than worrying about whether someone is still getting their Dex benefit to AC. Crippling Strike -- Level 10+ rogues only. This feat appears to only reduce Strength by one rather than one per sneak attack damage die, and -1 Strength is not going to make a big impact on an ogre, trolls, or giant. Extra Turning -- There really aren't enough undead encounters to make this worth selecting; if your cleric has normal or above average charisma they will probably have enough turning attempts by default (and if they have low charisma their turning capabilities will be weak anyway so there is no point in getting this feat). Extra Wild Shape -- Even if your druid shapeshifts fairly frequently you almost never run out of shapeshifting charges, and if you do, that probably means it's time to rest, as your spellcasters are probably depleted as well. Fiendslayer - It's not worth spending a whole feat on this just to get +1 damage for these relatively rare creature types. Forestry -- The most useless feat in the game, bar none. Improved Initiative--Rumor has it that this feat is "bugged," and the author has done experiments that definitely suggest that it isn't having any positive effect whatsoever, which is unfortunate, as on paper it would seem to be very useful. Resist Poison - Gray dwarf and half orc only. There isn't all that much poison in IWD2 and what poison there is isn't all that perilous; you are better off just taking Great Fortitude. Toughness -- O.K., extra hit points are nice, but if you want them that bad, use the "Max HP/Level" option (take a course on guilt management if necessary), and use those valuable feat slots for something else. Wild Shape, Boring Beetle, Panther, or Shambling Mound -- When all is said and done, these shapes aren't that much more superior to the regular ones, and are pretty much useless by the endgame, so it's not worth using a feat slot on them. X) Sample Characters and Parties A) Sample Characters This section goes provides detailed designs for a few "optimized" builds. The ability numbers are for a level one character. Suggested feats and skills are also listed in approximate order of their priority; gaining access to all the suggested feats will require a character of higher level. 1) Tank-o-monk Race: Human Class: Monk Abilities: Str 18 Dex 18 Con 16 Int 3 Wis 18 Cha 3 Skills: Hide and Move Silently Feats: Power Attack, Rapid Shot, Cleave, Dodge, Dirty Fighting This build relies on the fact that humans get an extra skill point each level to create a monk that is fully optimized for tanking, sniping, mage killing, and scouting. 2) Courtly Wizard Race: Human Class: Wizard Abilities: Str 6 Dex 10 Con 14 Int 18 Wis 10 Cha 18 Skills: Concentration, Spellcraft, Alchemy, Knowledge: Arcane, Diplomacy, Bluff, Intimidate Feats: Courteous Magocracy, Luck of Heroes, Expertise, various Spell Focus and elemental feats This build takes advantage of a Wizard's large number of skill points to create a wizard diplomat/loremaster. With low-Strength and Dex this character has almost no combat capability, but a decent Con of 14 will help keep them alive (use spells like Mirror Image liberally to protect this build). 3) Mystic Druid Pariah Race: Half Elf Class: Monk 3/Druid X Abilities: Str 12 Dex 18 Con 12 Int 13 Wis 18 Cha 3 Skills: Concentration, Spellcraft, Hide, Move Silently Feats: Expertise, Rapid Shot, Spell Focus: Transmutation, elemental feats This is a shapeshifting-oriented build that uses a monk mix-in to provide additional AC benefits while shifted (the Wisdom bonus for monks carries over to the alternate forms). Three levels of monk also provides Evasion, Deflect Arrows, and additional speed and saving throw bonuses, and the latter combined with the half elf bonuses results in a character who is extremely resistant to Enchantment magics. This very flexible build can be deployed in a variety of roles: tank, sniper, scout, bombardier, mage killer, summoner, spell sword, and healer. 4) Lightbringer Race: Aasimar Class: Paladin 2/Cleric of Lathander X Abilities: Str 8 Dex 8 Con 10 Int 14 Wis 20 Cha 20 Skills: Concentration, Diplomacy, Spellcraft Feats: Expertise, Spell Focus: Evocation, Spirit of Flame, Sub-Vocal Casting, Strong Back Another non-combatant build, this character will serve as a healer, diplomat, and, at higher-levels, bombardier (using the clerical fire spells like Flame Strike as well as the Lathander domain spells). Two levels of Paladin provides the Aura of Courage, insanely high saving throws, and a little bit of Laying on Hands capability for emergency first aid (and with the Lathander's Renewal special ability this character will have two sources for quick healing). If you don't care about Aura of Courage then just using one level of Paladin is a reasonable alternative. With the extremely high Charisma and the built-in Improved Turning feat from the Lathander order, against undead encounters this character can wreak havoc. 5) Trickster Gnome Race: Deep Gnome Class: Bard X/Illusionist Y Abilities: Str 6 Dex 14 Con 12 Int 18 Wis 10 Cha 14 Skills: Concentration, Diplomacy, Bluff, Spellcraft, Alchemy, Knowledge: Arcana Feats: Dodge, Dash, Expertise, Lingering Song, Spell Focus: Enchantment Yet another non-combatant build. For this character, you can adjust the bard and illusionist levels to suit your personal preferences (even one level of bard is useful for the first song and the access to bard-only items). In addition to covering the diplomat and loremaster roles, this character provides support in combat with bard songs while distracting the enemy. Since bard songs can be played while fleeing, if this trickster can get a powerful monster to chase them then they can lead it in circles while singing merrily, giving the others an opportunity to heal, cast spells, or apply missile fire. 6) Big Brute Race: Half Orc Class: Fighter 4/Barbarian X Abilities: Str 20 Dex 16 Con 18 Int 1 Wis 18 Cha 1 Skills: Intimidation Feats: Power Attack, Cleave, Weapon Specialization, Improved Critical, Dodge, Iron Will As ugly and stupid as it gets, but shockingly effective in hand-to-hand combat. Use a two-handed weapon for maximum damage. With a Wisdom of 18 this character actually gets decent Will saving throws, but with an ample supply of feats you can add in Iron Will for additional safety. 7) Archer Mage Race: Moon elf Class: Fighter 4/Wizard X Abilities: Str 8 Dex 20 Con 16 Int 18 Wis 10 Cha 4 Skills: Concentration, Spellcraft, Alchemy, Knowledge: Arcana, Search Feats: Rapid Shot, Weapon Specialization: Bows, Greater Spell Focus: Evocation, elemental feats, Dodge Delivering damage from a safe distance is this character's specialty. With bonus feats from both the fighter and wizard classes, such a build has ample feats and can afford to invest heavily in both bow-related feats and direct damage spellcasting feats. Because the four levels of fighter will prevent this character from achieving the highest level spells, you will usually not want such a build as your primary arcane spellcaster. However, as a support sniper/bombardier/loremaster, this build is almost peerless. You can do a variant of this build with a wild elf fighter/sorcerer, but that build will have fewer feats and skill points. B) Sample Parties This section contains a few examples of parties. All of these are similar to parties that the author successfully ran himself. The descriptions show the heroes at or near the end of the game, so you know what to work towards. 1) Mystic Goons from the Outback The key to this party is that, except for the sorcerer, who is the de facto diplomat, everyone is plug ugly. But, they're scrappy and have a flexible, magic-intensive offensive. In combat, deploy this party in three ranks, with the monk and fighter/rogue in front, the cleric and druid in the middle, and the sorcerer and wizard in the rear. Shield dwarf--level 2 fighter/level 14 monk (tank and mage killer; level up twice in fighter for the proficiencies, hit points and feats and then switch exclusively to monk) Wild elf--level 2 rogue/level 14 sorcerer (scout, bombardier, spell sword) Ghostwise halfling--level 1 barbarian/level 15 druid (offensive spell sword; the barbarian mix in adds better weaponry and the Rage ability for use in tough one- on-one fights or in mop up situations) Human--level 16 Transmute (basic spellcaster; primary loremaster and auxiliary bombardier) Drow--level 14 Stormlord of Talos (healer and spell sword with some bombardier and mage killer aspects) Tiefling--level 10 fighter/level 5 rogue (tank, scout, thief) 2) Law of the Land A mixed bag of mostly lawful characters. Three of the characters are fairly traditional; the other three builds are a bit more experimental. The paladin, sorcerer, and bard all have acceptable "presence" and so diplomat functions are flexibly and thoroughly covered. This party works best in a "pentagon" formation, with the human fighter tank in front, the three multiclass spell swords in the middle supporting with melee, missile, or spellcasting, as needed, and the Morning lord and bard in the rear helping with songs, archery, and support magic. Aasimar--level 4 Paladin of Mystra/level 11 wizard (serves as a sniper, spell sword, and healer) Human--level 16 fighter (heavy duty tank) Human-level 3 Monk of the Dark Moon/level 13 sorcerer (the bombardier, with Evasion, a little extra speed, and other minor niceties from the monk class giving her more flexibility for SWAT operations) Human--level 5 Painbearer of Ilmater/level 11 Monk of the Broken Ones (general purpose scout, healer and spell sword) Stout heart Halfling--level 13 bard/level 3 rogue (primary thief, loremaster, and backup spellcaster) Moon elf--level 16 Morning lord of Lathander (primary healer and summoner; can use a bow as well as supporting the front lines as a tank if needed) 3) Gang of Four Playing with a smaller party can be a challenge, but during the first few chapters your characters level that much more rapidly. If you find that in the later chapters you aren't getting any experience because your characters are such high level, you can add a new low-level "squire" character using the Party Formation screen, which will bring your party's average level down. This party works best if the monk scouts and perhaps stuns a key foe, then retreats while the sorcerer applies heavy-hitting direct damage. At this point, the foe will be weakened and the party is flexible enough to execute either a direct offensive or to retreat and regroup for more skirmish tactics. Human--level 18 monk (scout and mage killer with some tank capability) Human--level 18 sorcerer (primary bombardier and summoner) Aasimar--level 8 fighter/level 9 Battle guard of Tempus (spell sword with tank, sniper, healer, and summoner capabilities) Strongheart Halfling--level 7 rogue/level 11 fighter (primary tank and thief and can second for scout and mage killer blitzes)