Wyrmlord
Arcane
- Joined
- Feb 3, 2008
- Messages
- 28,904
His job is to swing a sword and know what berries to pick to survive in the wild.3 intelligence
He is not supposed to be a genius.
His job is to swing a sword and know what berries to pick to survive in the wild.3 intelligence
There's no systematic reason to put points into stats that aren't checked and to do so is LARPing.3 intelligence
Well, Charisma, Wisdom, and Intelligence are all checked during conversations at various points in the game, so it's not entirely pointless. You only need them on a couple characters though.There's no systematic reason to put points into stats that aren't checked and to do so is LARPing.3 intelligence
Those characters happen to be the ones who receive a combat benefit from putting points into those stats.Well, Charisma, Wisdom, and Intelligence are all checked during conversations at various points in the game, so it's not entirely pointless. You only need them on a couple characters though.
Btw patched gog version reads, in the info inside the game, that "Tyrant's Dictim" makes dreadmaster's spells cast at +1 DC. That's not much it's just another +2 WIS. Where am I wrong? I don't even remember if INT or WIS are added to DC in d&d 3, I think they should, but crpg's all treat DC rules differently. NWN 2 definitely had that, but what about IWD 2.
So I just started a Solo, Level 1, Heart of Fury game in Icewind Dale.
Just like Icewind Dale 2, the magic of Animate Dead makes it surprisingly easy to do so.
I used a Mage/Cleric, but I suspect a pure cleric would have been better for soloing this game on HoF.
Check these sites:Is there any extra content for IWD2? like, fan made extra campaigns/content?
Feats & Skills Mod by Michael J. Lee (Submitted)1kbDownload
This mod was made to step a little away from the D&D core rules and allow more feats and skill points per level, namely all classes get at least two feats per level and all races receive a base of 4 additional skill points per level before modifiers.
Check these sites:Is there any extra content for IWD2? like, fan made extra campaigns/content?
http://www.sorcerers.net/Games/IWD2/index_mods.php
http://modlist.pocketplane.net/index.php?ax=list&cat_id=53
http://www.gibberlings3.net/
Most mods are just rule/item tweaks, not much extra content.
o_O I guess that can be nice.Friendly Random Drops
One of IWD's funner aspects can also be one of its most frustrating: random drops. Various chests and creatures will pick an item from a list of posibilities once you enter their area, making certain powerful and unusual items unavailable in a given game--a common frustration is missing elven chain mail for bards. This component gives players some control over this process by letting them select from one of three options:
- Re-Randomize on Reload - This option simply re-picks the random item whenever you reload or revisit an area, so you can stand beside a chest and mash quickload.
- Choose Your Drop - The random items are replaced with tokens, which can be immediately exchanged for your choice of an item from the original table.
- Exchange with Merchants - This component will have the normal random drops when you travel through the world, but adds a merchant in Kuldahar and one in Lonelywood (if HoW is installed). These merchants will allow you to exchange your items for another item in the table--for a commission, of course.
Can anybody install that new tweak? I'm getting some bullshit about a missing "cdyucham.cre".
EDIT: It seems to have something to do with the Restored Random Drops component from the Unfinished Business mod.
Currently doing the Trial of the Lore master expansion. Not having a lot of fun with this one. Everywhere I go I need to kill something. Just entered the castle and I think I'll take a break.
Had a tough time against Harpies at the Northwest tower especially because of some scripted sequence where the queen talks to me and some her harpies close in on me and the teleporting undead in the crypt, I really hate it those. Also I think a thief was a must at the crypt. They teleported my thief the first time and had her hide in shadows so she don't get killed and couldn't find a way to reach her until I reloaded and had her find the hidden doors.
Thanks for reminding me I never soloed IWD. When the first snow falls and provides the right mood, I'll get to itWhen soloing IWD my F/M/T found Luremaster significantly harder than the main game. I seem to recall my party really struggling there as well.
The undead in TotL encourage save-reloading, modern Josh wouldn't approve.I thought the teleporting undead was brilliant. In general, splitting up the party in a dungeon is always a neat idea. (Realms of Arkania, Demise, etc.)
The undead in TotL encourage save-reloading, modern Josh wouldn't approve.I thought the teleporting undead was brilliant. In general, splitting up the party in a dungeon is always a neat idea. (Realms of Arkania, Demise, etc.)
http://spring.me/JESawyer/q/476555580379526832Are there actually designs, with a working implementation not just pipe dreams, Sawyer would approve of?
http://spring.me/JESawyer/q/476555580379526832Are there actually designs, with a working implementation not just pipe dreams, Sawyer would approve of?