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Game Mechanics Question

Discussion in 'Icewind Dale 2' started by Rickder19, Jan 25, 2008.

  1. Rickder19 Gems: 1/31
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    First let me say how happy I am to find an active forum with experts to answer my burning questions! So here they are:

    Some questions that hopefully you experts can answer:

    1. What does weapon weight affect? e.g. light and heavy crossbow have the same stats when right clicked in the game, but the cost is different as well as their weight.

    2. How long is a round?

    3. How long is a turn?

    4. Did anyone figure out a way to get rid of the mouse flickering after turning off direct draw? VERY good fix by the way.

    5. What does the +x enchantment mean when you examine an item?

    6. Can any class backstab as long as they can hide? What's the point of backstabbing with a dagger when you can do more damage with a sword?

    Probably more to come! Can't think of them all right now...thanks for any help.
     
  2. Ilmater's Suffering Gems: 21/31
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    1. I won't answer, as I'm unsure of how this game implements weapon speed.

    2. A round should be 6 seconds

    3. A turn should be 60 seconds

    4. Never had the problem so I can't answer

    5. +x enchantment effects the amount of bonus a shield adds to a shield armor bonus or a suite of armor adds to the armor armor bonus. For weapons it gives a bonus to attack and damage equal to the enhancement. Higher enchantment bonuses on weapons also overcome more damage reductions, the higher their enchantment.

    6. No one can backstab :p. Only rouges can sneak attack and they merely have to be behind an opponent for that to happen. The reason for a would be for the fact that is can be "weapon finessed" and for characters with very low strength, it might be preferred to short swords, or someone else in the party may be using short swords. Longswords, axes and the like only use Str for their attack modifiers. With the Weapon Finesse feat, a character with high Dexterity, like a rouge, can use his Dexterity modifier instead of his Strength for his attack modifier.
     
  3. Rickder19 Gems: 1/31
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    Ah, thanks a lot!
     
  4. Tioma Gems: 3/31
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    1. I guess that weapon speeds are related rather to weapon types than to their weights. Heavy items are cumbersome for characters with low STR, that's an obvious point.:D When a character is encumbered his/her overall speed decreases untill total immobilisation. Though I never tested whether a character with a gigantic weapon exceeding his limits can still hit with it.:p
     
  5. Tioma Gems: 3/31
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    Haha, I've just tested it. I assigned to my char a sword of weight 1000, he can't move but hits with it very smartly.:D It proves that the weight of items influences only overall encumbrance.
     
  6. Rickder19 Gems: 1/31
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    Then it just doesn't make sense for a large crossbow to cost more gold than a small. If anything, it should cost less because it's more cumbersome. Strange.

    Oh, and another question. I understand that lawful Clerics can shift-click any non-domain spell in their repertoire and change it into a healing spell. If this is the case, why would you ever set a healing spell as your memorized spell in the first place?
     
  7. Tioma Gems: 3/31
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    Large bows have +1 to hit bonus and range 100 instead of 35 for small ones (please don't ask me how many attoparsecs it makes on your monitor:D). Here's the difference.;)
     
  8. Tioma Gems: 3/31
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    This choice is only for your first ingame day. Spellcasters memorize spells when they rest. The next day they can use only those memorized spells. So choose your favorite spells both in generic and domain parts for the next day before resting.:cool:

    Good luck,
    Yigor
     
  9. Rickder19 Gems: 1/31
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    No I understand how spell memorization works. What I'm saying is why during any time in the game would you choose to memorize a healing spell when all other spells can be converted into one should you need it?
     
  10. Tioma Gems: 3/31
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    Ah, ok!;) Well, I didn't know that lawful clerics have this privilege to transform any spell into Healing. In this case, it's indeed disadvantageous to memorize it.
     
  11. Caradhras

    Caradhras I may be bad... but I feel gooood! Veteran

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    Not lawful but good and neutral clerics can do that (evil clerics can turn them into harm spells).
     
  12. Tioma Gems: 3/31
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    All right, great!:cool: I didn't notice this feature.
     
  13. dmc

    dmc Speak softly and carry a big briefcase Staff Member Distinguished Member ★ SPS Account Holder Resourceful Adored Veteran New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!)

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    Also, you cannot turn spells into all healing spells. I believe it's just Cure X wounds. Thus, I do not believe that other spells can be converted to heal spells.
     
  14. Mudde Gems: 9/31
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    There is actually no reason for a good or neutral cleric to take "cure X wounds"-spells and you should avoid evel clerics because the "harm" spells aren't good at all.

    And as DMC said: you can only convert spells to "cure X wounds"-spells (or harm for evil clerics), so any high lvl spells converted will still only give you the highest possible "cure" spell (a lvl 4 spell IIRC) which isn't that impressive. You still wan't to have the much more useful heal memorized but you don't need to memorize any cure spells.
     
  15. MindChild

    MindChild Science should not set limits to imagination Resourceful Veteran

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    Last edited by a moderator: Jan 26, 2008
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