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Icewind Dale 2 Forum Update

Discussion in 'Game/SP News & Comments' started by NewsPro, Jun 25, 2002.

  1. NewsPro Gems: 30/31
    Latest gem: King's Tears


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    (Originally posted by Z-Layrex)

    J.E Sawyer, Lead Designer

    Staves and daggers: Staves and daggers can still be pretty useful. Staves are the only two-handed bludgeoning weapon. There are a few monsters in the game that are resistant to slashing and piercing. When you encounter them, you will be glad to have a staff. Daggers, used with Weapon Finesse, can allow a low-strength, high-dex character to hit very often, even if it isn't for a lot of damage. This is very useful for rogues who sneak attack often.

    Cleric "Domains": THIS IS THE FINAL LIST OF CLERIC DOMAINS AND THEIR ASSOCIATED ABILITIES. LAST EDITED ON 6.24.02.

    When a character takes a level of cleric, they will be required to pick a deity from the following list: Ilmater, Lathander, Selune, Helm, Oghma, Tempus, Bane, Mask, Talos. This their deity for all cleric levels.

    Selecting a deity is restricted by alignment. It also gives you two (2) special powers and access to domain spells. Domain spells are a special set of spells. For every cleric spell level the character can cast, he or she may cast one domain spell per day, from a list of two per spell level. These alignment restrictions, powers, and domain spells are listed below. Domain spells have been assigned arbitrary levels for the purposes of fitting into the "domain" and feel of the deity.

    Ilmater (LG, NG, LN)
    Pain Touch 1/day (Touch weapon that causes a -2 penalty to Str and Dex for 10 rounds)
    Ilmater's Endurance 1/day (increase Con by 6 for a number of rounds equal to level)
    1st: Minor Elemental Barrier, Protection From Evil
    2nd: Unfailing Endurance, Aid
    3rd: Magic Circle Against Evil, Cure Serious Wounds
    4th: Holy Smite, Emotion: Hope
    5th: Feeblemind, Holy Power
    6th: Stoneskin, Harm
    7th: Holy Word, Impervious Sanctity of Mind
    8th: Symbol of Pain, Holy Aura
    9th: Horrid Wilting, Summon Monster IX

    Lathander (LG, NG, CG, N)
    Improved Turning Feat (free)
    Lathander's Renewal 1/day (cures 2x cleric level in hit points)
    1st: Sunscorch, Faerie Fire
    2nd: Lesser Restoration, Bull's Strength
    3rd: Agannazar's Scorcher, Negative Energy Protection
    4th: Shield of Lathander, Holy Smite
    5th: Flame Strike, Raise Dead
    6th: Heal, Fire Storm
    7th: Greater Restoration, Sunbeam
    8th: Aura of Vitality, Resurrection
    9th: Meteor Swarm, Mass Heal

    Selûne (NG, CG, CN)
    Selune's Freedom 1/day (Freedom of Movement that lasts 1 round/level)
    Moon Shield 1/day (grants a +3 bonus to spell resistance that lasts 1 round/level) 1st: Faerie Fire, Sanctuary
    2nd: Moon Motes, Alicorn Lance
    3rd: Moonblade, Protection From Fire
    4th: Emotion: Rage, Ghost Armor
    5th: Wall of Moonlight, Undead Ward
    6th: Antimagic Shell, Divine Shell
    7th: Planar Binding: Air Elemental, Planar Binding: Water Elemental
    8th: Planar Binding: Fire Elemental, Planar Binding: Earth Elemental
    9th: Prismatic Spray, Elemental Legion

    Helm (LG, LN, N, LE)
    Helm's Shield 1/day (grants a +2 bonus to saves for a number of rounds equal to level)
    Helm's Watch 1/day (grants a +2 miscellaneous bonus to AC for a number of rounds equal to level)
    1st: Protection From Evil, Armor of Faith
    2nd: Spell Shield, Hold Person
    3rd: Exaltation, Glyph of Warding
    4th: Death Ward, Defensive Harmony
    5th: Greater Command, Dismissal
    6th: Circle of Blades, Globe of Invulnerability
    7th: Spiritual Wrath, Impervious Sanctity of Mind
    8th: Iron Body, Seven Eyes
    9th: Aegis, Banishment

    Oghma (NG, LN, N, CN, NE)
    Oghma's Knowledge (+1 to all Lore skills)
    Identify 1/Day
    1st: Identify, Eagle's Splendor
    2nd: Charm Person, See Invisible
    3rd: Find Traps, Dispel Magic
    4th: Malison, Shout
    5th: Power Word: Silence, Greater Command
    6th: Power Word: Stun, Symbol of Fear
    7th: Great Shout, Symbol of Hopelessness
    8th: Power Word: Kill, Symbol of Death
    9th: Executioner's Eyes, Wail of the Banshee

    Tempus (CG, N, CN, CE)
    Automatically gains Martial Weapon: Axe and Weapon Focus: Axe feats.
    Tempus' Strength 1/day (increase Strength by 6 for number of rounds equal to level)
    1st: Magic Stone, Bless
    2nd: Draw Upon Holy Might, Chant
    3rd: Prayer, Animate Dead
    4th: Blood Rage, Recitation
    5th: Champion's Strength, Chaotic Commands
    6th: Circle of Blades, Spiritual Wrath
    7th: Power Word: Blind, Summon Monster VII
    8th: Power Word: Stun, Summon Monster VIII
    9th: Power Word: Kill, Summon Monster IX

    Bane (LN, LE, NE)
    Tyrant's Dictum (all saves vs. their will spells are at +1 DC)
    +1 to all Bluff, Diplomacy, and Intimidate
    1st: Command, Bane
    2nd: Silence, Horror
    3rd: Dire Charm, Rigid Thinking
    4th: Cloak of Fear, Emotion: Despair
    5th: Greater Command, Domination
    6th: Power Word: Silence, Feeblemind
    7th: Suffocate, Gate
    8th: Flaying, Power Word: Blind
    9th: Mass Dominate, Summon Monster IX

    Mask (N, LE, NE, CE)
    Free Blind-Fight feat
    +1 bonus to Hide, Move Silently, and Pick Pockets
    1st: Minor Mirror Image, Sleep
    2nd: Blindness, Blur
    3rd: Mirror Image, Invisibility Sphere
    4th: Emotion: Despair, Improved Invisibility
    5th: Shadow Monsters, Unholy Blight
    6th: Greater Shadow Conjuration, Phantom Blade
    7th: Shades, Soul Eater
    8th: Mass Invisibility, Blasphemy
    9th: Black Blade of Disaster, Executioner's Eyes

    Talos (CN, NE, CE)
    5 Electrical Resistance
    Destructive Blow 1/Day (gain a +2 bonus to hit and damage for a number of rounds equal to level).
    1st: Shocking Grasp, Doom
    2nd: Death Armor, Gedlee's Electric Loop
    3rd: Storm Shell, Lightning Bolt
    4th: Protection From Electricity, Static Charge
    5th: Slay Living, Ball Lightning
    6th: Whirlwind, Chain Lightning
    7th: Tremor, Destruction
    8th: Fire Storm, Acid Storm
    9th: Wail of the Banshee, Horrid Wilting


    Dreadmasters of Bane: Dreadmasters of Bane can be awfully powerful if their abilities are focused in a particular direction. All domain spells (for all clerics) are at +1 DC to resist. Combined with the Dreadmaster's innate +1 DC for all Will spells, that's a free +2 bonus. If they use their precious feats for Spell Focus: Enchantment and GSF: Enchantment, that's a base +6 DC to any domain spell they cast from the Enchantment school that happens to (usually) have a Will save. If a Dreadmaster with an 18 Wisdom cast Domination as a domain spell, the save DC to resist would be 25.

    Chris Avellone, Designer


    Shopkeepers having speech files: No, they don't do that in IWD2. Unless they're voice-acted, it's just text when you actually dialogue with them.
     
    Last edited by a moderator: Jan 4, 2018
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