![]() ![]() Have the same adventure from start to finish. The linear story line and lack ofĬlass/character-specific side quests ensures that just about every party will To me, the only purpose of gnomes, bards, andĪ well-rounded party will make your life easier and the adventure more fun inīaldur's Gate 2, but not in Icewind Dale. Non-humans, I've found that elven fighter/mages and dwarven fighter/thievesĪre among the most useful. Have to run away from a frost giant because he's only got 50 HP. Your characters can use a composite longbow and two-handed sword and will not The disadvantage of this strategy is that you won't be able to use any of theĭemi-human only items, but, hey, that's a small price to pay when each of Which will need those attributes to dual-class). Max out strength, constitution, and dexterity (except for those characters Intelligence down to 8, so you don't incur any saving throw penalties, and When you roll up attributes, drain charisma, wisdom and Leave one or two as a fighter orįighter sub-class. One to a cleric, and one or two to a mage. Once you start to encounter more powerful monsters, convert one to a thief, Or armour in the game, not just those limited by the character's new class. ![]() Plus, when your secondĬlass surpasses the fighter's old level, they will be able to use any weapon ![]() That way, youĬan beef up their HP and WP slots in one or two areas, as well as takeĪdvantage of the fighter's exceptional strength. ![]() You get them up a few levels, start dual-classing them out. Through the game is to start most of the party off as human fighters. In my opinion, the best way to have all of your characters live all the way Mentality, you will do very well at the game. See, and collect lots of XP and cool stuff." If you approach IWD with that Old AD&D campaigns, that meant "Walk around, kill just about everything you Icewind Dale advertises itself as "an old-fashioned dungeon crawl." In my If Brute Force Doesn't Work, You're Not Using Enough Two or three multi-class characters will be able to handle most situations (though they might get swamped by the sheer number of enemies and multi-classing reduces the average number of hit points a character can have) and get you very near to the XP cap, which wasn't even touched in IWD with a party of six. If you're willing to drop the, in my opinion, meagre benefits of weapon mastery beyond specialisation (2 proficiency slots), these characters become excellent supportive spell casters for your cleric.ĭon't assume that you must have 6 party members. A dual or multi-class cleric can make that character a more effective fighter too, by level 9 or 10 (the minimum is 9 for HoW – most parties in IWD will have a cleric of level 10 or 11) your cleric has plenty of healing spells and resting until healed is usually pretty easy anyway.īy level 9, Paladins and Rangers (level 8) can cast priest and druid spells respectively. I usually take 2 thieves concentrating on different skills and dual-class them to a fighter and a mage, removing the need for a dedicated thief. With a sprinkling of different alignments and sexes the above party should enable you to tackle every event in the game. Having said that, there is one party that I feel covers many angles in the game: Human Paladin Elf Ranger Half Elf Bard Dwarf Cleric Human Thief and Human Mage.īear in mind that there are several race, class, sex and alignment specific items, dialogue options and actions. You have to go with the party that suits you and your style of play. The big attraction for IWD has to be party creation and combinations. ![]()
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