Icewind Dale Character Creation Tips
Fandraxx
Member Posts: 194
I'm Mainly making this to give newer players or older players some ideas about how to create certain classes based on the game. I'm going to group classes into general categories. The classes in each category will be under the name. Also leave comments below about what you think is best for a certain class these are my opinion and its nice to get suggestions from different people. Without further delay lets get this list started.
Front Line Tanks/Damage Dealers
Fighter, Barbarian, Paladin, Monks, Front line Ranger, Front line Thief.
Main Stats: Strength, Dexterity, Constitution (Wisdom, and Charisma for Paladins, Just Wisdom for Rangers.)
So yeah this is a mouth full, but let me explain. This category is so big because there alot of options. In my opinion for Fighters, Barbarians and Paladins Constitution is the most important stat next to strength (obvs)
With all the enemies in this game your bound to get hit by something no matter how high your Dex is; you might as well give yourself some extra health to survive those hits. BUT when dealing with a front line ranger, front line thief and monk your job is just do as much damage as possible, get that dex as high as possible. You need to get your Thac0 as low as possible let one of the for mentioned classes tank the damage while you go insane with damage.
Back Line Damage Dealers/Supports
Back Line Thief, Back Line Ranger, Cleric, Druid, Bards
Main Stats: Dexterity, Wisdom, Charisma, Intelligence (Strength, mainly for rangers to wield stronger bows but is also helpful for every other class.)
Again, alot of stuff here back to explaining. The thief and ranger in this list are to give back up for your front line support with some extra damage. The cleric and druid are under this section because, they get less hp per level, can't dump all of their points into combat stats and should also also be focused more on healing and buffing rather than dealing damage. The bard is meant to be a back up mage with buffs and the almighty bards song, seriously its that strong. Of course if you play a skald your dynamic as a bard changes completely.
Arcane Spell casters
Wizards, Sorcerers
Main Stats: Intelligence, Dexterity, Charisma, Constitution, Wisdom
This one's pretty simple actually. Max intelligence on Wizards/Mages and Charisma on Sorcerers. The Dexterity is mainly for the extra ac and Constitution should only be raised to 16 as mages can't get more than +2 hitpoints per level. If you still have points after all that put em in wisdom for the extra Lore.
Thats it! That's really all i have to say about the classes in this game. Again please comment as I don't know whats best for everything. Thank you for reading and as always, SWORDS NOT WORDS.
Front Line Tanks/Damage Dealers
Fighter, Barbarian, Paladin, Monks, Front line Ranger, Front line Thief.
Main Stats: Strength, Dexterity, Constitution (Wisdom, and Charisma for Paladins, Just Wisdom for Rangers.)
So yeah this is a mouth full, but let me explain. This category is so big because there alot of options. In my opinion for Fighters, Barbarians and Paladins Constitution is the most important stat next to strength (obvs)
With all the enemies in this game your bound to get hit by something no matter how high your Dex is; you might as well give yourself some extra health to survive those hits. BUT when dealing with a front line ranger, front line thief and monk your job is just do as much damage as possible, get that dex as high as possible. You need to get your Thac0 as low as possible let one of the for mentioned classes tank the damage while you go insane with damage.
Back Line Damage Dealers/Supports
Back Line Thief, Back Line Ranger, Cleric, Druid, Bards
Main Stats: Dexterity, Wisdom, Charisma, Intelligence (Strength, mainly for rangers to wield stronger bows but is also helpful for every other class.)
Again, alot of stuff here back to explaining. The thief and ranger in this list are to give back up for your front line support with some extra damage. The cleric and druid are under this section because, they get less hp per level, can't dump all of their points into combat stats and should also also be focused more on healing and buffing rather than dealing damage. The bard is meant to be a back up mage with buffs and the almighty bards song, seriously its that strong. Of course if you play a skald your dynamic as a bard changes completely.
Arcane Spell casters
Wizards, Sorcerers
Main Stats: Intelligence, Dexterity, Charisma, Constitution, Wisdom
This one's pretty simple actually. Max intelligence on Wizards/Mages and Charisma on Sorcerers. The Dexterity is mainly for the extra ac and Constitution should only be raised to 16 as mages can't get more than +2 hitpoints per level. If you still have points after all that put em in wisdom for the extra Lore.
Thats it! That's really all i have to say about the classes in this game. Again please comment as I don't know whats best for everything. Thank you for reading and as always, SWORDS NOT WORDS.
Post edited by Fandraxx on
6
Comments
Thieves too are never worth a single slot, but should be dualled out of. A nice Swashbuckler/Mage can do quite nicely (the other kits just don't have enough thieving points to be effective by 10, the absolute latest you should dual,) as could a Swash/Cleric, though Staves and clubs are way too rare.
It comes down to personal preference, though. I've found that I liked MC and DC characters better when I was younger. I always had the feeling everyone needed to be able to do anything and be super-powerful. This has changed, and I prefer the (relative) simplicity of clear-cut single class characters who excel at one thing today. I especially found that Clerics can be ridiculously powerful when the actually do what they're supposed to do: casting nasty stuff on the enemy and boons on your own party. Of course they can heal and of course they can fight, but that's wasted potential in my opinion.
No seriously, there literally is no reason at all not to go at least Fighter 1/X unless you want to RP other combos and races. Especially considering you can dual into specialist wizards in IWD. You get a lot less XP in IWD than BG2, but Fighter 1-4/ X is still pretty easy.
Yay, everyone is a Berserker/Whatever dual! Go powergaming!
It doesn't stop there, either. IWD is an extremely undead heavy game. We're talking swarms of them, in almost every area.
Without HIPS, the lifespan of a backstabbing thief in IWD is rather short...
Try to make your Cleric the same alignment as 1 of your fighters, and good alignment priests trump evil ones due to access to healing and Lathander Shield.
Edit: Crap I got ninja'd. Umm...carry on?
A lack of healing spells means nothing as long as your evil bard has reached 11th level.
If I *really* want item x, though, then I'll spend the two minutes it will take for me to make it so that I can use item x without any restrictions.