Icewind Dale 2: Enhanced Edition is almost here!
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People have been waiting years for this to happen.
With its source code lost to time, ICEWIND DALE II was thought to be dead, with no hope of an Enhanced Edition. That time has come to an end. The Red Chimera Group, a team of modders, coders, artists, and other contributors drawn from the Infinity Engine community, is re-building Icewind Dale II with nothing more than WeiDU code and hex editing to streamline IWD2's gameplay, rebalance the class system, and introduce new content.
Icewind Dale II: Enhanced Edition changes over 300 spells and over 1,000 items, introduces more than 30 completely new spells and 120 new items, and adds several unique recruitable NPCs, from Veira the ghost maiden to Vrek Vileclaw the river troll to Xhaan the white abishai to Zack Boosenburry and his spider mount, Aocha. This mod also fixes the major issues many players had with the original Icewind Dale 2: you no longer have to solve tedious, cryptic puzzles to complete certain areas, enemies in Heart of Fury Mode are empowered in interesting ways rather than just having lots of HP, and you can revise the experience system so you won't get zero experience for killing enemies late in the game. IWD2:EE is fully customizable and the player can tweak their install to taste.
IWD2:EE will be released as a free-to-download WeiDU mod pending a closed beta period. We currently have enough beta testers and intend to release the project after we have recorded voice lines for the new NPCs.
This project would not have been possible without the dedicated work of our community members, who donated their time and expertise to craft this mod. Immense thanks to everyone who has contributed to IWD2:EE since its inception:
Director, Writer
Chris Dix (@semiticgoddess )
Lead Developers
Bubb
OlvynChuru
Landscape Artist
Andrii Shafetov (@ashafetov )
Portrait Artist
Igor Levchenko (@Igor_Levchenko )
Contributors and Testers:
Firecrow
Gusinda
mashedtaters
thelee
Grammarsalad
kjeron
Aquadrizzt
Once IWD2:EE is installed, a new startup program is added to the game folder: IWD2EE.exe.
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You MUST start the game using IWD2EE.exe rather than IWD2.exe. If you start the game by clicking on IWD2.exe, the game will crash during character creation or when you load a save game.
Icewind Dale 2: Enhanced Edition uses a new extender called IEex (similar to EEex and ToBEx), which lets IWD2:EE add new features that could not normally be added by mods, such as new feats. IEex only works when the game is started via IWD2EE.exe.
Technical Details: IWD2EE.exe injects IEex.dll into IWD2.exe, creating a Lua scripting environment that can alter the game executable in memory. Note that antivirus programs might detect IWD2EE.exe / IEex.dll as a virus due to the utilization of dll injection - this is a false positive. While dll injection can be used by malicious applications to modify sensitive programs, IEex just expands the Infinity Engine. Both IEex and IWD2:EE are open source and safe to use.
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This encounter in the Severed Hand is optional, however. As with many other quests that were mandatory in the original game, players who don't want to fuss with Xvim can proceed without it (though the final battle will involve more enemies if Xvim is not dealt with).
Other encounters have been rebuilt for ease of use. The final level of Dragon's Eye, Lord Pyros' Domain, is now a single boss fight rather than a series of dialog chores.
Many areas have received the same treatment, simplifying lengthy fetch quests and in some cases offering shortcuts for major plotlines. The Ice Temple and Dragon's Eye in particular are dramatically streamlined.
Vrek Vileclaw is one of the most prominent new NPCs, recruitable at Shaengarne Ford if you can persuade him. Like other trolls in IWD2:EE, he can be slain without fire or acid, but he suffers a special weakness to each.
Like any humanoid party members, he may take levels in any class for which he meets the requirements, though his abilities may not work as well with certain character builds.
Items in IWD2:EE are much more unique than in the original game, both in terms of theme and function.
Item availability is also increased IWD2:EE. There are more options to choose from in stores, and random item drop tables have been expanded.
Hex editing has broken open many new functionalities in IWD2:EE, allowing the creation of new spell effects that do not exist in other Infinity Engine games, notably the Identify Creature spell, which can list information about enemy monsters and give clues mid-combat.
Other aspects of gameplay have also been expanded. Ranged weapons can be used to make sneak attacks just like melee weapons, and there are numerous new feats with novel effects.
IWD2:EE installation is customizable, so players who wish to stick with vanilla feats or other aspects of gameplay can do so, enjoying new content without having to sacrifice treasured playstyles.
1. Class Revisions
2. Looser Alignment Restrictions for Classes
3. Spell Revisions
4. Spell Focus Feats for All Schools
5. Item Revisions
6. Creature Revisions
7. Better XP Progression
8. Faster Targos
9. Faster Horde Fortress
10. Faster Ice Temple
11. Faster Wandering Village
12. Faster Black Raven Monastery
13. Faster Underdark
14. Faster Dragon's Eye and Lord Pyros' Domain
15. Faster Severed Hand
16. Alternative Dragon's Eye
17. Mage Scrolls for New Spells
18. Revised Creature Immunities
19. More Accurate Saving Throws for Enemies
20. Revise Critical Hit Immunity
21. Better Racial Enemies for Rangers
22. Cosmetic Tweaks
23. Xuki Intimidation Option
24. Nonviolent Option for Isair and Madae
25. Bribe Limha
26. Bribe Mirabel and Majrash
27. Diplomacy for Guthma
28. Trick Harshom
29. Intimidate Torak
30. Intimidate Elder Brain
31. Bluff Thorasskus
32. Bluff Thvara
33. NPC Core
34. NPCs start with experience
35. New GUI
36. Looping Main Theme
37. Revised Battle Square
38. Minor Damage Resistance for Armor and Shields
39. Race Revisions
40. Enemies give the same amount of experience regardless of the party's level
41. Adjust encounter level-scaling
42. Reduce enemy HP bonuses in Heart of Fury Mode
43. Reduce enemy attack bonuses in Heart of Fury Mode
44. Reduce enemy saving throw bonuses in Heart of Fury Mode
45. Weaken allied summoned creatures in Heart of Fury Mode
46. Have the party start with experience in Heart of Fury Mode
47. Remove the delay between sneak attacks
48. Increase the level cap
This component dramatically rebalances the game to make warriors and rogues much more viable, while slightly nerfing some aspects of the typical powergaming classes (clerics, sorcerers, and druids). This component is most balanced when combined with the Spell Revisions component.
Barbarians: Barbarian rage now grants immunity to fear, hopelessness, stun, paralysis, sleep, and unconsciousness. Also, Barbarians get an additional 1- physical damage resistance for every 1 level after level 20, instead of every 3 levels. Barbarian Rage now keeps improving after level 20.
Bards: The Lingering Song exploit is now closed, but bard songs are now more convenient, and all of them have practical uses (even the Song of Kaudies). They're also spread out over more levels and scale with levels so bards no longer reach their peak at level 11. All songs do not stack unless otherwise specified:
Level 1: The Tale of Currant Strongheart: +1 to hit and damage and immunity to fear. Increases to +2 to hit and damage and grants immunity to hopelessness at level 19.
Level 5: Tymora's Melody: +1 luck, +2 to saving throws and rogue skills. Increases to +2 to luck and +4 to saving throws and rogue skills at level 22.
Level 10: The Siren's Yearning: All enemies must make a Will save or be stunned for 1 round or until they take damage. The save DC is equal to the bard's level. This song also imposes a cumulative -1 penalty to Will saves for 10 rounds, every round. Allies have a 25% chance of being affected by this spell.
Level 15: The Song of Kaudies: All allies are affected by the Blink spell for 1 round (enemies have a 50% miss chance on party members, while the party has a 20% miss chance and 20% spell failure).
Level 20: The War Chant of Sith: +2 generic armor bonus, physical damage resistance of 3/-, and 3 HP healed every round. Increases to +4 AC, 6/- damage resistance, and 6 HP healed every round at level 25.
Level 25: The Ballad of Three Heroes: +5 spell resistance, 5/- resistance to all forms of magical damage, and the effects of the Tale of Curran Strongheart, Tymora's Melody, and the War Chant of Sith. Increases to +10 spell resistance and 10/- resistance to magical damage at level 28.
Clerics: Clerics, druid, and mages all use the same spell tables; they gain spell slots at the same rate. Spontaneous casting scales beyond level 4 (you can now cast Healing Circle, Heal, Greater Restoration, and Mass Heal via spontaneous casting).
Druids: Druids get a new set of shapeshifting forms. The abilities of each form scale with the druid's level.
Level 5: Winter Wolf Level 7: Polar Bear Level 9: Giant Viper Level 11: Salamander or Frost Salamander Level 13: Shambling Mound Level 15: Fire, Water, Earth or Air Elemental Level 30: Black Dragon (Dragon Shape)
The druid shapeshifting feats are also changed. They now allow druids to shapeshift into Blink Dogs, Rhinocerous Beetles, and a swarm of insects as in the Creeping Doom spell.
Rogues: Rogues get +1 luck every 5 levels. They won't have the sustained damage output a warrior has, but they'll be able to land some very wicked sneak attacks (luck in IWD2 increases the chance of a critical hit).
Monks: Monks now get much faster and more accurate unarmed attacks, and their attack damage progresses more logically. Their base damage caps at 1d8, but they gain more attacks per round than other classes, eventually becoming able to attack more than five times per round. Monks also get Abundant Step at level 10, a teleportation effect.
Fighters: Fighters get +1 to damage every 5 levels (increasing to every 2 levels after level 20), and now the fighter-exclusive Weapon Specialization feats give +5 to hit and damage. All warriors get better saving throws and stronger attacks.
Rangers: Rangers get more spell slots, and they get them at lower levels. They are also able to use Set Natural Snare every 6 levels, which snares enemies for 5 rounds on a failed Reflex save. Set Natural Snare is much more effective than in the original game; the save DC now improves based on the character's Wilderness Lore skill.
Paladins: Paladins get more spell slots, and they get them at lower levels. Paladins get an additional casting of Lay on Hands every 5 levels.
Sorcerers: Sorcerers get slightly slower spell growth and slightly slower access to new spell picks. They will no longer hit their peak at level 20 and then experience near-zero growth.
Looser Alignment Restrictions for Classes
Even IWD2's very broad class system can be restrictive in some ways, mostly in the lawful/chaotic axis. This component loosens a few of the restrictions, allowing certain classes to be compatible with more alignments:
Bards can be any alignment besides Lawful Neutral (previously could not be any lawful alignment). Monks of the Old Order can be any non-chaotic alignment. Monks of the Broken Ones can be Neutral Good. Monks of the Dark Moon can be Lawful Neutral, True Neutral, and Neutral Evil. Paladins of Ilmater and Mystra can be Neutral Good. Paladins of Helm can be Lawful Neutral. Rogues can be Lawful Good.
Spell Revisions
This component significantly strengthens many underpowered spells while slightly weakening the most powerful options. It also switches some spells to lower or higher levels and grants some spells to classes that previously could not cast them. Here are the main changes:
1. Over 30 new spells are added to the game. These include unused spells like Dimension Door, spells from other games like Mantle and True Strike, as well as unusual ones like Identify Creature (a divination spell that tells you the stats of the target creature) and Auril's Blessing (which increases the power of your cold spells).
2. Cleric domains have better spell choices. If a spell is in-theme with the kit (e.g. Moonblade and Wall of Moonlight for priests of Selune), they can cast it at a particularly low level as a domain spell.
3. Certain spells are available to more classes. Rangers and Paladins have much better spell choices. Spells that create magical weapons or give combat bonuses can be cast as lower-level spells by Rangers or Paladins than by Druids or Clerics (e.g. Rangers can cast Fire Seeds as a 4th-level spell, and Paladins can cast Spiritual Weapon as a 1st-level spell and Holy Power as a 3rd-level spell).
4. Magical weapons like Flame Blade and Decastave have been improved. Most of them gain bonuses from Strength and proficiency (even ones that deal non-physical damage). Saving throws on magical weapons and touch attacks (e.g. Snakebite poison, Slay Living instant death) now have DCs that scale with the character's spellcasting ability and Spell Focus bonuses. Touch attacks that are one-use (e.g. Inflict Light Wounds, Harm) are not used up until they hit a creature.
5. Spells that weaken a creature rather than disabling it have a higher DC or no save at all (e.g. Deafness has no save since it simply gives 20% spell failure).
Spell Focus Feats for All Schools
In the unmodded game, spellcasters could only choose Spell Focus to empower Evocation, Necromancy, Transmutation, and Enchantment spells. This component expands those four feats to apply to the other four spell schools as well. The new feats are:
Spell Focus: Evocation/Conjuration
Spell Focus: Enchantment/Illusion
Spell Focus: Necromancy/Divination
Spell Focus: Transmutation/Abjuration
Item Revisions
Normally, Icewind Dale 2's items are balanced terribly. There are a handful of ridiculously overpowered magic items (e.g. Winged Blight, Massive Halberd of Hate) towering over hundreds of almost useless magic items (e.g. items that just provide +1 Hide skill or 1/- Spell Resistance). It's not even a low-magic game: one gets tons of magic items, but most of them are forgettable.
Item Revisions enhances most of the magical items in Icewind Dale 2, giving them a much larger variety of useful abilities. The purpose is primarily to empower weak items rather than to weaken strong items. Overall, the total number of magical items you obtain as loot in the game won't change much, but those items are more likely to be useful.
Item Revisions also adds many new items to the random loot tables, including powerful armor, shields, rings, amulets, and ammunition.
Creature Revisions
This component enhances creatures and encounters throughout the game. Here are the main changes:
1. Spellcasters are given better AI and new spell selections, including some of the new spells from Spell Revisions. They start combat with buffs on. They shouldn't be quite as tough as Sword Coast Stratagems spellcasters, though.
2. Enemy clerics now use domain spells. Even clerics of enemy-only deities cast domain spells (e.g. priests of Auril have spells like Ice Storm, while priests of Xvim have acid spells).
3. Enemies use more sensible items and attacks. Aurilite rangers shoot frost arrows, mind flayers drain Intelligence on hit, and large creatures have longer reach on their attacks.
4. On Heart of Fury Mode, enemies are stronger in a variety of ways. Monsters' innate abilities have higher save DCs and/or deal more damage. Spellcasters cast higher-level spells than they do on normal difficulty settings.
Fixes:
1. Harpies in Chapter 1 use their wail.
2. Yuan-ti Half-breed Sorceresses in the battle for Kuldahar now cast spells.
3. On Heart of Fury Mode, enemy monks have higher-level monk fists to reflect the fact that they are higher-level.
4. On Heart of Fury Mode, creatures summoned by enemies now gain Heart of Fury Mode bonuses.
Better XP Progression
In most RPGs, you gain levels at a roughly constant level over the course of the game. In IWD2, though, you gain XP and levels slower and slower as you progress in the game, which is the biggest reason why the late game is so much less fun than the early game. This is because many enemies are rigged to be a lower challenge rating than their actual level. By the time you're in the Severed Hand, you might be fighting critters that are level 17 but have a challenge rating of 9!
This component fixes that. There are two install options. The first option sets all creatures' challenge rating equal to their level, which results in extremely fast leveling as the game progresses. The second option, which is the recommended version, sets CR to slightly below their level after level 9. Neither option will affect early game enemies much, but midgame and endgame enemies will now grant XP appropriate to the challenge they pose.
Faster Targos
This component allows the player to skip most of the Targos questline. The first time you speak with Shawford Crale, you can trigger the goblin invasion with Vghotan, Ghotrag, and Caballus by saying "Did you hear that?" midway through the dialogue.
Faster Horde Fortress
This component rigs the front gate of the Horde Fortress so that you can force it open and attack the fortress head on rather than sneaking through the tunnels. It also adds additional ways to get inside Guthma's cabin.
Faster Ice Temple
Getting through the Ice Temple is one of the slowest parts of IWD2, with lots of disconnected plot triggers and quest items. This component makes it so some of the locked doors in the temple that normally require keys or the lightning machine to open are now either open by default or pickable. This component also allows you to skip the whole area by tearing down the wall through brute force. If you deal enough damage to the Ice Wall Fault in the northwest corner of the exterior map (the one with Sherincal and the Remorhazes), the wall will collapse and you can proceed to the next area. Destroying the wall is extremely difficult, however, as the wall has tremendous damage resistances, lots of HP, and deals cold damage whenever it is struck.
Faster Wandering Village
This component lets you delve all the way through the Fell Wood and fight the Will o' Wisps the first time you go there, rather than having to go through it three times for the three quests.
The component also allows you to skip all of the Wandering Village questlines and the Fell Wood Maze by going straight to the exit. Enter the Fell Wood where the spirit greets you, choose the east exit to the treant area, and the exit to the next area will already be open.
It is still possible to complete all of the Wandering Village quests with this component installed.
Faster Black Raven Monastery
This component allows you to skip the Black Raven Monastery trials without having to kill the monks. The locked door in the monastery basement can now be picked.
Faster Underdark
This component lets you skip the Viciscamera questline. You should be able to force open the doors to the mind flayer city and proceed without doing any chores for Malavon.
Faster Dragon's Eye
Dragon's Eye and the time paradox questline in Lord Pyros' Domain have long been the low point of IWD2, with massive amounts of backtracking, numerous plot triggers with few clues to indicate where you're supposed to go, and very little reward for the immense amount of time you have to invest in the game just to get through it. This component makes two of the mandatory side quests in Dragon's Eye optional.
Opening the door in the third floor of Dragon's Eye no longer requires you to put poison in the four pools in the area; you just have to kill Thorasskus. In addition, you can pass under the Eye of Sseth without being a histachii.
Faster Severed Hand
The Severed Hand can also take a fair amount of time, and while it's not nearly as monotonous as Dragon's Eye or the Ice Temple, some parts of it can still be very slow. This component adds Ruinlord Argos Val to Isair and Madae's throne room. If you have a very high Bluff score, you can convince him to introduce you to Isair and Madae without having to do any of the other quests in the Severed Hand.
This component also makes it so you do not need to defeat Iyachtu Xvim before going to the final boss (though in this case you'll have to fight the glabrezus in the final battle).
Alternative Dragon's Eye
This component simplifies the final area of Dragon's Eye. Rather than having to go through a long time travel quest, you just fight one battle to prevent Izbelah from casting Temporal Stasis. The component changes some dialogs in Chapter 5 to make it clear why you're fighting Izbelah.
Add more scrolls to the game
This component adds relatively high-level mage scrolls to various spell vendors, including Elytharra, Zack Boosenberry, Suoma, Bered, and Sheemish. A solo wizard or a wizard in HoF mode will be able to learn high-end spells and keep pace with a sorcerer. This isn't too extreme: early-game vendors might have a couple of scrolls at 5th-7th level, but they won't have tons of 9th-level scrolls.
Revised Creature Resistances and Immunities
This component revises the resistances of some creatures to be more reasonable. For example, slimes in Dragon's Eye aren't completely immune to physical damage, and iron golems and will o' wisps aren't completely immune to magic (they still have high spell resistance, though).
Elementals now have regular elemental immunities rather than undead immunities. Fiends now have regular fiendish immunities (e.g. immunity to poison) rather than undead immunities.
Trolls no longer fall down and have to be finished off by fire or acid; instead they regenerate faster and have more HP but take significantly more damage from fire and acid.
More Accurate Saving Throws for Enemies
This component adjusts all enemy saving throws in the game, making them roughly equal to the player's saving throws at the same level. Thus, a level 10 enemy fighter will have similar saving throws to a level 10 fighter in the party.
Revise Critical Hit Immunity
The vanilla game gives out immunity to critical hits to enemies that shouldn't have it, including fiends and certain random enemies. This component has two options: either you can give critical hit immunity to all undead, constructs, objects, elementals and oozes and remove it for all other creatures, or you can make all creatures vulnerable to critical hits.
Better Racial Enemies for Rangers
In the vanilla game, there were a lot of racial enemy choices that simply weren't very useful. Getting bonuses against yuan-ti and undead was simply better than getting bonuses against bugbears and hook horrors. This component gives the player the ability to choose from a new set of racial enemies:
Giant Insects
Giant Arachnids
Demons
Goblinoids
Giants
Amorphous Beings
Constructs
Humans
Animals
Undead
Aberrations
Underdark
Aberrations
Yuan-ti
Elementals
Trolls
Dragons
Cosmetic Tweaks
Currently, this component lets any race choose any of the available colors on character creation.
More Persuasion Options
These components add more opportunities in the game to use Bluff, Diplomacy, and Intimidate, usually to skip a battle.
NPC Core
This component allows several existing NPCs to join the party: the fighter Reig, the rogue Black Geoffrey, the diviner Veira, the cleric Emma Moonblade, the troll Vrek Vileclaw, the goblin Vunarg, the rogue/illusionist Zack Boosenburry, the abishai Xhaan, the sorcerer Pairi, and the monk Sersa.
NPCs gain experience upon joining to match the party's experience
This component lets NPCs from the NPC Core component start with experience to match the party. There are two subcomponents. The first one makes NPCs start with the average experience of the rest of the party members. The second one makes them start with a fifth of the total experience of the party (this way, a small, high level party won't recruit high level NPCs).
Cosmetic improvements to the GUI and New loading screens
This component currently adds a new main menu screen and new chapter screens. There are no new buttons, but the GUI should look better.
Looping Main Theme
Normally IWD2's main theme does not loop. After 1 minute, it ends and you spend the rest of character creation with no music playing. This component edits the main theme to play repeatedly.
Revised Battle Square
To get all the rewards for the Battle Square, one normally has to fight 25 battles per rank, to a total of 250 battles. Even if the party members are powerful enough to win all the battles, this is still very tedious.
This component makes it so one only has to beat a rank once (with 3 or more squares) to get the main reward for the rank. To get all the rewards, it will only take 30 battles rather than 250.
Minor Damage Resistance for Armor and Shields
Inspired by Weimer's similar component from IWD2-Ease, this component patches every armor and shield in the game so they give physical damage resistance equal to half their Armor Class bonus, rounded down.
Race Revisions
Race Revisions gives some new abilities to certain races, to make them fit their archetypes better. For example, lightfoot halflings gain their Dexterity modifier (if higher than their Strength modifier) to the damage of slings and other throwing weapons. Rock gnomes gain a bonus to Intelligence rather than Constitution.
Enemies give the same amount of experience regardless of the party's level
This component makes killing enemies give the same amount of experience no matter the party's level. This way, leveling up doesn't come with the dissatifaction of enemies giving less experience, and there's no incentive to delay leveling up to increase experience gain. There are two options: either you can have enemies give experience equal to 25 * their challenge rating (a six-character party will reach about level 15 by the end of the game), or it can be 35 * their challenge rating (a six-character party will reach about level 18 by the end of the game).
Adjust encounter level-scaling
Icewind Dale 2 encounters often have additional enemies for a higher-level party. This component has two options: you can make it so you always fight at least the version of the encounter meant for a medium-level party, or you can make it so you always fight the version meant for a high-level party. The higher-level versions of encounters usually just have a couple more enemies or in some cases have tougher versions of enemies; they aren't impossible for a lower-level party to complete.
Reduce the HP bonuses of creatures in Heart of Fury Mode
Enemies in Heart of Fury Mode normally have absolutely ridiculous HP: goblins in the prologue have 157 HP, and the frost spiders in Chapter 2 have 452 HP! This component drastically reduces the HP on creatures in Heart of Fury Mode: goblins in the prologue have 13 HP, and the frost spiders have 232 HP. This will make Heart of Fury Mode easier, but also much less tedious (and Creature Revisions makes Heart of Fury Mode more challenging to make up for it).
Reduce the attack bonuses of creatures in Heart of Fury Mode
Enemies in Heart of Fury Mode have such high attack bonuses that it's near impossible for them to miss except on a 1. This component gives creatures outside the party a -9 attack penalty on Heart of Fury Mode. They will still have higher attack bonuses than they do on the next-hardest difficulty, but it won't be quite as extreme.
Reduce the Saving Throw bonuses of creatures in Heart of Fury Mode
Early on in Heart of Fury Mode, it can be very difficult to get enemies to fail saving throws if you're starting as a low-level party. This component gives a small saving throw penalty to creatures outside the party on Heart of Fury Mode.
Remove ability score bonuses of allied summoned creatures in Heart of Fury Mode
In Heart of Fury Mode, allied summoned creatures also get HoF bonuses, and since you reach high level more quickly, summoned creatures can be quite overpowered. This component makes it so summoned creatures don't gain the normal +10 to all ability scores that creatures on Heart of Fury Mode get, unless they are summoned by an enemy.
Have the party start with more experience on Heart of Fury Mode
The beginning of Heart of Fury Mode is absolutely brutal if you start at level 1 - even with some of those components installed that weaken HoF creatures. This component gives the party some experience at the start of the game. The experience is divided among party members, so a smaller party will start at a higher level. You have choices of how much experience to start with.
Remove the delay after a sneak attack before the creature can be sneak attacked again
Normally once a rogue sneak attacks a creature, that creature becomes immune to sneak attacks for about 3 rounds. This component removes that immunity, allowing the creature to be sneak attacked again.
Increase the level cap
This component increases the level cap to 40 or to 50 (your choice). You'll only reach such high levels if you're soloing or playing Heart of Fury Mode.
Also, which antivirus do you have experience with?
I would recommend using the GOG version of IWD2 if you have it, as it is the latest version, removes the CD-check, and installs a ddraw fix automatically.
If you have a physical copy that's a lower version, gibberlings3 hosts the official patch here.
Animal Growth
Arcane Sight
Auril's Blessing
Bolt of Glory
Boulder Roll
Chaos Cast
Clairvoyance
Contagious Fear (replaces Symbol of Fear)
Contingent Resurrection
Copy Spell
Crumble
Curing Contingency
Darkness
Deathwatch
Divine Shield
Duel
Eclectic Sequencer
Energy Drain
Enlarge Creature
Enslave
Explosive Smite
Expose to the Elements
Flame Shots
Fly
Forcecage
Fortune's Favorite
Ghostform
Ghoulish Feast
Glibness
Guidance
Gust of Wind
Holy Weapon
Hunter's Mark
Identify Creature
Imbue With Spell Ability
Improved Alacrity
Improved Haste
Isaac's Greater Missile Storm (everyone's favorite Neverwinter Nights spell)
Jump
Levitate
Lightning Barrage
Lightning Spiral
Living Lightning
Make Whole
Malavon's Corrosive Fog
Mantle
Mark of Justice
Mass Harm
Mass Heal Animal
Mass Omnivision
Metafireball
Moment of Prescience
Mordenkainen's Disjunction
Null Healing
Omnipresence
Otto's Irresistible Spin
Pebbles to Boulders
Perception Filter
Perfect Invisibility
Phantasmal Killer
Polar Ray
Polymorph Self
Power Word: Heal
Project Image
Protection from Cold
Quiver of Plenty
Reanimate
Recall Party
Reflect Attack
Regeneration
Remove Magic
Repulsion
Reverse Gravity
Rewind Time
Second Chance
Shield Other
Shortening
Simple Summoning
Simulacrum
Skeleton Traps
Skip Time
Songcasting
Soul Bind
Sound Burst
Spell Sequencer
Spell Trap
Spell Turning
Spellstaff
Steal Effects
Steal Spells
Steel Wind Strike
Storm of Vengeance
Stygian Ice Storm
Summon Deva
Sympathy
Teleport Field
Teleport Step
The Jester's Party
Thorn Shots
Throw
Time Stop
Tornado
Trial by Fire
True Polymorph
True Strike
Unholy Aura
Void Sound
Volcanic Eruption
Wall of Force
Wish
Wondrous Recall
There are also several unused spells that IWD2EE adds to the game:
Lutzaen's Local Teleport
Mental Domination
Produce Fire
Protection from Magic Energy
Righteous Wrath of the Faithful
Spook
Summon Cow
Translocation Trick
Here's a list of the new feats added by IWD2EE:
You have trained as an assassin. You know how to make especially debilitating sneak attacks.
Prerequisite: 1 level of rogue, Alchemy, Hide and Move Silently 4 or higher, evil alignment
Benefit: Your sneak attacks become death attacks, which also paralyze the target for one round on a failed Fortitude save (DC 10 + half your rogue level + your Dexterity modifier).
You also gain a use of Envenom Weapon. Taking the Envenom Weapon feat gives you a second use of this ability.
However, you only gain 2 + Int modifier skill points per rogue level after the first.
Special: You may only take this feat as a 1st-level character.
Your summoned creatures are more powerful than normal.
Prerequisites: Spell Focus, Conjuration
Benefit: Creatures you summon gain +4 Strength and Constitution. These bonuses stack with temporary bonuses to Strength and Constitution.
Combat Reflexes
You know how to perform an attack of opportunity when a foe lets their guard down.
Prerequisite: Base attack bonus +1 or higher
Benefit: Once per round, if you are attacking an enemy with a melee weapon, there are certain conditions that could allow you to make an extra attack against them. These include:
* If the enemy tries to step out of the reach of your weapon.
* If the enemy fires or throws a ranged weapon within the reach of your weapon.
* If the enemy tries to cast a spell within the reach of your weapon.
When taken a second time, this feat lets you make a number of attacks of opportunity per round equal to your Dexterity bonus plus one. You cannot perform more than one attack of opportunity against a single enemy per two seconds.
Concoct Potions
You have learned the art of crafting potions. As you wander the world of Faerun you constantly scavenge for substances to fuel your research.
Prerequisite: Alchemy 10 or greater
Benefit: You gain the Concoct Potions ability, which allows you to spend resources creating potions. For every 2 points of Alchemy above 10, you are able to create a broader variety of potions.
Counterspell
You know how to negate an opponent's spell by expending the same spell.
Prerequisites: The ability to cast 2nd-level spells.
Benefit: You gain the Counterspell ability, usable once per round. If you use it on an enemy spellcaster when they are casting a spell you also have memorized, you can expend one use of that spell to counter the enemy's spell, causing it to fail.
Damage Reduction
You can shrug off some damage from attacks.
Prerequisite: Con 21+. The second and third ranks require Con 23+ and Con 25+ respectively.
Benefit: You gain 3/- resistance to physical damage for each rank in the feat.
Special: This feat may be taken up to three times.
Defensive Roll
In a pinch, you can roll to dodge almost certain death.
Prerequisite: 10 Levels of Rogue
Benefit: If you would be hit by an attack or damaging spell that would kill you, you can roll to avoid the hit and take no damage. This ability is used automatically and cannot be used again for 10 rounds.
Defensive Stance
You know how to take a defensive stance, focusing on blocking incoming attacks.
Prerequisite: Base attack bonus +2 or higher
Benefit: While you are using the Guard action, you gain a +4 generic armor bonus.
Empower Spell
You may increase the power of your spells.
Prerequisites: The ability to cast 3rd-level spells.
Benefit: You gain the Empower Spell ability, usable at will as a free action. Using it increases the damage, healing, and most stat bonuses of the next spell you cast by 50%, but causes it to take up a spell slot two levels higher.
Extend Spell
You may lengthen the duration of your spells.
Prerequisites: The ability to cast 2nd-level spells.
Benefit: You gain the Extend Spell ability, usable at will as a free action. Using it doubles the duration of the next spell you cast, but causes it to take up a spell slot one level higher.
Feint
In melee combat, you are skilled at using trickery to gain the upper hand against opponents.
Prerequisites: Bluff 4 or greater
Benefit: You gain an ability that lets you feint an adjacent creature. The ability can be used once per round. The target must make a Will save (DC 10 + your Bluff skill). On a failure, for 4 seconds, the target loses its Dexterity bonus to AC, and it gains additional penalties to Armor Class and attack rolls equal to one third of your Bluff skill, rounded down. A creature gains a +4 bonus to the save for each time someone has tried to feint them in the past 10 rounds.
This feat may be taken twice. When taken a second time, the feat is Improved Feint, which lets you feint as a free action once per round. After you feint for the first time in a round, you may use another ability or cast a spell before the round is over. Improved Feint also adds +2 to the save DC.
Improved Sneak Attack
Your sneak attacks are especially deadly.
Prerequisite: 5 levels of rogue
Benefit: Your sneak attacks deal an additional 1d6 damage. This feat may be taken up to five times.
Improved Two-Weapon Fighting
You are an expert at fighting with two weapons. You can attack even more quickly with them.
Prerequisite: Dex 15+, Ambidexterity, Two-Weapon Fighting, Base attack bonus +16 or higher; taking this feat a second time requires 16 levels of ranger.
Benefit: While wielding two weapons, you get a second attack per round with the off-hand weapon (at -5 attack bonus). If you have two ranks in the feat, you get a third attack per round with it (at -10 attack bonus).
Special: A character with 9 levels of ranger can take the first rank in this feat (and can take the second rank at level 16) even if they don't meet the prerequisites. However, if a ranger does not meet the prerequisites, they cannot use Improved Two-Weapon Fighting unless they wear light or no armor.
Improved Unarmed Abilities
Your unarmed abilities are particularly effective.
Prerequisite: Stunning Attack
Benefit: The Stunning Attack and Quivering Palm abilities gain +2 DC. This feat may be taken up to five times.
Kensei
You have been trained in the way of the kensei, or "sword-saint." You specialize in fighting without armor.
Prerequisite: 1 level of fighter
Benefit: You gain +1 to attack and damage per 3 fighter levels (minimum of +1) and a +2 generic AC bonus. These bonuses only function when you are not wearing armor (robes are acceptable) and are wielding one or more melee weapons (excluding unarmed attacks and most shapeshifted attacks) without a shield.
Special: You may only take this feat as a 1st-level character.
Knockdown
You are trained to knock down or trip enemies in melee combat.
Prerequisite: Base attack bonus +5 or higher
Benefit: You gain an ability that lets you knock down or trip an adjacent creature. The ability can be used once per round. If your Dexterity is higher than your Strength, you attempt to trip the target, which must make a Reflex save (DC 10 + half your level + your Dexterity modifier) or fall down for 4 seconds. Otherwise, you try to knock down your target, which must make a Fortitude save (DC 10 + half your level + your Strength modifier) or fall down for 4 seconds. A creature gains a +4 bonus to the save for each time someone has tried to knock down or trip them in the past 10 rounds. Especially large creatures cannot be knocked down or tripped.
This feat may be taken twice. When taken a second time, the feat is Improved Knockdown, which allows you to knock down or trip even large creatures, and adds a +2 bonus to the DC.
Light Armor Mastery
You are experienced enough at wearing light armor that for you it is no more restrictive than clothing.
Prerequisites: Dex 17+, Proficiency with light armor
Benefit: While wearing light armor, you suffer no armor check penalty or max Dexterity bonus.
Manyshot
You can fire multiple arrows simultaneously at a nearby target.
Prerequisite: Dex 17+, Rapid Shot, Precise Shot, Base attack bonus +16 or higher; taking the feat a second time requires 16 levels of ranger
Benefit: When you have Rapid Shot enabled and you attack with a bow for the first time in a round, you fire two arrows instead of one. Each of these is a separate attack roll made at a -5 penalty. If you have two ranks in the feat, you fire three arrows instead of one, each made at a -10 penalty.
Special: A character with 9 levels of ranger can take the first rank in this feat (and can take the second rank at level 16) even if they don't meet the prerequisites.
Mass Spell
You may have your spells affect an area rather than a single target.
Prerequisites: The ability to cast 6th-level spells.
Benefit: You gain the Mass Spell ability, usable at will as a free action. Using it makes your next spell affect all creatures within 20 feet of the target, but causes it to take up a spell slot five levels higher. Even spells that normally only affect the caster can now affect other creatures. Mass Spell replaces the spell's normal area of effect, so it should only be used with spells that normally target a single creature.
Master of Magic Force
Your mastery of force magic has yielded impressive results.
Prerequisites: You must be able to cast 4th level spells and have a Spellcraft of 10 or higher.
Benefit: Grants 5 Magic Damage Resistance (permanent), and a +20% increase to all Magic Damage done.
Maximize Spell
You may maximize the power of your spells.
Prerequisites: The ability to cast 4th-level spells.
Benefit: You gain the Maximize Spell ability, usable at will as a free action. Using it causes your next spell to deal maximum damage and heal the maximum number of hit points, but also causes it to take up a spell slot three levels higher.
Mobility
You can dodge attacks particularly well while moving.
Prerequisites: Dex 13+, Dodge
Benefit: While moving, you gain a +4 Armor Class bonus. This bonus is doubled against attacks of opportunity due to moving out of an enemy's weapon range.
Natural Spell
You are able to replicate the verbal and somatic components of spells while shapeshifted.
Prerequisites: Cha 13+, Wild Shape.
Benefit: You can cast spells while in any shapeshifted form. However, the awkwardness of replicating the verbal and somatic components gives you a +4 penalty to casting time (you can still cast spells without penalty in your natural form).
Opportunist
You know how to take advantage of an ally's distraction of your enemy to land an additional attack on the enemy.
Prerequisite: 10 Levels of Rogue, Combat Reflexes
Benefit: If an ally would hit an enemy in melee while you are also attacking that enemy in melee, you may make an attack of opportunity against that enemy.
Persistent Spell
You may increase the duration of your spells to a full 8 hours.
Prerequisites: The ability to cast 5th-level spells.
Benefit: You gain the Persistent Spell ability, usable at will as a free action. Using it increases the duration of your next spell to 8 hours, but causes it to take up a spell slot six levels higher. Persistent Spell has no effect on spells with a base duration of less than 5 rounds.
Quicken Spell
You may quickly cast an extra spell each round.
Prerequisites: The ability to cast 3rd-level spells.
Benefit: You gain the Quicken Spell ability, usable at will as a free action. Using it allows you to instantly cast a spell, even if you've already cast a spell for the round. The quickened spell takes up a spell slot two levels higher. Only one spell can be quickened per round.
Rapid Reload
You are especially quick with crossbows. You can reload a crossbow faster.
Prerequisites: Base attack bonus +6 or higher, Weapon Focus in crossbows
Benefit: Crossbows which would normally restrict you to one attack per round instead restrict you to two attacks per round. Rapid Reload has no effect on crossbows that already allow more than one attack per round.
Safe Spell
You may shape the area of effect of your spells to avoid harming allies.
Prerequisites: The ability to cast 2nd-level spells.
Benefit: You gain the Safe Spell ability, usable at will as a free action. Using it prevents the next spell you cast from harming allies, but causes it to take up a spell slot one level higher.
Shield Focus
You are especially skilled at using shields.
Prerequisites: Shield Proficiency; gaining a second rank requires 4 or more levels of Fighter
Benefit: You gain a +2 AC bonus while using a shield. Two ranks in this feat is Shield Specialization, which grants an additional +2 AC bonus.
Spring Attack
You excel at moving while fighting.
Prerequisites: Dex 13+, Dodge, Mobility, Base attack bonus +4 or higher
Benefit: Whenever you hit a creature with a melee attack, you move twice as fast for 1 second. During this time, you do not provoke an attack of opportunity by moving out of an enemy's melee range.
Terrifying Rage
Your barbarian rage is terrifying to behold.
Prerequisites: Greater Rage, Intimidate 18 or higher
Benefit: While you are raging, enemies within 6 feet of you must make a Will save (DC 3 + your Intimidate skill) or run away for 3 rounds.
Two-Weapon Defense
You are skilled at parrying attacks while wielding two weapons.
Prerequisites: Two-Weapon Fighting or 1 level of ranger
Benefit: While wielding two weapons, you gain a +1 Armor Class bonus. Taking this feat a second time increases the bonus to +2.
Special: Rangers do not need Two-Weapon Fighting to gain this feat. However, if a ranger does not have the Two-Weapon Fighting feat, they do not gain the benefits of Two-Weapon Defense while wearing medium or heavy armor.
Whirlwind Attack
You can perform a spinning attack to hit multiple enemies around you.
Prerequisites: Dex 13+, Int 13+, Expertise, Dodge, Mobility, Spring Attack, base attack bonus 4 or greater; taking the feat a second time requires Dex 21+.
Benefit: You gain the Whirlwind Attack ability, usable once per round. By using the ability, you make an attack with each of your weapons against each nearby enemy, forgoing all other attacks for the round. The radius of the attack depends on the reach of your weapon.
When taken a second time, the feat is Improved Whirlwind Attack, which increases the radius of the attack by 5 feet.
Special: A character with 6 levels of ranger can take this feat as long as they meet the Dexterity requirement, ignoring all the other prerequisites.
Widen Spell
You may increase the area of effect of your spells.
Prerequisites: The ability to cast 2nd-level spells.
Benefit: You gain the Widen Spell ability, usable at will as a free action. Using it increases the area of effect of your next spell by 50%, but causes it to take up a spell slot one level higher.
Advanced Spell Capacity
You may cast higher-level spells than is normally allowed for your class.
Prerequisite: 19 levels of cleric, druid or wizard, 20 levels of paladin, ranger or sorcerer, or 25 levels of bard. Taking the feat a third time requires 2 additional levels of cleric, druid, sorcerer or wizard, or 3 additional levels of bard, paladin or ranger. Taking the feat a fifth time requires another 2 or 3 levels.
Benefit: You gain a spell slot one level higher than the normal maximum for your class. Clerics, druids, sorcerers and wizards gain a 10th-level slot, bards gain a 9th-level slot, and paladins and rangers gain a 7th-level slot. This slot can only be used to cast lower-level spells via metamagic.
Special: This feat may be taken up to five times. The progression is shown below:
Rank Level +1 Level +2 Level +3
1 1 0 0
2 2 0 0
3 2 1 0
4 2 2 0
5 2 2 1
Here is a list of feats that are modified by IWD2EE:
Armored Arcana
You can cast spells with less chance of failure while wearing armor.
Prerequisite: The ability to cast arcane spells.
Benefit: Each rank in this feat reduces the chances of casting failure by 35%.
Arterial Strike
Your skill with sneak attacks allows you to cause a bleeding wound.
Prerequisite: At least one level of rogue, base attack bonus +4 or higher.
Benefit: Allows the rogue to sacrifice 1d6 points of sneak attack damage to inflict a bleeding wound that causes deals an extra 10 damage over 10 rounds. For every six rogue levels past 1 (i.e. at levels 7, 13, 19, and 25), the rogue sacrifices another 1d6 points to deal another 10 damage over the 10 rounds.
Combat Casting
You are adept at casting spells in combat.
Benefit: You get a +4 bonus to Concentration checks made to cast a spell while being injured. In addition, attacks of opportunity in response to you casting a spell are made at a -4 penalty.
Courteous Magocracy
You were raised in a land where mighty wizards order affairs. Where powerful spellcasters are common, cautious courtesy is the norm and everyone has an eye for magic goods.
Benefit: You receive a +2 on all Diplomacy and Spellcraft checks. In addition, when buying goods from an NPC who is a wizard or sorcerer, you are treated as having +6 Charisma (which stacks with all other Charisma bonuses), reducing prices by about 9%.
Crippling Strike
When making a sneak attack, you are able to deal a devastating blow that weakens an enemy.
Prerequisite: 10th level rogue
Benefit: Any time the character makes a successful sneak attack, the attack does its normal damage and also causes 1 point of temporary Strength damage per 3 levels of rogue. The Strength damage lasts 10 rounds.
Deflect Arrows
You can deflect incoming arrows, as well as crossbow bolts, spears, and other shot or thrown weapons.
Prerequisite: Dex 13+
Benefit: The character gains a +1 miscellanous bonus against missile weapons.
In addition, if the character is a monk or has at least 19 Dexterity, they will automatically block the first instance of missile damage that would hit them each round. Any other damage the projectile would deal (such as fire damage from Arrows of Fire) still gets through. The character must have a free hand to gain this benefit.
Special: Monks automatically gain the Deflect Arrows feat at level 2.
Envenom Weapon
You have learned the seldom taught skill of the poisoner. You are skilled at acquiring and using poison.
Prerequisite: 1 level of rogue, Alchemy 8 or greater
Benefit: Once per day, you may coat your weapons in poison. For 5 rounds, each hit you make with any weapon (including missile weapons) will poison the target unless it makes a Fortitude save (DC 6 + your Alchemy skill). If poisoned, the target takes 12 poison damage over the next 6 seconds.
Grapple (replaces the Forester feat)
While anyone can grapple something, you have the skill to grapple even a hostile creature in the midst of combat.
Benefit: You gain an ability that lets you grab an adjacent creature. The ability can be used once per round. The target must make a Reflex save (DC 12 + half your level + your Strength or Dexterity modifier (whichever is higher)) or be grappled by you for 2 rounds. While grappled, the creature gets a -4 attack penalty, a 50% chance of spell failure, and cannot move away from you. If you move, you may pull the creature along with you.
To grapple, you must have at least one hand free. The target gains +4 to the save for each time someone has tried to grapple them in the past 10 rounds. If you grapple an ally or a paralyzed, stunned, sleeping, or knocked down creature, there is no save. Especially large creatures cannot be grappled.
Great Fortitude
You are tougher than normal.
Benefit: You get a +3 bonus to all Fortitude saving throws.
Improved Initiative
You can react more quickly than normal in a fight.
Benefit: The "speed factor" delay before you attack for the first time in a round is reduced by 4. The casting time of all your spells is reduced by 1.
Improved Rage (replaces the Extra Rage feat)
You can invoke your barbarian rage more often and more forcefully.
Prerequisite: 1 level of barbarian
Benefit: You gain an additional use of Barbarian Rage per day. You also gain an additional +1 Strength and Constitution while raging; these bonuses stack with the existing bonuses of the rage effect. This feat may be taken up to three times.
Improved Smiting (replaces the Extra Smiting feat)
You may use your Smite Evil ability more often and with greater power.
Prerequisite: 2 levels of paladin
Benefit: You gain an additional use of Smite Evil per day. In addition, your Charisma modifier is added again to the damage of Smite Evil. This feat may be taken up to three times.
Improved Turning (replaces the Extra Turning feat)
You may use your Turn Undead ability more often and can turn more powerful undead.
Prerequisite: 1 level of Cleric or 3 levels of Paladin
Benefit: You gain an additional use of Turn Undead per day. You also count as 3 levels higher for purposes of determining how powerful undead you can turn. This feat may be taken up to three times.
Improved Wild Shape (replaces the Extra Wild Shape feat)
You can use your Wild Shape ability more often and more effectively.
Prerequisite: 3 levels of druid
Benefit: You gain an additional use of Wild Shape per day. You also count as 3 levels higher for purposes of determining the power of your shapeshifted form, though this does not give you access to new forms earlier. This feat may be taken up to three times.
Iron Will
You have a stronger will than normal.
Benefit: You get a +3 bonus to all Will saving throws.
Lightning Reflexes
You have faster than normal reflexes.
Benefit: You get a +3 bonus to all Reflex saving throws.
Maximized Attacks
You have learned how to maximize the effect of your attacks while performing a short concentrated attack.
Prerequisites: 4 ranks in Concentration and Weapon Specialization in 2 weapons.
Benefit: All attacks do maximum damage for 5 rounds. If you have 12 or more fighter levels, you also gain a +4 attack bonus and +4 critical threat range for the duration.
Planar Turning (replaces the old Improved Turning feat)
You may turn not just undead but also creatures from the Outer Planes.
Prerequisite: 1 level of Cleric or 3 levels of Paladin
Benefit: Spells and abilities you use that turn undead can also turn fiends and other creatures from the Outer Planes.
Precise Shot
You are skilled at timing and aiming ranged attacks.
Benefit: Reduces the to hit penalty for firing in close quarters from -8 to -4. In addition, enemies get a -4 attack penalty on attacks of opportunity provoked by your ranged attacks.
Resist Poison
Over years, some among your people carefully expose themselves to poisons in controlled dosages in order to build up immunity to their effects. A few are thereby weakened, but the strong adjust.
Prerequisite: Gray dwarf, half-orc
Benefit: You get a +4 bonus on Fortitude saving throws against poison. In addition, each second you would take poison damage, the damage you take is reduced by 1.
Special: You may only take this feat as a 1st-level character.
Spell Focus, Enchantment/Illusion (replaces the Spell Focus, Enchantment feat)
Spell Focus, Evocation/Conjuration (replaces the Spell Focus, Evocation feat)
Spell Focus, Necromancy/Divination (replaces the Spell Focus, Necromancy feat)
Spell Focus, Transmutation/Abjuration (replaces the Spell Focus, Transmutation feat)
Toughness
You are tougher than normal.
Benefit: Each time you take this feat, you gain +3 hit points, plus another hit point per level. Barbarians gain +3 hit points per barbarian level instead of +1. In future level ups, you will gain additional hit points.
Special: You may gain this feat up to 5 times in Icewind Dale 2.
Weapon Finesse
You are especially skilled at using daggers, short swords and unarmed strikes, which allows you to benefit as much from Dexterity as from Strength.
Prerequisite: Proficient with small blade/touch attack, base attack bonus +1.
Benefit: With daggers, short swords, unarmed attacks and natural weapons, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. In addition, you may apply half your Dexterity modifier to the damage of such weapons (provided the halved number is still higher than your Strength modifier). Since you need your second hand for balance, if you carry a shield, apply the shield's armor check penalty to your attack rolls.
Wild Shape: Blink Dog (replaces the Wild Shape: Boring Beetle feat)
The druid gains the ability to turn into a blink dog. The blink dog form is not effective in combat, but the druid becomes under the effect of Blink (incoming attacks have a 50% chance to miss), and he or she gains the ability to teleport short distances at will. The distance the druid can teleport while in blink dog form increases based on level.
Prerequisite: 5 Levels of Druid
Wild Shape: Creeping Doom (replaces the Wild Shape: Black Panther feat)
The druid gains the ability to shapeshift into a conscious mass of beetles and flying insects. The insects are easy to crush and are vulnerable to fire and other forms of magical damage, but piercing weapons are nearly useless against the swarm. The druid can coordinate the insects to sting in concert, attacking opponents from a distance. Creatures hit must make a Will save or be distracted and receive 50% spell failure. The DC of the Will save increases based on the druid's level. While in this form, the druid is in flight and thus is protected from Grease, Web, Entangle, Spike Growth, Spike Stones, and Earthquake.
Prerequisite: 5 Levels of Druid
Wild Shape: Rhinoceros Beetle (replaces the Wild Shape: Shambling Mound feat)
The druid gains the ability to shapeshift into an enormous rhinoceros beetle. While in this form, the druid has two fewer attacks per round (minimum of 1), but they gain 5/- physical damage resistance. This resistance increases by another 5/- every 5 levels, to a maximum of 25/- at level 28.
Prerequisite: 8 Levels of Druid
What an amazing project! Wow! Congratulations, well done!
I have a question, if I may. Is IWD2EE playable in other languages than English?
Thank you!
My team translated all the IE games, so we are not scared
What about the main game? For instance, if I have the vanilla game in Italian, will the original content still be in Italian?
https://www.artstation.com/artwork/XK0Qy
Description of this particular image is as follows: "Visual Development and UI Redesign: just some modding experience with Infinity Engine, I played around modifying existing in-game sprites and backgrounds to give it a bit modern look. The Icewind Dale itself is especially precious to me as one those from my childhood that I have played a lot. Hope, you enjoy!"
You will find more of his fan artworks from Icewind Dale and Baldur's Gate on that page. Keep dreaming about ID 2 EE ;]
EDIT: Oh, its just a moded version of ID2. Didn't read entire post. My bad
And I can't speak for anyone else, but I had to give up on my recent attempt to play through the original version thanks to loads of tech issues, so for me this is like an answer to my prayers. Really looking forward to this!
I have just one last question.
Did you consider the chance to work on Unfinished Business for IWD2EE? Stuff that was cut before the release? That would be lovely
Looking forward to see this mod released! We are ready to work on it for the translation.
IWD2EE does restore some other unused content, though.
* Many unused magic weapons are added to the random loot tables. Some of the especially powerful ones can only be found in Heart of Fury Mode.
* The Lingering Song feat is added to the game.
* It is now possible to sneak into Guthma's cabin through a grate.
Is there quick-loot? Please oh please, let there be quick-loot!
2. We haven't tested it and so I can't confirm, but the IWD2 NPC project should be compatible with IWD2EE.
3. We have some resources to improve the GUI and we've discussed making enhancements to the maps, but the overall graphics have not been changed.
One minor suggestion, is the addition of more monk equipment. As I said, I never got far, but I didn't see much if any.
I haven't played IWD2 in many years, not even sure I have it installed anymore. Might have to give it another go with this mod!
One question (and apologies if already answered and I missed it): I seem to remember the "caster level" of consumables was really low. Like if you cast say a Shield spell from a wand, it was caster level 1 and hardly lasted very long at all. I think (memory is hazy) that this applied to all scrolls, wands, potions and other items that could cast a spell. This meant consumables were quite useless in many cases because of how weak their spell casting was; so if you wanted to buff, you really needed to cast a spell (from your memory), items were poor substitutes.
Is this something you are addressing?