IWD Player's Notebook
Abel
Member Posts: 785
This is a collection of notes on various aspects of the game that, as a long-time player, I gleaned and keep for reference: details about mechanics, links to other sources of information, modifications and so on. Suggestions on how to improve this handbook as well as corrections are welcome!
ITEMS RESTRICTIONS
Some items are locked to specific alignments, races or classes. Knowing which can help plan a character party. A few of the following items cannot be (randomly) found unless first restored (see modifications). Default or ability restrictions are not mentioned.
BY ALIGNMENT
Good
⠀⋄ Cloak of Burdened Spirits WIS +1
⠀⋄ The Glory of Suffering +6 (Plate Mail) Phys. Res. +10%, HP −25
⠀⋄ Robes of Agony AC 5, HP +15, DEX −2, THAC0 −4, AC −2
⠀⋄ Shimmering Sash (Belt) AC +3, ST +1
Evil
⠀⋄ Staff of the Hanged Man's Glee +1 CHA −2, Animate Dead 3/day
Lawful
⠀⋄ The Flaming Fists of Lin Mei (Bracers) THAC0 +2 & [1-2] Fire dmg. (25%) w/ Fists
⠀⋄ Sarutobi's Stone Breakers (Bracers) +2 dmg. & [2-12] crit. dmg. w/ Fists
Not Evil
⠀⋄ The Sword of Myrloch Vale +3 (Long Sword) Lore +20
⠀⋄ Three White Doves +3 (Mace) ×2 dmg. vs. Undead & Outer Planar w/ chance to destroy
⠀⋄ The Unstrung Harp Heal 1/day
⠀⋄ Blessed Helm of Lathander AC +2, Cure Moderate Wounds, Neutralize Poison, Remove Paralysis 1/day
⠀⋄ The Elfbone Ring of Kiran-Hai Save vs. Death +2, Imm. to Finger of Death & Death Spell
⠀⋄ Pale Justice +4 (Long Sword) +7 vs. Evil, Imm. to Cloak of Fear, Horror, Dire Charm, Symbol of Hopelessness & Mournful Wail
Not Good
⠀⋄ Bone Marrow Belt AC +1, CHA −2, Slashing Res. +50%, Crushing Res. −15%
⠀⋄ Blood Iron +4 (Short Sword) HP +3 /hit
⠀⋄ Bone Talisman Vampiric Touch 1/day
⠀⋄ Baleful Mail +2 (Chain Mail) CHA −2, Imm. to Charm, Confusion, Command & Rigid Thinking
⠀⋄ Ring of Dwarven Bone STR +1
⠀⋄ The Giving Star +3 (Morning Star) Cure Light Wounds & STR +1 for 5 rnd. (10%)
⠀⋄ Pestilent Dawn +4 (Morning Star) Imm. to Disease, Disease (25%)
⠀⋄ Poisonous Battle Axe +2 Poison (25%)
⠀⋄ Demon's Breath +3 (War Hammer) Fire Res. +50%, [2-6] Fire dmg. (50%), Fireball (20%)
⠀⋄ Cancerous Bastard Sword +4 Disease (15%)
⠀⋄ Diseased Halberd +1 Disease (10%)
⠀⋄ Bhaal's Fire +3 (Long Sword) Stun for 2 rnd. (15%), [2-8] Fire dmg.
⠀⋄ Two-Handed Sword +3: Bane Magic Res. +10%, Disease (25%)
⠀⋄ Dead God's Dreaming +4, +6 vs. good (Long Sword) Emotion, Fear 3/day, Symbol, Pain 1/day
⠀⋄ Guktok's Chopper +2 (Axe) +4 vs. Dwarves
Not Chaotic
⠀⋄ Amaunator's Legacy +3 (Bastard Sword) [5-7] Fire dmg. vs. Undead, Beltyn's Burning Blood (5%), Sunray 1/day
⠀⋄ The Red Knight's Shield +3 (Medium Shield) AC +4
BY RACE
Mankind Mystery of the Dead +3 (Large Shield) AC +4, +1 vs Missiles, Imm. to Finger of Death & Power Word, Kill
Elvenkind The Argent Shield +2 (Medium Shield) AC +4, Magic Res. +25%
Gnome/Halfling Helm of the Trusted Defender AC +3, Imm. to Sleep & Fatigue
Not Gnome/Halfling Ogien's Scale +4 (Scale Mail) Animal Rage 3/day
BY CLASS
Mage robes and Bard musical instruments are not referenced below.
Fighter Gauntlets of Elven Might AC +1, ST +1, STR 18/51
Fighter/Mage Long Sword +3: Enforcer Magic Res. +25%, 1st & 2nd lvl. wizard spell +1
Paladin Pale Justice +4 (Long Sword) +7 vs. Evil, Imm. to Cloak of Fear, Horror, Dire Charm, Symbol of Hopelessness & Mournful Wail
Ranger Kaylessa's Ring Hide in Shadows +15%
Druid Staff of Nature's Wrath +1 Entangle & Flame Strike ×10
Thief
⠀⋄ Armor of Penance +5 (Studded Leather) DEX −1, Thieving Skills −25%
⠀⋄ Shadowed Boots AC +1, Stealth +15%
⠀⋄ Shadowed Cloak Hide in Shadows +15%
⠀⋄ Ring of the Warrior Thief STR +1, ApR +1
⠀⋄ Short Sword of Shadows +3 AC +2, Stealth +15%
Monk
⠀⋄ The Flaming Fists of Lin Mei (Bracers) THAC0 +2 & [1-2] Fire dmg. (25%) w/ Fists
⠀⋄ Sarutobi's Stone Breakers (Bracers) +2 dmg. & [2-12] crit. dmg. w/ Fists
Mage
⠀⋄ The Summoner's Staff +3 Flame Arrow, Monster Summoning IV or Invisible Stalker ×15
⠀⋄ Bracers of Blasting Shout & Great Shout 1/day
⠀⋄ Bracers of Icelandic Pearl AC 6, DEX −2, Conjure Water Elemental, Cone of Cold & Abi Dalzim's Horrid Wilting 1/day
⠀⋄ Cyclocone (Headgear) AC +1, Whirlwind ×1
⠀⋄ Symbol of Labelas Enoreth (Amulet) INT +1
⠀⋄ Quost's Staff of the Elements +4 Conjure Fire Elemental & Conjure Water Elemental 1/day
⠀⋄ Edion's Ring of Wizardry 5th lvl. wizard spells ×2
⠀⋄ Kontik's Ring of Wizardry 1st & 2nd lvl. wizard spells ×2, Cold dmg. +15%
⠀⋄ Shield Ring permanent Shield
⠀⋄ Staff of the Hanged Man's Glee +1 CHA −2, Animate Dead 3/day
⠀⋄ Mage Dagger various effects depending on the level of enchantment
⠀⋄ Staff of Besieging +2 Dispel Magic & Lower Resistance 1/day
⠀⋄ Ring of Aura Transfusion HP +1 /3s, Magic Res. −5%, Save vs. Spell −2
Cleric
⠀⋄ Staff of Moradin's Breath +2 Resurrection ×5
⠀⋄ Sanctified War Hammer various effects depending on the level of enchantment
⠀⋄ Sanctified Morning Star +3 1st lvl. priest spells ×2
⠀⋄ Morning Star of the Gods +3 AC +1, WIS +1, 1st lvl. priest spells +2, 2nd lvl. +1
SUMMONS
The topic has been broached before but the research (mine included) lacked some depth and accuracy. What follows is another try at presenting all summoning spells and summoned creatures.
A NOTE ON THE HEART OF FURY MODE
Heart of Fury (HoF) empowers all creatures (but your characters) including summons:
⠀⋄ −11 to AC
⠀⋄ −5 to THAC0 and Saves
⠀⋄ +1 Attack per Round (up to a maximum of 5)
⠀⋄ HP set to base HP × 3 + 80
⠀⋄ +12 Levels
In relative terms, weak creatures benefit more from these changes with exponential power increase. For example, a 6 HP Goblin gets a 16× HP power-up (98).
As a result, low level summoning spells become much better and can even surpass higher level ones. They are not only easier to get and to cast but they also summon more monsters which further leverages the positive effects of the HoF mode.
Likewise, the additional ApR favors creatures using a high damage attack.
SUMMONING SPELLS TYPOLOGY
Summoning spells can be categorized according to their outcome, whether they summon:
⠀⋄ numerous random weak creatures
⠀⋄ a single or a couple strong creatures
⠀⋄ a mix of those, where the total creature power equals the caster level
⠀⋄ a creature that can be controlled or not (demon)
WIZARD SPELLS
Overview
Creatures Stats
Due to character length restrictions, all tables were moved to the next comment.
Creatures Specials
Undead
⠀⋄ All Undead get various immunities and resistances:
⠀⠀⌑ Panic, Sleep, Confusion, Berserk, Charm
⠀⠀⌑ Hold, Paralyze, Stun
⠀⠀⌑ Poison
⠀⠀⌑ Slay
⠀⠀⌑ Cold +100
⠀⋄ Skeletal Undead get Slashing & Piercing Res. +100
⠀⋄ Boneguard Skeletons have an additional Missile Res. +50
⠀⋄ Skeletons are summoned with a random normal weapon
⠀⋄ Ghouls attacks can paralyze (25s), Ghasts' and Crawlers' as well (36s)
⠀⋄ Shadows can inflict a disease on hit (STR −1 for 2 turns)
Spiders
⠀⋄ Spiders are immune to Hold, Paralyze & Web
⠀⋄ Sword Spiders have Haste
⠀⋄ Some monsters can poison on hit:
⠀⠀⌑ Huge Spider → 1/2s for 30s
⠀⠀⌑ Giant Spider → 2/s for 31s
⠀⠀⌑ Phase Spider → 3/s for 17s (Save −2)
⠀⠀⌑ Wyvern → 5/s for 20s (Save −4)
Salamanders
⠀⋄ Frost Salamanders inflict an additional [1-6] Cold dmg. and get Cold Res. +100 & Fire Res. −50
⠀⋄ Salamanders inflict an additional [1-6] Fire dmg. and get Fire Res. +100 & Cold Res. −12
Nishruus & Hakeashars
⠀⋄ They know low level spells
⠀⋄ They are immune to Poison and highly resistant:
⠀⠀⌑ Elemental & Magic +100
⠀⠀⌑ Slashing +20
⠀⠀⌑ Crushing & Piercing +50
⠀⠀⌑ Missile +70
⠀⋄ Their attacks drain magic items and wizard spells
Demons
⠀⋄ All Demons get various immunities:
⠀⠀⌑ Poison (incl. Cloudkill)
⠀⠀⌑ Panic, Charm, Feeblemindedness, Confusion
⠀⠀⌑ Polymorph
⠀⠀⌑ Normal Weapons
⠀⠀⌑ Sphere of Chaos
⠀⋄ Nabassus have Magic Res. +50
⠀⋄ Glabrezus
⠀⠀⌑ are immune to Hold, Paralyze & Weapons +1
⠀⠀⌑ have Magic Res. +50, Fire, Cold & Acid Res. +100
⠀⠀⌑ can remove magic and stun
⠀⋄ Pit Fiends
⠀⠀⌑ are immune to Weapons +2
⠀⠀⌑ have Magic Res. +50 and Fire Res. +100
⠀⠀⌑ regenerate HP 1/3s
Other Monsters
⠀⋄ Fire Elementals inflict an additional [1-4] Fire dmg. and get Fire Res. +100
⠀⋄ Yetis have Cold Res. +100 & Fire Res. −50
⠀⋄ Crawlers can paralyze on hit (6 rnd.)
⠀⋄ Stalkers have Elemental & Magic Res. +30
⠀⋄ Wyverns
⠀⠀⌑ are immune to Hold, Paralyze, Slow, Entangle, Web, Grease & Level Drain
⠀⠀⌑ have poisonous attacks → 5/s for 20s (Save −4)
⠀⋄ Efreetis have Fire Res. +125 and can cast low level & fire spells
⠀⋄ Djinnis can cast low level & protective spells
⠀⋄ Trolls summoned with the Shades spell regenerate once downed
Notes
Shadow spells
The total power level (see table) of creatures summoned by the shadow spells (Shadow Monsters, Demi-Shadow Monsters, Shades) is at least equal to the caster level (unless the summoning cap of 6 has been reached). That's why at some point, these spells will outpace others (of even higher levels) that do not scale.
Oddly, the 5ᵗʰ level Demi-Shadow Monsters spell may seem weaker than the 4ᵗʰ level Shadow Monsters spell. The former has a 57% chance to summon a Goblin while the latter only has a 38% chance to and most importantly, another 38% chance to summon a strong Troll (ignoring power level limitations).
With the 6ᵗʰ level Shades, Goblins have a 36% chance to appear but with a minimum of 16 HP. At that level, Trolls are able to regenerate after a killing blow.
These spells are not to be confused with Summon Shadow (5ᵗʰ) which always spawns three weak Undead Shades. Shadow creatures are not Undead, despite their resemblance with monsters found in the Seldarine.
MS1, best value?
Monster Summoning I tops other spells in several categories:
⠀⋄ lowest level (3ʳᵈ)
⠀⋄ fastest to cast (0.3 round)
⠀⋄ most monsters summoned (4 in average) for a non-scaling spell
Perfect to get bodies out in a pinch! It gets even better with HoF on (see the related section above).
Misc
→ Level 5 is a sweet spot for summoning spells. There's a wide selection available and less competition from other spells for slots.
→ Spider Spawn and Wyvern Call summon web immune monsters.
→ Demons are the most powerful summons but they are hostile by default and thus not controllable. They will attack anyone close who's not under Protection from Evil, even other Demons!
→ Clerics get the same Animate Dead spell but as a 3ʳᵈ instead of a 5ᵗʰ level one.
→ Bards make excellent summoners thanks to their fast level progression and party-wide songs.
PRIEST SPELLS
Overview
Cleric spells are indicated with a capital 'C', Priest spells (shared) with a capital 'P'. All other spells are Druid exclusives.
Creatures Stats
Due to character length restrictions, all tables were moved to the next comment.
Creatures Specials
Undead
⠀⋄ All Undead get various immunities and resistances:
⠀⠀⌑ Panic, Sleep, Confusion, Berserk, Charm
⠀⠀⌑ Hold, Paralyze, Stun
⠀⠀⌑ Poison
⠀⠀⌑ Slay
⠀⠀⌑ Cold +100
⠀⋄ Skeletons get Slashing & Piercing Res. +100
⠀⋄ Skeletons are summoned with a random normal weapon
Shambling Mounds
⠀⋄ Shambling Mounds get various resistances:
⠀⠀⌑ Electricity +127, Fire +100 & Cold +50
⠀⠀⌑ Crushing +90 & Slashing, Piercing, Missile +50
⠀⋄ They have a 5% chance on attack to inflict [2-8] Crush dmg. & Entangle
Other Monsters
⠀⋄ Winter Wolves have Cold Res. +100
⠀⋄ Creeping Dooms have Slashing & Piercing Res. +75 and Missile Res. +100
⠀⋄ Nymphs can cast several Priest spells
⠀⋄ Aerial Servants are immune to Maze & normal weapons and considered invisible
⠀⋄ Fire Elementals inflict an additional [1-4] Fire dmg. and get Fire Res. +100
Notes
Druids, best summoners?
Druids have access to powerful high level summoning spells in each category.
Creeping Doom summons the most monsters and the toughest in average of all summoning spells. Stalker raises a couple of strong Shambling Mounds with high resistances for 8 hours (like Animate Dead).
Quantities summoned with Animal Summoning are consistent throughout all levels. Unfortunately, all Druid spells are long to cast so preparation is paramount to avoid bad surprises and casting interruptions.
Clerics as summoners are only saved by Animate Dead which, with Wizards' Monster Summoning I, make the cheapest and most reliable summoning spells.
MODIFICATIONS
For a complete how-to on mod installation read here.
Tweaks
Reveal Hidden Gameplay Options adds a GUI for settings that can be configured in Baldur.lua.
However, if incompatible or partially compatible UI mods like Lefreut's enhanced UI for IWDEE have been installed, you may want to modify the file directly.
Baldur.lua is located in the '...\Documents\Icewind Dale - Enhanced Edition' folder with saves, screenshots, etc. It can be opened and edited like any text file in an editor like Notepad++. Here are some options of interest:
⠀⋄ 'Program Options','Debug Mode','1' → activates the console (see commands)
⠀⋄ 'Program Options','Maximum Frame Rate','60' → doubles the game speed (from 30 fps)
⠀⋄ 'Game Options','Cleric Ranger Spells','0' → IWD behavior where Cleric/Rangers get all Druid spells
⠀⋄ 'Game Options','Show AOE','1' → displays an area of effect for spells to help with targeting
EEex combined with Bubb's Spell Menu changes the UI to make spell casting much less of a chore. Perhaps one of the best QoL modification ever brought to the IE games since this.
Ineth's IWD:EE Portrait Variation normalizes the look of side bar portraits and adds some options to match portrait and class. All his contributions are high quality so be sure to check the other discussions he opened.
There's a dedicated discussion for IWD like portraits and their artists.
Among Graion's Soundsets is a pack to restore IWD lines to IWDEE.
IWD Spell Icons by OlvynChuru brings back the spell icon style from classic IWD back to IWDEE.
Fixes
I gathered a collection of fixes made by other forum users. Some were included as they were others slightly changed and/or converted to work with WeIDU. The mod can be downloaded at the bottom of this comment. It installs as any other WeIDU mod, in the game directory.
Some checks have been added in case an official update corrects the issues. In any case, unless some other changes are brought in, it shouldn't matter if existing files are replaced. A fix stays a fix, no matter what!
The following items can be installed:
⠀⋄ Fix Crippling Strike Progression [Dan_P]
⠀⋄ Fix Spider Spawn Wizard Spell Progression [sarevok57]
⠀⋄ Fix for Nymph summon (Call Woodland Beings) [Dan_P]
⠀⋄ Fix Snow Maiden's Reaver [OlvynChuru] → requires EEex
MISCELLANEA
Proper notes that don't fit anywhere else and are not long enough to warrant a section of their own.
Thieving
Success for skills:
⠀⋄ Open Locks, Bash Doors & Disarm Trap → Skill − 1 + 1d10 > Difficulty
⠀⋄ Detect Trap → Skill ≥ Difficulty
More information in Thieving Abilities Explained.
Successfully picking pockets requires two checks:
⠀1° Not drawing attention → (Thief Skill − Target Skill) ÷ 5 ≥ 1d20 (with critical failure on a 20 roll)
⠀2° Stealing the coveted item → Thief Skill ≥ 10
To get the maximum of 95% pickpocket chance, a thief needs Target Skill + 95 in Pickpocket. A score of 100 is enough except for Vera (110 needed). See the pickpocket table in the next comment for details.
Murder
Killing an innocent incurs a Reputation loss unless it's done by enemies. Since charmed NPCs ally with the party they can be targeted by hostiles and murdered without consequence. Summoned Demons are hostile by default and so provide an effective means to a gory end.
Some NPCs like Hjollder cannot be killed by usual means (damage). They will die however if one of their ability scores like STR reaches 0. Some spells or special abilities can cause such STR reduction:
⠀⋄ Called Shot (Archer)
⠀⋄ Ray of Enfeeblement
⠀⋄ Shade attack (Summon Shadow spell)
Interesting (lucrative) targets to kill include:
⠀⋄ Hjollder → Warhammer +4: Defender
⠀⋄ Harald → Morningstar +4: Defender (among other powerful items)
Other
→ Genryu wrote a full guide on quest and dialogue branches that require a specific race, class or ability score (my advice: don't forget female characters)
→ A FAQ by Myrag covers the Priest of Tempus kit special ability Chaos of Battle random outcomes
→ Reputation affects prices in IWDEE
→ Orrick's store updates with new items on Chapter 2 & 4
→ A minimum of 9 INT is required to use spell scrolls
→ Spell scrolls being a rare commodity in IWD, the Arcane Spell Scroll Availability article on the wiki conveniently details their number and location
Parties
My next run party, using Multikits to give kits to multi-classes:
⠀⋄ Kensai/Mage/Swashbuckler (Lawful Neutral)
⠀⋄ Dwarven Defender/Priest of Tyr
⠀⋄ Priest of Tempus/Ranger
⠀⋄ Sorcerer
⠀⋄ Skald
⠀⋄ Archer
The KMS must be Neutral to wear the most items, especially the ones that raise STR since he cannot cast Draw Upon Holy Might. Everyone else can get any same alignment to get the added benefits of Wrath of the Faithful.
I usually take two Archers, but this time I switched one for a Skald. I also ditched the FMC for a Sorcerer because I hate the slow progression of triple-classes more and more.
Is this party imbalanced? Yes, assuredly. So I'll start a new game with HoF straight on.
ITEMS RESTRICTIONS
Some items are locked to specific alignments, races or classes. Knowing which can help plan a character party. A few of the following items cannot be (randomly) found unless first restored (see modifications). Default or ability restrictions are not mentioned.
BY ALIGNMENT
Good
⠀⋄ Cloak of Burdened Spirits WIS +1
⠀⋄ The Glory of Suffering +6 (Plate Mail) Phys. Res. +10%, HP −25
⠀⋄ Robes of Agony AC 5, HP +15, DEX −2, THAC0 −4, AC −2
⠀⋄ Shimmering Sash (Belt) AC +3, ST +1
Evil
⠀⋄ Staff of the Hanged Man's Glee +1 CHA −2, Animate Dead 3/day
Lawful
⠀⋄ The Flaming Fists of Lin Mei (Bracers) THAC0 +2 & [1-2] Fire dmg. (25%) w/ Fists
⠀⋄ Sarutobi's Stone Breakers (Bracers) +2 dmg. & [2-12] crit. dmg. w/ Fists
Not Evil
⠀⋄ The Sword of Myrloch Vale +3 (Long Sword) Lore +20
⠀⋄ Three White Doves +3 (Mace) ×2 dmg. vs. Undead & Outer Planar w/ chance to destroy
⠀⋄ The Unstrung Harp Heal 1/day
⠀⋄ Blessed Helm of Lathander AC +2, Cure Moderate Wounds, Neutralize Poison, Remove Paralysis 1/day
⠀⋄ The Elfbone Ring of Kiran-Hai Save vs. Death +2, Imm. to Finger of Death & Death Spell
⠀⋄ Pale Justice +4 (Long Sword) +7 vs. Evil, Imm. to Cloak of Fear, Horror, Dire Charm, Symbol of Hopelessness & Mournful Wail
Not Good
⠀⋄ Bone Marrow Belt AC +1, CHA −2, Slashing Res. +50%, Crushing Res. −15%
⠀⋄ Blood Iron +4 (Short Sword) HP +3 /hit
⠀⋄ Bone Talisman Vampiric Touch 1/day
⠀⋄ Baleful Mail +2 (Chain Mail) CHA −2, Imm. to Charm, Confusion, Command & Rigid Thinking
⠀⋄ Ring of Dwarven Bone STR +1
⠀⋄ The Giving Star +3 (Morning Star) Cure Light Wounds & STR +1 for 5 rnd. (10%)
⠀⋄ Pestilent Dawn +4 (Morning Star) Imm. to Disease, Disease (25%)
⠀⋄ Poisonous Battle Axe +2 Poison (25%)
⠀⋄ Demon's Breath +3 (War Hammer) Fire Res. +50%, [2-6] Fire dmg. (50%), Fireball (20%)
⠀⋄ Cancerous Bastard Sword +4 Disease (15%)
⠀⋄ Diseased Halberd +1 Disease (10%)
⠀⋄ Bhaal's Fire +3 (Long Sword) Stun for 2 rnd. (15%), [2-8] Fire dmg.
⠀⋄ Two-Handed Sword +3: Bane Magic Res. +10%, Disease (25%)
⠀⋄ Dead God's Dreaming +4, +6 vs. good (Long Sword) Emotion, Fear 3/day, Symbol, Pain 1/day
⠀⋄ Guktok's Chopper +2 (Axe) +4 vs. Dwarves
Not Chaotic
⠀⋄ Amaunator's Legacy +3 (Bastard Sword) [5-7] Fire dmg. vs. Undead, Beltyn's Burning Blood (5%), Sunray 1/day
⠀⋄ The Red Knight's Shield +3 (Medium Shield) AC +4
BY RACE
Mankind Mystery of the Dead +3 (Large Shield) AC +4, +1 vs Missiles, Imm. to Finger of Death & Power Word, Kill
Elvenkind The Argent Shield +2 (Medium Shield) AC +4, Magic Res. +25%
Gnome/Halfling Helm of the Trusted Defender AC +3, Imm. to Sleep & Fatigue
Not Gnome/Halfling Ogien's Scale +4 (Scale Mail) Animal Rage 3/day
BY CLASS
Mage robes and Bard musical instruments are not referenced below.
Fighter Gauntlets of Elven Might AC +1, ST +1, STR 18/51
Fighter/Mage Long Sword +3: Enforcer Magic Res. +25%, 1st & 2nd lvl. wizard spell +1
Paladin Pale Justice +4 (Long Sword) +7 vs. Evil, Imm. to Cloak of Fear, Horror, Dire Charm, Symbol of Hopelessness & Mournful Wail
Ranger Kaylessa's Ring Hide in Shadows +15%
Druid Staff of Nature's Wrath +1 Entangle & Flame Strike ×10
Thief
⠀⋄ Armor of Penance +5 (Studded Leather) DEX −1, Thieving Skills −25%
⠀⋄ Shadowed Boots AC +1, Stealth +15%
⠀⋄ Shadowed Cloak Hide in Shadows +15%
⠀⋄ Ring of the Warrior Thief STR +1, ApR +1
⠀⋄ Short Sword of Shadows +3 AC +2, Stealth +15%
Monk
⠀⋄ The Flaming Fists of Lin Mei (Bracers) THAC0 +2 & [1-2] Fire dmg. (25%) w/ Fists
⠀⋄ Sarutobi's Stone Breakers (Bracers) +2 dmg. & [2-12] crit. dmg. w/ Fists
Mage
⠀⋄ The Summoner's Staff +3 Flame Arrow, Monster Summoning IV or Invisible Stalker ×15
⠀⋄ Bracers of Blasting Shout & Great Shout 1/day
⠀⋄ Bracers of Icelandic Pearl AC 6, DEX −2, Conjure Water Elemental, Cone of Cold & Abi Dalzim's Horrid Wilting 1/day
⠀⋄ Cyclocone (Headgear) AC +1, Whirlwind ×1
⠀⋄ Symbol of Labelas Enoreth (Amulet) INT +1
⠀⋄ Quost's Staff of the Elements +4 Conjure Fire Elemental & Conjure Water Elemental 1/day
⠀⋄ Edion's Ring of Wizardry 5th lvl. wizard spells ×2
⠀⋄ Kontik's Ring of Wizardry 1st & 2nd lvl. wizard spells ×2, Cold dmg. +15%
⠀⋄ Shield Ring permanent Shield
⠀⋄ Staff of the Hanged Man's Glee +1 CHA −2, Animate Dead 3/day
⠀⋄ Mage Dagger various effects depending on the level of enchantment
⠀⋄ Staff of Besieging +2 Dispel Magic & Lower Resistance 1/day
⠀⋄ Ring of Aura Transfusion HP +1 /3s, Magic Res. −5%, Save vs. Spell −2
Cleric
⠀⋄ Staff of Moradin's Breath +2 Resurrection ×5
⠀⋄ Sanctified War Hammer various effects depending on the level of enchantment
⠀⋄ Sanctified Morning Star +3 1st lvl. priest spells ×2
⠀⋄ Morning Star of the Gods +3 AC +1, WIS +1, 1st lvl. priest spells +2, 2nd lvl. +1
SUMMONS
The topic has been broached before but the research (mine included) lacked some depth and accuracy. What follows is another try at presenting all summoning spells and summoned creatures.
A NOTE ON THE HEART OF FURY MODE
Heart of Fury (HoF) empowers all creatures (but your characters) including summons:
⠀⋄ −11 to AC
⠀⋄ −5 to THAC0 and Saves
⠀⋄ +1 Attack per Round (up to a maximum of 5)
⠀⋄ HP set to base HP × 3 + 80
⠀⋄ +12 Levels
In relative terms, weak creatures benefit more from these changes with exponential power increase. For example, a 6 HP Goblin gets a 16× HP power-up (98).
As a result, low level summoning spells become much better and can even surpass higher level ones. They are not only easier to get and to cast but they also summon more monsters which further leverages the positive effects of the HoF mode.
Likewise, the additional ApR favors creatures using a high damage attack.
SUMMONING SPELLS TYPOLOGY
Summoning spells can be categorized according to their outcome, whether they summon:
⠀⋄ numerous random weak creatures
⠀⋄ a single or a couple strong creatures
⠀⋄ a mix of those, where the total creature power equals the caster level
⠀⋄ a creature that can be controlled or not (demon)
WIZARD SPELLS
Overview
Creatures Stats
Due to character length restrictions, all tables were moved to the next comment.
Creatures Specials
Undead
⠀⋄ All Undead get various immunities and resistances:
⠀⠀⌑ Panic, Sleep, Confusion, Berserk, Charm
⠀⠀⌑ Hold, Paralyze, Stun
⠀⠀⌑ Poison
⠀⠀⌑ Slay
⠀⠀⌑ Cold +100
⠀⋄ Skeletal Undead get Slashing & Piercing Res. +100
⠀⋄ Boneguard Skeletons have an additional Missile Res. +50
⠀⋄ Skeletons are summoned with a random normal weapon
⠀⋄ Ghouls attacks can paralyze (25s), Ghasts' and Crawlers' as well (36s)
⠀⋄ Shadows can inflict a disease on hit (STR −1 for 2 turns)
Spiders
⠀⋄ Spiders are immune to Hold, Paralyze & Web
⠀⋄ Sword Spiders have Haste
⠀⋄ Some monsters can poison on hit:
⠀⠀⌑ Huge Spider → 1/2s for 30s
⠀⠀⌑ Giant Spider → 2/s for 31s
⠀⠀⌑ Phase Spider → 3/s for 17s (Save −2)
⠀⠀⌑ Wyvern → 5/s for 20s (Save −4)
Salamanders
⠀⋄ Frost Salamanders inflict an additional [1-6] Cold dmg. and get Cold Res. +100 & Fire Res. −50
⠀⋄ Salamanders inflict an additional [1-6] Fire dmg. and get Fire Res. +100 & Cold Res. −12
Nishruus & Hakeashars
⠀⋄ They know low level spells
⠀⋄ They are immune to Poison and highly resistant:
⠀⠀⌑ Elemental & Magic +100
⠀⠀⌑ Slashing +20
⠀⠀⌑ Crushing & Piercing +50
⠀⠀⌑ Missile +70
⠀⋄ Their attacks drain magic items and wizard spells
Demons
⠀⋄ All Demons get various immunities:
⠀⠀⌑ Poison (incl. Cloudkill)
⠀⠀⌑ Panic, Charm, Feeblemindedness, Confusion
⠀⠀⌑ Polymorph
⠀⠀⌑ Normal Weapons
⠀⠀⌑ Sphere of Chaos
⠀⋄ Nabassus have Magic Res. +50
⠀⋄ Glabrezus
⠀⠀⌑ are immune to Hold, Paralyze & Weapons +1
⠀⠀⌑ have Magic Res. +50, Fire, Cold & Acid Res. +100
⠀⠀⌑ can remove magic and stun
⠀⋄ Pit Fiends
⠀⠀⌑ are immune to Weapons +2
⠀⠀⌑ have Magic Res. +50 and Fire Res. +100
⠀⠀⌑ regenerate HP 1/3s
Other Monsters
⠀⋄ Fire Elementals inflict an additional [1-4] Fire dmg. and get Fire Res. +100
⠀⋄ Yetis have Cold Res. +100 & Fire Res. −50
⠀⋄ Crawlers can paralyze on hit (6 rnd.)
⠀⋄ Stalkers have Elemental & Magic Res. +30
⠀⋄ Wyverns
⠀⠀⌑ are immune to Hold, Paralyze, Slow, Entangle, Web, Grease & Level Drain
⠀⠀⌑ have poisonous attacks → 5/s for 20s (Save −4)
⠀⋄ Efreetis have Fire Res. +125 and can cast low level & fire spells
⠀⋄ Djinnis can cast low level & protective spells
⠀⋄ Trolls summoned with the Shades spell regenerate once downed
Notes
Shadow spells
The total power level (see table) of creatures summoned by the shadow spells (Shadow Monsters, Demi-Shadow Monsters, Shades) is at least equal to the caster level (unless the summoning cap of 6 has been reached). That's why at some point, these spells will outpace others (of even higher levels) that do not scale.
Oddly, the 5ᵗʰ level Demi-Shadow Monsters spell may seem weaker than the 4ᵗʰ level Shadow Monsters spell. The former has a 57% chance to summon a Goblin while the latter only has a 38% chance to and most importantly, another 38% chance to summon a strong Troll (ignoring power level limitations).
With the 6ᵗʰ level Shades, Goblins have a 36% chance to appear but with a minimum of 16 HP. At that level, Trolls are able to regenerate after a killing blow.
These spells are not to be confused with Summon Shadow (5ᵗʰ) which always spawns three weak Undead Shades. Shadow creatures are not Undead, despite their resemblance with monsters found in the Seldarine.
MS1, best value?
Monster Summoning I tops other spells in several categories:
⠀⋄ lowest level (3ʳᵈ)
⠀⋄ fastest to cast (0.3 round)
⠀⋄ most monsters summoned (4 in average) for a non-scaling spell
Perfect to get bodies out in a pinch! It gets even better with HoF on (see the related section above).
Misc
→ Level 5 is a sweet spot for summoning spells. There's a wide selection available and less competition from other spells for slots.
→ Spider Spawn and Wyvern Call summon web immune monsters.
→ Demons are the most powerful summons but they are hostile by default and thus not controllable. They will attack anyone close who's not under Protection from Evil, even other Demons!
→ Clerics get the same Animate Dead spell but as a 3ʳᵈ instead of a 5ᵗʰ level one.
→ Bards make excellent summoners thanks to their fast level progression and party-wide songs.
PRIEST SPELLS
Overview
Cleric spells are indicated with a capital 'C', Priest spells (shared) with a capital 'P'. All other spells are Druid exclusives.
Creatures Stats
Due to character length restrictions, all tables were moved to the next comment.
Creatures Specials
Undead
⠀⋄ All Undead get various immunities and resistances:
⠀⠀⌑ Panic, Sleep, Confusion, Berserk, Charm
⠀⠀⌑ Hold, Paralyze, Stun
⠀⠀⌑ Poison
⠀⠀⌑ Slay
⠀⠀⌑ Cold +100
⠀⋄ Skeletons get Slashing & Piercing Res. +100
⠀⋄ Skeletons are summoned with a random normal weapon
Shambling Mounds
⠀⋄ Shambling Mounds get various resistances:
⠀⠀⌑ Electricity +127, Fire +100 & Cold +50
⠀⠀⌑ Crushing +90 & Slashing, Piercing, Missile +50
⠀⋄ They have a 5% chance on attack to inflict [2-8] Crush dmg. & Entangle
Other Monsters
⠀⋄ Winter Wolves have Cold Res. +100
⠀⋄ Creeping Dooms have Slashing & Piercing Res. +75 and Missile Res. +100
⠀⋄ Nymphs can cast several Priest spells
⠀⋄ Aerial Servants are immune to Maze & normal weapons and considered invisible
⠀⋄ Fire Elementals inflict an additional [1-4] Fire dmg. and get Fire Res. +100
Notes
Druids, best summoners?
Druids have access to powerful high level summoning spells in each category.
Creeping Doom summons the most monsters and the toughest in average of all summoning spells. Stalker raises a couple of strong Shambling Mounds with high resistances for 8 hours (like Animate Dead).
Quantities summoned with Animal Summoning are consistent throughout all levels. Unfortunately, all Druid spells are long to cast so preparation is paramount to avoid bad surprises and casting interruptions.
Clerics as summoners are only saved by Animate Dead which, with Wizards' Monster Summoning I, make the cheapest and most reliable summoning spells.
MODIFICATIONS
For a complete how-to on mod installation read here.
Tweaks
Reveal Hidden Gameplay Options adds a GUI for settings that can be configured in Baldur.lua.
However, if incompatible or partially compatible UI mods like Lefreut's enhanced UI for IWDEE have been installed, you may want to modify the file directly.
Baldur.lua is located in the '...\Documents\Icewind Dale - Enhanced Edition' folder with saves, screenshots, etc. It can be opened and edited like any text file in an editor like Notepad++. Here are some options of interest:
⠀⋄ 'Program Options','Debug Mode','1' → activates the console (see commands)
⠀⋄ 'Program Options','Maximum Frame Rate','60' → doubles the game speed (from 30 fps)
⠀⋄ 'Game Options','Cleric Ranger Spells','0' → IWD behavior where Cleric/Rangers get all Druid spells
⠀⋄ 'Game Options','Show AOE','1' → displays an area of effect for spells to help with targeting
EEex combined with Bubb's Spell Menu changes the UI to make spell casting much less of a chore. Perhaps one of the best QoL modification ever brought to the IE games since this.
Ineth's IWD:EE Portrait Variation normalizes the look of side bar portraits and adds some options to match portrait and class. All his contributions are high quality so be sure to check the other discussions he opened.
There's a dedicated discussion for IWD like portraits and their artists.
Among Graion's Soundsets is a pack to restore IWD lines to IWDEE.
IWD Spell Icons by OlvynChuru brings back the spell icon style from classic IWD back to IWDEE.
Fixes
I gathered a collection of fixes made by other forum users. Some were included as they were others slightly changed and/or converted to work with WeIDU. The mod can be downloaded at the bottom of this comment. It installs as any other WeIDU mod, in the game directory.
Some checks have been added in case an official update corrects the issues. In any case, unless some other changes are brought in, it shouldn't matter if existing files are replaced. A fix stays a fix, no matter what!
The following items can be installed:
⠀⋄ Fix Crippling Strike Progression [Dan_P]
⠀⋄ Fix Spider Spawn Wizard Spell Progression [sarevok57]
⠀⋄ Fix for Nymph summon (Call Woodland Beings) [Dan_P]
⠀⋄ Fix Snow Maiden's Reaver [OlvynChuru] → requires EEex
MISCELLANEA
Proper notes that don't fit anywhere else and are not long enough to warrant a section of their own.
Thieving
Success for skills:
⠀⋄ Open Locks, Bash Doors & Disarm Trap → Skill − 1 + 1d10 > Difficulty
⠀⋄ Detect Trap → Skill ≥ Difficulty
More information in Thieving Abilities Explained.
Successfully picking pockets requires two checks:
⠀1° Not drawing attention → (Thief Skill − Target Skill) ÷ 5 ≥ 1d20 (with critical failure on a 20 roll)
⠀2° Stealing the coveted item → Thief Skill ≥ 10
To get the maximum of 95% pickpocket chance, a thief needs Target Skill + 95 in Pickpocket. A score of 100 is enough except for Vera (110 needed). See the pickpocket table in the next comment for details.
Murder
Killing an innocent incurs a Reputation loss unless it's done by enemies. Since charmed NPCs ally with the party they can be targeted by hostiles and murdered without consequence. Summoned Demons are hostile by default and so provide an effective means to a gory end.
Some NPCs like Hjollder cannot be killed by usual means (damage). They will die however if one of their ability scores like STR reaches 0. Some spells or special abilities can cause such STR reduction:
⠀⋄ Called Shot (Archer)
⠀⋄ Ray of Enfeeblement
⠀⋄ Shade attack (Summon Shadow spell)
Interesting (lucrative) targets to kill include:
⠀⋄ Hjollder → Warhammer +4: Defender
⠀⋄ Harald → Morningstar +4: Defender (among other powerful items)
Other
→ Genryu wrote a full guide on quest and dialogue branches that require a specific race, class or ability score (my advice: don't forget female characters)
→ A FAQ by Myrag covers the Priest of Tempus kit special ability Chaos of Battle random outcomes
→ Reputation affects prices in IWDEE
→ Orrick's store updates with new items on Chapter 2 & 4
→ A minimum of 9 INT is required to use spell scrolls
→ Spell scrolls being a rare commodity in IWD, the Arcane Spell Scroll Availability article on the wiki conveniently details their number and location
Parties
My next run party, using Multikits to give kits to multi-classes:
⠀⋄ Kensai/Mage/Swashbuckler (Lawful Neutral)
⠀⋄ Dwarven Defender/Priest of Tyr
⠀⋄ Priest of Tempus/Ranger
⠀⋄ Sorcerer
⠀⋄ Skald
⠀⋄ Archer
The KMS must be Neutral to wear the most items, especially the ones that raise STR since he cannot cast Draw Upon Holy Might. Everyone else can get any same alignment to get the added benefits of Wrath of the Faithful.
I usually take two Archers, but this time I switched one for a Skald. I also ditched the FMC for a Sorcerer because I hate the slow progression of triple-classes more and more.
Is this party imbalanced? Yes, assuredly. So I'll start a new game with HoF straight on.
Post edited by Abel on
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Comments
Unfortunately, these tables couldn't fit in the original comment so they will stay here as appendixes of sorts. Also, because of forum limitations, code tags were used to keep the table formatting. As a side effect some keywords are colored. Sadly, there's nothing I can do about it unless preformatted tags are reinstated or the default coloring removed.
SUMMONS
The following tables do not contain creatures special attributes like resistances, spells or special attacks (see the next section). To improve readability, blanks were used instead of duplicates.
Legend
⠀⛤ Number of creatures summoned
⠀⟳ Spell duration
⠀➟ Casting speed
⠀✧ Attack enchantment level
⠀+ Additional chance to be summoned
⠀? Random/Unknown value
Wizard
⠀
Priest
⠀
PICKPOCKET
Below is a pickpocket list, generated with Xans' tool and slightly modified. Notice how shoplifting is not possible in IWD. TS corresponds to the Target Skill while blanks indicate duplicates.
⠀
Skills an ability mod? To help cut down the rerolling time? It does takes a long time, mostly, to get 88 points min/max attributes.