Icewind Dale
Icewind Dale
Icewind Dale
Copyright 2000 SYBEX Inc., 1151 Marina Village Parkway, Alameda, CA 94501. World rights reserved. No part of this publication may be stored in a retrieval system, transmitted, or reproduced in any way, including but not limited to photocopy, photograph, magnetic or other record, without the prior agreement and written permission of the publisher.
Editors
(Page 9) For Icewind Dale cheat editors, visit the Interplay message boards http://feedback.interplay.com/icewind and do a search for Cheat, Cheats, Editor, or Editors and follow one of the links. There are a number of editors floating around as well as other players who will volunteer to hex edit your characters for you. As always, be careful when you cheat, as hacking certain items or stats may cause problems in the game.
Party Creation
(Page 9) It s a good idea to have one single-classed cleric and one single-classed mage in every party. This allows you the opportunity to use some of the higher level spells at the end of the game, which can make life a lot easier. Fighter/mages make a good multi-class combination because you can pause the game, take your armor off in the middle of a battle, cast a spell, and then put it back on again. Voila! You have a warrior who can spit fireballs when needed.
Try to mix up your characters alignments and races. As you can see from the Items chapter, there are a lot of items that only specific races and characters with certain alignments can use.
Leveling Up
(Page 17) After a good rest, it s sometimes a good plan to stick around in areas where monsters respawn. Lingering on the Vale of Shadows main map with the yetis, or in the Myconid Caverns in Upper Dorn s Deep is a great way to level up your characters. Spending a few hours cleaning out these areas again and again can give your characters a nice experience point boost.
Looting
(Page 17) If you restart a level and kill boss monsters a second or third time, you ll sometimes notice they don t always have the same type of treasure they carried originally. This is because some monsters in the game (usually bosses) have a random treasure item assigned to them as soon as the level is loaded. If you don t like the item, you can always reload a saved game before you enter the level in question and then try your luck again. A good place to practice this is on the first floor of the Ruined Mill in Kuldahar Pass, where the orc leader s goodies should change with each reload. When selling loot, it will soon become apparent to you which ones will fetch a good price at stores. Axes, shields, and short swords are usually only worth one or two gold pieces, but items like bows and two-handed
swords are worth at least 10 to 15. When choosing which loot to leave and which to take with you, dump the cheap stuff. If you want to sell these smaller items later on, dump them into a container so they won t disappear. Over the course of the game, you ll accumulate a lot of unnecessary potions that should be sold if you re not going to use them. The only exceptions are potions that increase electrical resistance (useful near the endgame, but almost nowhere else), potions of speed (also useful for the endgame, or if your mage doesn t have Haste in his spellbook), and any healing, anti-poison, or anti-disease potions. Your mileage on this may vary, but priest scrolls are almost always worthless. I would typically sell them for cash as soon as I arrived back in town.
Inventory Management
(Page 17) Healing potions, along with others that cure poison and disease, only work when used by the wounded, poisoned, or diseased. Make sure you spread these potions out among all party members if you load them onto only one character, you ll lose access to everything if that individual becomes incapacitated (whether by being confused, turned to stone, and so on).
Resting
(Page 17)
When you must rest, sometimes it helps to do so in a confined space. If wandering monsters appear while you re resting, only one or two will actually appear close to your party, giving you more time to get into a proper formation to defend yourselves. The rest will appear on the other sides of walls or moved a distance away from your party since the game engine can t fit them all into your party s location.
Spell Tactics
From the middle of the game onward, consider casting the following stack of spells on your characters before entering combat: (Page 102 for Mage Spells, page 118 for Priest Spells) Bless (Priest spell, level 1) Prayer (Priest spell, level 3) Emotion: Courage (Mage spell, level 4) Emotion: Hope (Mage spell, level 4) Haste (Mage spell, level 3) Haste is the big combat winner of them all, but the others make your Armor Class so low that it s almost impossible for your enemies to hit you, much less hurt you. You can supplement the above with a number of other spells, including Protection from Evil 10 Radius (Priest spell, level 4), Defensive Harmony (Priest spell, level 4) -- this spell can run out quickly, so save it for last), Recitation (Priest spell, level 4), Righteous Wrath of the Faithful (Priest spell, level 5), and so on. If any of your party members can summon monsters, make sure you summon them before you cast any of the above spells, so they ll gain the benefits, too. Often, a group of five or six summoned monsters with the spells above on them are more than a match for most critters they come across. If your players jump in on the action and support the summoned monsters, then you ll tear through opponents like a hot knife through butter. Summoning is what can turn the tide in your favor. Keep in mind that elementals are immune to most normal weapons, so you can send them into areas to kill everything and they won t take any damage. As a general rule, the priest and druid summoning spells tend to last longer and are more reliable than the mage equivalents. Goblins and skeleton archers and soldiers are good for restocking your arrow supply if you get any archers when you cast Animate Dead (Priest spell, level 3) or Monster Summoning 1 or 2 (Mage spell, level 3+).
As a further bonus, skeleton archers summoned with Animate Dead occasionally have fire arrows. Under no circumstances should you waste an Identify or Knock spell without having them in your spellbook. Reload the game immediately if your scribing attempt fails. As a final note, Stinking Cloud (Mage spell, level 2) and Fireball (Mage spell, level 3) make for a great spell combination, as the first will knock out your opponents and the second will kill them. While they re out cold, monsters make excellent targets for area effect spells.
Arundel
Hit Points should be 92.
Beetle
Armor Class should be 34. Hit Points should be 24. THAC0 should 17. Attack damage should be 3D6 (C).
Beetle, Fire
Attack damage should be 1D4 (P).
XP
Cryshal Sentry
THAC0 should be 7. Defenses should be 100% cold resistance, 25% acid resistance, 50% fire resistance, +2 magic weapon required to damage, immune to spells and effects that cause fear, poison, petrification, confusion, charm, sleep, hold creature, and instant death.
Elemental, Fire
Attack damage should be 1D8 (C) + 1D4 fire damage.
Ghoul
Number of attacks should be 2.
Giant, Cyclops
THAC0 should be 7.
Giant, Frost
XP should be 7,0009,000.
Goblin (Shadowed)
Hit Points should be 1824. THAC0 should be 1516. Defenses should include 100% cold resistance. XP should be 750800.
XP should be 850950.
Golem, Iron
Attack damage should be 4D10 (C).
Kaylessa
Armor Class should be 3. Attack damage should be 1D6 (P) + 1D6 fire. Defenses should include 100% cold resistance and Boots of Speed.
Lysan (New)
When encountered, Lysan will summon yetis to her aid as well as try to cast Hold Person on your party. Ignore the yetis and use your archers to prevent her from successfully casting spells. Then rush your melee characters forward to quickly dispatch her. Be careful, as Lysan is very proficient with that morning star she s carrying. Armor Class Hit Points THAC0 Attack Damage Number of Attacks Special Attacks Defenses XP 2 67 16 2D4+1 (C) 1 Priest spells levels 14 100% cold resistance, +1 weapon required to damage 700
Myconid, Blue
XP should be 750.
Myconid, Red
XP should be 1,750.
Neo-Orog, Chieftan
Armor Class should be 2. Hit Points should be 85.
THAC0 should be 13. Number of attacks should be 2_. Defenses should be 10% resistance to all forms of attack.
Ogre (New)
Ogres are big, nasty, and strong. Your first encounter with one will not be a pleasant experience. Unless you have exceptionally strong fighters, the best tactic you can use when you first meet up with an ogre is to attack and run. Equip all your party members with ranged weapons and lure him and his companions out one at a time. Your characters are able to move slightly faster than them, allowing you to move to a safe distance, fire a couple of rounds, and then move off before the ogres can come within melee range.
Armor Class Hit Points THAC0 Attack Damage Number of Attacks Special Attacks Defenses XP
XP
Orc (Shadowed)
Hit Points should be 2130. THAC0 should be 1516. Defenses should include 100% cold resistance. XP should be 750800.
Orc, Shaman
XP should be 35.
Salamander, Frost
XP should be 2,0004,000.
Shadow
THAC0 should be 17.
Shadow, Lesser
THAC0 should be 16.
Hit Points THAC0 Attack Damage Number of Attacks Special Attacks Defenses
XP
21 19 1D6 (C) 1 Mage spells levels 13 100% cold resistance, 50% slashing and piercing resistance, immune to spells and weapons that cause fear, poison, petrification, confusion, charm, sleep, hold creature, and instant death 500
Skeleton, Armored
Hit Points should be 854.
XP
XP
XP
Armor Class Hit Points THAC0 Attack Damage Number of Attacks Special Attacks Defenses
XP
3 60 10 1D8 (S) 4 None +2 weapon required to damage, 120% fire resistance, 80% missile resistance, 50% electrical, slashing, and piercing resistance, 25% magic resistance 6,000
Tower Archer
Hit Points should be 6588.
Troll, Ice
XP should be 65175, 1,000.
Troll, Snow
Defenses should be regeneration and 50% cold resistance.
Wight, Cold
Hit Points should be 31.
XP
16 1D8 (S) 1 None Immune to spells and weapons that cause fear, poison, petrification, confusion, charm, sleep, hold creature, and instant death, 100% cold resistance 850
Yeti
XP should be 420-1,000.
Yeti, Chieftan
Hit Points should be 58. XP should be 2,000.
Yuan-Ti, Elite
Attack damage should include Bow 1D6+1 (P).
Clubs
(Page 64) Misery s Herald was changed to a +3 weapon. Damage is now 1D6+4, the enchantment level is now 3, THAC0 is now +3, +4 THAC0 vs. elves and +5 damage vs. elves.
Daggers
(Page 66) The statistics for this new weapon are as follows:
ITEM DAMAGE ENCH. THAC0 SPEED WT. PRICE
Nym s Dagger
1D4+2 (P)
+2
3,500
Hammers
(Page 67) Redemption was changed to a +4 weapon. Damage is now 1D4+5, enchantment level is 4, THAC0 is +4.
Missile Weapons
(Page 68) The price for Blinding Darts +2 was changed to 50 GP and they now have a 25% chance to blind a target. Hammer Darts now cost 10 GP.
Swords
(Page 74) Erevain s Broad Sword should have a damage of 2D4+2 and a price of 5,000 GP. The Sword of Days should have a damage of 1D6+3 (P).
Armor
(Page 78) Black Swan Armor should have +1 Charisma listed in the notes section. Mithral Field Plate Armor +2 should have an Armor Class of 0. Studded Leather +1/+2/+4: Shadowed is also usable by rangers.
Boots
(Page 80) Stats for this new item are listed below:
ITEM WT. PRICE NOTES
250
250
Cloaks
(Page 81) See below for information on the two cloaks added to the game:
ITEM WT. PRICE NOTES
3 5
350 1,000
Shields
(Page 85) Details of the two magical shields added to the game follow:
ITEM WT. PRICE NOTES
The Argent Shield (medium shield) The Mystery of the Dead (large shield)
5 20
15,900 10,000
+3 AC, +25% ma by elves and half+4 AC, +1 AC vs immune to Finger Kill spells
Priest Scrolls
(Page 92)
One priest scroll was added to the game after the manual was completed:
PRIEST SCROLLS LEVEL PRICE
Cure Disease
300
Miscellaneous
The price of ancient armor should be 400 GP. Voice s Bones were removed from the game. The following items are new:
ITEM WT. PRICE NOTES
Bardic Horn of Valhalla Black Knight Broken Armor Conlan s Key Dead Cat Flaming Oil Jester s Bag of Holding
1 0 20 0 10 0 0
Summons berserkers (on day), usable only by bard Summons a black knight charge) Target receives 2D8 fire save vs. breath for half d (Once per day) Percent Item 04 Elixer of Health 58 Dagger 912 Grease Scroll 1316 Skydrop Gem 1720 Arrows +1 (20) 2124 Potion of Intox 2528 Cure Light Wo Scroll 2932 Sunstone Gem 3336 Flaming Oil 3738 Bolts +1 (20) 3940 Oil of Speed (C 4144 Antidote 4548 Elven Healing 4952 Darts (10) 5356 Aquamarine Ge 5760 Potion of Heali 6164 Throwing Dagg
Krilag s Badge Note to Kerish Note to Krilag Supply List White Bishop
0 0 0 0 0
0 7 7 0 1,200
6568 Potion of Infrav 6972 Water Opal 7376 Silver Ring 7780 Arrows (20) 8184 Dead Cat 8586 Bullets +1 (20) 8788 Potion of Invul (Cursed) 8992 Flame Arrow S 9394 Cure Critical W Scroll 9596 Potion of Mirro 97100 Mummy s Tea Quest item Quest item Summons a cleric (one c
Rings
(Page 98) Kaylessa s Ring should give +15% Stealth, not +15% Strength.
Haste
When the effects of a Haste spell wear off, your party members will become extremely fatigued. If possible, rest your characters after using it.
Chapter 5: Easthaven
Winter s Cradle Tavern
(Page 134) Don t worry about the fight with the fire beetles in the cellar of the Winter s Cradle, as they won t fight back when you attack them.
Town of Easthaven
(Page 134) Don t sell anything to Everard at the Temple of Tempus, even though he has a store. You can get a lot better deal from Pomab, believe it or not. Be sure to pickpocket Everard for his healing potions (save the game first in case you get caught). Almost no one else in town is worth robbing for anything. The goblins down by the fishing hole in the southeast corner of Easthaven can now path-search their way around the cliff face, so you can t pick them off from a distance anymore without them chasing you down. Be careful here. The goblin marshal here is wearing splint mail, so you don t need to buy it from Pomab s Store if you don t want to. You can only rest in the Snowdrift Inn here. Resting on the main map is not permitted.
The Caravan
(Page 138) A talented thief has a chance to sneak up on the orc guarding the cave here, and can actually backstab him before he can run inside. For parties that want every last experience point the game has to offer, a thief can make sure that this orc doesn t escape.
If you can, kill the ogre in the southwest cavern before he can gulp down the healing potion he carries.
Conlan s Smithy
(Page 153) Prices for selling items will go down the more items of a certain type you bring Conlan s Smithy, so don t be surprised if your yeti pelts aren t
bringing in as much as you d hoped. At rock bottom, they should fetch about 20 GP.
speak to her again. This allows you to be close to her when the fighting starts, giving her no time to get off any spells.
Watch out for traps in the central treasure chamber corridor, especially right when you enter there s a trap stretched across the path right in front of you. In addition, some of the chests (L1) are also trapped. Take care when opening them. Grease, Web, and Entangle work great in the eastern corridor (L2) where the acolytes and verbeegs will make their final stand. If you can freeze them in place, your archers and crossbowmen will make short work of them.
Caverns of Talona
(Page 187) When you encounter trolls, be sure to keep a close eye on your archers and crossbowmen, as they ll keep attacking a troll after it s fallen down, wasting arrows and bolts without doing any damage. As soon as a troll falls, have bowmen target another enemy immediately, and then have another character use fire or acid on the fallen troll.
Make sure you snag the items in the beetle nest (C2). The two weapons that you ll find there (a battle axe +2, defender, and a long sword +2, confusion) are two of the best weapons available from here on out. There aren t any trolls in the rocky corridor (C13), so relax when travelling through that area.
Presio s Domain
(Page 190) Scattered amongst the cold wights and blast skeletons are now skeleton archers. Watch out for them if your party starts getting pelted with arrows. If you turn any of the undead of this level, be careful about following them to finish them off. There are a lot of disease and poison traps scattered about on the wooden platforms, and if you follow the undead without checking for traps, you might end up walking right into them. Presio s chests and containers are very well guarded. Not only are there two Glyph of Warding traps right in front of the chests and the barrel in her chambers, but there are also traps on the containers as well (Disease, Death Fog, and another Glyph of Warding). Make sure all your other characters are safely out of the way before your thief approaches the containers, or they might be hit if a trap goes off. Watch out for the Glyph of Warding trap right in front of the entrance to the fourth level of Dragon s Eye. It s stretched out right in front of the door, making it almost impossible to move around.
The chests in the extreme northwest chamber (F4) on this map are all trapped (usually with Fireball and Cloudkill spells). Make sure that the rest of the party is moved well enough away from the person opening a chest if they re trying to disarm the trap (or are just trying to force it open), or else other party members will be injured as well. You can no longer lure the High Torturer out of his room (F8); he will auto-initiate dialogue at a distance with the first person to open the door to the hall. You can also no longer lure Yxunomei out of her room (F13). She will strike up a conversation at a distance with the first person to open the door to her lair.
contain some items). The E10 in the northern-most chamber (just to the left of the E6 stairs) should be replaced with an E11.
These creatures are worth a fair amount of experience, so you can use this area to level up if you wish.
Gear Room
(Page 238) The location of the trap in the Gear Room has changed. It is no longer the large flagstone north of the corpse, but the two flagstones just to the southwest of the large flagstone.
Museum of Dugmaren
(Page 249) Beware walking too close to the frost salamanders on this level. Even when they re neutral, their frost aura can damage anyone who strays too close or talks to them. In the fourth paragraph of page 250 is some incorrect information about how to obtain experience points through a series of quests on this level. There is a complicated experience point quest pattern operating here, involving Kerish (C1), Vera (C8), the Listener (C7), and Gareth (D1, in the basement), but if you play it right, you can make out like a bandit. The best
way to get experience points out of the VeraListenerKerishGareth quadrangle is by doing the following: 1. Accept the mission to kill the leader of slaves from Kerish. Do not talk to Vera yet. 2. Go to Gareth, listen to his story, and discover that he thinks Vera is dead. Talk to him until you discover that the slaves need to obtain a key from Kerish to escape. 3. Go back to Kerish, tell him that the leader of the slaves is dead, get the XP for this, and then ask him for the key. 4. Find the Listener and accept his mission to find out what the noises in the corridor are. 5. Locate Vera, then talk to her enough so that you know her name. 6. Go back to the Listener. Tell him that the sounds he heard were nothing and collect more XP. 7. Head back to Gareth. Tell him that Vera is safe and enjoy another experience point bonanza. 8. Give Gareth the key and prepare for battle. 9. Fight your way back to Vera, and tell her that the slaves are safe. Wrap up the whole episode with even more experience points.
You cannot pickpocket Ilmadia, since she auto-initiates dialogue as soon as she senses you.
Ascension Cave
(Page 273) Evil characters can wipe out every friendly thing in Upper Dorn s (gnomes and the merchants in the refugee camp), the Severed Hand (which isn t worth it save for a little gold), and Kuldahar before hitting Ascension Cave, since you ll never have a chance to return there when you reach the endgame. Of course, if you want your characters reputation to remain sterling, don t do this. Poquelin s speech is dangerous because all of your timed spells can run out while you re talking to him. Try to get through it as quickly as possible (or reload a save game after you ve heard it once, then just challenge him immediately to combat the next time through). Poquelin can summon blind minotaurs, boneguards, frost salamanders, earth elementals, and myconids to his aid. Try to kill him first rather than deal with his cronies.