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Icewind Dale II Monks, Sorcerers & Barbarians


A barbarian can be an excellent warrior. While not as disciplined or as skilled as a normal fighter, the barbarian can willingly throw himself into a berserker rage, becoming a tougher and stronger opponent.


* They move at 2 points faster than the usual character
* Barbarians are immune to Sneak Attacks
* Can rage once per day per every 4 levels (starts at 1st level with one use). Rage gives them +4 to constitution and strength for 5 rounds. Gives a 2 point armor bonus penalty and +2 to Will saves (for 5 rounds). Rage also gives immunity to all charm, hold, and fear spells
* At 11th level the barbarian gains 2 points of resistance to slashing, piercing, bludgeoning and missile damage. He gains 1 additional point of resistance every 3 levels thereafter.
* The barbarian gains 1-12 hit points per level instead of a fighter's 1-10.


* A barbarian cannot wear full plate, plate mail.
* A barbarian cannot gain Weapon Mastery, High Mastery, or Grand Mastery.


Monks are warriors who pursue perfection through contemplation as well as action. They are versatile fighters, especially skilled in combat without weapons or armor. Though monks cannot cast spells, they have a unique magic of their own. They channel a subtle energy, called ki, which allows them to perform amazing feats. The monk's best-known feat is their ability to stun an opponent with an unarmed blow.

Hit Points per Level: 1-8


* The monk can make 1 unarmed attack per round; he gains an additional attack every 3 levels.
* As the monk increases in levels, the damage his fists inflicts does as well:

Level 1-3: 1-6
Level 4-7: 1-8
Level 8-11: 1-10
Level 12-15: 1-12
Level 16-20: 1-20
Level 21-25: 1-20 + 1-6
Level 26-30: 1-20 + 1-10

* A monk's natural armor class starts at 10, and then increases by +1 at 5th level and every 5 levels thereafter.
* When not wearing armor a monk adds his Wisdom bonus to his AC in the same manner as his Dexterity bonus.
* Stunning Attacks: When this ability is used, all of the monk's attacks in the next round force the victim to make a saving throw or be stunned. This special ability automatically modifies a monk's normal attack, no targeting needs to be done. A monk can make a stunning attack 1/day/level.
* Evasion: Monks have the ability to evade damage from area affect spells. Whenever a monk makes a successful reflex save against an area effect spell that allows a reflex save for half damage, he or she takes no damage.
* 2nd level: Deflect Arrows. The monk gains the Deflect Arrows feat, yielding a +1 miscellanous bonus against missile weapons.
* 3rd level: Still Mind. The monk gains a +2 bonus to saving throws against spells and effects from the Enchantment school. Unarmored movement speed increases.
* 5th level: Purity of Body. The monk gains control over his body's immune system. He gains immunity to all diseases.
* 6th level: Unarmored movement speed increases.
* 7th level: Wholeness of Body. The monk can cure up to twice his current level in hit points once each day.
* 9th level: Improved Evasion. The monk gains the Improved Evasion feat that is normally only available to rogues.
* 10th level: Ki Strike. The monk's unarmed attack is empowered with ki. The unarmed strike damage from such an attack can deal damage to a creature with damage reduction, such as a wight, as if the blow were made with a weapon with a +1 enhancement bonus. Ki strike improves as the monk gains experience, increasing to +2 at 13th level, +3 at 16th level, and +4 at 21st level. Unarmored movement speed increases.
* 11th level: Diamond Body. The monk is in such control of his own metabolism that he gains immunity to poison of all kinds.
* 12th level: Unarmored movement speed increases.
* 13th level: Diamond Soul. The monk gains spell resistance. His spell resistance equals his level + 10. In order to affect the monk with a spell, a spellcaster must roll the monk's spell resistance or higher on 1d20 + the spellcaster's level.
* 15th level: Quivering Palm. This terrifying attack allows the monk to set up vibrations within the body of another creature that can be fatal. The monk can use the quivering palm attack once per day. Constructs, oozes, plants, elementals and undead cannot be affected. The monk must be of higher level than the target (or have more levels than the target's number of Hit Dice). If the monk strikes successfully and the target takes damage from the blow, the target dies unless it makes a Fortitude saving throw (DC 10 + one-half the monk's level + Wisdom modifier). Unarmored movement speed increases.
* 18th level: Unarmored movement speed increases.
* 19th level: Empty Body. The monk can assume an ethereal state for 2 rounds a number of times a day equal to his level divided by 2.
* 20th level: Perfect Self. The monk has tuned his body with skill and quasi-magical abilities to the point that he becomes a magical creature. He is forevermore treated as an outsider (extraplanar creature) rather than as a humanoid. For instance, charm person does not affect him. Additionally, the monk gains damage reduction 20/+1. This means that the monk ignores (instantly regenerates) the first 20 points of damage from any attack unless the damage is dealt by a weapon with a +1 enhancement bonus (or better), by a spell, or by a form of energy (fire, cold, etc.). As an outsider, a 20th level monk is subject to spells that repel enchanted creatures, such as protection from law.


* Loses many bonuses if wearing armor and/or using weapons.


Sorcerers are practitioners of magic who were born with the innate ability to cast spells. It is thought that the blood of some powerful creature flows through their veins; perhaps they even are the spawn of dragons walking in humanoid form. Regardless, the Sorcerer's magic is intuitive rather than logical. They know fewer spells than wizards, and acquire spells more slowly, but they can cast spells more often and have no need to select and prepare spells ahead of time. Sorcerers cannot specialize in magic the way wizards do. Other than these differences, a Sorcerer is very similar to the wizard.

NOTE: A sorcerer does NOT learn spells from scrolls. He chooses new spells with each level. Charisma is the casting statistic for a sorcerer. It affects their maximum spellcasting level, spell saving throw DCs, and number of bonus spells.

Hit Points per Level: 1-4


* Proficient with all simple weapons.


* Starts with no proficiencies in armor and is very poor at melee combat.



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