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Icewind Dale II Races & Subraces

HUMANS | DWARVES | ELVES | GNOMES | HALFLINGS | HALF-ELVES | HALF-ORCS

Humans
Humans comprise humans, and two sub-races, the aasimar and the tiefling.

HUMANS:
Humans are the predominant race in Faerun, and they rule most of the significant empires and kingdoms in the Forgotten Realms. Humans may choose any class.

Advantages:
One bonus Feat at first level, two extra Skill Points at first level, and +1 Skill Point ever level after first level.

Favored Class:
Whichever class has the highest level

AASIMAR:
Aasimar carry the blood of a celestial, the begotten offspring from the union of a mortal and a deity. Aasimar are usually good aligned and fight against evil in the world. They typically have fair skin, golden eyes, and often a birthmark in the shape of the deity's holy symbol. Aasimar are blessed with insight and personal magnetism and are typically paladins.

Advantages:
+2 to Wisdom, + 2 to Charisma, Darkvision, Sunscorch 1/day, and +5 to Acid, Cold, and Electrical Resistances.

Disadvantages:
Character level is considered 1 level higher when the experience for advancing levels is determined.

Favored Class:
Paladin

TIEFLING:
The infernal counterpart to aasimar, tieflings are humans with a hint of the diabolical in their bloodline. Though their appearance is mostly human, they often have telltale signs that belie their ancestry. Tieflings usually have dusky skin and dark or reddish hair. Though many sport small horns, cat eyes, or other bizarre features, most tieflings try to hide their abnormalities from humans.

Advantages:
+2 to Intelligence, +2 to Bluff and Hide skill checks, +2 to Dexterity, +5 to Cold, Fire, and Electrical Resistances, and can cast Blindness 1/Day.

Disadvantages:
-2 to Charisma, and character level is considered 1 level higher when the experience for advancing levels is determined.

Favored Class:
Rogue


Dwarves
Dwarves comprise dwarves (shield dwarves), and two sub-races, the gold dwarves and gray dwarves.

DWARVES (SHIELD DWARVES):
Dwarves are short stocky humanoids with ruddy cheeks, dark eyes, and dark hair. Though there are exceptions, they tend to be a dour and taciturn people. Dwarves have a natural resistance to magic and poison and possess darkvision, which allows them to see warm objects in the dark.

Advantages:
+2 to Constitution, +2 to Search, +2 to Fortitude saves against poison, +2 to saves against spells, +1 to hit vs. orcs, goblins, and bugbears, +4 to AC vs. giants, and Darkvision.

Disadvantages:
-2 to Charisma.

Favored Class:
Fighter

GRAY DWARF:
Also known as duergar, the gray dwarves of the Forgotten Realms live even deeper underground than their shield dwarf and gold dwarf cousins. The duergar share little in common with other dwarves and practice slavery in their monstrous subterranean cities. Often motivated by greed and a thirst for power, gray dwarves are known throughout the Realms as devious, efficient warriors. Duergar almost always have gray hair and skin.

Advantages:
+2 to Constitution, +2 to Search, +2 to Fortitude saves against poison, +2 to saves against spells , +1 to Hit Drow, Mind Flayers, and Driders, +4 to AC vs. giants, Darkvision, can cast Invisibility 1/Day, Immunity to Paralysis, +4 to Move Silently.

Disadvantages:
-2 to Charisma, character level is considered 2 levels higher when the experience for advancing levels is determined, -1 to hit, damage, and saving throws when outside during the day. In addition, duergar, like the drow, are vulnerable to being blinded by a number of fire-based spells.

Favored class:
Fighter

GOLD DWARF:
In a time when the dwarven race is in sad decline, the gold dwarves of the Realms received a divine gift from Moradin, the Soul Forger. The father of the dwarven gods granted the Thunder Blessing upon his people, resulting in a slow growth of the gold dwarf population. Though its effects may not be felt for decades, gold dwarves are already starting to re-establish themselves in the Realms as shrewd traders and proud, if somewhat haughty, warriors.

Advantages:
+2 to Constitution, +2 to Search, +2 to Fortitude saves against poison, +2 to saves against spells , +1 to Hit Drow, Mind Flayers, and Driders, +4 to AC vs. giants, and Darkvision.

Disadvantages:
-2 to Dexterity.

Favored class:
Fighter


Elves
Elves comprise elves (moon elves), and two sub-races, the drow (dark elves) and wild elves.

ELVES:
Elves tend to be shorter and slimmer than humans with delicate features. Elves are generally looked upon as being frivolous and aloof. Elves have a natural resistance to charm and sleep magic, possess darkvision, and are skilled in the use of the bow and long sword. Elves gain a bonus to Dexterity, but a penalty to Constitution.

Advantages:
+2 to Dexterity, +2 to Search, Immunity to Sleep and Charm spells, starts with the Feats Martial Weapons: Large Sword and Martial Weapons: Bows, and Darkvision.

Disadvantages:
-2 to Constitution.

Favored Class:
Wizard

DARK ELF:
Dark elves, also known as drow, are the subterranean cousins of high elves. Their black skin and pale hair are a curse for their allegiance with the spider goddess, Lolth. Drow societies are usually ruled by cruel priestesses of Lolth and their noble houses. Dark elves are known for their arrogance, cruelty, and penchant for civil war.

Advantages:
+2 to Dexterity, +2 to Intelligence, +2 to Charisma, +2 to Search , Spell Resistance of 11 + character level, +2 to all Will Saves, Immunity to Sleep and Charm spells, Faerie Fire 3/Day, starts with the Feats Martial Weapons: Large Sword and Martial Weapons: Bows, and Darkvision.

Disadvantages:
-2 to Constitution, character level is considered 2 levels higher when the experience for advancing levels is determined, and -2 to hit, damage, and saving throws when outside during the day. In addition, drow, like gray dwarves, are vulnerable to being blinded by a number of fire-based spells.

Favored class:
Wizard

WILD ELF:
The very rare wild elves are rarely seen by others, because they live in the heart of thick forests and they have incredible skill at keeping hidden. Also called green elves, their skin tends to be a dark brown, and their hair ranges from black to light brown, lightening to silvery white with age.

Advantages:
+2 to Dexterity, +2 to Search, Immunity to Sleep and Charm spells, starts with the Feats Martial Weapons: Large Sword and Martial Weapons: Bows, and Darkvision.

Disadvantages:
-2 to Intelligence.

Favored class:
Sorcerer


Gnomes
Gnomes comprise gnomes (rock gnomes), and one sub-race, deep gnomes (svirfneblin).

GNOMES:
Kin to dwarves, gnomes are noticeably smaller than their distant cousins. (Gnomes, as they proudly maintain, are also less rotund than dwarves.) Most have dark tan or brown skin, white hair, and rather large noses. Gnomes have natural resistance to magic and can see in the dark with darkvision. They gain a bonus to Intelligence, but a penalty to Wisdom.

Advantages:
+2 to Constitution, + 1 to hit vs. kobolds, goblins, hobgoblins, and bugbears, +4 AC Bonus when attacked by giant sized creatures (ogres, giants), +2 to Alchemy, and Darkvision.

Disadvantages:
-2 to Strength

Favored Class:
Illusionist Specialist Wizard

DEEP GNOME:
Also known as svirfneblin, the deep gnomes of the Realms are a secretive, mysterious race. Found in the deepest caverns of the Underdark, the svirfneblin live in constant fear of slavery or destruction at the hands or dark elves, mind flayers, and duergar. Deep gnomes are legendary for their ability to handle stone and gems. They have gray skin and gray or white hair.

Advantages:
+2 to Dexterity, +2 to Wisdom, +2 to Search, +2 to Hide (+4 when "Inside"), +2 to all saves, Spell Resistance of 11 + level, + 1 to hit vs. kobolds, goblins, hobgoblins, and bugbears, +2 to Alchemy, +4 Miscellaneous bonus to AC, Mirror Image 1/day, Invisibility 1/day, Blur 1/day, Nondetection, and Darkvision.

Disadvantages:
-2 to Strength, -4 to Charisma, character level is considered 3 levels higher when the experience for advancing levels is determined.

Favored class:
Illusionist Specialist Wizard


Halflings
Halflings comprise halflings (lightfoot halflings), and two sub-races, strongheart halflings, and ghostwise halflings.

HALFLINGS:
Halflings are short, generally plump people, much like small humans. Their faces are round and broad, and often quite florid. Their hair is typically curly, and the tops of their feet are covered with coarse hair. Halflings are highly resistant to poisons and magic, are naturally skilled with slings as weapons, and have a limited ability to see in the dark. They receive a bonus to Dexterity, but a penalty to Strength.

Advantages:
+2 to Dexterity, +2 to move silently, +1 to all saving throws, +2 on saving throws vs. Fear, and a +1 to hit with Missile Weapons.

Disadvantages:
-2 to Strength. Just because you can carry the one true ring to Mount Doom doesn't mean you can lift a two-handed sword.

Favored Class:
Rogue

STRONGHEART HALFLING:
While the lightfoot halflings value the experience of travel and the sight of new lands and peoples, the stronghearts are a more organized, orderly, and industrious race. They build to last, and fiercely defend their homelands against threats that their lightfoot kin would simply flee.

Advantages:
+2 to Dexterity, bonus Feat at first level, +2 to move silently, and a +1 to hit with Missile Weapons.

Disadvantages:
-2 to Strength.

Favored class:
Rogue

GHOSTWISE HALFLING:
Ghostwise halflings are the feral, reclusive cousins of lightfoot and strongheart halflings. They are found most often in the southern forests of the Realms living in small communities. Ghostwise halflings are rarely seen in large cities, but occasionally set out to explore the world for reasons known only to them. Visitors to ghostwise settlements often report that the halflings have kinship so tight with their fellows that they can communicate without speaking.

Advantages:
+2 to Dexterity, +2 to move silently, and Set Natural Snares 3/Day.

Disadvantages:
-2 to Strength.

Favored class:
Barbarian


Half-elves
Half-elves are a mix of human and elven blood. They are handsome folk, combining the best of both races. A half-elf has the curiosity, inventiveness, and ambition of their human ancestors, and the refined senses, love of nature, and artistic tastes of their elven heritage. Half-elves have a limited resistance to Charm and Sleep spells and can see in the dark with darkvision.

Advantages:
+1 to Search, Immunity to Sleep and Charm spells, and Darkvision.

Disadvantages:
None.

Favored Class:
Whichever class has the highest level


Half-orcs
Half-orcs are born from the union of human and orc parents. They are as tall as humans, but a little heavier due to their muscular builds. Their greenish pigmentation, sloping forehead, jutting jaw, prominent teeth and coarse body hair make their lineage plain for all to see. Half-orcs are known for their great strength.

Advantages:
+2 Strength and Darkvision.

Disadvantages:
-2 to Intelligence and -2 to Charisma.

Favored Class:
Barbarian

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