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Your "Load Screen" Tips

Discussion in 'Icewind Dale 2' started by Big B, Sep 27, 2002.

  1. Big B Gems: 27/31
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    In addition to wonderful load screen tips telling us not to be surprised if enemies shake off our spells like nothing and to drink potions - because your gonna need 'em, I was thinking we could share some of our own tips we have discovered. Seeing as how, IWD II is a bit different from the other IE games.

    Here's one I can think of already from Chapter 1 experience: Whenever possible charm an orc or goblin shaman, not only does that eliminate the threat of them casting spells at your party as you hack through hordes, but the shamans will heal your wounded party members and then proceed to give the party their blessing ;) :evil: ;)

    [ September 27, 2002, 02:28: Message edited by: Big B ]
     
  2. HeartOfDarkness Gems: 4/31
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    Here's some I can think of
    a) have two sorcerers
    b) that whole thingy at the loading screen that tells you about the rogue evasion and fireball works wonders
    c) a little twist to the above tip. When you get delayed blast fireball have a rogue scout ahead. When you see enemies caste two or three delayed blast fireballs somewhere where they won't trigger them. After that either sneak attack someone or summon a creature close to the hidden rogue so that the monsters group around it. Finally have the rogue or the summoned monster move towards the fireballs and watch eeeeverything around it die
    d) when you charm someone make sure there are a lot of enemies behind him, charmed creatures only fight back you can't force them to attack so it is useless if you charm the last person in a line of attackers
    e) use your spells that require will saves (like dominate and charm) on fighters, spells that require reflex saves (like chromatic orb) on shamans mages and fighters meaning pretty much everyone other than rogues and assassins, and your fortitude save spells (like disintegrate) on wizards. Shamans have good will and fortitude saves.
    f) Chromatic orb is the best first level spell, when you hit level 13 it stunns your opponents for 13 rounds and not many creatures have good reflex saves (the only thing I remember having good reflex saves is monks rogues and assassins)
    g) if you intend to pick summoning spells don't pick spells that always remain the same (like summon monster I, II etc) cause they will grow useless. Try spells like shades and animate dead which grow better as you grow in levels
    h) if you ever consider playing the heart of fury mode cast a lot of summoning spells, your fighters will go down like flies

    when I think any more I'll tell you
     
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