Jump to page:
Sponsors:
is very close to having Maximized Attacks on all the time without the steep prerequisites for the feat or the lousy one-and-a-half round duration.
Even better, as the luck affects to hit rolls, the relative amount of rolls that reach the critical threat range skyrockets, and it is possible to have long streaks of nothing but critical hits, doubling or tripling the damage of each hit. Throw in Improved Critical, a Keen weapon and have someone cast
Executioner's Eyes, and it suddenly becomes almost impossible to NOT score a critical on every hit! The impact of damage rates can be summarized as "insane". In one of the tests, we managed to create a character that did a whopping 2,000 damage in just two and a half combat rounds!!
However, as all tanks and decoys in the JUPP need their ultra-high ACs to be relatively safe from harm, some sacrifices on damage had to be done. Most notably, none of the tanks have godly STR scores, decoys even less, which does bring the damage down quite a bit. Neither can they use those lovely
Gauntlets of Weapon Specialization, as they need this slot for Indomitable (or Brazen) Bands. Lower STR makes it also much less likely that the lovely
Power Attack feat can be used on max setting until very late into the game.
(Refer to section 2.13 for further details.)
-------------------------------------------------------------------------------
2.9 - Thou shall be saved
-------------------------------------------------------------------------------
No, this chapter is not about religious pathos, but about saving throws.
The way these work in 3E rules, and hence in IWD2, is that a d20 is rolled and your personal saving throw bonus is added to the roll or deducted from it in case it is negative. The resulting number is then compared with the
DC of the spell or whatever we're saving against.
But what is this DC? It's short for Difficulty Class. All spells have a
DC of 10 (base) + spell's level (1-9) + caster's stat modifier (either WIS,
INT or CHA bonus, depending on class). Since most casters that expect to shine as being spell casters max out their primary casting stat, we're looking at a flat bonus of between +4 (low-level without racial bonuses) and
+8 (high-level with racial bonus). Let's use +6 as example. So, spell DC's vary between 17 and 25, depending on spell's level.
Now, in order to succeed in a saving throw against a DC of over 20, the character MUST have a saving throw bonuses. As a general rule of thumb, base saving throw bonuses are either one third or half of character's level, so even a level 30 character is going to have difficulties at saving vs.
a DC of 25 unless he happens to have this saving throw type as class special, i.e. Fortitude save for being a Fighter. Even then, a roll of 8 or greater is required to make the save. (8+17=25)
So, in order to be even remotely sure that our saving throws will succeed, we need to have rather hefty bonuses from statistics that modify these and use all the help we can get by various buff spells & items. Alas, this also means that if we for a reason or another need to do sacrifices in any of the stats that modify saves (DEX for reflex, CON for fortitude and WIS for will), especially if we need to have a penalty due to those, we might as well ignore that specific saving throw type completely since we won't be making that kind of saves with any reliability no matter what.
This all might sound obvious, but this has certain ramifications we need to take into account when creating the JUPP. These are:
- Don't bother trying to make your fortitude saves with pure spell casters, as the spells that check against fortitude are usually of high levels such as Finger of Death, Horrid Wilting and Wail of the Banshee. Surely, taking
Great Fortitude might boost your chances for saving vs. those spells from a mere 35% (DC 21-25, 15th level spell caster with +5 base save and +4 CON bonus has to roll between 12+ and 16+ to succeed, 14+ average) to 45%, but still, more than half of those spells kill you anyway. I'd use Heal or
Resurrection instead of using the important feat on something that could be used to eliminate that enemy mage casting those spells just that bit sooner. In case of the Finger of Death, I'd suggest using the Power Word:
Reload spell, as the character can't be Resurrected. Or alternatively, protect your group with Death Wards.
- Don't bother trying to make your reflex saves with any character that doesn't have maxed DEX. Specifically, while the Rogue/Monk/Cleric does have the invaluable Evasion ability, the DEX isn't sky-high.. And with your party bombardiers having maxed spell casting statistics, the DC of a spell like the DBFB is going to be quite high. So, instead of wasting a feat on
Lightning reflexes that still wouldn't insure much of anything, use either
Spell Resistance (via Holy Aura spell) or just bite the bullet with a prior casting of DUHM to have extra HPs to take the hit. Now, the
Rogue/Fighter/Wizard has maxed DEX (and also gets nice base saves since he's a Rogue), and the added Lightning Reflexes does in fact help quite a bit in making the saves. 20% fail chance vs. 10% fail chance is what
I'd call considerable difference.
- Don't bother trying to make Will saves with any warrior character with low
WIS. However, as losing a tank or just about any party member for a simple
Charm is just unacceptable, the WIS scores are either very high or the character has other means of reaching good Will saving throw bonuses. Add a casting of Protection from Evil or Mind Blank and get rid of the final chance of bad luck.
-------------------------------------------------------------------------------
2.10 - Some notes on various spells
-------------------------------------------------------------------------------
Icewind Dale II has a whopping 305 different spells to choose from, so it might be a good idea to point out the ones that seem to perform noticeably well.
Arcane spells:
--------------
Chromatic Orb - This spell might not do as much damage as, say, Burning Hands or even Magic Missile, but once the caster reaches 7th level, things start to get interesting. Namely, this spell stuns opponents for 13 rounds on a failed reflex save. A stunned opponent doesn't do ANYTHING during that time, just waits to be killed. Now, since most warrior types have poor reflex saves, this works quite well. And especially, since Clerics have very good
Will saves due to their high WIS, they aren't nearly as easy to Charm or
Dominate, but this spell does incapacitate them quite easily.
Ray of Enfeeblement - While not so especially useful in Normal mode, where the easiest way to deal with hordes of enemies is some mass destruction spell, this spell works wonders in HOF. Enemies have lots of hit points and they hit hard, so it's nice to remove at least the "hit hard" part from the equation. Of course we'll have other, more powerful spells by then, but one shouldn't neglect this 1st level spell when there's nothing better to do.
Mirror Image - This spell creates 2-8 "copies" of the caster. Any attack that causes damage depletes only one image, and all images must be depleted before the character starts taking damage. This is just amazing, as the source of damage can be ANYTHING - including spells cast by your own party, and even those that couldn't be resisted by spell resistance. So, just blast away with
Horrid Wiltings and Meteor Showers, it isn't going to hurt for as long as there are mirror images left!
Luck - Read the chapter "How lucky can you get?" for more information.
Fireball - Basic tool of mass destruction during early chapters. While the damage isn't sky-high, it is applied to anyone in the area of effect - thus a single casting can easily do a total of 200+ damage on the enemies at once, evening the odds in our favor rapidly.
Skulltrap - Compared to the Fireball, this has two drawbacks - lower effect radius and the need to have someone trigger the trap at the receiving end.
But - this spell has no damage cap, which means that a 30th level caster could do a whopping 30-180 damage with a single skulltrap! This spell doesn't seem to care about enemy's spell resistance either, for some reason..
Haste - Not very useful during early game as the duration is so short, but later on this is just golden. An extra attack per round would be quite a bit already, but adding a major AC bonus and pluses to Reflex saves makes it just too good to believe for anyone. Becomes obsolete with Mass Haste, naturally.
Stoneskin - By noting that most monsters in Normal mode don't do noticeably more than 10 points per hit, this spell effectively gives almost total protection for as long as the spell lasts. It doesn't have infinite "hit points", though - once it has protected a max of 150 damage, the spell wears off and needs to be recast.
Emotion: Hope - Very solid bonuses to just about anything with a rather long duration.
Malison & Emotion: Despair - Excellent spells in HOF mode where enemies have ridiculously high saving throw bonuses. Note that Emotion: Despair affects party members as well and has a saving throw, so it's not as reliable as
Malison. It also has a much smaller area of effect. However, I've never seen anyone make that Will save against Emotion: Despair, so it might be bugged in favor of the player party.
Chaos - The power of divide & conquer is just amazing. With a substantial penalty to saving throws, it will affect most enemies, turning them into a disorganized mess. Some will start to fight their earlier comrades, some will flee and some just stand still doing nothing. Especially great in HOF mode where outright killing enemies is considerably slower than in Normal mode, buying the party lots of extra time to handle tricky situations.
Cone of Cold - While probably one of the trickiest mass destruction spells to use, the cone-shaped area of effect allows for a joint attack into an advancing group of enemies. Just spread your spell casters so that they stand side by side (not right next to each other, though) and just blast away. It also does cold damage, very useful in situations where the enemies happen to resist fire. Please note that undead summons are immune to this spell, so feel free to blast away at enemies gathered around them.
Sunfire - So, you have a decoy that's surrounded by a horde of enemies? And he doesn't really shine on melee combat with that puny dagger he has? Well, time to pick up the ace from the sleeve and give 'em a really HOT surprise!
Mass Haste - Haste that affects everyone simultaneously. Great!
Disintegrate - While a spell like Acid Storm certainly does more total damage against a group of monsters, sometimes it's much more important to kill one specific target from that group. Also, as the spell has a Fortitude save, this works especially great against enemy mages -- which would most often be the most dangerous enemy in the group anyway! However, due to the high saving throw bonuses in HOF mode, this spell is much more likely to fail than to work, so I wouldn't waste too much time on it.
Shades - Just like Giant Vermin, the early summons aren't mostly worth it, but after level 27 it brings forth some very potent monsters - including
Gelugons - under your control. How does a Gate spell with shorter casting time, controllable demons and all this with a 6th level spell sound?
Delayed Blast Fireball - A skulltrap on heavy steroids. Great bombardment spell as it can be both Evaded and resisted by a high enough spell resistance. Has a potential of doing 288 maximum damage (with the Spirit of
Flame feat) for everyone in the area of effect, so even HOF monsters will crumble quite fast. Expect to be scoring several thousands of total damage against the huge hordes of enemies in HOF mode with just about every casting.
Finger of Death - Just as Disintegrate, but utilizes the much more useful
Greater Spell Focus: Necromancy feat for extra tough DC value. I'd be using the DBFB more than this, though, as DBFB disrupts enemy spell casting even on a successful saving throw unless they're immune to fire. However, a Druid doesn't get access to DBFB, so this is probably the next best choice.
Mordenkainen's Sword - Turns a wizard into a melee unit, without the need of being in melee physically. Damage is also rather respectable. You have to remember that you're most likely to do several attacks per round, so the actual damage is more like 16d6+12 or 20d6+15 each round! Use this especially against tiny groups or especially single monsters instead of area-effect spells, because it lasts much longer and can thus keep on doing damage for a very long time.
Horrid Wilting - Not as good maximum damage as with DBFB, but not resistible by enemy's possible spell resistance. Watch your own though, for the same reason. This is THE area damage spell vs. Monks and Assassins that would just
Evade normal fireballs. In case you use undead summons, note that they don't receive any damage from this spell, making them perfect decoys for massive area bombardment.
Symbol of Hopelessness - This spell is equal to casting a Chromatic Orb at everyone in the area of effect excluding allies but with an additional -7 penalty for saving throws against it. This stuns pretty much everyone even in HOF mode. Follow with the next one for extra punch. Too bad this spell doesn't benefit from the Spell Focus feats..
Executioner's Eyes - While having a +4 to hits and an increased critical hit range sounds lame for a 9th level spell, especially since the duration is so short, the effect on a high-damage melee character with a weapon that does triple damage on critical hits is just amazing. With some luck enhancements plus a Massive Greataxe of Flame +5 (if found), it's quite possible to have a "plain" melee character do well above 500 damage per round on the average and up to 200 damage per hit. Even a 30th level mage would have a tough time at beating such a figure, and would most certainly require a large group of enemies to bombard to achieve it - divided amongst the whole group, mind you.
Wail of the Banshee - A Finger of Death spell with an even tougher spell DC that is cast on everyone in the area of effect simultaneously, allies excluded, is just too good to be true. This is the ONLY spell that allows a party to get rid of a large group of enemies in any reasonable time in
HOF mode. Some monsters (most notably undead) are immune to this, though, so
I wouldn't count my life on it alone!
Divine Spells:
--------------
Bless - While not a shining spell on its own, having it easier at hitting
Even better, as the luck affects to hit rolls, the relative amount of rolls that reach the critical threat range skyrockets, and it is possible to have long streaks of nothing but critical hits, doubling or tripling the damage of each hit. Throw in Improved Critical, a Keen weapon and have someone cast
Executioner's Eyes, and it suddenly becomes almost impossible to NOT score a critical on every hit! The impact of damage rates can be summarized as "insane". In one of the tests, we managed to create a character that did a whopping 2,000 damage in just two and a half combat rounds!!
However, as all tanks and decoys in the JUPP need their ultra-high ACs to be relatively safe from harm, some sacrifices on damage had to be done. Most notably, none of the tanks have godly STR scores, decoys even less, which does bring the damage down quite a bit. Neither can they use those lovely
Gauntlets of Weapon Specialization, as they need this slot for Indomitable (or Brazen) Bands. Lower STR makes it also much less likely that the lovely
Power Attack feat can be used on max setting until very late into the game.
(Refer to section 2.13 for further details.)
-------------------------------------------------------------------------------
2.9 - Thou shall be saved
-------------------------------------------------------------------------------
No, this chapter is not about religious pathos, but about saving throws.
The way these work in 3E rules, and hence in IWD2, is that a d20 is rolled and your personal saving throw bonus is added to the roll or deducted from it in case it is negative. The resulting number is then compared with the
DC of the spell or whatever we're saving against.
But what is this DC? It's short for Difficulty Class. All spells have a
DC of 10 (base) + spell's level (1-9) + caster's stat modifier (either WIS,
INT or CHA bonus, depending on class). Since most casters that expect to shine as being spell casters max out their primary casting stat, we're looking at a flat bonus of between +4 (low-level without racial bonuses) and
+8 (high-level with racial bonus). Let's use +6 as example. So, spell DC's vary between 17 and 25, depending on spell's level.
Now, in order to succeed in a saving throw against a DC of over 20, the character MUST have a saving throw bonuses. As a general rule of thumb, base saving throw bonuses are either one third or half of character's level, so even a level 30 character is going to have difficulties at saving vs.
a DC of 25 unless he happens to have this saving throw type as class special, i.e. Fortitude save for being a Fighter. Even then, a roll of 8 or greater is required to make the save. (8+17=25)
So, in order to be even remotely sure that our saving throws will succeed, we need to have rather hefty bonuses from statistics that modify these and use all the help we can get by various buff spells & items. Alas, this also means that if we for a reason or another need to do sacrifices in any of the stats that modify saves (DEX for reflex, CON for fortitude and WIS for will), especially if we need to have a penalty due to those, we might as well ignore that specific saving throw type completely since we won't be making that kind of saves with any reliability no matter what.
This all might sound obvious, but this has certain ramifications we need to take into account when creating the JUPP. These are:
- Don't bother trying to make your fortitude saves with pure spell casters, as the spells that check against fortitude are usually of high levels such as Finger of Death, Horrid Wilting and Wail of the Banshee. Surely, taking
Great Fortitude might boost your chances for saving vs. those spells from a mere 35% (DC 21-25, 15th level spell caster with +5 base save and +4 CON bonus has to roll between 12+ and 16+ to succeed, 14+ average) to 45%, but still, more than half of those spells kill you anyway. I'd use Heal or
Resurrection instead of using the important feat on something that could be used to eliminate that enemy mage casting those spells just that bit sooner. In case of the Finger of Death, I'd suggest using the Power Word:
Reload spell, as the character can't be Resurrected. Or alternatively, protect your group with Death Wards.
- Don't bother trying to make your reflex saves with any character that doesn't have maxed DEX. Specifically, while the Rogue/Monk/Cleric does have the invaluable Evasion ability, the DEX isn't sky-high.. And with your party bombardiers having maxed spell casting statistics, the DC of a spell like the DBFB is going to be quite high. So, instead of wasting a feat on
Lightning reflexes that still wouldn't insure much of anything, use either
Spell Resistance (via Holy Aura spell) or just bite the bullet with a prior casting of DUHM to have extra HPs to take the hit. Now, the
Rogue/Fighter/Wizard has maxed DEX (and also gets nice base saves since he's a Rogue), and the added Lightning Reflexes does in fact help quite a bit in making the saves. 20% fail chance vs. 10% fail chance is what
I'd call considerable difference.
- Don't bother trying to make Will saves with any warrior character with low
WIS. However, as losing a tank or just about any party member for a simple
Charm is just unacceptable, the WIS scores are either very high or the character has other means of reaching good Will saving throw bonuses. Add a casting of Protection from Evil or Mind Blank and get rid of the final chance of bad luck.
-------------------------------------------------------------------------------
2.10 - Some notes on various spells
-------------------------------------------------------------------------------
Icewind Dale II has a whopping 305 different spells to choose from, so it might be a good idea to point out the ones that seem to perform noticeably well.
Arcane spells:
--------------
Chromatic Orb - This spell might not do as much damage as, say, Burning Hands or even Magic Missile, but once the caster reaches 7th level, things start to get interesting. Namely, this spell stuns opponents for 13 rounds on a failed reflex save. A stunned opponent doesn't do ANYTHING during that time, just waits to be killed. Now, since most warrior types have poor reflex saves, this works quite well. And especially, since Clerics have very good
Will saves due to their high WIS, they aren't nearly as easy to Charm or
Dominate, but this spell does incapacitate them quite easily.
Ray of Enfeeblement - While not so especially useful in Normal mode, where the easiest way to deal with hordes of enemies is some mass destruction spell, this spell works wonders in HOF. Enemies have lots of hit points and they hit hard, so it's nice to remove at least the "hit hard" part from the equation. Of course we'll have other, more powerful spells by then, but one shouldn't neglect this 1st level spell when there's nothing better to do.
Mirror Image - This spell creates 2-8 "copies" of the caster. Any attack that causes damage depletes only one image, and all images must be depleted before the character starts taking damage. This is just amazing, as the source of damage can be ANYTHING - including spells cast by your own party, and even those that couldn't be resisted by spell resistance. So, just blast away with
Horrid Wiltings and Meteor Showers, it isn't going to hurt for as long as there are mirror images left!
Luck - Read the chapter "How lucky can you get?" for more information.
Fireball - Basic tool of mass destruction during early chapters. While the damage isn't sky-high, it is applied to anyone in the area of effect - thus a single casting can easily do a total of 200+ damage on the enemies at once, evening the odds in our favor rapidly.
Skulltrap - Compared to the Fireball, this has two drawbacks - lower effect radius and the need to have someone trigger the trap at the receiving end.
But - this spell has no damage cap, which means that a 30th level caster could do a whopping 30-180 damage with a single skulltrap! This spell doesn't seem to care about enemy's spell resistance either, for some reason..
Haste - Not very useful during early game as the duration is so short, but later on this is just golden. An extra attack per round would be quite a bit already, but adding a major AC bonus and pluses to Reflex saves makes it just too good to believe for anyone. Becomes obsolete with Mass Haste, naturally.
Stoneskin - By noting that most monsters in Normal mode don't do noticeably more than 10 points per hit, this spell effectively gives almost total protection for as long as the spell lasts. It doesn't have infinite "hit points", though - once it has protected a max of 150 damage, the spell wears off and needs to be recast.
Emotion: Hope - Very solid bonuses to just about anything with a rather long duration.
Malison & Emotion: Despair - Excellent spells in HOF mode where enemies have ridiculously high saving throw bonuses. Note that Emotion: Despair affects party members as well and has a saving throw, so it's not as reliable as
Malison. It also has a much smaller area of effect. However, I've never seen anyone make that Will save against Emotion: Despair, so it might be bugged in favor of the player party.
Chaos - The power of divide & conquer is just amazing. With a substantial penalty to saving throws, it will affect most enemies, turning them into a disorganized mess. Some will start to fight their earlier comrades, some will flee and some just stand still doing nothing. Especially great in HOF mode where outright killing enemies is considerably slower than in Normal mode, buying the party lots of extra time to handle tricky situations.
Cone of Cold - While probably one of the trickiest mass destruction spells to use, the cone-shaped area of effect allows for a joint attack into an advancing group of enemies. Just spread your spell casters so that they stand side by side (not right next to each other, though) and just blast away. It also does cold damage, very useful in situations where the enemies happen to resist fire. Please note that undead summons are immune to this spell, so feel free to blast away at enemies gathered around them.
Sunfire - So, you have a decoy that's surrounded by a horde of enemies? And he doesn't really shine on melee combat with that puny dagger he has? Well, time to pick up the ace from the sleeve and give 'em a really HOT surprise!
Mass Haste - Haste that affects everyone simultaneously. Great!
Disintegrate - While a spell like Acid Storm certainly does more total damage against a group of monsters, sometimes it's much more important to kill one specific target from that group. Also, as the spell has a Fortitude save, this works especially great against enemy mages -- which would most often be the most dangerous enemy in the group anyway! However, due to the high saving throw bonuses in HOF mode, this spell is much more likely to fail than to work, so I wouldn't waste too much time on it.
Shades - Just like Giant Vermin, the early summons aren't mostly worth it, but after level 27 it brings forth some very potent monsters - including
Gelugons - under your control. How does a Gate spell with shorter casting time, controllable demons and all this with a 6th level spell sound?
Delayed Blast Fireball - A skulltrap on heavy steroids. Great bombardment spell as it can be both Evaded and resisted by a high enough spell resistance. Has a potential of doing 288 maximum damage (with the Spirit of
Flame feat) for everyone in the area of effect, so even HOF monsters will crumble quite fast. Expect to be scoring several thousands of total damage against the huge hordes of enemies in HOF mode with just about every casting.
Finger of Death - Just as Disintegrate, but utilizes the much more useful
Greater Spell Focus: Necromancy feat for extra tough DC value. I'd be using the DBFB more than this, though, as DBFB disrupts enemy spell casting even on a successful saving throw unless they're immune to fire. However, a Druid doesn't get access to DBFB, so this is probably the next best choice.
Mordenkainen's Sword - Turns a wizard into a melee unit, without the need of being in melee physically. Damage is also rather respectable. You have to remember that you're most likely to do several attacks per round, so the actual damage is more like 16d6+12 or 20d6+15 each round! Use this especially against tiny groups or especially single monsters instead of area-effect spells, because it lasts much longer and can thus keep on doing damage for a very long time.
Horrid Wilting - Not as good maximum damage as with DBFB, but not resistible by enemy's possible spell resistance. Watch your own though, for the same reason. This is THE area damage spell vs. Monks and Assassins that would just
Evade normal fireballs. In case you use undead summons, note that they don't receive any damage from this spell, making them perfect decoys for massive area bombardment.
Symbol of Hopelessness - This spell is equal to casting a Chromatic Orb at everyone in the area of effect excluding allies but with an additional -7 penalty for saving throws against it. This stuns pretty much everyone even in HOF mode. Follow with the next one for extra punch. Too bad this spell doesn't benefit from the Spell Focus feats..
Executioner's Eyes - While having a +4 to hits and an increased critical hit range sounds lame for a 9th level spell, especially since the duration is so short, the effect on a high-damage melee character with a weapon that does triple damage on critical hits is just amazing. With some luck enhancements plus a Massive Greataxe of Flame +5 (if found), it's quite possible to have a "plain" melee character do well above 500 damage per round on the average and up to 200 damage per hit. Even a 30th level mage would have a tough time at beating such a figure, and would most certainly require a large group of enemies to bombard to achieve it - divided amongst the whole group, mind you.
Wail of the Banshee - A Finger of Death spell with an even tougher spell DC that is cast on everyone in the area of effect simultaneously, allies excluded, is just too good to be true. This is the ONLY spell that allows a party to get rid of a large group of enemies in any reasonable time in
HOF mode. Some monsters (most notably undead) are immune to this, though, so
I wouldn't count my life on it alone!
Divine Spells:
--------------
Bless - While not a shining spell on its own, having it easier at hitting
Jump to page:
Sponsors:
Other files from this game:
- Icewind Dale 2 trainer by System on 09/12/2007, 05:07
- Icewind Dale 2 document by System on 14/03/2006, 06:30
All inventory codes as Word doc - Icewind Dale 2 document by System on 14/03/2006, 06:30
All cheats as Word file - Icewind Dale 2 document by System on 14/03/2006, 06:30
Items listing (zipped due to its size, v2.0) - Icewind Dale 2 editor by System on 14/03/2006, 06:30
Character + Savegame Editor - Icewind Dale 2 document by System on 14/03/2006, 06:30
- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
Character Development Guide - Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
- Icewind Dale 2 hints by System on 09/03/2006, 09:50
Cleric Spell List - Icewind Dale 2 hints by System on 09/03/2006, 09:50
Druid Spell List - Icewind Dale 2 FAQ by System on 09/03/2006, 09:50
- Icewind Dale 2 FAQ by System on 09/03/2006, 09:50






