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1 >>> Alchemy (INT)
You'll encounter a lot of unidentified potions in the game. Alchemy is the skill used to identify these potions. Beside that, Alchemy has a very important role in progressing the story. Whenever the story requires you to perform potion mixing or creation, an alchemist will be required.
2 >>> Animal Empathy (CHA)
This skill has potential, but not in this game. You don't need any aid from animals to finish any quest. Also, there will not be a time when you curse yourself for not charming an enemy animal to help you. Animals fighting is very very rare in IWD2.
3 >>> Bluff (CHA)
One of the 3 talking skills. Bluff is the cunning way of conversation.
4 >>> Concentration (CON)
This one of the best part about 3ed rules. Once upon a time, whenever a spellcaster (especially arcane spellcaster) is being hit, she/he will lose the spell currently casting. Concentration gives you a chance to continue with the spell casting progress when being hit.
5 >>> Diplomacy (CHA)
One of the 3 talking skills. Diplomacy is the polite way of conversation.
6 >>> Disable Device (INT)
This skill is used whenever a character is required to disable, mostly, trap. Of course whenever you encouter any mechanical device that need to disable, this will be the skill applied.
7 >>> Hide (DEX)
This is the skill that makes your character 'poof' into thin air. Hiding in day time is harder then hiding in night. Of course, wearing heavier armor will affect your hiding skill.
8 >>> Intiminate (CHA)
One of the 3 talking skills. Intiminate is the violence way of conversation.
9 >>> Knowledge (Arcana) (INT)
This stat determines if your character can successfully identify a magical item or scroll.
10 >>> Move Silently (DEX)
This skill determines if you can move while maintaining hidden. Heavier armors and some noisy weapons (like fails) will penalize this sill.
11 >>> Open Lock (DEX)
As of the name suggest, it determines how good you are at lock picking.
12 >>> Pick Pocket (DEX)
Determines if you can steal something from an NPC. While being pick pocketed, the NPC's level and INT modifier act as the saving throw against.
So you can see that adventuring under HoF mode, pick pocket is a totally useless skill. There is no way that you can beat the 'saving throw' against pick pocket of an NPC.
13 >>> Search (INT)
Determines if your character can spot hidden traps.
14 >>> Spellcraft (INT)
When someone not from your band casts a spell, this skill kicks in to see if you can identify that spell. It will show in the conversation box as
'Someone casting -spell-'. It makes life easier if you can identify the spell can counter it.
15 >>> Use Magic Device (CHA)
It allows your chatacter to use wands and such that usually can only be used by wizard and sorcerer.
16 >>> Wilderness Lore (WIS)
When using this skill (select under 'skills' menu), it will tell you the general information about an area. Information like what kind of monsters are likely to linger around or is there a friendly settlement nearby is always useful if you are adventuring into an unfamiliar area. Ultimately, this skill helps you to get through the Fell Wood maze.
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IV feats ppgfet
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Feat is what makes your character different from my character. Ultimately, especially for spellcasters, feat is all about preference. Some might think this combination will work but some don't. This part of the faq will provide with a general reference on what is good and what is not so good.
As you play the game, you'll discover your style, and know what feat you want to choose next.
Note that some feats will automatically put in use once you have taken the feat. However some feats don't. This kind of feats give you an extra skill that you have to select it under 'Special abilities' menu to use it. An 'auto' or 'select' will indicates the difference.
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IV.1 Weapons and Armors Feats ppgfe1
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Some classes automatically gain proficiency in certain feats fall under this category. Classes noted after every feats indicate that these classes automatically gain this feat. One exception is that elves gain longsword and bow feats regardless of classes.
1 >>> Armor Proficiency (auto)
Depend on how many rank you choose/have, you can wear certain kind of armor without suffering heavy penalties.
Effect: When you wear a type of armor with which you are proficient at, the armor check penalty applies only to 'Hide', 'Move Silently' and Pick Pocket.
If a character who is wearing armor with which she/he is not proficient at, she/he suffers its armor check penalty on attack rolls and on all skill checks that involve moving.
Proficiency Types: 1 rank - Light - leather armor, studded leather (babarian, bard, cleric, druid, fighter, paladin, ranger, rogue) 2 ranks - Medium - chainmail, splint mail (babarian, bard, cleric, druid, fighter, paladin, ranger) 3 ranks - Heavy - half-plate, full plate (cleric, fighter, paladin)
2 >>> Shield Proficiency (auto)
Effect: You can use a shield and suffer only the standard penalties. (babarian, bard, cleric, druid, fighter, paladin, ranger)
3 >>> Weapon Proficiency, Weapon Focus, Weapon Specialization (auto)
You are proficient with using all the weapons from the listed category.
Effect: One ranks in this feat, you make attack rolls with the weapon normally.
Two ranks in this feat is Weapon Focus, which grants +1 to hit.
Three ranks in the feat is Weapon Specialization, which grants
+2 to damage. Only characters with four or more levels of fighter may take Weapon Specialization.
A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls.
Simple Weapons:
Simple Weapon: Crossbow - light crossbow, heavy crossbow (babarian, bard, cleric, fighter, monk, paladin, ranger, rogue, sorcerer, wizard)
Simple Weapon: Mace - heavy mace, morningstar (babarian, bard, cleric, fighter, paladin, ranger, rogue, sorcerer)
Simple Weapon: Missile - dart, sling (babarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer)
Simple Weapon: Quarterstaff - quarterstaff (babarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, wizard
Simple Weapon: Small Blade - dagger, short sword (babarian, bard, cleric, druid, figher, monk, paladin, ranger, rogue, sorcerer, wizard)
Martial weapons:
Martial Weapon: Axe - hand axe, battleaxe, greataxe, throwing axe (babarian, fighter, paladin, ranger)
Martial Weapon: Bow - shortbow, composite shortbow, longbow, composite longbow (babarian, fighter, paladin, ranger, rogue, ELF)
Martial Weapon: Flail - flail (babarian, fighter, paladin, ranger)
Martial Weapon: Greatsword - greatsword (babarian, fighter, paladin, ranger
Martial Weapon: Hammer - warhammer, throwing hammer (babarian, figher, paladin, ranger)
Martial Weapon: Large Sword - longsword, scimitar (babarian, figher, paladin, ranger, ELF)
Martial Weapon: Polearm - spear, halberd (babarian, figher, paladin, ranger)
Exotic weapon:
Exotic Weapon: Bastard Sword
(Bastard)
(Actually, no one automatically gains this feat. Keep in mind also that, some bastard swords are two-handed and some are one-handed)
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IV.2 self-improving feats ppgfe2
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Self-improving feats are mostly feats that increase your various saving throws. These +bonus to saving throws are not that crucial and big deal.
Because later into the game, you have all kinds of spells that can counter all the bad effects if fail a saving throw. Pick only when there is extra feat and you don't know where to put it. DEX affect reflex saving, CON affect fortitude saving and WIS affect affect will saving. There are also feats that enchance your skill checks and overall performance.
1 >>> Bullheaded (auto)
Effect: +1 bonus on Will saves and a +2 bonus on Intimidate checks.
Prerequisite: Human or dwarf
2 >>> Courteous Magocracy (auto)
Effect: +2 on all Diplomacy and Spellcraft checks.
3 >>> Dash (auto)
Effect: Character moves about 15% faster than normal.
4 >>> Discipline (auto)
Effect: +1 bonus on Will saves and a +2 bonus on Concentration checks.
5 >>> Forester (auto)
Effect: You receive a +2 bonus on all Wilderness Lore checks.
6 >>> Great Fortitude (auto)
Effect: +2 bonus to all Fortitude saving throws.
7 >>> Iron Will (auto)
Effect: +2 bonus to all Will saving throws.
8 >>> Improved Initiative (auto)
Effect: The weapon speed and casting time for all spells is reduced by 1 to a minimum of 1.
Note: All of the feats listed under this category, this feat is equally important and useful to everyone IF BIS could fix the fact that this feat isn't working at all.
9 >>> Lightning Reflexes (auto)
Effect: +2 bonus to all Reflex saving throws.
10>>> Luck of Heroes (auto)
Effect: a +1 luck bonus on all saving throws.
Prerequisite: Human
Note: If you cannot decide which saving throw you want to enchance, pick this one. Luck will provide an minor extra edge to all your saving throw.
11>>> Mercantile Background (auto)
Effect: 5% discount on buying items and a 5% mark up on selling items at stores.
Prerequisite: Human, deep gnome, or gray dwarf
Note: To maximize the benefit, give this feat to the person with higest CHA. But then, money isn't any real problem in the game.
12>>> Resist Poison (auto)
Effect: +4 bonus on Fortitude saving throws against poison.
Prerequisite: Gray dwarf, half-orc
Note: You may only take this feat as a 1st level character.
13>>> Snake Blood (auto)
Effect: +2 bonus on Fortitude saving throws against poison and a +1 bonus on all Reflex saving throws.
Prerequisite: Human
Note: You may only take this feat as a 1st level character.
14>>> Strong Back (auto)
Effect: Carry weight increased by 50%.
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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
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