Detailed instructions for use are in the User's Guide.
[. . . ] Table of Contents
Welcome to Icewind Dale II . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2 How To Use This Manual . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 How To Install and Start Playing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3 How To Get Help . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Starting Out . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Party Choice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Character Generation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 The Interface . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9 Muliplayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 Faerûn and the North . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 The Dungeons & Dragons Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Experience and Gaining Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44 Races and Sub-Races. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47 Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 63 Feats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 65 Magic and the Spell System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73 Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Outfitting Yourself . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132 Arming Yourself . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 133 Magic Items and Treasure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135 Tables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134 Table 1: Character Ability Scores . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 134 Table 2: Experience and Level Dependent Benefits Chart . . . . . . 135 Table 3: Base Save and Base Attack Bonuses . . . . . . . . . . . . . . . . . . . . . . . . . . 136 Table 4: Monk Unarmed Bonuses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137 Table 5: Spell Progression . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138 Table 6: Simple Weapons. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145 Table 7: Martial Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146 Table 8: Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 Table 9: Two-Weapon Fighting Penalties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147 Credits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 148 Index . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 150 Interplay Contact Information. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 152
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ICEWIND DALE II
Black Isle Studios is pleased to bring to you Icewind DaleTM II, the sequel to the critically acclaimed Icewind DaleTM. Using the Dungeons & Dragons® Third Edition rules, Icewind Dale II continues the classic dungeon crawling experience of the first game, with a horde of new monsters to slay, spells to unleash, and areas to explore in the windswept north of the FORGOTTEN REALMS®. A grave new threat has arisen in the North, a threat that seeks to seal off the Ten-Towns from the rest of Faerûn in a bitter power struggle. The town of Bremen has fallen, and a vicious horde of goblins, orcs, and bugbears have gathered beneath the mysterious banner of the Chimera and are marching on the port town of Targos. [. . . ] Many skills can be used even if the character has no ranks in the skill; this is known as making an untrained skill check. The ability modifier used in the skill check is the modifier for the skill's key ability (the ability most associated with the skill's use). The key ability of a skill is noted in its description and in the table following this section. Miscellaneous modifiers include racial bonuses and armor check penalties, among others.
Name Skill Mod Trained or Untrained Class Skill Cross-Class Skill
Alchemy Animal Empathy Bluff Concentration Diplomacy Disable Device Hide Intimidate Knowledge (Arcana) Move Silently Open Lock Pick Pocket Search Spellcraft Use Magic Device Wilderness Lore
Int Cha Cha Con Cha Int Dex Cha Int Dex Dex Dex Int Int Cha Wis
Trained Trained Untrained Untrained Untrained
Bard, Sorcerer, Wizard Druid, Ranger Bard, Rogue All others
Bard, Cleric, Druid, Monk, Paladin, Rogue Trained Rogue Untrained Bard, Monk, Ranger, Rogue Untrained Barbarian, Rogue Trained Bard, Cleric, Monk, Sorcerer, Wizard Untrained Bard, Monk, Ranger, Rogue Trained Rogue Trained Bard, Rogue Untrained Ranger, Rogue Trained Bard, Cleric, Druid, Sorcerer, Wizard Trained - Rogue Only Bard, Rogue Untrained Barbarian, Druid, Ranger
All others None All others Barbarian, Fighter, Rogue Untrained All others All others All others All others All others All others All others All others All others None All others
Getting Skills
At each level, your characters will receive additional skill points that you use to buy skills. (Your Intelligence modifier adds to this number. Humans get 1 extra skill point at each level above 1st. ) A 1st-level character gets four times this number. (Humans get 4 extra skill points at 1st level in addition to the standard initial amount for their class and Intelligence. These are added on at 1st level, not multiplied in. ) If you buy a class skill (such as Pick Pockets for a rogue or Spellcraft for a cleric), you get 1 rank (equal to a +1 bonus) for
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each skill point. If you buy other classes' skills (cross-class skills), you get a half rank per skill point. The class and cross-class skills available to each character class are listed in the table after this section. Your maximum rank in a class skill is your level plus 3. Your maximum rank in a cross-class skill is half of this number (do not round up or down).
Using Skills
Some skills in Icewind Dale II are active all of the time, other skills require you to activate them for a specific situation, and still others will come up for use in dialog. For skills that need to be activated, you will need to press your character's Special Abilities icon to get to them. Once pressed, all of your characters skills, feats, class, racial and special abilities will be available to choose. See the section on game Interfaces for more detail on page 9.
Skill Descriptions
Alchemy (Int; Trained Only) Alchemists combine strange ingredients in secret ways to make marvelous substances. Your character's ability in Alchemy allows them to identify strange potions. Rogue characters also find the Alchemy skill helpful since it allows them to learn the Envenom Weapon Feat. Animal Empathy (Cha; Trained Only; Druid, Ranger Only) Use this skill to keep a guard dog from barking at you, to get a wild bird to land on your outstretched hand, or to keep an owlbear calm while you back off. Bluff (Cha) You can make the outrageous or the untrue seem plausible. The skill encompasses acting, conning, fast-talking, misdirection, prevarication, and misleading body language. Use a bluff to sow temporary confusion, get someone to turn his head to look where you point, or simply look innocuous. Concentration (Con) You are particularly good at focusing your mind. [. . . ] If the game disc is found defective within 90 days of original purchase, Interplay agrees to replace, free of charge, any product discovered to be defective within such period upon receipt at its service center of the product, postage paid, with proof of the date of purchase. This warranty is limited to the disc containing the software program originally provided by Interplay and is not applicable to normal wear and tear. This shall be void if the defect has arisen through abuse, mistreatment, or neglect. Any implied warranties applicable to this product, including warranties of merchantability and fitness for a particular purpose are disclaimed. [. . . ]