From the IWD2 boards:Tex Yang (Bloodlust)Cross class skils
Cross class limits are in effect if the character has no levels of another class in which that skill would be a primary for.
For example: A fighter x would have a (level +3)/2 limit on their bluff skill, but a fighter x/rogue 1 would not have it, and would be allowed to go up to level +3 at the cost of 2 points every skill bought.
Are kegs and barrels the only destroyable containers?
Yup they're the only container-type things which can be destoyed (there's other stuff which can destroyed as well, but they do not 'drop/contain' stuff like the kegs and the barrels).
The only barrels that contain stuff inside are the ones indoors, if I remember correctly. All the ones outdoors are empty.
Paladin multiclass
A paladin of Ilmater can multiclass to a cleric of Ilmater only, not any cleric.
Spell learning
Wizards and specialists only learn spells through scribing.
Wild shapes
Dash is, I believe, cumulative with a monk and a barbarian's speed, but I'm not positive about wild shapes, as the ones I usually use are pretty damn fast as it is. If the feat stacks with a monk and barbarian's speed, though, I don't see why it wouldn't stack with wild shapes as well.
Epic spells
Sorry, no epic spells.
Only 2 spells
Yes, clerics get two 9th level regular spells, plus two 9th level domain spells.
Opposition Schools
Opposition schools are already picked, and specialists get 1 extra spell per level. They are:
Abjuration ------> Illusion, Transmutation
Conjuration -----> Divination, Evocation
Divination ------> Evocation
Enchantment ---> Necromancy
Evocation ------> Conjuration, Enchantment
Illusion ---------> Ajnuration, Necromancy
Necromancy ----> Illusion, Transmutation
Transmutation --> Abjuration
max HP per level
You still get max hit points per level by default. It can be toggled off through the config menu if you want a more 'true' DnD experience, but the game will be harder for you.
Number of spells to choose from
This is the number of spells which the classes can choose from per level - they are not unique spells, and will overlap into other classes:
Bards ----------------------> 11, 19, 16, 09, 06, 06, 04, 03, xx
Clerics ---------------------> 12, 16, 22, 15, 13, 10, 08, 11, 02
Druids ---------------------> 08, 11, 15, 11, 09, 05, 09, 03, 05
Paladins -------------------> 03, 05, 05, 07, 04, 03, xx, xx, xx
Rangers -------------------> 05, 07, 07, 09, 05, 06, xx, xx, xx
Sorcerers and Wizards -----> 19, 25, 21, 26, 22, 26, 17, 14, 09
*Cleric spells may vary by one depending on the alignment - the one I listed is for a good cleric.
Summoning
Summon Monster I-IX and Summon Nature's Ally I-IX are two different spell paths. They do not summon the same monster every time, and if I was to list them all, it'd take me all night to do that...
Usually there are 3 or 4 monsters each spell, some more, some less. So Monster Summoning I cycles between 3 or 4 monsters, Monster Summoning II cybles between 3 or 4 different ones, etc.
Create undead
Nope, there are no Create Undead or Create Greater Undead spells in the game. Animate dead does change what kind of monster shows up depending on the cleric level though, and they're not limited to skeletons and zombies - it's kind of a convinience type of thing.
Cause fear
Cause fear has been removed from the game, horror is the one (fear-inducing spell) that's being used.
Endure elements is also not in the game.
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