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Icewind Dale 2: Game Info, Rules (Back to contents)
1) Ability Scores
2) Armor Class and Armor Type
3) Base Attack Bonusses
4) Cleric Domain Spells
5) Damage Reduction
6) Dual Wielding
7) Energy Drain
8) Feats
9) Multiclassing
10) Saving Throws
11) Skills
12) Spell Disruption
13) Use Magic Device

Damage Reduction

IWD2 uses a close approximation of 3E damage reduction rules. This can be broken up into two categories: Elemental Damage Resistance and Weapon Damage Reduction.

Elemental damage resistance is represented by a point threshold. This amount of damage is subtracted from every elemental attack of that type directed at the character. E.g., Shikha Lilah has 15 Fire Resistance. She is hit with a fireball for 22 points of damage. She only takes 7 points of damage.

Magic damage resistance is the same as Elemental damage resistance.

Weapon damage reduction is represented by two numbers, the former representing a physical damage threshold, the latter representing the enchantment level required to overcome that resistance. All WDR follows this pattern:

5/+1
10/+2
15/+3
20/+4
25/+5

10/+2 means that the first 10 points of damage from any physical attack are ignored unless the enchantment level of the weapon is +2 or better. E.g., Bastine and Pieter are fighting wights with 5/+1 WDR. Bastine's non-magical longsword strikes a beast for 8 points of damage. The creature only takes 3 points of damage. Pieter immediately follows up the attack with a +2 bolt from his crossbow. The attack only does 5 points of damage, but it ignores the wight's WDR.

Spells that cause physical damage always ignore WDR.


 
 
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