Something from the Icewind Dale II forum:Josh SawyerMagic itemsScrolls are quite plentiful, and wands are more plentiful than they were in IWD (at least they were in my game). We have tried to make all forms of ammo available at regular intervals. Just ask Amraith:
http://feedback.blackisle.com/images/arrowsaplenty.jpg
Number of CDs
It's looking like 2 is the magic number.
Damien Foletto (Puuk)CleaveCleave works pretty much the same as in PnP. If you kill a baddie on your turn, you get to do one full attack on a nearby enemy. In IWD2, you can take Cleave twice, thus allowing 2 attacks if you kill an enemy. If there is no enemy nearby (i.e. next to you), then Cleave will expire.
monk abilities above 20
From J.E. himself: "They get better + value on their fists and some other general AC/movement improvements."
So another point into AC every 5th level continues, and 1 point of attack bonus for 3 levels, skip a level, then 3 levels again. For example, (first attack BAB shown only) +15 at 20th, +15 at 21st, +16 at 22nd, +17 at 23rd, +18 at 24th, +18 (stays the same) at 25th, +19 at 26th, and so on.
However, they will not get any more special, mega abilities like, "Tiger's Claw of Spine Ripping," or, "Face Chewing of the Angry Monkey," or some such craziness.
Chris AvelloneEvil
There are situations in the game where being evil, greedy, or mean will net you a greater reward than being good, altruistic, or polite and there are situations where the reverse is true. Many quests will play out differently depending on which road you take.
Paladins, in particular, have some difficult challenges in some situations where a more compromising group of adventurers could take an easier road... just like in IWD1.
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