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Age of Wonders II: The Wizard's Throne
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Icewind Dale II Forum Update

(PC: Single- & Multi-Player RPG) | Posted by Myrthos @ Tuesday - June 04, 2002 - 05:49 -
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| Game Info | Rate this game | Homepage | Screenshots
Some more bits from the IWD2 forums.

    Josh Sawyer

    High level BG2 in IWD2
    Very few high-level spells from BG2 are in IWD2. Here are the new 6th+ Wiz/Sor spells that I can think of:

    Carrion Summons
    Improved Haste
    Protection from Magic Energy
    Wyvern Call
    Cacofiend
    Delayed Blast Fireball
    Summon Efreeti
    Summon Djinni
    Banishment
    Vipergout
    Summon Fiend
    Flensing
    Gate
    Wail of the Banshee
    Black Blade of Disaster
    Meteor Swarm
    Aegis
    Executioner's Eyes
    Mass Dominate

    As for Finger of Death in IWD... I don't know. In IWD2, it has a saving throw penalty simply by virtue of being a 7th level spell.

    Banishment is an anti-summoning spell. You cast it at summoned monsters, and they whoosh away unless they make a successful Will save (I think it's a Will save).

    Vipergout turns the caster into a snake-vomiting machine. Though he or she can't cast spells, she spits forth a poisonous snake every round for a brief duration.

    Flensing (actually Flaying in our game) does 1d4 points of slashing damage per level of the caster (no cap) to one target. The target gets a Fortitude save to halve the damage and resist getting bleeding wounds that do damage over time. It's a very good spell for killing mages, sorcerers, and rogues.

    Aegis is a 9th level abjuration spell that instantly summons up several defensive effects. It grants 15 points of resistance vs. all elemental forms of attack, +5 deflection bonus, +3 SR, +2 to all saves, and the effects of Minor Globe of Invulnerability, Stoneskin, and Freedom of Movement. It lasts 10 rounds.


    Penalties
    All spells in 3E have a saving throw DC that is determined by their level and the prime ability score of the caster type. For instance, a 7th level wizard spell cast by a wizard with a 22 Intelligence would have a saving throw DC of 10 (base) + 7 (spell level) + 6 (Intelligence modifier). On top of that, you can also stack Spell Focus and Greater Spell Focus for even more difficult saves.


    Spells automatically killing all hostile summoned monsters
    What? Circle of Death and Cloudkill only kill monsters with X amount of HD or less. If you try casting those spells against the higher level summoned monsters in our game, you're not going to have much success.

    Bloodlust

    BG2 spells not in IWDII
    Spell Turning, Sphere of Chaos, (Improved) Mantle, Summon Nishruu, imprisonment
    Freedom = Freedom of Movement (previously Free Action) which is in IWDII.


    About yesterdays fight description
    Just a couple observations, Monk of the Broken Ones (dual to cleric for snakebite).

    Stoneskin is level 4, the panther was a feat (lvl 8 druid pre-req), so minimum would be lvl 15.

    Oh this was not HoF by the way

    Thorn spray is a druid-only spell, and spike stone is is similar to HoW's spike stone - spikes come out of the ground, save for half damage, save for slow effect.


    Raising/resurrection
    Raising/resurrection is determined according to character level. Don't have the formula handy off the top of my head though.


    Duergar
    Personally, I'm more of an elf-lover, but in my opinion duergar are a good race to play as a hardy scout-type of character, or as a tank (the other dwarven races are good choices for tanks too though). They have a higher CON threashold(sp?) than snifverblin and halflings, and they're not too far behind the dexterity scale, and their invisibility and move silently bonus allows them to sneak around well. Personally I usually go for role-play when I choose a duergar though, for those wacky combinations once in a while.


    How much healing in healing spells
    Cure Light Wounds = 1d8 + 1/lvl (+5 max)
    Cure Moderate Wounds = 2d8 +1/lvl (+10 max)
    Cure Serious Wounds = 3d8 + 1/lvl (+15 max)
    Cure Critical Wounds = 4d8 +1/lvl (+20 max)


    Can druids become an air elemental?
    They can now.


    Chris Avellone

    Tooltips
    There's about 30 tips displayed right now, and a number describe how to use feats, skills, and certain special abilities (barbarian rage, spell penetration, etc, etc) properly and any warnings associated with the feat, skill, or special ability (barbarian rage will fatique a barbarian over time, don't use a level 5 power attack against a heavily armored foe, etc, etc). They're pretty helpful.

    If you guys have any suggestions for ones, let us know. They're very easy to add.
 
 
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