There are a couple of parallels that can be drawn between the novel and the game, such as Crenshinibon being employed in order to amass great armies with which to conquer the Dale, the heat of Crenshinibon causing avalanches, and the protagonists learning how to enter Cryshal Tirith, the crystalline tower created by Crenshinibon. Readers of R.A Salvatore's The Crystal Shard (1988) will know all about Crenshinibon: it is an evil, sentient power-obssessed artifact that dominates its possessor into doing its bidding. Some parts of R.A Salvatore's Icewind Dale Trilogy of novels were also set in this region, but the events of the (non-canon) game take place in 1281 DR whereas those of the novel take place in 1350-56 DR. So yeah, far, far north of the Sword Coast in which Baldur's Gate was set. Icewind Dale is a barren and inhospitable polar region situated north of the Spine of the World, in the Frozenfar of Northwest Faerûn. What does it mean? Well, "a dale" is a broad valley but the Icewind part of the name comes from the eastern winds that bring in freezing air from the Reghed Glacier. Arguably three!įirst, the name: Icewind Dale. You can find a portrait for a female dwarf.In a further improvement, combat units will bump each other out of the way in order to get where they need to go, without sticking together like in BG + PS:T.Plus, area design has spared us from nightmares like the Firewine Ruins & Thieves' Maze. The pathfinding routine has been greatly improved over BG and PS:T.Accessing the area map does not pause the game.Thus, I recommend not checking it to on unless you're a lamer. This degenerate, newbie feature reduces the need for clerics & consumable use. Rest Until Healed has been added as an option.YOU MUST GATHER YOUR PARTY BEFORE VENTURING FORTH has been muted.The quiver capacity has been doubled (IWD: 40, BG: 20).Summons are limited to six in total whereas BG1 summons were uncapped.6.9K Baldur's Gate II: Enhanced Edition.420 Planescape: Torment: Enhanced Edition. 88 Persistent Worlds & Multiplayer for NWN (not EE).409 Custom Content & Community Exp Pack.Personally I love an Illusionist/Cleric who spends the first part of the game as a primary caster but then can switch to an ultimate roid juggernaut of destruction supplemented with contingicies, sequencers and triggers (loaded with divine spells as appropriate). Seriously though, DUHM is great for any cleric build. Additionally, a swash cleric is going to have quite mediocre damage compared to a fighter unless you dual at a high level as you can't specialise in the cleric weapons that you'll eventually use. The problem with a swash cleric is that they can only hit max attacks if they wield both Fast Flails and the Reckless Ring which denies one fast flail for a second cleric restricting party composition to 1 cleric or leaving your swash cleric with only 4 APR. If you're looking for the strongest party in IWD you'll take 2 clerics (multi or dual). I would have traps, healing and melee in one slot in exchange for backstab, which I don't use anyway. I now wish I had one instead of the F/C I rolled in my play through. Massive damage.Įven if they aren't especially strong fighters, wouldn't that kind of utility character justify itself by virtue of the space it opens in your party? You now have room for an extra berserker/mage or whatever, so the party's damage output overall would be higher.īut swash to cleric seems especially good, given DUHM.
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