Icewind Dale Walkthrough Guide


Icewind Dale 1 Walkthrough Guide



Welcome to my Icewind Dale 1 walkthough guide. Released in 2000, Icewind Dale 1 is an AD&D 2nd Edition cRPG developed and published by Black Isle Studios.

Character Creation Icewind Dale 1



Icewind Dale 1 was the third AD&D 2nd Edition cRPG hosted on BioWare's proprietary Infinity Engine, an RTS-like engine upon which the seminal Baldur's Gate was built. I have already covered the ruleset implementation and 8-step chargen process in my Baldur's Gate Review, so I refer the reader to that for some basics. But, as mentioned above, the major difference in the chargen process is full party creation.


Creating all six characters from scratch can seem somewhat daunting and exhausting at first. But the virtue of full party creation is that it allows for greater flexibility in, and control of, party composition.

Want a holy party of Paladins & Priests to smite the undead legions lurking in the Vale of Shadows? Go for it!

Want an order of Druids & Rangers, out to protect Kuldahar against the monstrous hordes brewing in Dragon's Eye? You can do that, too.

However, new players are advised to adventure with a balanced, traditional party, but more on that later.

Yes, full party creation is also possible in the Bhaalspawn Saga but access to the option involved a clumsy workaround because it was designed for multiplayer only [1]. In IWD, full party creation is standard and the Party Formation menu is accessible in single-player mode from the Party Arbitration button nested at the bottom of the left sidepanel, allowing players to recompose their party, at-will, and at any point during the game.

This was great if you gimped your character and needed to replace them with another, or if you just wanted to try out something new, mid-campaign. But new additions to your party do not scale to the level of their companions (as BG companions did to a degree), so you will have to accept your first level scrubs and wait for them to grow, a process that can be sped up by training the party on respawning mobs, such as the cold wights in Dragon's Eye.


The "flaw" of full party creation is the lack of party personality, companion-based reactivity and intimacy of role-playing a singular protagonist. Many players find adventuring with mere "combat units" to be quite a dull experience without companion quests, histories, rivalries, friendships, banters and interjections to spruce things up [cf. companion-based reactivity]. If you've played Jagged Alliance 2, you'll know that a deep companion pool leaves full party creation in the dust.

The ability to write biographies for each combat unit (as IWD allows you to do) could never make up for that because it didn't affect what happened in the campaign; it was just fluff.


[1] I call it "single-player multi-player", a mode of play which also noticeably impacted game performance.

Icewind Dale 1 Best Party



Best Party Composition. The best party in Icewind Dale 1 is a warrior-heavy party consisting of:


Format is Race / Class / Max lvl / Str / Dex / Con / Int / Wis / Cha


The above party is extremely powerful. If you want a much more difficult game, don't min-max Str, Dex and Con for warriors. Go for Str 15, Dex 15 and Con 14 instead. Your warriors will not receive penalties, but they also won't receive bonuses. In short, THAC0 loses 3 points, damage per hit loses 6 points, AC loses 4 points and we miss out on 4 guaranteed HPs per level. Doesn't sound like much, but it's huge.

Also, roll with random hit die, not max HPs.

Icewind Dale 1 Experience Point Cap


The XP cap is 1,801,000. That means all single-class warriors can reach 14th-15th level which means they net the final ApR +½ at 13th level. It also means Fighters can achieve Grandmastery (at 12th level) in one weapon and High Mastery in one other or Specialization in two others.

It also means Mages, Clerics and Druids can break into 7th circle spells, and Bards can break into 6th. However, in 6-person parties it isn't likely that Mages will reach 14th level in IWD (1,500,000 XP). Thus, 7th, 8th and 9th circle spells can only be cast from scrolls found as loot.

Why so many warriors and part-warriors? Please refer to my ApR IWDArmor Class IWD and THAC0 IWD. But basically, we don't want to get hit and we want to be hitting things hard and often. This is the truth of IWD: its cRPG combat encounter design almost entirely consists of swarming, tough monsters that are most efficiently dispatched by physical-based damage inflicted by buffed warriors.



In addition, IWD itemization is tailored to parties in which warriors are the mainstay; that is, it overwhelmingly consists of arms & armor that bestow powerful on-hit effects and perma-buffs to keep them on their feet and fighting for prolonged periods, without the need to rest.

Icewind Dale 1 Best Weapon

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The best weapon in Icewind Dale 1 is the Static Two Handed Sword +4. cf. Best Weapon Icewind Dale 1.


The best ranged weapon is Long Bow +4: Hammer.

But what about arcane bombardment? For the most part IWD hordes will laugh in the face of our limited ability to cast direct damage spells. The above party still has ample access to the arcane & divine spell ranges, but their true value consists in long-term buffing, debuffing & disablement [picpic] rather than direct, party-unfriendly bombardment.

Of note, too, is that arcane scrolls are stingily itemized; so much so, that pure Mages will break into higher spell circles but have only one or two scrolls scribed to them. There is also little point in having two Mages because there are not enough scrolls to go around.

That said, we certainly do have access to arcane and divine spellcasting, the buffs from which spheres are vital. But we don't need more than what we have.

Icewind Dale 1 Best Build


The best build in Icewind Dale 1 is the Fighter Mage dual-class, but we must contend with dual downtime. Dual-class FMs are also the best solo class in Icewind Dale providing the player knows the game well, and is prepared to grind for XP. If not, go with the multi-class variant.


Over the multi, the dual gets +1 ApR and +41 HPs. Most notably, the multi gets arcane spell slots of 4-4-4-4-4-1 whereas the (Specialist) dual gets 6-6-6-5-5-3-2. If the dual dualed at 7th, they would still have those spell slots but not the +1 ApR because they wouldn't have attained Grandmastery.

Multi saves are 7-7-8-8-8 whereas 7th Dual saves are 10-7-9-11-8 and 9th Dual saves are 8-7-9-9-8.

Cleric Ranger Icewind Dale 1



The other contender is the Cleric Ranger multi-class or Ranger Cleric dual-class. This is mainly due to the Ranger's +1 ApR (see Ranger dual-wielding section below) and the spell range of Cleric Rangers who get both Cleric and Druid spells = 68 total spells.


However, they lack arcane spells (such as Haste), which are much more powerful than Cleric and Druid spells or even Cleric AND Druid spells taken together. In addition, the Cleric weapon proficiency restrictions prevent us from wielding some of the best weapons (two examples for which are posted above).

Unless dualed early at Ranger 7th, the dual isn't going to be viable within 1,801,000 XP. The dual has spell slots of 8-7-6-4-2-2 whereas the multi has spell slots of 8-8-7-7-4-2-1.

7th dual saves are 5-9-8-11-10 whereas multi saves are 6-9-8-8-10.

Recommended favored enemy: Skeletal Undead -- no contest.

Grandmastery Icewind Dale 1


Grandmastery, that is, five stars or "pips" in a weapon (*****), was not attainable under the 161,000 experience point cap of expanded Baldur's Gate 1. However, it IS attainable in base IWD1. And it is True Grandmastery, unlike the embarrassment that is BG2

  • Thus: +3 THAC0, +5 dmg, +1 ApR (TGM
  • as opposed to: +2 THAC0, +4 dmg, +0.5 ApR (NERF)

This is notable.

However, presumably for game balance reasons Black Isle decided to allow only Mastery in Bows, which I think is an unnecessary ruling in a campaign in which archery is not all-powerful and OP (as it was in BG1). Yes, the Messenger of Sseth is a guaranteed find that bestows +1 ApR; and yes, Acid Arrows remain unnerfed at 2d6 acid, but the number of enemies and their hit dice are majorly increased from BG1, and Acid Arrows are rarer finds (Lehland & Nym each offer 80 for sale whereas Halbazzer alone offers 420 in the base BG1 campaign).

Weapon Proficiency Icewind Dale 1


Weapon proficiencies have been expanded in Icewind Dale 1; f.e, Great Swords are separate to Large Swords. So what? Well, it means you need to spend more Proficiency points to cover large swords (if you want to).

Also, Bastard Swords fall under Great Swords rather than Large Swords proficiency. In BG1, all swords and even daggers were covered by just two groupings: Large Sword and Small Sword.

The best weapon proficiency in Icewind Dale 1 is Bows due to +ApR, the power of ammo and the guaranteed find that is Messenger of Sseth. However, the best weapon proficiency mostly depends on RNG (which weapons we actually find randomly itemized). Keep in mind, as well, that crushing weapons (flails, hammers and maces) inflict 100% damage on skeletal undead.

Unless you're going to save-scum (reload for favorable RNG), spread your proficiencies out among party members -- afterall, we don't know which weapons are going to drop in many cases.


Racial traits. Elven & Half-elven chance to resist sleep & charm negative status effects (90% & 30%, respectively) have been implemented as standard in IWD (they weren't in BG1).

Ranger Dual-wielding Icewind Dale 1


In order to simulate their ability to dual-wield weapons, Rangers receive an extra attack (ApR +1) if their shield-hand is free. This makes Rangers and Ranger Clerics better physical-based damage dealers than other warriors. Rangers also erroneously receive this bonus when wielding two-handed weapons such as Great Swords.

Icewind Dale 1 Changes to Baldur's Gate 1


  • Summons are limited to six in total whereas BG1 summons were uncapped. Again, notable.
  • The quiver capacity has been doubled (IWD: 40, BG: 20).
  • Many new spells have been added. These are covered in each area write-up.
  • YOU MUST GATHER YOUR PARTY BEFORE VENTURING FORTH has been muted.
  • Rest Until Healed has been added as an option. This degenerate, newbie feature reduces the need for clerics & consumable use. Thus, I recommend not checking it to on unless you're a lamer.
  • Accessing the area map does not pause the game. This was a ToB addition to BG2: SoA.
  • The pathfinding routine has been greatly improved over BG and PS:T. Plus, area design has spared us from nightmares like the Firewine Ruins & Thieves' Maze
  • 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.
  • There are no overworld waylays. Sad.
  • You can find a portrait for a female dwarf. In fact, there are two. Arguably three!

Please note that my killcounts (shown at the end of each section) do not count respawns provoked on-rest (because I'm only resting in proper rest areas). The quest experience tally also does not cover all possible cRPG reactivity since most of it is flavor-only.

Introduction Icewind Dale 1



The introductory FMV is presented in a combination of 3D prerenders, sketches and paintings. It is narrated by the late, great David Ogden Stiers. It doesn't get any better than this:

They say that history is the greatest of all teachers. And that tales of past deeds define who we are in the present, and what we shall be in the future. It is said that such tales shall, with each telling, illuminate us all with the light of truth. I shall tell you of such a tale. It is a tale quite familiar to me, for I have spent nearly a lifetime piecing it together and chronicling it here within this book. For years I have pondered its passages, studying every line, committing each word to memory. Perhaps now, in the telling of it, I shall at last find the answers I seek.


Our story takes place in the northern region of Faerûn known as Icewind Dale. It is a harsh, frozen land, cut off from the rest of the world by a wall of jagged peaks called the Spine of the World. For centuries, the icy plains of the Dale have been home to the barbarian peoples of the Uthgardt and Reghedmen.


Huddled together in small, closely-knit tribes, the barbarians lived simple lives: free, proud and fiercely independent. Until the day an Archmage named Arakon came to Icewind Dale.


With an army of mercenaries, Arakon sought to conquer the north and force the fierce barbarians into slavery. Long weeks of battle followed, and the scattered barbarian tribes suffered terrible losses. Defeat seemed inevitable.


In their darkest hour, a barbarian shaman named Jerrod came forth and demanded a council between all of the remaining tribes of the north. A respected warrior, Jerrod persuaded the council to put aside their differences and unite against Arakon. Strengthened by a new sense of purpose, the barbarians rallied behind their new leader. The combined might of the northmen proved more than a match for Arakon, who had counted on the division of the tribes.


Wave after wave of barbarian warriors tore into Arakon's hored army, forcing them on the defensive, and ultimately, into full retreat. As his army crumbled around him, Arakon had time for one last, desperate act before his enemies descended upon him. Drawing upon his remaining power, the Archmage breached the planar boundaries, tearing open a portal to the Lower Planes. 


The foolish Archmage's cries of victory immediately turned to shrieks of terror as the hideous and twisted shapes of demonkind materialized from the portal and poured onto the battlefield. The sudden appearance of the demons drove the combatants, barbarian and mercenary alike, to turn to meet the new threat, side by side. The remaining warriors bravely charged the portal, to drive the hellspawn back... and were slaughtered by the hundreds. As his people fell around him, the barbarian shaman, Jerrod, looked up from the blood-drenched snow of the battlefield and caught sight of a lone figure high upon a ridge in the distance.


Jerrod immediately recognized this vision as an omen from his god, Tempos. And, in that instance, he knew what had to be done. Shouting cries to his god, he charged through the ranks of the demons and plunged into the portal. As Jerrod's blood fused with the energies of the portal, an explosion of white light engulfed the battlefield. When the light subsided, the demons were gone and the portal was closed. In its place, hovered a disk of solid stone. Frozen within the center of the disk was Jerrod's body, locked in his final moment of agony... in his final moment of triumph... for all eternity.


But that is not the end of our tale... it is... but the beginning.

Overview Icewind Dale 1



For Icewind Dale, Black Isle eschewed the deep role-playing and reactivity of their own Planescape: Torment (1999), and the non-linear exploration and questing of BioWare's Baldur's Gate (1998), in favor of a campaign focused on dungeon crawling & tactical encounters. The dungeons and their denizens will receive in-depth treatment in this retrospective.

In another shift from its predecessors, Icewind Dale features full party creation; that is, instead of creating one player character and recruiting companions into the party during the adventure, the player creates each and every party member that will constitute their party during the chargen process (there being no in-game companions to recruit). So yeah, there is no equivalent to the Nameless One or the Bhaalspawn in IWD; instead, the impersonal party of adventurers are the protagonist.

Player reception to these two shifts was mixed. On the one hand, many players branded IWD as a hack n slash affair cast in the mold of Blizzard's juggernaut, Diablo II, with which its release coincided. They disliked the concept of full party creation and the lack of exploration and role-playing choices offered to them. To these players, IWD was bland and lacking in depth. On the other hand, many fans embraced the focus on combat and noted that IWD was a polished, well-paced dungeon crawler that made no pretense of deep role-playing and storytelling.

Setting Icewind Dale 1




First, the name: Icewind Dale. 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.

Icewind Dale is a barren and inhospitable polar region situated north of the Spine of the World, in the Frozenfar of Northwest Faerûn. So yeah, far, far north of the Sword Coast in which Baldur's Gate was set. 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.

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 [pic]. 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.

Despite its mid-range level cap the IWD campaign is epic and sweeping in scope. From humble beginnings in the quiet fishing village Easthaven, the party travels the length, breadth and depth of the Dale in search of the source of evil threatening the region:


These are the highlights of IWD area and dungeon design. For reference, there are 128 unique areas in IWD. (Heart of Winter adds 24 and Trials of the Luremaster adds 21). 

The heroic party battles all manner of powerful and exotic denizens, many of which are not only new or upgraded from Baldur's Gate, but also encountered in far greater number and represented by larger sprites; for example, yetis, trolls, yuan-ti, umber hulks and giants. But the TROLLS: so many people cried about them back in the day. Not to mention the Maralith & Baatezu bosses — Yxunomei, especially!


With a few exceptions such as the legendary Durlag's Tower (which is in a league of its own) and the Dead Nations, Drowned Nations & Warrens of Thought that comprise the Catacombs in Planescape: Torment, neither of the preceding Infinity Engine titles blew my hair back in regard to dungeon or encounter design.

What set IWD apart was its number of sprawling multi-level dungeons (which gave you the feeling of being deep down and far away from the comfort of town), the quality of their design, and the sheer number of enemy waves packed into them. For example, by mid-campaign we are not  up against ogres and bandits but rather swarms of trolls and yuan-ti.

Ok, most of this walkthrough is to be given over to an area-by-area analysis that showcases IWD's dungeon and encounter design, itemization and reactivity (yes, there is some!); interspersed with pro-tips and random remarks on story, lore and aesthetics.

Continued in: Easthaven Icewind Dale.

Icewind Dale 1 Dragon's Eye IWD Lower Dorn's Deep IWD
Icewind Dale 1 Walkthrough Yxunomei IWD Marketh IWD
Easthaven IWD Severed Hand IWD Ilmadia IWD
Kuldahar IWD Larrel IWD Malavon IWD
Vale of Shadows IWD Upper Dorn's Deep IWD Perdiem IWD
Temple of the Forgotten God IWD Wyrm's Tooth IWD Belhifet IWD

2 comments:

  1. Wonderful analysis, I must admit that I was one of those people that called IWD a boring hack'n'slash back in the day. With time I began to appreciate this title. The only thing that I wish was used more in this campaign is the opposing party encounters, I find the monster enemies a bit bland after several packs. This would make me want to re-play the game a bit more. Having the opportunity to experience IWD in multiplayer I have to say that this is the best IE game for this purpose. BG1 has a great potential as well, but I was unable to finish it in MP. BG2 has too much dialogue (people get bored), and IWD2 is unfortunately impossible to finish in MP (the loading times get longer and longer with the campaign progression until a certain point the game just fails to load).

    My two cents as to this write-up. In the beginning there's a typo:
    "Hi there! My name's Lilura1 and welcome to the first part of my in-depth walkkthoug" - I would like to apologize for the joke, but it reads like you were choking ;)

    Haste spell does not inflict fatigue in the original BG1 - that was added in IWD actually.

    ReplyDelete
    Replies
    1. Thanks for the corrections, Tuth.

      "opposing party encounters" -- I recently backdated a post on rival adventuring parties:

      https://lilura1.blogspot.com/2019/10/Baldurs-Gate-Retrospective-Review-Rival-Adventuring-Parties-Level-Scaling.html

      However, there isn't much commentary at this point.

      Delete

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