Icewind Dale ApR, Attacks Per Round


Icewind Dale ApR



In Icewind Dale 1, Attacks per Round (ApR) represents the number of attacks a character can perform in a given round or seven seconds of combat (i.e, attack rate). ApR is an especially important stat in a campaign that reduces the viability of direct-damage spellcasting and features waves and waves of enemies susceptible to physical-based damage.

In addition, many itemized weapons inflict chance-based on-hit negative status effects such as stunfireballdisease -- and even effects akin to vorpal -- so, it stands to reason that the more often you can attack, the more often these devastating effects are going to trigger. Three melee units attacking at a rate of 5 ApR, and inflicting stun on a regular basis, is just too good.

Icewind Dale ApR Sources


  • Every character receives one base attack at first level, aka 1 ApR.
  • Warrior classes (Fighter, Paladin, Ranger) can Specialize in a weapon for +½.
  • Fighter Grandmastery grants a full attack (unlike in BG2 where it was nerfed).
  • Warriors also receive +½ at 7th and 13th levels.
  • Rangers receive an extra attack if their shield-hand is free. (Rangers also erroneously receive the extra attack when wielding two-handed weapons. More info.)
  • As standard, all Bows bestow ApR +1 as per AD&D rules (only specific crossbows do, such as "of Speed"; and only specific Bows grant >+1 ApR, such as Best Bows IWD)
  • There are several specific items that grant extra attacks though most of them are randomly drawn from preset pools consisting of several other items, and are therefore unlikely finds.
  • Righteous Wrath of the Faithful (ApR +1)
  • Finally, Haste IWD doubles ApR.

Icewind Dale Melee Fighter ApR


  • Base ApR: 1 (1 ApR)
  • Specialization (available at Warrior 1st lvl): +½ (1 ½ ApR)
  • Grandmastery (available at Fighter 9th lvl): +1 (2 ½ ApR)
  • Warrior class 7th lvl bonus: +½ (3 ApR)
  • Warrior class 13th lvl bonus: +½ (3 ½ ApR)
  • +ApR item (e.g, Long Sword of Action +4): +1 (4 ½ ApR)
  • Haste (a third circle arcane spell that doubles ApR): (9)

Wait! Four-and-a-half attacks? How does that work? Turn on Autopause at End of Round to see for yourself: the character will perform four attacks in the first round followed by five in the second.

Now, items that bestow +ApR stack with each other up to the ApR hardcap of 5; for example, let's say you already have 4 ½ ApR courtesy of the Long Sword of Action +4 (+1 ApR weapon). Then, you put on the Ring of Reckless Action (+1 ApR ring). Do you have 5 ½ ApR now? No, you only have five max. The other half is wasted. But the Haste spell doubles that to 10 which is the absolute maximum ApR the Infinity Engine is capable of representing.

You will note that it seems you're only getting 5 ApR with Haste when Autopause is set to End of Round, but you when you turn off Autopause you're actually getting 10 ApR because the animation speed is doubled for hasted combat units.

The Long Bow +4: Hammer is a random drop that bestows +4 ApR and stacks with ApR bonuses meaning a character with just seven warrior levels and Specialization hits the hardcap of five ApR. Or even an un-Specialized Fighter (2) Mage (3) Dual-class reaches 5 ApR if they wear the above-mentioned ring in addition.

Note that Haste inflicts fatigue when it wears off meaning that the party receives cumulative to-hit penalties and complains bitterly about being tired until they rest. For those reasons, I generally don't cast Haste unless the party is facing off against a boss and I'm going to rest afterwards, anyway. In normal encounters, I much prefer to have my Mage's third circle spell slots loaded up with the underrated AoE debuffer, Slow, which reduces the movement speed and attack rates of large groups of enemies to half, and also inflicts +4 penalties to their AC & THAC0. Its duration is the same as Haste (3 rounds + 1 round/lvl).


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