ABILITIES, ATTRIBUTES, STATS: Icewind Dale 2, IWD2


Icewind Dale 2 Stats



Welcome to my stats guide for Black Isle's cRPG Definition of 2002, Icewind Dale 2. In Icewind Dale 2 Abilities, Ability Scores, Attributes or stats (See: cRPG stats) modify such things as accuracy, damage, saving throws, armor class, hitpoints, and spellcasting power. In addition, stats modify IWD2 Skills and can also determine which IWD2 Feats are available to us. 

As per all previous Infinity Engine games, there are six abilities that we need to consider. Many characters can get away with cranking certain abilities, and dumping others (min-maxing). However, min-maxing is not critical to success. For example, Fighters can still succeed if they begin with a Strength score of 16 instead of 20.

Note that IWD2 Race governs how much an ability can be cranked or dumped; IWD2 Class does not.

Also note that abilities can be increased via spells, potions, items and modal abilities. Examples of these will be appended to each of the six stat entries.

Strength IWD2


Strength measures a character's muscle, endurance, and stamina. Strength is especially important to fighters, barbarians, paladins, rangers, and monks because it helps them prevail in combat. Strength affects a character's chance to hit in melee, how much damage is inflicted with melee and thrown weapons, the ability to force open locked doors and containers, and how much a character can carry.

Score: Melee Attack/Melee & Thrown Damage/Force Lock Modifier, Weight Limit

  • 1: -5, 1
  • 2-3: -4, 5
  • 4-5: -3, 15
  • 6-7: -2, 30
  • 8-9: -1, 50
  • 10-11: 0, 70
  • 12-13: +1, 90
  • 14-15: +2, 120
  • 16-17: +3, 160
  • 18-19: +4, 215
  • 20-21: +5, 285
  • 22-23: +6, 375
  • 24-25: + 7, 500
  • 26-27: +8, 650
  • 28-29: +9, 875
  • 30: +10, 1000

Strength Sources


  • Half-orc [+2]
  • Barbarian Rage [4 flat for 5 rounds] [1/day per 4 levels] [Barbarian: Level 1]
  • Barbarian Greater Rage & Tireless Rage [6 flat for 5 rounds] [1/day per 4 levels] [Barbarian: Level 15 /20]
  • Tempus' Strength [6 flat] [1/day] [Duration: 1 round per level] [Battleguard of Tempus]
  • Bull's Strength [1d4+1] [Transmutation] [Level: Brd 2, Clr 2, Pal 2, Sor/Wiz 2, Lathander 2] [Range: Touch] [Duration: 1 hour/level] [Casting Time: 1 round] [Area of Effect: 1 creature] [Saving Throw: None]
  • Draw Upon Holy Might [1 flat per 3 caster levels] [Evocation] [Level: Clr 2, Pal 2, Tempus 2] [Range: Caster] [Duration: 10 rounds] [Casting Time: 2] [Area of Effect: Caster] [Saving Throw: None]
  • Strength of One [3 flat] [Transmutation] [Level: Clr 3, Pal 3] [Range: Caster] [Duration: 7 rounds] [Casting Time: 3] [Area of Effect: 25-foot radius] [Saving Throw: None]
  • Champion's Strength [4+1d4] [Transmutation] [Level: Clr 5, Pal 5, Tempus 5] [Duration: 10 minutes/level] [Casting Time: 2] [Area of Effect: 1 creature] [Saving Throw: None]
  • Animal Rage [4 flat] [Enchantment] [Level:  Drd 4, Rgr 5] [Range: Touch] [Duration: 15 rounds] [Casting Time: 8] [Area of Effect: 1 creature] [Saving Throw: None]
  • Aura of Vitality [4 flat] [Transmutation] [Level: Drd 7, Lathander 8] [Range: Caster] [Duration: 1 round/level] [Casting Time: 7] [Area of Effect: 5-foot radius] [Saving Throw: None]

Dexterity IWD2


Dexterity measures a character's hand-eye coordination, agility, reflexes and balance. Dexterity is most important to rogues, but also helps characters that typically wear light or medium armor (barbarians and rangers) or none at all (monks, wizards, and sorcerers), and any character that wants to be skilled in ranged combat. Dexterity affects a character's Armor Class (making you easier or harder to strike in combat), attack bonus with missile weapons, Reflex saving throw (dodging fireballs or other attacks you can avoid by moving quickly), and the skills Hide, Move Silently, Open Locks, and Pick Pocket.

Score: Armor Class/Missile Attack/Reflex Saving Throw/Skill* Modifier

  • 1: -5
  • 2-3: -4
  • 4-5: -3
  • 6-7: -2
  • 8-9: -1
  • 10-11: 0
  • 12-13: +1
  • 14-15: +2
  • 16-17: +3
  • 18-19: +4
  • 20-21: +5
  • 22-23: +6
  • 24-25: +7
  • 26-27: +8
  • 28-29: +9
  • 30: +10

* Applies to Hide, Move Silently, Open Locks, and Pick Pocket.

Dexterity Sources


  • Chimandrae's Slippers IWD2 (Dex +5)
  • Heart of the Snow Leopard Charm IWD2 (Dex +4)
  • Cat's Grace [1d4+1] [Transmutation] [Level: Brd 2, Sor/Wiz 2] [Range: Touch] [Duration: 1 hour/level] [Casting Time: 2] [Area of Effect: 1 creature] [Saving Throw: None]
  • Draw Upon Holy Might [1 flat per 3 caster levels] [Evocation] [Level: Clr 2, Pal 2, Tempus 2] [Range: Caster] [Duration: 10 rounds] [Casting Time: 2] [Area of Effect: Caster] [Saving Throw: None]
  • Aura of Vitality [4 flat] [Transmutation] [Level: Drd 7, Lathander 8] [Range: Caster] [Duration: 1 round/level] [Casting Time: 7] [Area of Effect: 5-foot radius] [Saving Throw: None]

(WiP)

Constitution IWD2


Constitution measures a character's fitness, health, and physical resistance to hardship, injury, and disease.  Constitution is important to all characters because it affects hit points. Wizards and sorcerers gain further benefits from a high Constitution as it helps to prevent their spells from being disrupted if they are struck in battle. Constitution affects a character's hit points (how much damage you can take before dying), Fortitude saving throw (resisting the effects of poison, etc.), and chances of ignoring a blow that might interrupt a spell he or she is casting (Concentration).

Score: Hit Point/Fortitude Saving Throw Modifier

  • 1: -5
  • 2-3: -4
  • 4-5: -3
  • 6-7: -2
  • 8-9: -1
  • 10-11: 0
  • 12-13: +1
  • 14-15: +2
  • 16-17: +3
  • 18-19: +4
  • 20-21: +5
  • 22-23: +6
  • 24-25: +7
  • 26-27: +8
  • 28-29: +9
  • 30: +10

Constitution Sources


  • Draw Upon Holy Might [1 flat per 3 caster levels] [Evocation] [Level: Clr 2, Pal 2, Tempus 2] [Range: Caster] [Duration: 10 rounds] [Casting Time: 2] [Area of Effect: Caster] [Saving Throw: None]
  • Ilmater's Endurance [6 flat] [1/day] [Duration: 1 round per level] [Painbearer of Ilmater]
  • Barbarian Rage [4 flat for 5 rounds] [1/day per 4 levels] [Barbarian: Level 1]
  • Barbarian Greater Rage [6 flat for 5 rounds] [1/day per 4 levels] [Barbarian: Level 15]
  • Animal Rage [4 flat] [Enchantment] [Level:  Drd 4, Rgr 5] [Range: Touch] [Duration: 15 rounds] [Casting Time: 8] [Area of Effect: 1 creature] [Saving Throw: None]
  • Aura of Vitality [4 flat] [Transmutation] [Level: Drd 7, Lathander 8] [Range: Caster] [Duration: 1 round/level] [Casting Time: 7] [Area of Effect: 5-foot radius] [Saving Throw: None]

(WiP)

Intelligence IWD2


Intelligence measures a character's memory, reasoning, and learning ability. Intelligence is most important to wizards and characters that want to start with a wide variety of skills. Intelligence affects the potency of a wizard's spells (how difficult they are for unwilling targets to resist), the number skill points a character receives during creation and when passing levels (though a character will always receive at least one skill point per level), the maximum level and number of arcane magic spells that a wizard can cast each day, and the skills Alchemy, Disable Device, Knowledge (Arcana), Search, and Spellcraft.

Score: Wizard Spell DC/Skill Points/Skill* Modifier, Wizard Max Spell Level, Wizard Bonus Arcane Spells (1st/2nd/3rd/etc.)

  • 1: -5, None, 0/0/0/0/0/0/0/0/0
  • 2-3: -4, None, 0/0/0/0/0/0/0/0/0
  • 4-5: -3, None, 0/0/0/0/0/0/0/0/0
  • 6-7: -2, None, 0/0/0/0/0/0/0/0/0
  • 8-9: -1, None, 0/0/0/0/0/0/0/0/0
  • 10: 0, None, 0/0/0/0/0/0/0/0/0
  • 11: 0, 1st, 0/0/0/0/0/0/0/0/0
  • 12: +1, 2nd, 1/0/0/0/0/0/0/0/0
  • 13: +1, 3rd, 1/0/0/0/0/0/0/0/0
  • 14: +2, 4th, 1/1/0/0/0/0/0/0/0
  • 15: +2, 5th, 1/1/0/0/0/0/0/0/0
  • 16: +3, 6th, 1/1/1/0/0/0/0/0/0
  • 17: +3, 7th, 1/1/1/0/0/0/0/0/0
  • 18: +4, 8th, 1/1/1/1/0/0/0/0/0
  • 19: +4, 9th, 1/1/1/1/0/0/0/0/0
  • 20-21: +5, 9th, 2/1/1/1/1/0/0/0/0
  • 22-23: +6, 9th, 2/2/1/1/1/1/0/0/0
  • 24-25: +7, 9th, 2/2/2/1/1/1/1/0/0
  • 26-27: +8, 9th, 2/2/2/2/1/1/1/1/0
  • 28-29: +9, 9th, 3/2/2/2/2/1/1/1/1
  • 30: +10, 9th, 3/3/2/2/2/2/1/1/1

* Applies to Alchemy, Appraise, Concentration, Disable Device, Knowledge (Arcana), Search, and Spellcraft.

Intelligence Sources



Wisdom IWD2


Wisdom measures a character's enlightenment, judgment, and common sense. Wisdom is most important to clerics, druids, paladins, and rangers, but helps any character that wants keen senses and the ability to resist controlling magic. It also affects the Armor Class of an unarmored monk, making you easier or harder to strike in combat. Wisdom affects the potency of a cleric, druid, paladin, or ranger's divine magic spells (how difficult they are for unwilling targets to resist), Will saving throws (resisting a harpy's charming song, etc.), the maximum level and number of divine magic spells that clerics, druids, paladins, and rangers can cast each day, and the Wilderness Lore skill.

Score: Divine Magic Spell DC/Will Saving Throw/Monk AC/Wilderness Lore Modifier, Max Divine Spell Level, Bonus Divine Spells (1st/2nd/3rd/etc.)

  • 1: -5, None, 0/0/0/0/0/0/0/0/0
  • 2-3: -4, None, 0/0/0/0/0/0/0/0/0
  • 4-5: -3, None, 0/0/0/0/0/0/0/0/0
  • 6-7: -2, None, 0/0/0/0/0/0/0/0/0
  • 8-9: -1, None, 0/0/0/0/0/0/0/0/0
  • 10: 0, None, 0/0/0/0/0/0/0/0/0
  • 11: 0, 1st, 0/0/0/0/0/0/0/0/0
  • 12: +1, 2nd, 1/0/0/0/0/0/0/0/0
  • 13: +1, 3rd, 1/0/0/0/0/0/0/0/0
  • 14: +2, 4th, 1/1/0/0/0/0/0/0/0
  • 15: +2, 5th, 1/1/0/0/0/0/0/0/0
  • 16: +3, 6th, 1/1/1/0/0/0/0/0/0
  • 17: +3, 7th, 1/1/1/0/0/0/0/0/0
  • 18: +4, 8th, 1/1/1/1/0/0/0/0/0
  • 19: +4, 9th, 1/1/1/1/0/0/0/0/0
  • 20-21: +5, 9th, 2/1/1/1/1/0/0/0/0
  • 22-23: +6, 9th, 2/2/1/1/1/1/0/0/0
  • 24-25: +7, 9th, 2/2/2/1/1/1/1/0/0
  • 26-27: +8, 9th, 2/2/2/2/1/1/1/1/0
  • 28-29: +9, 9th, 3/2/2/2/2/1/1/1/1
  • 30: +10, 9th, 3/3/2/2/2/2/1/1/1

Wisdom Sources

Charisma IWD2


Charisma measures a character's force of personality, persuasiveness, personal magnetism, and ability to lead.  Charisma is most important for paladins, sorcerers, and bards, though it also helps clerics turn undead. Charisma affects the potency of a bard or sorcerer's spells (how difficult they are for unwilling targets to resist), store prices, a character's ability to turn undead (see manual for complete turning rules), the maximum level and number of spells that sorcerers and bards can cast each day, the skills Animal Empathy, Bluff, Diplomacy, Intimidate, and Use Magic Device, and can influence the reactions of other characters.

Score: Bard & Sorcerer Spell DC/Skill* Modifier, Store Price Modifier, Bard & Sorcerer Max Spell Level, Bard & Sorcerer Bonus Spells (1st/2nd/3rd/etc.)

  • 1: -5, +15%, None, 0/0/0/0/0/0/0/0/0
  • 2-3: -4, +12%, None, 0/0/0/0/0/0/0/0/0
  • 4-5: -3, +9%, None, 0/0/0/0/0/0/0/0/0
  • 6-7: -2, +6%, None, 0/0/0/0/0/0/0/0/0
  • 8-9: -1, +3%, None, 0/0/0/0/0/0/0/0/0
  • 10: 0, 0%, None, 0/0/0/0/0/0/0/0/0
  • 11: 0, 0%, 1st, 0/0/0/0/0/0/0/0/0
  • 12: +1, -3%, 2nd, 1/0/0/0/0/0/0/0/0
  • 13: +1, -3%, 3rd, 1/0/0/0/0/0/0/0/0
  • 14: +2, -6%, 4th, 1/1/0/0/0/0/0/0/0
  • 15: +2, -6%, 5th, 1/1/0/0/0/0/0/0/0
  • 16: +3, -9%, 6th, 1/1/1/0/0/0/0/0/0
  • 17: +3, -9%, 7th, 1/1/1/0/0/0/0/0/0
  • 18: +4, -12%, 8th, 1/1/1/1/0/0/0/0/0
  • 19: +4, -12%, 9th, 1/1/1/1/0/0/0/0/0
  • 20-21: +5, -15%, 9th, 2/1/1/1/1/0/0/0/0
  • 22-23: +6, -18%, 9th, 2/2/1/1/1/1/0/0/0
  • 24-25: +7, -21%, 9th, 2/2/2/1/1/1/1/0/0
  • 26-27: +8, -24%, 9th, 2/2/2/2/1/1/1/1/0
  • 28-29: +9, -27%, 9th, 3/2/2/2/2/1/1/1/1
  • 30: +10, -30%, 9th, 3/3/2/2/2/2/1/1/1

* Applies to Animal Empathy, Bluff, Diplomacy, Intimidate, and Use Magic Device.

Charisma Sources



Icewind Dale 2 (Index) Stats IWD2 Skills IWD2 Weapons IWD2
Best Builds Icewind Dale 2 Races IWD2 Feats IWD2 Best Weapon IWD2
Icewind Dale 2 Walkthrough Classes IWD2 Best Party IWD2 Wizard Spells IWD2
Icewind Dale 2 Enemies Heart of Fury IWD2 Icewind Dale 2 Review Cleric Spells IWD2

No comments:

Post a Comment

Note: only a member of this blog may post a comment.