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Old 10-10-2004, 09:19 PM   #1
Calagari
Manshoon
 

Join Date: October 5, 2004
Location: God's Country Va.
Posts: 198
Do I need to keep the keys I found in Kresslack's tomb once I am done in that area? I also have 2 skull things I keep carrying around. I am not asking for a spoiler of any kind just a yes I should keep them or no dump them would be ok.

Why can I no longer sell yeti hides? I managed to sell about 17 or so and not no one will buy them. I have been dumping them in the upstairs chests in the inn.


The Trolls in the Dragons eye need fire or acid to kill them off. Is there a store I can buy arrows of this kind? I seem to run out of spells fast and the arrows I have pretty fast. The trolls then proceed to beat the daylights out of me.

The guy in the once locked house in Kuldahar should I wait to go with him when I finish the game or can I go before?
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Old 10-11-2004, 01:20 AM   #2
Aerich
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Join Date: May 27, 2004
Location: Canada
Age: 44
Posts: 2,061
1) Keys. Nope, don't keep them once you've moved on to the Temple of the Forgotten God. Same goes with the Symbol of Myrkul. Dump them in a chest, or perhaps sell them to Gerth for the pitiful 1 GP.

2) Yeti pelts. The shopkeepers work on a demand system. Thus, they will no longer keep buying things if they have a large supply already. The price will also go down after you've sold them a few pelts - I usually wait to sell until I've got 16 (the max you can sell from one character) and sell them all at once. That gets the best price.

If you aren't doing so, use the character with the best Charisma to talk to the storekeepers - high Cha may have an effect on how many pelts they'll buy. If not, don't sweat it - there'll be plenty of money eventually, and you can sell yeti pelts to the merchant in the Severed Hand.

3) Trolls. You just have to suffer for a bit - the only merchants that sell fire/acid arrows are in areas after Dragon's Eye. I generally do not use fire or acid arrows until a troll goes down - just use them with one archer to finish off the fallen monsters. Same with the Burning Hands spell or Melf's Acid Arrow. Don't use them to cause general damage, just use them for the killing blow.

One tactic that has served me well here is the Web with Free Actioned (via rings) fighters. If you pay attention to how much damage the trolls have taken, you can bring them all down to "seriously wounded", withdraw the fighters, and finish them with a Fireball - spells like Spike Growth are also good for bringing the trolls' HP down. If you have the 3rd level priest spell Protection From Fire cast on your fighters, you can even cast the Fireball while they're still in there - that's particularly useful if some of the trolls are hurt but not down, and not affected by the Web - they'd chase you if you ran out of the Webbed area where the Fireball will be cast, but by staying in there you can maximize the number you hit while protecting yourself.

You can also use weapons that stun, poison or phase - stunned trolls die normally if they lose the rest of their HP while stunned, poison will finish off trolls when they're down, and phasing acts like poison. Addtionally, you should have at least one "flaming" dagger or sword by now - those can also be used to finish off trolls.

4) The once-locked-house aka the HoW expansion. I usually wait until I'm almost finished Lower Dorn's Deep (near the end of the game, after I have collected all of some certain objects - you'll know what that refers to when you get there). You can go anytime after the average level of your party is lvl 9 or so, but the first area of HoW can be tricky.

Edit: for thoroughness and clarity

[ 10-11-2004, 01:27 AM: Message edited by: Aerich ]
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Old 10-11-2004, 07:15 AM   #3
Calagari
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Join Date: October 5, 2004
Location: God's Country Va.
Posts: 198
Thanks Aerich for this help. I don't have any flaming swords but I do have a phasing dagger and an ice sword. I made the trek back ot the spell seller and bought my mage thief some acid and fire spells and the mage the web spell. Now 2 mages have them.

Finally I can drop those keys and skulls. I was afraid to do so earlier not knowing if I would need them in a pinch. I tried to get my cleric to write the protection from fire spell but he couldn't, or the write button didn't appear the last time I tred to do so.

I generally use the pally to deal with the shopkeepers. Killing the lizardmen does help on the gold income. I have about 5500 now after buying spells.


Quote:
Originally posted by Aerich:
1) Keys. Nope, don't keep them once you've moved on to the Temple of the Forgotten God. Same goes with the Symbol of Myrkul. Dump them in a chest, or perhaps sell them to Gerth for the pitiful 1 GP.

2) Yeti pelts. The shopkeepers work on a demand system. Thus, they will no longer keep buying things if they have a large supply already. The price will also go down after you've sold them a few pelts - I usually wait to sell until I've got 16 (the max you can sell from one character) and sell them all at once. That gets the best price.

If you aren't doing so, use the character with the best Charisma to talk to the storekeepers - high Cha may have an effect on how many pelts they'll buy. If not, don't sweat it - there'll be plenty of money eventually, and you can sell yeti pelts to the merchant in the Severed Hand.

3) Trolls. You just have to suffer for a bit - the only merchants that sell fire/acid arrows are in areas after Dragon's Eye. I generally do not use fire or acid arrows until a troll goes down - just use them with one archer to finish off the fallen monsters. Same with the Burning Hands spell or Melf's Acid Arrow. Don't use them to cause general damage, just use them for the killing blow.

One tactic that has served me well here is the Web with Free Actioned (via rings) fighters. If you pay attention to how much damage the trolls have taken, you can bring them all down to "seriously wounded", withdraw the fighters, and finish them with a Fireball - spells like Spike Growth are also good for bringing the trolls' HP down. If you have the 3rd level priest spell Protection From Fire cast on your fighters, you can even cast the Fireball while they're still in there - that's particularly useful if some of the trolls are hurt but not down, and not affected by the Web - they'd chase you if you ran out of the Webbed area where the Fireball will be cast, but by staying in there you can maximize the number you hit while protecting yourself.

You can also use weapons that stun, poison or phase - stunned trolls die normally if they lose the rest of their HP while stunned, poison will finish off trolls when they're down, and phasing acts like poison. Addtionally, you should have at least one "flaming" dagger or sword by now - those can also be used to finish off trolls.

4) The once-locked-house aka the HoW expansion. I usually wait until I'm almost finished Lower Dorn's Deep (near the end of the game, after I have collected all of some certain objects - you'll know what that refers to when you get there). You can go anytime after the average level of your party is lvl 9 or so, but the first area of HoW can be tricky.

Edit: for thoroughness and clarity
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Old 10-11-2004, 08:02 AM   #4
ZFR
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Join Date: February 14, 2002
Location: Ireland
Age: 41
Posts: 7,371
The Smithy in Kuldahar should always buy pelts no matter how many you sell.... the price will go down but he will always buy...

I found my first flaming sword on level 4 dragons eye first time i played. But its a random item wasnt there when i played second time...

Always dispose of keys and such items after youre done with an area except for certain badges you'll find later.... to be safe find some container in Kuldahar and kepp it all there...

Clerics cannot write spells from scrolls.... they get ALL the spells per level soon as they can cast spells of a particular level. In that way they are better than mages...
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Old 10-11-2004, 09:13 AM   #5
Calagari
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Join Date: October 5, 2004
Location: God's Country Va.
Posts: 198
The smithy in Kuldahar won't buy my pelts. He was the first person I sold to and no he just won't buy anymore.

Thanks for clearing up the cleric spell thing. I will quit trying to get him to write them now.

What I don't understand is why my Thief/Mage doesn't get spells like the Mage does? I have to buy all her spells.

I am just now entering level 2 of the Dragon's Eye. Entering I say if I can get past these cold wights.

This game is really very good. I am throughly enjoying it now that I have a few levels under my belt.


Quote:
Originally posted by ZFR:
The Smithy in Kuldahar should always buy pelts no matter how many you sell.... the price will go down but he will always buy...

I found my first flaming sword on level 4 dragons eye first time i played. But its a random item wasnt there when i played second time...

Always dispose of keys and such items after youre done with an area except for certain badges you'll find later.... to be safe find some container in Kuldahar and kepp it all there...

Clerics cannot write spells from scrolls.... they get ALL the spells per level soon as they can cast spells of a particular level. In that way they are better than mages...
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Old 10-11-2004, 10:28 AM   #6
ZFR
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Join Date: February 14, 2002
Location: Ireland
Age: 41
Posts: 7,371
Quote:
Originally posted by Calagari:

What I don't understand is why my Thief/Mage doesn't get spells like the Mage does? I have to buy all her spells.

And how does your mage get spells??? thief/mage is no different from normal mage.

Clerics and druids (and paladins and rangers) get ALL their spells soon as they reach the proper level...
Mages and bards (whether a pure class or multiclass mages) get no spells whatsoever and have to get spells from scrolls by writing them into their spellbook.. I personally never really bothered with buying scrolls usually used those found around... except for some which I bought...

Or are you saying that you cant cast spells because they are grayed out and have to buy scrolls and cast from them?? THATS BECAUSE YOU'RE WEARING ARMOUR. A bard or multiclassed mage cannot cast spells while wearing armor. Remove your armor and you can cast spells normally.... there are very precious few armors found in the game (much later) that will allow to cast spells while worn. Clerics (and druid) spells can be while wearing armor.
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Old 10-11-2004, 12:24 PM   #7
Stratos
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For taking out trolls, remember that you also have Flaming Oils available to you. You find on the corpses of lizardmen shamans and you can also buy more back in Kuldahar, but they're quite expensive. Just put them in your quickslots and use them once the trolls are down on the ground. Try to get as many as possible with one oil.
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Old 10-11-2004, 12:40 PM   #8
Calagari
Manshoon
 

Join Date: October 5, 2004
Location: God's Country Va.
Posts: 198
I have been using the flaming oils on the Cold wights to knock down their numbers.
I now follow the previous advice and only use fire or +1 arrows at the very last thing. It seems to work well


Quote:
Originally posted by Stratos:
For taking out trolls, remember that you also have Flaming Oils available to you. You find on the corpses of lizardmen shamans and you can also buy more back in Kuldahar, but they're quite expensive. Just put them in your quickslots and use them once the trolls are down on the ground. Try to get as many as possible with one oil.
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Old 10-11-2004, 01:03 PM   #9
Stratos
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Don't waste too magical arrows, they're quite hard to come by.
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Old 10-11-2004, 03:33 PM   #10
Aerich
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Location: Canada
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The flaming oils don't do that much damage - they are best used to finish off trolls, but if you have a few left, by all means use them on cold wights.

Cold wights are best beaten with spells and well-armoured melee fighters. I'll second Stratos and say that you shouldn't use many magical arrows on them - there's far too many wights and not enough arrows.
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