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Old 05-30-2005, 04:15 AM   #11
Aerich
Lord Ao
 

Join Date: May 27, 2004
Location: Canada
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For the original game, no HoW, the patch you need is v.1.06, available here.

I would advise you to invest in HoW as quickly as you can raise the cash, because it makes some adjustments to gameplay and adds significant spells and powers to certain classes, notably the bard and the druid. Those character classes are not NEARLY as good without (but no need to change the party). Having HoW also gives you much more territory to explore, as the combination of HoW and TotL (which is not playable without HoW) adds a fair bit.

Your characters 1-5 are solid, so your #6 is really a matter of preference. In my assessment, you party is a little light on healing and offensive spells so it would be good to have a decent healer in that slot who also has good all-round spell capability (e.g. druid). However, since you do not have HoW, and a druid is much less of an offensive factor without it, a paladin would fit in there very nicely - giving you two strong front-line troops, leaving the ranger and F/C free to attack with missiles or melee weapons as they choose.

A quick note on weapon proficiencies - I would strongly suggest that you take a blunt weapon instead of greatsword with your dwarven fighter. Otherwise, your main tank will be fairly ineffective against the mounds of skeletal undead in the game. I would recommend any melee character have at least 1 PP in a blunt weapon. Your Illusionist/Thief should probably go with bows and some sort of edged weapon - dagger, short sword, or longsword.

You can find the manual in .pdf format on disc 1 of your IWD set. Just search the CD for "manual", and you will find it.

Happy gaming [img]smile.gif[/img]
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Old 05-30-2005, 03:25 PM   #12
Kitiara
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Join Date: November 30, 2004
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thanks Aerich, your an angel!

I searched for HoW on the webpage where I bought IWD, and it wasn't so expensive as i thought, so I might just try to hang on for a while and buy ut before starting a game! [img]smile.gif[/img]

So, while waiting for HoW, I'll be busy reading the manual!

[ 05-31-2005, 03:21 PM: Message edited by: Kitiara ]
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Old 05-30-2005, 05:01 PM   #13
Kyrvias
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huzzah!
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Old 05-31-2005, 10:47 AM   #14
NobleNick
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Location: Huntsville, AL, USA
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Kitiara,

Welcome to the IWD nook of the forum!

I agree with the advice that has been given so far on HoW. You really want it for several reasons: 1.) It adds lots of game control and video features to IWD; 2.) It rebalances the game, giving the Druid and the Bard a lot more punch; 3.) It patches IWD; 4.) (IIRC) It gives you Heart of Fury (HoF) mode; and 5.) It gives you the HoW (and free download, TotLM) expansion areas.

Assuming you are in the U.S: Install IWD, then HoW, then Trials of the LureMaster (TotLM), and nothing else, for a totally patched game.

Now, your party: Looks O.K. Suggestions: I think (but am not sure) that the Elven Ranger would get a bonus to Bow. Also, it appears you might be thinking of the Bard as a warrior. The Bard is most powerful as a singer, if you have a beefy party for her to sing for, and secondarily as a spellcaster. The War Chant lowers friendly AC by 2, cumulative with other spells, etc.; plus the healing from that song is really nice -- makes it so your party always enters a battle at full HP. The War Chant is more powerful, the more warriors the Bard has to sing it to, and IWD is a physically intensive game. You already have some heavy hitters in your party, which is great; but more is better, so-o-o-oo...

If you are NOT playing the expansions (just IWD straight through): I would recommend another warrior in the 6th slot: Paladin, Fighter or Ranger.

If you ARE playing the expansions: Hmmm... this is a little harder. You will want muscle and buffing; but the Druidic spells are powerful and fun. Some options you might consider for the 6th slot:

1.) Human DC Ranger(13)/Cleric
2.) Human DC Fighter(13)/Druid
3.) Human DC Fighter(13)/Cleric
4.) Human DC Ranger(12)/Cleric
5.) Human DC Fighter(12)/Druid
6.) Human DC Fighter(12)/Cleric
7.) Human DC Fighter(9)/Druid

The above are ordered starting with the most powerful additons to YOUR existing party of 5. Builds 1 through 3 take patience, but yield a polished character for the last 1/4 to 1/3 of the game (including expansions). Builds 4 through 6 take less patience, yield a slightly less powerful character; but you get to use the finished character for about 1/2 the game. Build 7 is the fastest, and basically gives you a full Druid with a Fighter's HP plus O.K. abilities as a backup Fighter: Monsters that hop past the front line looking for an easy kill are in for a nasty surprise. The R/C builds give you access to SLVL 3 Druidic spells (via the Ranger) and a boatload of slots to stock up on them (via the Cleric).

I, personally, would go for the R(13)/C or the F(13)/D.

I think you will like your Gnome Thief/Illusionist. My only big beef about mine was that the Mage abilities are a rear/protected function whereas the Thief is usualy out front. An awkward mix; but the combination of two characters of high utility into one slot was worth it. The Bard will cover the Necro spells that your Illusionist can't use.

Oh: don't forget to save all your pennies and buy the Bardic Horn of Valhalla as early in the game as possible. I consider it the most powerful artifact in IWD/HoW.

EDIT: THis is a new record --> FIVE posts slipped in since I started my reply! Hmm... getting old and slow...

Kitiara, if you fill your 6th slot with a Cleric mix you will have two warriors with blunt weapons and can leave the Dwarf to his edged weapons. Also, if you go axe, it is good for melee and ranged axe, so you can put the PP that you would have otherwise put into a separate ranged weapon (e.g., Bow) into blunt weapon.

--------------------
What's a party,
without a song?
Bards ROCK!
Party On!!


[ 05-31-2005, 10:59 AM: Message edited by: NobleNick ]
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Old 05-31-2005, 03:37 PM   #15
Kitiara
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Join Date: November 30, 2004
Location: west of nowhere
Age: 36
Posts: 59
Well, it seems I'm in luck! The webpage where I bought IWD just recently lowered the prices on a couple of PCRPG-classics, and with a little help from my darling parents, I was able to not only by HoW, but Baldurs gate 1&2 including their expansions!

Hurray!

They'll be delivered in aprox. a week, so I'll wait to start IWD until then...
A Q about this though: do you recomens me playing Baldurs Gate before IWD?

~

@ Kyrvias: what does "huzzah" mean? [img]smile.gif[/img]

@ NobleNick: "EDIT: THis is a new record --> FIVE posts slipped in since I started my reply! Hmm... getting old and slow..."
Well, better late than never! Your advice are welcome! thank you!
(just so you know: I'm not from the U.S, I'm Swedish! Nice that my english is good enough to fool you though! )

EDIT: @ Azred: (heh, I actually missed your post at first! sorry! I'ts my own fault for not taking the time to check things properly!)
I've heard that the dwarven ladies wear these cute pink bows with beer perfume in their beard to really catch the guys interest! [img]tongue.gif[/img]

~

so, since I AM getting HoW, another update on the party:

1: Bard, Human. (my main talker, mainly uses crossbow, backup daggers)

2: Fighter/Cleric, ˝ elf. (mainly uses a mace, only "good" cleric spells)

3: Ranger, ELF (uses bow and large swords equally)

4: Illusionist/Thief, Gnome. (major in bow and shortswords as backup)

5: Fighter, Dwarf. (axe and greatword equally. my tank!)

6: Druid/Fighter, Human. (quaterstaff, if there are any good ones, and perhaps flails?)

any suggestions on the weapon choice?

[ 05-31-2005, 03:55 PM: Message edited by: Kitiara ]
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Old 05-31-2005, 03:54 PM   #16
shamrock_uk
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Huzzah. Think of it as a posh 'hurrah'.

And I would play BG1 and 2 second, that way you'll still be able to enjoy IWD

[ 05-31-2005, 03:55 PM: Message edited by: shamrock_uk ]
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Old 05-31-2005, 03:57 PM   #17
Kitiara
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ah, thank you for claryfing that

So, I should start with IWD 1&2, and then play BG 1&2? Good to know!
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Old 05-31-2005, 04:36 PM   #18
Kyrvias
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good luck on your future adventures!
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Old 05-31-2005, 04:50 PM   #19
Aerich
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A fighter/druid is a good option for the #6 spot. However, its weapon proficiencies are limited - one of the major differences between IWD 1&2 is that IWD 1 prohibits certain weapons for certain classes; it's not like IWD 2, where you can become proficient with any weapon if you are willing to spend a feat on it. Hence, flails are not an option for a F/D. I would recommend sling, scimitar (missile weapon and large sword proficiencies), one PP in quarterstaff, and maybe spear. Clubs are nearly useless, but it might be worth taking one PP in club, because HoW adds a spell called Star Metal Cudgel that uses club proficiency.

To maximize the efficiency of your dedicated tank dwarf, I would strongly, strongly recommend that she turn in her greatsword for a blunt weapon. As she will take the most hits, you probably also want her to have a shield instead of a two-handed weapon. To the best of my knowledge, there is no damage bonus in IWD 1 for using two-handed weapons, anyway.

Your ranger should specialize in bows and large swords to start, then put PPs into a blunt weapon. Sorry to be a broken record, but there are areas of the game where blunt weapons reign supreme. An extra attack with a high-strength ranger makes for a lot of shattered skeletons.

That party should do quite nicely.
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Old 05-31-2005, 05:35 PM   #20
ister
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Join Date: January 12, 2005
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Quote:
Originally posted by Aerich:
You may wish to go for an elven ranger instead of a human, for better bowmanship.
Why an elven ranger rather than an elven fighter? The fighter will be a significantly better archer as he will be able to put a third star in bows, and will level faster (so he'll always have better to hit rolls). The ranger does have some advantages over the fighter, but bowmanship is not one of them.
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