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Icewind Dale Game Guide
Class
By far, the most important choice to make when creating a character is which class he will be. A character's class determines his strengths and weaknesses, abilities and restrictions, and so on. You can choose one class for a character or, if he's not human, you can multiclass, sharing experience points equally between classes and gaining both the abilities and restrictions of each class. Humans may dual-class, choosing one class and later adding a second class. Multiclassing is straightforward: simply choose "multiclass," then select the desired class combination. Dual-classing is more complicated. Once a human character reaches the level 2 in his given class, he may at any time choose to add a second class by selecting "dual-class" on the character info screen. After doing so, the character loses the abilities of the first class until he has surpassed the first class' level in his second class. For example, if Zaxxon, a level 3 mage, dual-classes to become a mage/cleric, he loses the ability to cast mage spells until he is a level 4 cleric. After dual-classing, a character can never advance further in his or her first class.

Warriors
Warriors are the bread and butter of the AD&D world. Nary will a party survive the dangers of Faerūn without at least two warriors in its ranks. These fine men and women may use any weapon in the game.

Fighter
Fighters are your standard-fare butt kickers and generally used to soak up damage while dealing out large amounts of hurtin' at the same time. Fighters can gain up to five proficiency points in any given weapon type. Fighters need a high strength rating, and high dexterity and constitution values are musts as well.

Ranger
Rangers are fighters who just happen to be woodsmen as well. At high levels (8 and higher), they gain the ability to cast spells. These fine men and women can specialize in weapons almost as well as straight fighters, can dual-wield weapons (represented in-game by an extra attack per round), can move silently, charm people or mammals, and may choose a racial enemy toward whom they gain immense (+4) combat bonuses. Only humans and half-elves of good alignment may be rangers, and all rangers need high strength, dexterity, constitution, and wisdom ratings. (Skeletal undead is the most effective racial enemy to choose, as you'll encounter some type of skeleton in almost every major area of the game.)

Paladin
These warriors of virtue fight for justice. They can specialize in weaponry like their brethren rangers, may heal themselves, turn the undead, protect from and detect evil, and gain a +2 bonus to all saving throws. Beginning at level 9, they can cast priest spells. Only lawful good humans may be paladins. All paladins must have high strength, constitution, wisdom, and charisma ratings.

 
« Previous Page Character creation (cont.) »

 
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Tips on creating and developing your party of adventurers

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