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Table of Contents
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I Introduction ---------------------- ppgint
**Please, read this first, it wouldn't be long**

II Character Creation ---------------- ppgcre
II.1 Race ppgcr1
II.2 Class ppgcr2
II.2.1 Front-line Tanker ppgcr3
II.2.2 Back-row Caster ppgcr4
II.3 Alignment ppgcr5
II.4 Constructing a Band ppgcr6

III Skills --------------------------- ppgskl
IV Feats ---------------------------- ppgfet
III.1 Weapon and Armor Feats ppgfe1
III.2 Self-improving Feats ppgfe2
III.3 Weapon Fighting Feats ppgfe3
III.4 Spell casting Feats ppgfe4
III.5 Class Feats ppgfe4

V Useful Spells -------------------- ppgspe
IV.1 Arcane Spells ppgsp1
IV.2 Cleric Spells ppgsp2
IV.3 Druid spells ppgsp3
IV.4 Spells that Overlap ppgsp4

VI General Strategies -------------- ppgstg
VII Known Bugs That Will Hurt You ----- ppgbug

VIII Walkthrough --------------------- ppgwlk
Prologue ---------------------- ppg01
1.1 Targos Dock ppg02
1.2 Targos Town ppg03
1.3 Targos Palisade ppg04
Chapter 1 ----------------------------- ppg05
2.1 Shaegarne Fort ---------------- ppg06
2.1.1 Somewhere Before Village ppg07
2.1.2 Torak Base ppg08
2.1.3 Somewhere Before Dam ppg09
2.1.4 Dam ppg10
2.1.5 Shaegarne Bridge ppg11
2.2 Horde Fortress------------------- ppg12
2.2.1 Outside Fortress ppg13
2.2.2 Cave to Fortress 1 ppg14
2.2.3 Cave to Fortress 2 ppg15
2.2.4 Fortress ppg16
2.2.5 Inside Fortress ppg17
Chapter 2 -------------------- ppg18
3.1 Foothills ppg19
3.2 Glacier Crevice ppg20
3.3 Ice Temple Upper Level ppg21
3.4 Ice Temple Lower Level ppg22
3.4.1 Battle Square ppg23
3.5 Chapter Ends ppg24
Chapter 3 -------------------------------- ppg25
4.1 Wandering Village ---------------- ppg26
4.1.1 The Missing Children ppg27
4.1.2 The Returning Dead, or Undead ppg28
4.1.3 The Silent Ghost ppg29
4.2 Cold Marshes ppg30
4.3 River Caves ----------------------- ppg31
4.3.1 River Caves Entrance ppg32
4.3.2 River Caves ppg33
4.3.3 River Caves Exit ppg34
Chapter 4 -------------------------- ppg35
5.1 Black Raven Monastery ------- ppg36
5.1.1 Monastery Entrance ppg37
5.1.2 Monastery ppg38
5.1.3 Eight Chambers ppg39
5.1.4 Black Raven's Tomb ppg40
5.2 The Underdark --------------- ppg41
5.2.1 Driders Cave ppg42
5.2.2 Leaving the Underdark ppg43
5.2.3 Z'hinda Citadel ppg44
Chapter 5 ------------------------------- ppg45
6.1 Kuldahar ------------------------- ppg46
6.1.1 Kuldahar Pass ppg47
6.1.2 Kuldahar ppg48
6.1.3 Chult and Yuan-Ti Temple ppg49
6.1.4 Slaying the Guardian
and Protecting Kuldahar ppg50
6.2 Dragon's Eye --------------------- ppg51
6.2.1 Dragon's Eye Entrance
and Level 1 ppg52
6.2.2 Dragon's Eye Level 2 ppg53
6.2.3 Dragon's Eye Level 3 ppg54
6.2.4 Finishing Dragon's Eye ppg55
6.3 Holy Avenger --------------------- ppg56
6.4 Dragon's Eye Exit ppg57
6.5 Ice temple Revist ppg58
6.6 Fields of Slaughter ppg59
6.7 Saablic Tan ---------------------- ppg60
chapter 6 -------------------- ppg61
7.1 The Plam ppg62
7.2 The Fingers ppg63
7.3 Finishing the Game ---- ppg64

IX Frequently Asked Questions ----------- ppgque
X Version History ---------------------- ppgver
XI Credits and Acknowlegment ------------ ppgthk



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I introduction ppgint
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Well, This is the first faq i write. i am a bit old now, and most of the
time, i'll wait for an faq to release to buy the game and play according
to the faq. However this time, i amazingly played iwd2 without any faq.
Sure, i do stuck in somewhere along the course, but i have help from the
good and friendly people who visited www.gamefaqs.com IWD2 forum. As time
went on, the itch of writting this faq enlarged and i cannot resist it.
so there you have it.

For your information, i am more a pc gamer then a pnp-er (pen and paper).
So, my knowledge about 3ed is very limited. Basic stuff only i know,
technical knowledge limited i am.

You will notice that for important title in the table of contents, it will
be follow by ppgXXX. i did this for the purpose of simple navigation. You
can now just look at the table, using "find" function in your wordpad
to find ppgXXX and jump to the correspond content. For example, search for
"ppgthk' will bring you to the section. In
case, ppg means 'Powerpuff Girls'. Don't you just adore them?

As you go through the walkthrough, you'll notice that my style and basis
of writting change. There are two main reasons behind this. 1st, the game
has developed into such a state that i cannot continue with my previous
style. 2nd, my mood changed.

Since you can use 'alt' key to highlight interact-able containers, i guess
there is no need for me to indicate each containers in the game. Just press
the key often to highlight containers and on ground items so you wouldn't
miss a thing. Also, traps are expected everywhere. De-trap wouldn't yield
xp like in BG. Plus, i haven't enounter a deadly trap that cost my life,
so i wouldn't mention every trap in the game.

As the faq goes, i'll use more and more short form. I suppose it would be
easy to understand but just in case,
STR = strength DEX = dexterity
CON = constitution INT = intelligence
WIS = wisdom CHA = charisma
BGx = Baldur's Gate 1 or 2 IWDX = icewind dale 1 or 2
3ed = 3rd edition rules pnp = pen and paper
BIS = Black Isle Studios hp = hit points

Enjoy the game, enjoy the faq.

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II. character creation ppgcre
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There are a lot of discussion going on in several iwd2 related forums, so i
would not and could not cover them all. You can always pay a visit to these
forums and post your suggestion there for analysis and criticism. What i
will cover is very general.

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II.1 race ppgcr1
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Race gives you an advantage at start and influence you far into the game.
The more important aspect the a race would influence is the quests
available in the game. Some quests will result in better rewards if you
have a specific race to do the job. There will this never ending discussion
about which race is best for which class going in every IWD2 forums.

Don't be discourage by the level adjusment, it will not limit your level
cap, which is 30. Level adjusment simply means that a character needs more
experience to level into next. If a character has level adjusment of +x,
that means at level 1, that character needs xp needed for level 1+x to
level into level 2. As for the 'favored class', it doesn't nessasary means
that the race excel in that class. It means that the culture of that race
has influenced its people in such way that they will not receive an xp
penalty while multiclass into the class.

Before i go into it, one thing you have to remember,
It is role-playing that counts.

1 >>> Human
Humans are all around people. They don't have heredity
bonuses but they have the finnest educational system to make
them as competitive as other races. So they might not have
+ on any abilities, but they can be train into any class and
do a good job on it.

a. Human
human is very flexable and general. You get an extra feat at start
and extra skill points per level. The best part of a human is the
'favored class: any' bonus that it offers. Thus, the higest class
in multiclasses will the the favored class.
If you have no idea which race you want to choose, human can't be
wrong.

b. Aasimar
Aasimar has a +2 on WIS and CHA. cleric, paladin and druid will
benefit from this stats.

c. Tiefling
Tiefling has +2 on INT and DEX. Rogue, wizard or even fighter+
wizard combination will benefit from the class bonus.

2 >>> Dwarf
Dwarves are very hardcore people. They will slash rather then
talk and think. Dwarves give an impression of very hard to
damage and kill

Generally dwarf makes good fighter for the +2 CON bonus. +2
saving throw against poison is not that crucial. However, +2
against spells is is a big plus. In addition, +2 search will
also makes them a good rogue.

a. Shield Dwarf
Just like human (subrace) to human (race), shield dwarf is the
general version of dwarf. The advantages are not to heavy and so
is the disadvantage.

b. Gold Dwarf
It wouldn't be a good idea to make a rogue out of gold dwarf because
of the -2 dex disadvantage. gold dwarf is more fighter then other
dwarves. They have an +1 attack roll againist underdark creatures.
But then, the underdark is just a part of the whole story.

c. Gray Dwarf
Gray dwarf is more rogue then other dwarves. They have +4 bonus on
move silent to go with the default +2 search. So gray dwarf would
serve best for a figher+rogue dwarf.

3 >>> Elf
Elves are very magical and agile. They are easy to kill,
physically, but they are hard to hit. Elves can be great
spellcasters, especially using arcane magic (they are very
arcane anyway). Elves can be excellent archers as well. you
only heard the term 'elven archer' right? have you ever heard
of 'orcish archer' or 'dwarven archer'? But, the game does not
really promote you to be an archer. so, elves can only show
their magical side but not the agile side.

All elves will have a +2 DEX bonus. All elves are immune to
sleep. All elves have +2 saving throw against enchantment
magic (spells that screw up your mind like charm, confusion,
hold person, etc). All elves have +2 search check. In
addition, elves are proficient with large swords and bows
(crossbows are not bows, they are simple missile weapons).
Since elves are magical, their favored class will be towards
spellcasters.

a. Moon Elf
general version of elves. receives -2 CON.

b. Drow
+2 DEX, +2 INT and +2 CHA, you want more? how about 11+lvl spell
resistance? Drow does a great job in a lot of classes and
multiclasses. To make the game interesting, mixing a rogue and wizard
would certainly be fun. the downside is -2 CON so they can't be
fighters that take a lot of damage. Also, whenever under bright light,
a drow receives -1 on everything.

c. Wild Elf
just like moon elf, but the penalty is -2 int.

4 >>> Gnome
Gnomes are suppose to be very scientific and rational people
(rational doesn't mean serious). Ironically, their favored
class is illusionist. Generally gnomes are weak at physical
fighting.

a. Rock Gnome
Seriously, i don't know what to do with rock gnome. Because their
bonus +2 CON conflicted with their penalty -2 STR. if -2 STR makes
you no good at melee, then what's the +2 CON for?

b. Deep Gnome
+2 DEX and WIS with 11+lvl spell resistance. It doesn't not end here.
+2 to all saving throw, +2 to search and hide. Now this is much
better then the rock gnome. Combination of fighter+illusionist or
rogue+illusionist will work fine. Don't worry about the -2 str
penalty. Or if you want, For the fun of it, deep gnome can be good
druid and cleric. Not many race has +2 WIS.

5 >>> Half-elf
i wish i have better things to say about half-elf but there
isn't much. Personally, i like half-elf for the sake of role
playing. In 2e rules, half-elf offers the widest range of
multiclassing. Now in 3e rules, since everyone can multiclass,
half-elf loses its most important advantage. Furthermore,
'favored class: any' might seem useful, but human also offer
this with 1 bonus feats and more bonus skill points. so which
would you rather choose?

Ok, the limited advantages of a half-elf. Half-elves are
immune to sleep and have a +2 save aganist enchantment magic.
This bonus is best apply to a fighter since saving throw
against enchantment magic is a fighter weakness. So, to some
extend, half-elf fighter is better than a human fighter.

6 >>> Half-orc
Most people don't accept half-orc and treat them as babaric
half-breed. Most half-orc are either abandoned children or
raise by their human single mother without acceptance of
the society. (Come to think of it, have you ever come across
a half-orc of orcish mother and human father?)

Half-orc makes the best hardcore fighter with their +2 STR,
the only race with + STR. Who cares about int and cha when
being a fighter?

7 >>> Halfling
Halfling are, in simple term, sneaky. They just like to play
around. The thought of heroic deeds will never come across
their minds. Generally, halfling people are almost equal
to rogues.

Because of their sneakiness nature, they have +2 DEX, +2
move silently and +1 to hit with thrown weapon. Because
they are all small, they receive -2 str penalty. One special
note is that these people are fearless, +2 morale saving
throw against fear. They are not that easy to suffer a
morale failure to fear.

a. Lightfoot Halfling
The key of lightfoot halfling is the +1 to all saving throws.

b. Strongheart Halfling
The key of strongheart halfling is the extra feat available at
start.

*p.s. So it's really up to you for choosing between a lightfoot or
strongheart. You want +1 saving throws or +1 feat? Personally,
i prefer +1 saving throws because its benefit is more long
term.

c. Ghostwise Halfling
Favored class is barbarian. Gains extra ability of setting natural
snares. Natural snares work just like entangle, nothing fancy.


==CONCLUSION==
Remember what i mention earlier? It is role-playing that counts. Of course,
half-orc makes the best fighter. But for the sake of role-playing, pure fun
and not following prototypes, why not try half-orc paladin, halfling druid,
dwarf cleric? If you have a band of six, the 'not so wise choice' of race
and class would not give you much trouble. In fact you can later tell
everyone that you finished the game with some most freakish combination.

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II.2 class ppgcr2
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Because of the freedom that 3rd edition rule gives, most of the time,
people would not stay in one class and become a fulltimer. So, as i discuss
about each class, i will include a little conclusion at the end of each
type of class.

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II.2.1 front-line tanker ppgcr3
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As the name suggest, these people are there to take damage and
protect your spellcaster.

1 >>> Fighter
Fighter is all about feats.

You'll get a lot of extra feats so you can pretty much learn every
skill that is available to you. The crucial thing is in the early
of the game. You only have a few feats, so you'll need to plan well
on what to learn first, and what's next. While deciding what should
a fighter's abilities be, generally speaking, minimize charisma, and
wisdom. STR and CON are equally important. Of course, if you want
to pull down DEX to push INT, you are welcome. Because most likely
a fighter will wear the heaviest armor in the game which might
negates the benefits of having a high DEX. But beware, some feats
require high dex, like 'Dirty Fighting', so don't let your DEX drop
below 13.

You have feats, so use them well. At early of the game, you might
want to choose 'Snakeblood' if you have a choice, Since this only
available in first level. 'Dirty Fighting'is a must have feat later
on. Distribute your weapon feats so that you can attack effectively
with slashing damage as well as bludgeoning damage. Some monsters
have high resistance to a damage type. However, those are open to
piercing damage usually cannot resist slashing as well.

p.s. Holy Avenger is a long sword. There is an axe that slay
construct in HoF mode. 'Club of Disruption' is a club
that destroy undead.

2 >>> Paladin
In the name of law, you smite evil.

First, paladin will have divine spellcasting ability starting from
4th lvl, which are based on wisdom. so if you want to cast a x level
spell, you'll need 10+x wisdom.

Second, paladin has 'lay on hand' in 1st lvl. it's a healing spell
which determine by charisma. Also, by default, you are immune to
disease. At 2nd lvl, you gain 'smite evil' which is also charisma
based. It gives you extra damage to evil foes. Also in 2nd lvl,
you gain 'aura of courage'. It makes you immune to fear and gives
allies +4 saving throws aganist fear. In 3rd lvl, you'll get 'turn
undead' which is charisma and lvl based. Also in 3rd lvl is 'remove
disease' which can be useful. So basically, you are immune to disease
and fear at lvl 3.

Third, you have restriction on multiclassing. if you don't
multiclass to your order's favored class, you cannot lvl up in
your paladin class ever.

So, if you want to play a full time paladin, you'll need to
distribute your abilities wisely. Well, since i never play a full
time paladin before, so i wouldn't give me unwise suggestion here.