Icewind Dale: Enhanced Edition

Icewind Dale: Enhanced Edition

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Game Concepts and Party Building Guide
By DnD Detective
This is just a guide that discusses basic game concepts, party composition, comments on the various kits available, and provides general character advice. It is written largely for beginners and people looking to gain insight into the games different kits and classes. In other words it is for players who are not playing Heart of Fury Mode.

Just like in my NPC Guide to BGEE and my NPC Guide to BG2EE the goal of this guide isn't to fully discourage you from using any particular race or class. This is after all a roleplaying game. With this guide I am instead pointing out the basic gameplay mechanics at work in the game. I'll also point out the positives and negatives of each race, class, and kit (as well as provide other general advice). At the end of the day with enough skill any variation on a character can be used to beat this game.

Also before you read this any further you should consider reading the game manuals. Especially Manual #2.


Manual #1

http://cdn.icewinddale.com/files/IWDEE-Manual-1-Survival-Guide-to-the-North.pdf


Manual #2

http://cdn.icewinddale.com/files/IWDEE-Manual-2-Mastering-Melee-Magic.pdf
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Basic Game Concept: Dice Rolls
If you want to better understand what is happening in the game one of the most important concepts to understand is the dice roll.

Every time you are hit with or cast a spell that requires a Saving Throw, everytime you attack an enemy, and everytime you use a thieving skill you (typically invisibly) are making a dice roll to determine an outcome.

I plan on leaving the specifics to have different types rolls are handled to their own sections in this guide. However, the things I want to explain in this section is what a dice roll looks like.

1d8 2d4 1d6 4d8

No, you aren't having a stroke and seeing weird numbers. Well, hopefully you aren't anyways. No, instead you just saw four examples of how dice rolls are represented in the game.

If a spell or item states that it does 1d8 damage this means that it uses 1 dice (represented by "1d") and that dice has 8 different sides on it. This means that you would do anywhere between 1 to 8 damage.

If a spell or item states that it does 2d4 damage this means that it uses 2 die (represented by "2d") and each dice has 4 different sides. This means that you are rolling two die each dice can get a value of anywhere between 1-4. So both die combined would mean you would do 2-8 (1 to 4 + 1 to 4) damage.


Luck

There is something in the game called Luck. What Luck does is make it so that you get a higher chance at a better outcome with a roll. If you have +1 Luck then you have a 5% higher chance of a better outcome when it comes to things like your Saving Throws, your Hit Rolls, and your Thieving Skills). In other things (like for instance using abilities like Turn Undead) Luck will also improve your chances. In Turn Undeads case having +1 luck will mean that you are considered to be 1 level higher when determining if you will cause an undead to become panicked or be destroyed/controlled.

In other words Luck is a very valuable thing to have!


Unlucky

This is also referred to as Negative Luck.

If you are excessively fatigued you will start to become Unlucky. This means that you are actually taking a negative penalty to your dice rolls. The extent of this penalty is not something that the game will specifically make clear to you, however like Luck it affects any case of you making a dice roll (so your Saving Throws, Hit Rolls, and your Thieving Skills). This is very bad for your characters. So once you see a fatigued icon on your characters make sure they get at least 8 hours of rest!

Ohh and keep in mind that intoxication also will cause you to have negative luck.
Basic Game Concept : Saving Throws
As I previously mentioned dice rolls represent a sizable portion of the mechanics in this game. You don't have to go any farther than to see this at work with Saving Throws.

In order for a character to make a Saving Throw they must roll equal to or higher than their Saving Throw value (found in the Character Record screen). All the manuals (BGEE, BG2EE, IWDEE) say that you are only successful if you roll a value that is higher than your Saving Throw number. In actual fact they are wrong. You just need to roll a number that is equal to or higher than your Saving Throw.

Say you were attacked by a spell that requires you to make a Save Vs Spell to avoid its effects.

If you had 15 listed in your Character Record screen for your Save Vs. Spell then the only way to avoid that spell would be if you happened to roll a 15, 16, 17, 18, 19, or 20 (because all these numbers are higher than your listed value for your Saving Throw). In other words you have a 6 out of 20 (30%) chance of successfully avoiding this spell, while at the same time you have a 70% chance of you getting hit by it. If for instance you had a Saving Throw value of 13 instead then you'd have a 40% chance to successfully avoid the spell.

Also please note that there is no critical failure for Saving Throws. If you have a Saving Throw value of 0 in your character sheet then you will always save against a spell, unless of course that spell has a specific penalty given to your Saving Throws against it.

Saving Throws also don't have to involve just spells. Depending on the circumstance they can affect your likelihood to get poisoned or affected by an enemy status effect (stun, hold, etc). In other words they are used in a variety of situations.

They are very relevant to character creation particularly if you are interested in having a Gnome, Halfling or Dwarf in your group. These races benefit from "shorty saves" (see the sections for Gnomes, Dwarves, and Halflings) which provide additional Saving Throw bonuses based on your characters constitution score.

Its also important to note that with a multi-class character you get the best Saving Throws of any of your classes. So if you have a Fighter/Mage multi-class it is going to get excellent Save Vs. Death saving throws from its Fighter level and excellent Save Vs. Spell throws from its Mage level.

Once their first class is one level higher than their second class a dual class character will benefit from whatever Saving Throws their first class would have given its level. Up until the Saving Throws for its second class are better.

For instance say you take a level 6 Fighter and dualed them into a Mage. Between Mage levels 1-6 your Saving Throws would be the same as a single class Mage. However, once you hit level 7 you gain back any Saving Throws from your level 6 Fighter that are better than what you would get as a level 7 Mage. So instead of having a Save Vs. Death of 13 (like a level 7 Mage would) you instead have a Save Vs. Death of 11 (like a level 6 Fighter gets).
Basic Game Concept: Thac0 and Armor Class (AC)
If you are just looking for the simplist explanation when it comes to Thac0 and Armor Class then just know that the lower the number you have for them the better. So an AC of 0 is better than an AC of 6.

If you want a more detailed explanation then you can find that below.


Thac0

Thac0 stands for "To Hit Armor Class 0"

Essentially Icewind Dale uses a die rolling system to determine a wide variety of things in the game. In the case of Thac0 it, along with an opponents Armor Class (AC), is used to determine whether or not you hit a target with a melee or ranged weapon.*

What Thac0 is referring to is the die roll on a 20 sided die that you need to roll (or higher) in order to get a hit against an opponent with an AC of 0.

Say you have a fighter with 10 Thac0. Say your opponent is a fighter with 0 for their AC. For each attack you make in a round the game is rolling a 20 sided die to determine what value from 1-20 that you rolled (this roll is known as either your Attack Roll or your Hit Roll). In the example I mentioned you'd have to get roll 10 or better with that die in order to hit your opponent (which means you'd have a 55% chance of hitting them with each attack you make).

Your chance to hit an opponent can change however. If your opponents AC was much worse, say someone with an AC value of 6, with 10 Thac0 you'd need to roll a 6 or higher in order to hit them (which would by a 75% chance of hitting them with each attack you make).

If your Thac0 was 13 and your opponents AC was -1, you'd need to roll a 14 or better in order to hit (which means a 35% chance to hit).

Even your greatest warriors however can miss the smallest goblin around.



Armor Class

Armor Class simply works in a reverse fashion for you. If your armor class is -2, and your opponent has 8 Thac0, your opponent has to roll a 10 or higher to hit you (so they have a 55% chance of hitting you).

Essentially the lower you can get your armor class the better. The exception to this would be items (like armors) that can interfere with your ability to spell cast or use thieving skills, but divine casters (clerics and druids) and warriors (fighters/paladins/rangers/barbarians) don't have to worry about their armor interfering with using spells or abilities.


Keep in mind that Thac0 and AC are not the only two factors that determine if you successfully hit with a weapon. Spells, immunities, and other factors can stop one of your weapons from hitting or doing damage against an enemy.
Basic Game Concept: Hit Dice
You may often find yourself encountering the term "Hit Dice." This is especially the case when you are looking at spells like Sleep or Earthquake.

A creatures Hit Dice means exactly the same thing (as far as the game is concerned) with that creatures level. So if your character is level 7 then you have a Hit Dice of 7. There are a number of spells that use Hit Dice in order to determine if they work against a creature or not. Approximate Hit Dice values for some of the games different creatures can be found below.

Please note that Heart of Fury Mode modifies all enemies Hit Dice. So the values presented here won't be accurate.


Creature
Approximate Hit Dice
Goblin
1
Orc
1
Wolf
1 to 3
Winter Wolf
6
Ogre
1 to 5
Beetle
1
Bombardier Beetle
2
Rhinosaurus Beetle
12
Fire Beetle
1
Boring Beetle
5
Yeti
5
Tundra Yeti
5
Glacial Yeti
8
Berg Yeti
8
Yeti Chieften
7
Verbeeg
6
Acolyte
6
Lizard Man
1 to 2
Tough Lizard Man
1 to 5
Lizard Man Shaman
5
Basic Game Concept: Dual Classing
What Is Dual Classing?

To quote the game manual... (which some emphasis added by me)

"Dual-class characters (humans only) choose to focus on a second career at some point.
When this occurs, they stop gaining levels in their original class and start gaining levels
in a new class. They cannot, however, use any of their old class abilities until they are at
least one level higher in their new class than their old one.
After this point, they can
choose freely between the abilities of either class.

Available abilities for multi- and dual-class characters are shown on buttons at the bottom
of the screen when that character is selected. There is one proviso for both multi- and
dual-class characters, however: If they wear armor (except robes) or use weapons not
allowed by one of their classes, their abilities for that class are disabled (dimmed) until
they stop wearing that armor or using that weapon."


What do I need to Dual Class?

The following are a couple of guidelines for knowing if you can dual class the character you are planning to dual class.

1) You can only dual class after your first class reaches level 2.
2) You can only dual class if the combination you are making is a valid multi-class.

For instance you can't dual class a Bard into a Fighter, because there is no Fighter/Bard multiclass.

You can however dual class a Necromancer into a Cleric. This is because there is a Cleric/Mage multi-class. You cannot however dual class into any kit (so no dual classing from a Cleric into a Necromancer or from a Fighter into a Bounty Hunter)

3) In order to dual class you need at least 15 in your Prime Requisite for your initial class, and 17 in the Prime Requisite for the class you are dualling into.

A listing of Prime Requisites is as follows.

Class
Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma
Fighter
Prime Requisite
Ranger
Prime Requisite
Prime Requisite
Prime Requisite
Cleric
Prime Requisite
Druid
Prime Requisite
Prime Requisite
Thief
Prime Requisite
Shadowdancer
Prime Requisite
Prime Requisite
Prime Requisite
Mage
Prime Requisite

As you can see dual classing from a Ranger, Shadowdancer, or Druid often will require you to have very high stat rolls. Since if you wanted to say dual class from a Shadowdancer into a Mage you'd need to have 15 Strength, 15 Dexterity, 17 Intelligence, and 15 Charisma on the character.


General Strategies

What should I Dual Class Into?

I would suggest that you plan out what you plan on dual classing a character into in advance. Generally though you should be dual classing into a role that your party needs you to fill. For instance if you've already got a Cleric in your group there probably isn't going to be much of a need for two Clerics. That said you can work with any combination of classes in this game.



Which Way Should I Dual Class?

Generally speaking when it comes to dual classing it is better to go from a class that gives more health to a class that gives less.

For instance a Fighter (1d10 health dice) to a Mage (1d4). That or a Cleric (1d8) to a Thief (1d6). This is because (depending on your class) you only get either 9 or 10 levels where you roll for your health at level up. The rest of the time you will be limited to only gaining either 1, 2, or 3 health at level up depending upon your class.

Its also generally best to dual class into a spellcaster than to dual class out of one. However, these two rules will sometimes conflict (like in the case of the Cleric/Thief) so there are always exceptions to any rule and you are free to dual class as you would like. Its also important to think about what sort of benefits the class you are dual classing into provides at higher levels. In some cases it might be a class that peaks early.




When should I Dual Class?

If you are dual classing from a Fighter or Ranger into another class then the best levels to do this are probably level 7 or level 9. You could wait until level 13, but I would only recommend doing that if you are playing in a difficulty mode that grants extra experience over what core difficulty provides.

Level 7 is a good level because you get an extra 1/2 attack per round when you hit that level as a fighter. Level 9 is good because you will get a bit extra health over someone that duals at level 7 and you'll also get additional Thac0 and a proficiency point. Level 13 grants another 1/2 attack per round.

Other classes and kits have other times when it would be best to dual class. Review your classes page (and any spell progression tables they might have) in the games 2nd manual to find more information about when you might want to dual class.

You should also consider how much experience is required to reach the level you want to dual class out of. In the game the amount of experience needed to advance between levels will increase over time. For instance it requires only 64,000 xp to become a level 7 Fighter, but it requires 250,000 xp to get to a level 9 as a Fighter. However, to get to level 7 as a Thief only requires 40,000 xp and to get to level 9 only requires 110,000 xp.

In other words you should consider how much experience will be needed before you will become one level higher in your new class than your old class (because this will be the point where you will get your old classes abilities back). After all you want to be able to get as much benefit out of your new class (and your old classes abilities) as possible.

So if you are playing Core difficulty then whatever level of class you are planning to dual class out of probably should dual class somewhere comparable in experience to what these two Fighter examples require (you should probably dual class at a point somewhere between 64,000 to 250,000 xp).
*Character Creation*
In the following sections of the guide I'm going to be laying out the basics you should know when you are looking to make a character. I'm going to just arrange it as the game does, so first up is gender.
Gender
Mechanically gender has no bearing on how effective your character is. You can expect to see the occasional changes in dialogue based on the gender of your parties leader, but there are no gameplay implications for this.
Race: Human
Strengths:

- Humans have the benefit of being able to become any class and almost any kit found in the game. That includes all types of Mage specialists.

- They also can dual class. This basically means they have the ability (provided the conditions detailed in the dual class section of this guide are met) to stop advancing in their current class and instead continue the rest of the game advancing in a new class. It is important to note with this that until their new classes level exceeds their old classes level by one they won't have access to the abilities of their old class. So if you dual class as a level 4 fighter into a thief you won't gain access to your fighter's weapon proficiencies and other abilities until you hit level 5 as a thief.


Weaknesses

- You can't create "multi-class" characters with them
- Their minimum required scores are lower than other races. So they are the hardest race to get high rolls for.


Suggestions

- Its best mechanically to only use a Human if you are planning to either dual class or want to take one of the Human only classes (like Paladins or Monks). Otherwise another race will provide better benefits.
Race: Elves
Strengths:

- They make the best single-class Druids (due to their resistance to charm and sleep magics as well as the fact that single class Druids do not gain a health benefit from having a constitution greater than 16).
-They have 90% resistance against charm and sleep magics.
- They get a +1 THAC0 bonus with bows, short swords, and long swords. The bonus towards bows, as well as them getting up to 19 Dexterity, mean that they make excellent archers.
- Thanks to their high Dexterity and their races bonuses towards Open Locks, Hide in Shadows, and Move Silently an Elf has a much better thieving skills than a Human.
- At character creation they can get up to 19 Dexterity.
- They get infravision (this just makes characters look red in areas you can't see well in and at night time).

Weaknesses:

- They are much more limited than Half-Elves when it comes to their class options (both single-class and multi-class options).
- They are unaffected by the spell Raise Dead. If you want to raise them you have to cast the Resurrection spell (7th level cleric spell).
- At character creation they can only get up to 17 constitution.


Suggestions:

- As previously mentioned they make the best single-class Druids. They also make the best Sorcerers as well (though if you are looking to use a Dragon Disciple and want to get their constitution based regeneration then you might want to take a Half-Elf instead).
- They probably are the best choice to take as well if you are looking to have a Fighter/Mage/Thief (though technically compared to a Half-Elf they will take a small health hit for not having 18 constitution). They also make a good choice for a Mage/Thief or a Fighter/Mage.
- Due to their bonus to their Thac0 when using bows, as well as their 19 Dexterity, they also technically make the best Archers (Ranger kit).
Race: Half-Elves
Strengths:

- Like humans they have access to a wide variety of classes.
- Mechanically they make the best Bards (Humans don't get any advantage over them, however they get a 30% charm and sleep resistance and a pick pocket bonus over a Human Bard).
- They get a number of very effective multi-class combos. They are also the only race that can be a Fighter/Druid, Cleric/Ranger or a Fighter/Mage/Cleric. They can also be a Cleric/Mage multi-class (gnomes can be an Illusionist/Cleric but no other race can be this multi-class combo).
- They get a 30% resistance to charm and sleep spells. This isn't absolutely amazing by Icewind Dale standards but it does serve as some nice added protection.
- They get Infravision (this just makes characters look red in areas you can't see well in and at night time).
- They get +10 Pick Pockets over a Human.
- Unlike Elves they don't need a Resurrection spell to be revived.


Weaknesses

- They miss out on a number of classes restricted only to Humans. Monks, Paladins, as well as a number of Mage specialists.


Suggestions

- As previously mentioned Half-Elves make the best Bards.
- They also are a very good racial choice if you are looking for multi-class characters. Like I mentioned above they are the only race that can be a Fighter/Druid, Cleric/Ranger or a Fighter/Mage/Cleric. They can also be a Cleric/Mage multi-class, which is something only Gnomes can otherwise do (and in their case they have to be an Cleric/Illusionist).
Race: Gnome
Strengths:

- They are the only race that gets multi-class characters that have are a specialist mage (illusionists).
- They are one of only two races that can select a Cleric/Thief as a multi-class character.
- They get a "shorty save" that improves their Save Vs. Spell and Save Vs. Wands depending upon the amount of constitution they have. So a gnome character (regardless of its class) with 18 constitution would get a bonus of +5 to all its save vs spell and save vs wand rolls.

Constitution Value
Modifier
4-6
+1
7-10
+2
11-13
+3
14-17
+4
18+
+5

- They get Infravision (this just makes characters look red in areas you can't see well in and at night time).
– They get +5 Open Locks, +10 Find Traps, +5 Move Silently, +5 Hide in Shadows, +10 Detect Illusion, and +5 in Set Traps compared to a human.
– They can start with up to 19 Intelligence. This is useful for mages looking to ensure that they don't fail to learn any spell.


Weaknesses

- You are restricted to either using a single-class or using a multi-class. In other words no dual classing for them.
- They miss out on a number of classes restricted only to humans. Monks, Paladins, as well as a number of mage specialists.


Suggestion

- Go multi-class. That could mean a Fighter/Illusionist, Illusionist/Cleric, Illusionist/Thief. Whatever it is you are looking for. Even though Illusionists do miss out on a number of handy spell schools their Illusionist spells alone can often compliment some of these class combinations very well.
- Gnomes also have access to a Cleric/Thief multi-class. Frankly I think they make better Cleric/Thieves than Half-Orcs, so if you are looking to have one then a Gnome as a race is probably your best choice.
Race: Halfling
Strengths:

- Mechanically thanks to both racial bonuses and their 19 dexterity as thieves they start with the highest amount of skill points.
- Not including the gains they get from starting with 19 Dexterity they get an additional +5 Open Locks, +5 Find Traps, +5 Pick Pockets, +10 Move Silently, and +5 Hide in Shadows compared to humans.
- They can start with 19 Dexterity.
- They get a "shorty save" that improve their Save Vs. Spell, Save Vs. Death, and Save Vs. Wands depending upon the amount of constitution they have. So a halfling character (regardless of its class) with 18 constitution would get a bonus of +5 to all its Save Vs. Spell, Save Vs. Death, and Save Vs Wand rolls.

Constitution Value
Modifier
4-6
+1
7-10
+2
11-13
+3
14-17
+4
18+
+5

- They get +1 Thac0 when using slings.
- They get Infravision (this just makes characters look red in areas you can't see well in and at nighttime).

Weaknesses

- They can't start with higher than 17 Strength and 17 Wisdom.
- They are more restricted to their class options than any other race. For instance they can only be a fighter, fighter/thief, cleric, or thief.


Suggestion

- If you are going to take a Halfling I would strongly suggest going with a Fighter/Thief multi-class. Though their strength is low (which is important because it increases the damage bullets and throw weapons do) they can still prove to be pretty effective range characters. Especially when using a bow or crossbow.
- You could go with a Fighter, a Barbarian, a Cleric, or a Thief but there really isn't a lot of incentive to pick them for these roles compared to other races.
Race: Dwarf
Strengths:

- They are the only race that can use the Dwarven Defender Fighter kit.
- Excluding the reduced benefits (compared to humans) they get from only starting with a max of 17 Dexterity they get an additional +10 Open Locks, +15 Find Traps, +5 Detect Illusion, and +10 Set Traps compared to humans. This means that they actually can make decent Thieves despite the fact that they have lower than usual Dexterity.
- They can start with 19 Constitution.
- They get a "shorty save" that improve their Save Vs. Spell, Save Vs. Death, and Save Vs. Wands depending upon the amount of constitution they have. So a Dwarf character (regardless of its class) with 18 constitution would get a bonus of +5 to all its Save Vs. Spell, Save Vs. Death, and Save Vs Wand rolls.

Constitution Value
Modifier
4-6
+1
7-10
+2
11-13
+3
14-17
+4
18+
+5

- They get Infravision (this just makes characters look red in areas you can't see well in and at nighttime).

Weaknesses

- They can't start with higher than 17 Dexterity and 16 Charisma.
- They lack access to a wide variety of classes.


Suggestions

A Fighter (including any Fighter kits), Fighter/Thief, Fighter/Cleric, or Barbarian work really well with this race.
Race: Half-Orc
Strengths:

- They can start with as high as 19 Strength and 19 Constitution
- They get access to the Cleric/Thief multi-class. Gnomes are the only other race that gets access to this combination.
- They get Infravision (this just makes characters look red in areas you can't see well in and at nighttime).


Weaknesses

- The number of class options they have is pretty limited
- The highest amount of Intelligence they can start out with is 16 (this makes no real different for them since they cannot be Mages).


Suggestions

- Go with a Fighter (including one of the kits), a Barbarian, a Fighter/Thief, or a Fighter/Cleric. This is because you want to be in the position where you can really take advantage of your high Strength and Constitution.
- You could also go with a Cleric/Thief multi-class, but I personally think that the Gnome is a better choice there.
Class: Fighter
Basic Role

A Fighter basically can serve as the backbone of any group. Its the character that is going to be well armored and ready to fight an enemy up close or at range whenever needed.

Your basic Fighter has probably five basic roles that it can play in any party. These are listed in no particular order.

1) It can be used to deal a lot of melee damage against the enemy it is attacking.
2) It can be used as a ranged character with the intent of doing large amounts of damage to enemies.
3) It can be used as a disrupting agent against enemy spellcasters.
4) They can be used as a means of holding off enemies while either your spellcasters cast spells or your ranged characters finish off your enemies.
5) They can also act as the target of a hostile spellcaster until your spellcasters are able to respond in kind.

You will likely find certain roles for fighters to be more valuable in the game than others. For instance there are relatively few spellcasters in Icewind Dale compared to Baldur's Gate, so you may not find as much use for characters who specialize in disrupting spellcasters (role #3) compared to holding off enemies (role #4).

The game also provides various kit options whose benefits and penalties may take them towards a more specific role in a party.


Kits


Berserker

A Berserker is a very powerful Fighter kit that probably is best used in roles # 1, 3, 4, or 5. They can only gain proficiency in missile weapons, so they are not as effective as ranged characters as the other available Fighter kits. Their Enrage ability is particularly effective as it makes them immune to most status effects (Stun, Hold, Charm, etc). At the same time it also grants them additional damage while improving their AC and Thac0. Overall its a very effective kit.

Dual Classing: Berserkers work well dual classing into any available class.



Wizard Slayer

A Wizard Slayer is a very specialized Fighter kit that probably is best used in roles # 1, 2, 3, or 5. Their inability to use magical items apart from armor and a weapon seriously hampers their usability in the long term compared to other Fighter kits however. That said, their bonuses towards causing spellcasting disruption do make them valuable to act as spellcaster disrupters (role #3). Their spellcasting disruption effect is listed as 10% in its description, however in actual fact it is 25%. The disrupting effect also lasts for 30 seconds. The effect also is a cumulative one, so multiple hits to a spellcaster will make their chance of failure even higher.

They also can be very effective ranged characters (role #2).

Dual Classing: The only classes I can recommend you consider dual classing a Wizard Slayer into are oddly enough spellcasting classes. The reason for this is that they provide the best opportunities to make up for what you lose (namely they provide you with greater protections). I would not recommend dual classing into a Thief with this kit because the benefits the Thief levels provide you don't really help much to improve upon the kits strengths, and they don't help to reduce its weaknesses either.



Kensai

A Kensai is a very specialized Fighter kit that probably is best used in roles # 1, 3, or 5. They can not use missile weapons (so they can't act in role #2). Their Kai ability and Thac0 and Damage bonuses however makes them best used as pure damage dealers (role #1).

Dual Classing: The Druid or Mage are probably the safest classes to dual class into. The reason for this is that they both provide good protections to compensate for a Kensai's inability to wear armor. Of these two the Druid is probably the safest, as it doesn't require you to find scrolls to grant you new spells, however dual classing into a mage provides you with the option of using a much greater variety of weapons.

That said, dual classing into a Cleric can provide a lot of opportunities for damage dealing. This is because of the spells they have available to raise your Strength. Similarly, dual classing into a Thief would allow you to do significant backstab (or Sneak Attack) damage.



Dwarven Defender

A Dwarven Defender is a very effective Fighter kit that probably is best considering for use in roles # 3, 4, or 5. They cannot get grandmastery in a weapon. From a damage output standpoint this puts them behind other Fighter kits once you hit level 9. However, their innate physical damage resistances and Defensive Stance ability (which grants both Saving Throw bonuses and a significant protection against physical damage) make them particularly effective in roles 3, 4, and 5.

Dual Classing: Due to being restricted to Dwarf characters only they are not able to dual class.
Class: Paladin
Basic Role

A Paladin basically can serve as both a minor cleric and warrior in a group. Its the character that is going to be well armored and ready to fight an enemy up close or at range whenever needed.

Your basic Paladin has probably six basic roles that it is best suited to play in any party. These are listed in no particular order.

1) It can be used to deal a lot of melee damage against the enemy it is attacking.
2) It can be used as a ranged character with the intent of doing a respectable amount of damage to enemies.
3) It can be used as a disrupting agent against enemy spellcasters.
4) They can be used as a means of holding off enemies while either your spellcasters cast spells or your ranged characters finish off your enemies.
5) They can also act as the target of a hostile spellcaster until your spellcasters are able to respond in kind.
6) They can act as a minor cleric for your party.

You will likely find certain roles for Paladins to be more valuable in the game than others. For instance there are relatively few spellcasters in Icewind Dale compared to Baldur's Gate, so you may not find as much use for characters who specialize in disrupting spellcasters (role #3) compared to holding off enemies (role #4).


Spellcasting

Paladins gradually gain limited access to Cleric Spells. I would suggest that you consider yourself to be principally a warrior. Instead of focussing on healing spells focus on taking spells like Armor of Faith (level 1) and Draw Upon Holy Might (level 2) that improve your ability to fight in combat.

Through the use of the spell Sanctuary a Paladin can also act as a scout for a group. However, there are a number of other classes that will be able to fill this role much sooner (this is why I did not mention it under their list of roles).



Kits


Cavalier

A Cavalier is a very useful Paladin kit that probably is best used in roles # 1, 3, 4, 5, or 6. They cannot use any missile or thrown weapons, so they are not as effective as ranged characters as the other available Paladin kits. However, their immunity to charm, fear, and poison make them particularly effective against enemy mages as well as a wide variety of enemies. They also retain a Paladins ability to spellcast and gain an additional use of Remove Fear once per level. This makes them useful in filling a wide variety of roles in a party.


Inquisitor

An Inquisitor is a very specialized Paladin kit that probably is best used in roles # 2, 3, 4 or 5. Their lack of access to cleric spells makes them less effective than other Paladin kits in terms of their ability to do melee damage against opponents. That said, their ability to instantly cast Dispel Magic and True Sight does make them very valuable as spellcaster disruptors (role #3).


Undead Hunter

An Undead Hunter is a very effective Paladin kit that probably is best used in roles # 1, 2, 3, 4, or 5. They can not gain either Cure Disease or Lay on Hands as castable innate abilities. This makes them less effective in acting as a minor Cleric for the group compared to other Paladin kits (role #6).


Blackguard

The Blackguard is a very effective Paladin kit that probably is best considering for use in roles # 1, 2, 3, 4, or 5. Like Undead Hunters they are unable to cast Lay on Hands or Cure Disease, which makes them not as effective in terms of their spellcasting compared to other Paladin kits. However, they get some really amazing abilities that more than make up for this. Their Poison Weapon ability gives all of their attacks additional poison damage, which makes them very strong damage dealers especially against enemies that aren't undead (undead are typically immune to poison). They also get access to Aura of Despair. This is a very good debuff ability that makes them more effective at doing damage to a group of opponents (as well as less likely to get hit by those opponents).
Class: Ranger
Basic Role

A Ranger basically can serve as a minor Druid, a scout, and warrior in a group. Its the character that can both act as a well armored warrior but that can also act as a less armored scout.

Your basic Ranger has probably seven basic roles that it is best suited to play in any party. These are listed in no particular order.

1) It can be used effectively in melee combat against an opponent.
2) It can be used as a ranged character with the intent of doing a respectable amount of damage to enemies.
3) It can be used as a disrupting agent against enemy spellcasters.
4) They can be used as a means of holding off enemies while either your spellcasters cast spells or your ranged characters finish off your enemies.
5) They can also act as the target of a hostile spellcaster until your spellcasters are able to respond in kind.
6) They can act as a minor druid for your party.
7) They can act as the parties scout.

You will likely find certain roles for Rangers to be more valuable in the game than others. For instance you may find that being able to do a high amount of damage with ranged attacks (role #2) is more valuable than trying to be a character who specialize in disrupting spellcasters (role #3).

Note: This in particular pertains to those interested in dual classing their Ranger into a Cleric. Cleric/Rangers don't normally gain access to Druid-only spells until they reach the minimum level necessary to get those spells as a Ranger. However, if you go into

My Documents/Icewind Dale Enhanced Edition/baldur.ini

You will find a line titled 'Game Options', 'Cleric Ranger Spells', '1',

If you change that 1 value to a 0 you will gain access to any druid spell as soon as your Cleric could gain access to that spell level. This will make your Ranger/Cleric dual class much more effective.


Spellcasting

Rangers gradually gain limited access to Druid Spells. I would suggest that you consider yourself to be principally a warrior. Instead of focussing on healing spells focus on taking spells like Armor of Faith (level 1) that improve your ability to fight in combat. Entangle is also a spell you may want to consider looking into.



Kits


Archer

An Archer is a very useful Ranger kit that probably is best used in roles # 2, 3, 6 or 7. They cannot gain anything more than proficiency in melee weapons and they lack the ability to use armor heavier than studded leather, so they are not very effective at melee distance as a basic Ranger. However, their range damage output is unparalleled compared to other ranged characters (including Fighters). They also gain a Called Shot ability that acts as an effective debuff ability.

Dual Classing

An Archer can dual class into a Cleric. However, the other Ranger kits are probably better suited for this. That said an Archer dual classed into a Cleric would make an effective Sling user.



Stalker

An Stalker is a very useful Ranger kit that probably is best used in roles # 1, 2, 3, 6, or 7. From a mechanical standpoint it plays very similar to a Fighter/Thief multi-class. Like the other Ranger kits a Stalker lacks the ability to use armor heavier than studded leather. The result of this is that they are effective in melee only as long as they are either backstabbing or using a sneak attack. Outside of this they should not be used (unless it is absolutely necessary) to hold off enemies due to their limited access to armor. Their main strength is their ability to backstab and the bonuses they gain to their stealth abilities. They also make excellent scouts as a result of the bonuses they get.

Dual Classing

A Stalker can dual class into a Cleric. However, as a Cleric they will only be able to backstab with a quarterstaff or club. Access to Cleric spells however will in particular improve a Stalkers abilities in melee.



Beast Master

An Beast Master is a very specialized Ranger kit that probably is best used in roles # 2, 3, 6, or 7. They have access to only very limited types of armor and can only use quarterstaves and clubs when it comes to melee weapons. This makes them ill suited for extensive melee combat compared to a basic Ranger. Their familiars also will not improve as you gain any level, though the added health bonus it does provide is useful at low levels. Their bonuses to their Stealth skills does make them effective scouts however. In addition their access to Animal Summoning spells does mean they have additional options as far as their druid spells go.

Dual Classing

An Beast Master can dual class into a Cleric. However, as a Cleric they will only be able to use a quarterstaff, club, or sling. Still, access to Cleric spells will substancially improve the character, so this is certainly an option worth considering.
Class: Cleric
Basic Role

A Cleric basically can take on a variety of roles in any party.

1) Healing and revival is a big part of being a Cleric, though depending upon your alignment your access to this will vary. Good-aligned Clerics get access to more healing and revival spells than neutral and evil-aligned Clerics.
2) Direct damage spells. Holy Smite, Unholy Blight, Flame Strike, and other similar spells may provide an alternative for the Mages of your group. Evil-aligned Clerics get access to more direct damage spells than neutral and good-aligned Clerics.
3) Buff spells. These are spells that either increase your Cleric's viability in combat or spells that increase your parties effectiveness.
4) Debuff spells can be used to make your enemies weaker. Typically through some sort of status effect or by penalizing their Hit Rolls or AC.
5) Summoning spells can be used to act as a distraction for an enemy Mage, hold off a group of enemies trying to attack your party, or even to soften up enemies.


Kits


Priest of Lathander

A Priest of Lathander serves as a very effective kit in Icewind Dale. Its Boon of Lathander can stack with itself (meaning that if you get to a high enough level you can cast it twice in a row on yourself). The Boon of Lathander also is very useful because Clerics are normally only limited to one attack per round (except if they are using two weapons, are using rare items, or are hasted). Since it can be combined with Haste and Improved Haste it actually can make the Cleric a much more effective character in combat than it would have otherwise been.

Its other ability Hold Undead can be pretty effective against the games many undead enemies. So it is a surprisingly effective kit in the game.

Dual Classing

If you are considering dual classing it the best choice would probably be either a Fighter or a Mage. A Priest of Lathander/Fighter could become very effective damage dealer in combat, especially if you waited until it was a high level before dual classing. This is because of its access to the Boon of Lathander, Draw Upon Holy Might, and Righteous Magic.

Similarily, a Mage would prove to be a good choice as well. A Mage gets a wide variety of spells that could compliment what you wanted out of the kit.

A Thief wouldn't be a good choice. This is partly because you would be limited to backstabbing with only a club or quarterstaff, but also because high level thieves are not very powerful in the game.



Priest of Helm

A Priest of Helm plays very similarly to a basic Cleric in Icewind Dale. This is because their main advantage over other Clerics, their Seeking Sword ability, only lasts for 1 round/level. Its otherwise a surprisingly effective ability for those looking to have their cleric get involved in melee combat. As you gain levels you may find its duration to be more acceptable, however it does come with a big penalty. For its duration you lose your ability to spellcast. For people looking to keep their Cleric involved in something besides direct combat this can be a rather substancial negative.

Its other ability True Sight is not going to be very helpful. There simply aren't that many invisible enemies in the game.

Dual Classing

If you are considering dual classing it the best choice would probably be a Mage. A Mage gets a wide variety of spells that could compliment what you wanted out of the kit. You could also do a fighter but a Priest of Lathander would be a better choice for this.

A Thief wouldn't be a good choice. This is partly because you would be limited to backstabbing with only a club or quarterstaff, but also because high level thieves are not very powerful in the game.



Priest of Talos

A Priest of Talos is an excellent damage dealing kit. It gets castings of Lightning Bolt, which can be very damaging, and it also gets access to Storm Shield. Though its duration is short Storm Shield is useful because it not only protects them from elemental damage but it also protects them from damage from normal missiles.

Dual Classing

If you are considering dual classing it the best choice would probably be a Mage. A Mage gets a wide variety of spells that could compliment what you wanted out of the kit. You could also do a fighter but a Priest of Lathander would be a better choice for this.

A Thief wouldn't be a good choice. This is partly because you would be limited to backstabbing with only a club or quarterstaff, but also because high level thieves are not very powerful in the game.



Priest of Tyr

A Priest of Tyr serves as a very effective kit in Icewind Dale. Its Divine Favor ability can add a decent amount of bonuses towards its Thac0 and damage for its attacks. I would generally say the Priest of Lathander is a better choice, however the Priest of Tyr has at least one advantage over a Priest of Lathander. Its Exaltation spell is a quick casting status effect removal and preventing spell (this includes effects like sleep, fear, feeblemind, and confusion). Having access to the spell as an innate ability means that they don't require you to take up priest book spell slots, which is a bonus.

Dual Classing

If you are considering dual classing it the best choice would probably be either a Fighter or a Mage. A Priest of Tyr/Fighter could become very effective damage dealer in combat, especially if you waited until it was a high level before dual classing. This is because of its access to Divine Favor, Draw Upon Holy Might, and Righteous Magic.

Similarily, a Mage would prove to be a good choice as well. A Mage gets a wide variety of spells that could compliment what you wanted out of the kit.

Had Divine Favor had a longer duration a Thief would have been a much better choice when it comes to dual classing. Unfortunately, however, with a duration of only two rounds it doesn't last long enough for you to cast it, hide in shadows, and then attack a target.



Priest of Tempus

A Priest of Tempus a very distinct kit in Icewind Dale. It gets an innate casting of Holy Power, which can be useful in the midst of battle if your other buffs are dispelled or run out. However, its main benefit is that it can use an ability called Chaos of Battle. This spell's effects are random, however it has a number of great things going for it. Firstly, it has a radius of 60. This is double the radius of Fireball. Secondly, even though it starts out only providing a small bonus/penalty by the end of the game the bonus and penalties it is providing will have improved. Thirdly, it bypasses enemies magic resistance. Finally, it has an instant casting time and doesn't allow any saving throws against it. So no enemy can avoid its effects.

Dual Classing

If you are considering dual classing it the best choice would probably be a Mage. A Mage gets access already to a wide variety of debuffing spells and having both an innate use of Holy Power and at least one use of Chaos of Battle could prove to be useful for a Priest of Tempus/Mage character. On the other hand getting innate access to Holy Power doesn't really help a Priest of Tempus/Fighter much, so there wouldn't be a lot of benefit in choosing this kit over others to dual into a Fighter with.
Class: Druid
Basic Role

In Icewind Dale I find role wise that Druids are a mix between a Mage and a Cleric. Like Clerics they have a strong emphasis on healing spells but (like Mages) they also have a larger variety of direct damage and summoning spells.

While Druids do have a few powerful spells that are outside of these areas (Iron Skins) I think there are some general areas of magic that Druids are best to focus in (in no particular order).

1) Healing spells are a big part of being a Druid. Unlike a good or neutral-aligned Cleric however they won't get access to revival spells (like Raise Dead or Resurrection).
2) Direct damage spells. Meaning Spike Growth, Spike Stones, Sunscorch, and other similar spells.
3) Summoning spells can be used to act as a distraction for an enemy Mage, hold off a group of enemies trying to attack your party, or even to soften up enemies.
4) Debuff spells like Insect Plague, Entangle, and Nature's Beauty.

Unless you are shapeshifted or you are a Fighter/Druid a Druid should generally be kept back from the front lines. An exception for this can be made for characters that have Iron Skins active. As a Druid its also always a good idea to have some summoning spells on hand, assuming of course you have access to them. This is because healing is generally not a very effective thing to be casting during combat (because it has a long casting time) and also because much of your damage spells involve area damage. You'll want a few spells handy for your Druid to cast that won't hurt your party.



Kits


Totemic Druid

Totemic Druids are Druids that specialize in particular in having their own summons. These spirit animals will gain power as you increase your own level. Eventually they will get to the point where they are immune to a wide variety of status effects, making them useful against enemies. Especially spellcaster enemies.

Dual Classing

You could dual class this kit into a Fighter. However, I don't see any value in doing so.



Shapeshifter

A Shapeshifter kit is best used as a defensive character meant to hold off enemies while your other characters are either attacking enemies using ranged weapons or casting spells against them. Shapeshifters have taken a lot of flak over the years, and in fact the Shapeshifter kit available in IWDEE actually does slightly more damage with its claws (which do slashing instead of piercing damage) compared to how their shapeshift forms are handled in BG2EE. Though it takes a long time to acquire its Greater Werewolf form is particularly effective in IWDEE, as enemies have significant difficulty hitting it due to its extremely low AC.

Dual Classing

I can't say I support dualling this class into a Fighter either. The reason being that if you wanted to use its Greater Werewolf form as a Fighter it would take you a long time to gain back your Shapeshifter abilities. Experience is not handed out quite as liberally in Icewind Dale compared to the BG series.


Avenger

If a Druid normally shares a lot in common with Mages in this game then an Avenger shares even more in common with them. Avengers get access to some very good Mage spells (Chromatic Orb, Web, Lightning Bolt, Improved Invisibility, Chaos, and Chain Lightning). Web in particular can be an effective spell because they also gain the ability at level 7 to shapeshift into a number of different creatures (including a Sword Spider). The Sword Spider happens to be immune to the Web spell and has a high number of attacks per round. Using Web and your Sword Spider form you can very easily make your way through a number of enemies.

The kit does have a maximum of 16 Strength and 16 Constitution, however, neither of these are particularly serious penalties. Being only able to wear leather armor also isn't a very serious penalty because an Avenger should really be in the back casting spells (unless of course they are shapechanged).


Dual Classing

Like I suggested with the others this is not a kit that lends it
Class: Mage
Basic Role

At a high level a Mage can fulfill a wide variety of roles in a group. Unfortunately, more than any other class available, they also are the most difficult class to improve in any group. This is because they have higher levelling requirements than most classes and because they have very limited access to scrolls in Icewind Dale.

With this in mind here are a number of the different roles a Mage can play in your group.

1) A debuff character. Blindness, Slow, and many other spells allow a Mage to reduce the effectiveness of the enemies you are fighting.
2) A buffing character. Clerics are typically better for party buffs, however Mages do get a number of good pump up both themselves and other members of a group.
3) Direct damage. Magic Missile, Melf's Acid Arrow, Fireball, etc all are examples of the kind of direct damage spells Mages can use.
4) A summoner. Monster Summoning I, Animate Dead, Invisible Stalker, and Wyvern Call are just some of the examples of the kind of summon spells mages get access to.

Of course as your Mage gains more levels and gets greater access to scrolls the number of roles they can fill in a party will only increase.


Spell Selection

Rather than write out a whole listing of the best spells for each particular specialist Mage I figured I'd just write out a list of the spells at different spell levels that I consider to be worthwhile to use/learn. Obviously depending on the particular type of Mage you are taking some spells may not be usable by you. I'll also include a short list of suggestions for spells as well in each of the specialist Mages sections here.


Level 1: Armor, Burning Hands, Find Familiar, Friends, Grease, Magic Missiles, Nahal’s Reckless Dweomer, Shield, and Spook.

Level 2: Agannazar’s Scorcher, Blindness, Blur, Chaos Shield, Glitterdust, Horror, Invisibility, Knock, Melf’s Acid Arrow, Mirror Image, Resist Fear, Stinking Cloud, Strength, and Web.

Level 3: Dispel Magic, Fireball, Flame Arrow, Ghost Armor, Haste, Hold Undead, Invisibility 10' Radius, Melf's Minute Meteor's, Protection From Cold, Protection From Fire, Remove Magic, Skull Trap, and Slow.

Level 4: Confusion, Emotion: Courage, Emotion: Hope, Emotion: Hopelessness, Fireshield (Red), Greater Malison, Improved Invisibility, Minor Globe of Invulnerability, Minor Sequencer, Mordenkainen’s Force Missiles, Polymorph Other, Polymorph Self, Spider Spawn, Stoneskin, Teleport Field, Vitriolic Sphere, and Wizard Eye.

Level 5: Animate Dead, Breach, Chaos, Cloudkill, Conjure Air Elemental, Conjure Earth Elemental, Conjure Fire Elemental, Conjure Water Elemental, Contact Other Plane (this is needed for a minor quest), Domination, Feeblemind, Hold Monster, Lower Resistance, Shadow Door, and Spell Immunity.

Level 6: Continguency, Death Fog, Globe of Invulnerability, Improved Haste, Invisible Stalker, Mislead, Protection From Magic Energy, Protection From Magical Weapons*, True Sight, and Wyvern Call.

Level 7: Acid Storm, Control Undead, Delayed Blast Fireball, Finger of Death, Improved Chaos Shield, Limited Wish, Mantle, Mass Invisibility, Power Word: Stun, Project Image, Spell Sequencer, Spell Turning, Summon Djinni, and Summon Efreeti.

Level 8: Abi-Dalzim’s Horrid Wilting, Bigby’s Clenched Fist, Improved Mantle, Incendiary Cloud, Mind Blank, Power Word: Blind, Protection From Energy, Simulacrum, Spell Trigger, Symbol: Death, and Symbol: Stun.

Level 9: Absolute Immunity, Chain Continguency, Gate, Meteor Swarm, Monster Summoning VII, Shapechange, Spell Trap, Time Stop, and Wish.

*If you learn this then don't bother learning Mantle, Improved Mantle, or Absolute Immunity.


Kits

Mages have specialist Mages to choose from. However, they also have the Wild Mage kit.


Wild Mage

Firstly, its important to note that the Wild Mage is not considered to be a specialist Mage in the game. By that I mean that it does not gain +2 to Saving Throws against Wild Magic and it doesn't have any kind of penalties or bonuses related to its chance to learn spells (like specialist Mages do).

That said there really isn't any safe strategy to take with a Wild Mage. By definition their spells are wild.

The best advice I could give you is to quick save a lot. Failing that try to avoid spells that just buff the Wild Mage and stick to spells whose effects aren't heavily influenced by your spell level.

Also keep in mind you can use their Nahal's Reckless Dweomer spell to cast spells quickly one after another (in other words you can potentially cast more than one spell per round). So if you are feeling particularly risky you could do this. If you are planning to use this a lot Chaos Shield and Improved Chaos Shield will help your wild magic more likely have a positive outcome.

Overall its nice that you get an extra spell per level over a basic Mage, however the variability of the kit makes it something I wouldn't recommend for a beginner. A basic, unkitted Mage, is a far safer option if you are looking to have access to every spell school.
Class: Mage (Specialist Mages)
One of the things that is important to note for specialist Mages (and that was only recently added to the manual for IWDEE) is that specialist Mages get a 15% bonus to learn spells from their school, a 15% penalty to learn spells from a school other than their own, and +2 to their Saving Throws against spells that come from their school. What is not mentioned in the manual (but that has been present since the original BG1) is that specialist mages also give enemies a -2 to their saving throw when the mage is casting a spell of their school against them.

All specialist Mages also gain an additional spell each level (compared to a general Mage).


Abjurer

Opposed School: Alteration, Illusion.

Specific Stat Requirement: 15 Wisdom


As specialist Mages go the Abjurer is probably one of the weakest. They miss out on both Alteration and Illusion schools of magic. They also really don't benefit at all from the saving throw bonuses they get when facing or casting abjuration spells.

So I guess if you are looking for a mage that can be used to absorb spells made against them or someone who can peel back an enemy mages protections then they are alright. However, losing access to both Alteration (which includes Slow, Haste, and a bunch of other useful spells) as well as Illusion spells (Mirror Image, Invisibility, Spook, Blindness) is a big loss. With this specialist you are going to forgo many of the better party buffs and debuff spells available in the game. So you may want to focus on any area debuff spells, summoning spells, protection spells, and direct damage spells. So spells like Grease, Glitterdust, Stinking Cloud, Web, Dispel (or Remove) Magic, Protection From Cold, Skull Trap, Emotion: Courage, Emotion: Hope, Minor Globe of Invulnerability, Mordenkainen's Force Missiles, Animate Dead, Breach, Cloudkill, and Hold Monster.


Conjuration or Enchanter

Opposed School: Invocation/Evocation.

Conjurer Specific Stat Requirement: 15 Constitution

Enchanter Specific Stat Requirement: 16 Charisma


Either a Conjurer or an Enchanter can be a good Mage specialization to choose. You lose Evocation spells, which is unfortunate, but there are enough damage spells outside of that school (like Burning Hands and Skull Trap) that you do have at least some damage spell options available.

Since you are missing out on a number of effective damage spells with this kind of a Mage you may want to focus the Mage on summoning creatures and supporting the rest of your party by using buff and debuff spells. Spells like Glitterdust, Horror, and Slow can go a long way towards making encounters for the rest of your party a lot easier. Since you can't get Web or Stinking Cloud you may want to instead use Grease. It will at least slow down enemies, which allows your range characters and casters more time to damage them.

Enchanters and Conjurers both lose access to Evocation spells, however an Enchanter benefits more from their saving throw bonuses so I would generally recommend them over a Conjurer. That said a Conjurer doesn't have to put any more than 3 towards their Charisma, unlike an Enchanter (which needs 16 Charisma). Since Charisma is only useful for a party leader this means they have more leeway if you are looking to dual class the Mage into something else.


Diviner

Opposed School: Conjuration/Summoning.

Specific Stat Requirement: 16 Wisdom


A Diviner is a good Mage specialization to choose. You lose Conjuration spells, which is unfortunate, but there are enough summoning spells outside of that school (like Shadow Monsters, Animate Dead, and Summon Shadow) that you do have at least some summoning spell options available. Plus frankly any Cleric or Druid you have in your group will have creatures they can summon as well, so it shouldn't prove to be too big of a negative.

Since you are missing out on a number of effective summon spells you may want to focus the Mage on debuffing, buffing, and direct damage spells instead. Spells like Blindness, Horror, and Slow can go a long way towards making encounters for the rest of your party a lot easier. Web and Stinking Cloud are also available if you are looking for something to hold back the hoards.


Illusionist or Transmuter

Opposed School: Necromancy, Abjuration.

Illusionist Specific Stat Requirement: 16 Dexterity

Transmuter Specific Stat Requirement: 15 Dexterity


An Illusionist or a Transmuter can be a decent Mage specialization to choose. You lose both Necromancy and Abjuration spells by being one. Losing access to Necromancy spells does hurt, especially when it comes to Skull Trap, but for the most part its not a magic school that gets a wide range of powerful spells to itself until high levels. Skull Trap is one of the best damage spells available, so you do take a hit as far as damage spells go. Not being able to cast Abjuration spells is actually the bigger problem.

Since you are missing out on a number of important combat protection removal spells and protection spells you may want to consider taking a Cleric in your party just for their protection spells and Dispel Magic.

Otherwise spells like Web, Stinking Cloud, Grease, Glitterdust, Horror, and Slow can go a long way towards making encounters for the rest of your party a lot easier. These spells make enemies a lot easier to be picked off by your ranged damage dealers and spellcasters.

Finally, both Illusionists and Transmuters are actually pretty equally balanced in terms of how much their saving throw bonuses will do to benefit them, though a Transmuter is likely to be a slightly better choice mechanically.


Invoker

Opposed School: Divination, Conjuration/Summoning.

Specific Stat Requirement: 16 Constitution


Oddly enough even though it is losing access to two different spell schools the Invoker isn't that bad of a Mage specialization to choose. You lose Conjuration spells, which is unfortunate, but there are enough summoning spells outside of that school (like Shadow Monsters, Animate Dead, and Summon Shadow) that you do have at least some summoning spell options available.

Likewise you miss out on Divination spells. However, Divination spells are largely not necessary. Having a Druid or Cleric available with Invisibility Purge, True Seeing, and some summoning spells will go a long way to covering up the negatives of this specialist Mage. The only thing you'd miss out on that can't be made up for without another Mage (or a Bard or Sorcerer) would be the Contact Other Plane spell. Its needed as part of one minor quest, and it can be interesting to use to gain information throughout the game, but its definitely not a major loss.

Since you are missing out on a lot of summoning spells you may want to focus the Mage on debuffing, buffing, and direct damage spells instead. Spells like Blindness, Horror, and Slow are good choices here. Remember that enemies hit by an Invokers evocation spell get a -2 to their saves, so Web and Stinking Cloud are also available if you are looking for something to hold back the hoards.


Necromancer

Opposed School: Illusion, Enchantment/Charm.

Specific Stat Requirement: 16 Wisdom


A Necromancer loses out on both Illusion and Enchantment spells. This is unfortunate because Illusion spells offer great party protection (like the Invisibility radius spells) while Enchantment spells offer great area buff and debuff spells.

When playing a Necromancer you should consider instead focussing on damage and summoning spells. Not to mention any remaining buff and debuff spells you can still use (so spells like Glitterdust, Slow, Horror, Web, Stinking Cloud, Haste, Improved Haste, Stoneskin, Teleport Field, etc). Necromancers especially should be taking advantage of the -2 to saves enemies have against their Necromancy spells saving throws.
Class: Thief
Basic Role

In a group a Thief basically can serve as a scout, a single-target damage dealer, a trap remover, and a trap layer. Its the character whose role in combat should generally tend to be at a distance, unless of course you've skewered someone having successfully backstabbed them.

Your basic Thief has probably four basic roles that it is best suited to play in any party. These are listed in no particular order.

1) It can be used to scout out an area before battle.
2) It can be used to remove traps, pick pockets, and open locks.
3) It can be used to do high damage to a very critical target just before battle begins.
4) They can set up traps to protect your group when resting or as part of an ambush.

You will likely find certain roles for a Thief to be more valuable in the game than others. For instance you will find that you can often use a Barbarian or other Warrior with high Strength to bash open locks during the earlier parts of the game. Later on Mages, Bards, and Sorcerers can use the spell Knock for this.

Thieves also only need up to 100 points in most of their abilities before increasing their school won't improve them anymore. The only exceptions to this are Hide in Shadows and Move Silently (and to a lesser extent Pick Pocket).

Note: If you are looking to keep your thief involved up close during combat you may find that it is better to go into the game settings and turn on "3E Sneak Attack" in the early levels for your Thief. This option is still useful but it won't require as much micromanagement as backstabbing.


Thief Skills


Open Locks

There is no point in putting this over 100. Also the Mage spell Knock can open any door or chest in the game, which elminates the need for this spell. Likewise a character with a high Strength score might be able to even bash open any given lock.


Move Silently and Hide in Shadows

Despite what you may have read online putting towards either of these does the exact same thing. Whether its determining whether or not you successfully stealth or whether or not you stay stealthed. The game simply takes an average of the points that both abilities have (so if you have 60 in one and 40 in the other the game views it the same as if you had 50 in both).


Find Traps

Putting towards this improves your chances of discovering and being able to successfully remove traps. There is no point in putting this over 100. That said this should be a priority for any Thief. Clerics and Druids can cast a spell called "Find Traps" but it can't actually remove traps.


Pick Pockets

The number of pick pocket targets in the game are fairly sparse. That said you can pretty well clean up in Kuldahar and Lonelywood. So even if you don't put much towards this its worth looking for temporary means (like potions) to boost this stat if only to let you steal lots of goodies from many of the well known townsfolk. There isn't much point in putting more than 100 in it.


Set Traps

Set Traps is pretty useful, especially if you are looking for an easy means of protecting yourself against an ambush when sleeping. There is no point in putting more than 100 in it however.



Detect Illusions

This is actually an excellent ability in BG2EE. However, while there are a few places in Icewind Dale where it could come in handy they are generally pretty sparse. A better idea would be to have a spellcaster ready with a casting of True Sight/True Seeing.



Kits


Assassin

An Assassin is probably one of the more useful Thief kits. Ironically, that is despite the fact that due to its slow thieving skill progression its not going to be very good in fulfilling traditional Thief roles. With only 15 points at any level they are going to be pretty behind other single class thieves. Especially if they focus most of their points into the two stealth skills (for setting up backstabs).

Though it getting a backstab multiplier of up to x7 is impressive, its really its Poison Weapon ability and its increase Sneak Attack and Critical Strike multipliers that really help to distinguish the kit. These make it a much more effective kit in combat.

So basically if you are looking at taking a single class Thief through the game you should seriously consider the Assassin not because its going to start out to be amazing in all the various Thief roles, but rather because of how much better it is in combat. Eventually Thieves do hit a point where there isn't much more point in putting further towards a given Thief skill, so even an Assassin will catch up to other Thief kits.

Its also possible through the use of spells like Knock (used to open locks) and Invisibility to compensate for an Assassins lack of Thief skills (in this case Open Locks, Move Silently, and Hide in Shadows). By having these spells available you can instead just focus on improving your Assassin's Find Traps ability.

Dual Classing

A Fighter or a Cleric are probably the best two choices for dual classing an Assassin. Both of these are very physical damage oriented and the Assassin's Poison Weapon and improved Sneak Attack and Critical Strike multipliers will help in that regard. Mages can also be a good choice as well.



Bounty Hunter

An Bounty Hunter is a very useful Thief kit. It specializes in trap setting (role #4). When using it its probably best to try to get its Set Traps ability to as close as 100 as soon as possible. Preferably after you have increased Find Traps to having closer to 100 in Find Traps. Apart from their ability to make its own traps there isn't much that distinguishes them too much from a basic Thief.

Dual Classing

A Bounty Hunter could dual class into any class. The only thing I would suggest if you plan to do this would be to do it before they hit level 16. Ideally at level 11. The reason for this is that the Bounty Hunter's Special Trap begins instead trapping victims in Otiluke's Resilient Sphere once a Bounty Hunter hits level 16. This is actually a really useless upgrade, especially given enemies can save against it, so its best to avoid it really.



Swashbuckler

A Swashbuckler is a pretty straightforward kit to play. Its basically similar to the Fighter/Thief multi-class. Since it lacks the ability to do backstab or sneak attack damage it may be best to focus on improving its non-stealth skills first. Unless of course you plan on using it to act as a scout. Consider focussing on its Find Trap skill first (as well as maybe Open Lock). You should find both of these abilities pretty useful. Otherwise Set Trap and Pick Pocket are alternatives.

Dual Classing

A Swashbuckler could dual class into any class. Frankly I think a Cleric or a Mage would probably get a lot more benefit out of starting out as a Swashbuckler compared to a Fighter, but any of the available dual class combinations here would work.



Shadowdancer

The Shadowdancer is a pretty distinct kit to play. Its basically similar to the Thief/Mage multi-class. The most important thieving skills to focus on improving are its stealth skills. Its a kit that does have a weaker backstab, sneak attack, and critical strike than other single-class thieves, however what it loses out in ability to do damage itself it gains in its ability to totally distract enemies. Many enemies will follow it, even while it is invisible. If properly prepared you can actually use your hide in plain sight ability to your advantage in order to distract enemies.

Dual Classing

A Shadowdancer could dual class into any relevant class. However, it has higher than usual stat requirements so if you are looking to do this then you might be better off just starting as a Fighter/Thief, Mage/Thief, Cleric/Thief or Fighter/Mage/Thief.
Class: Bard
Basic Role

In a group a Bard basically can serve to fill in any holes left in your party. They can use almost any weapon in the game, they can cast a small amount of mage spells, they can use wands, and they can even pick pocket. They get a bit of everything really. They also get a unique ability to sing songs.

1st level: Can play “The Ballad of Three Heroes.”
 All allies within 30 ft. gain +1 to hit, +1 to
damage, and +1 to all their Saving Throws.

3rd level: Can play “The Tale of Curran Strongheart.”
 All allies within 30 ft. gain immunity to fear
effects for as long as the song lasts, and any fear
effects currently on them are removed.

5th level: Can play “Tymora’s Melody.”
 All allies within 30 ft. gain +1 to luck, +3 to
Saving Throws, +10 to lore, and a +10% bonus
to all of their thieving skills.

7th level: Can play “The Song of Kaudies.”
 All allies within 30 ft. have a 50% chance to
shrug off the effects of spells such as Silence,
Shout, Great Shout, Command, Greater
Command, or any other sound-based attack.

9th level: Can play “The Siren’s Yearning.”
 All enemies within 30 ft. must save vs. Spell or
become enthralled, unable to take action until 1
round passes or they take damage.

11th level: Can play “War Chant of Sith.”
 All allies within 30 ft. gain a +2 bonus to Armor
Class, +10% resistance to slashing, piercing,
crushing, and missile damage, and the ability to
regenerate 2 Hit Points per round.

War Chant of the Sith in particular is one song that is well thought of by the community. However, I think that "Tymora's Melody" and "Ballad of the Three Heroes" are also very good. The best thing though is that if you have a Mislead and Simulacrum spell memorized you can actually have all three of these songs playing at the same time. What you can't do however is stack the same songs together (unfortunately).

You will likely find certain roles for a Bard to be more valuable in the game than others. For instance you may find that Pick Pockets is good in certain areas but otherwise its not a very useful ability.


Pick Pockets

The number of pick pocket targets in the game are fairly sparse. That said you can pretty well clean up in Kuldahar and Lonelywood.

Lore

Lore is pretty useful for cheap identifying magic items.


Kits


Blade

The Blade is a pretty straightforward kit. Its very much oriented towards being a Bardic melee fighting kit. This works well with Bards because they get spells like Mirror Image, Stoneskin, and Protection from Magical Weapons that really compliment a character looking to fight in close range. On top of these spells a Blade gets access to Offensive Spin and Defensive Spin, both of which are pretty effective abilities that can be activated instantly as needed. The downside of the Blade of course is that it only can sing Ballad of the Heroes. This ends up being an acceptable compromise, as it makes the Blade less oriented towards assisting a whole party compared to an unkitted Bard (with the benefit being an improvement in its own performance in battle).



Jester

The Jester is an interesting kit. It gives up all the variety of songs provided by the unkitted Bard, in order to get a song that is not that much better than the “The Siren’s Yearning” song provided to an unkitted Bard at level 9. It doesn't even see an improvement towards its song until level 15, which is pretty late in a core run of the game with 6 characters being used. The only real benefit out of the ability (compared to say the Confusion spell) in the meantime is that it bypasses magic resistance. Though given that magic resistance is typically not that much of a problem this really isn't that much of a benefit.

Since its benefits are pretty limited and only come fairly late there isn't any particular strategy I can think of that can help you. One thing you should look into if you expect to use the Jester's song is Greater Malison, mostly because it will make the song more likely to work.

You may also read online that you can sing while invisible. Unfortunately, this is not the case in Icewind Dale Enhanced Edition. You also can't stack the song with itself either.

Be sure to try to get the Jester's Bag of Holding though. Jester's get an additional item from the following list each time its used.

Flamedance ring
Melf's Minute Meteor's (scroll)
Bolt of lightning +1
Black Opal
Invisibility 10 radius (5 copies of the scroll)
Potion of Healing
Star Diopside Gem
Detect Illusion
Potion of Mind Focussing
Acid Arrow +1 (5x)
Oil of Speed
Potion of Insight
Hold Undead (scroll)
Dart of Stunning +1 (10x)
Water Opal
Potion of Invisibility
Dart of Wounding +1 (10x)
Pearl
Potion of Master Thievery
Potion of Strength
Bloodstone Amulet
Diamond
Bullet +1 (20x)
Potion of Fortitude
Pearl Necklace
Mummy's Tea
Potion of Genius
Spook (scroll)


Skald

A Skald is a pretty straightforward kit to play. It basically can stand around singing and buffing the party while the party fights your enemies. Its an especially effective kit if used with summons. At level 15 and level 20 the song ability will actually increase in its level. You can even create an image of yourself by using the Mislead spell and have the image play the song instead of your Skald. This frees up your Skald to do other things. You can't stack two instances of the same songs unfortunately, so it ultimately isn't as powerful as it is in BG2EE, but it still can be a very effective choice for a party member.
Class: Sorcerer
Basic Role

A Sorcerer is easily the most powerful class in the game. I don't say that lightly either. Like a Mage it can take on a variety of roles, however what it is really excellent at is getting access to powerful spells long before a mage can get them.

Examples of this include Glitterdust and Slow. These two spells, particularly Slow, will make 80% of the encounters you face in the game a heck of a lot easier. Glitterdust won't be as reliable as Slow but it still will typically work against enemies in the non-Heart of Winter areas of the game.

The other great thing about a Sorcerer is that you only have to pick and choose your spells once. You don't have to memorize spells or realize into a battle that you forgot to memorize a spell ahead of time. In many ways that actually makes it easier to play than a Mage for new players.


Spell Selection

A Sorcerer can take any number of different strategies when it comes to the game. These are the spells I might typically take when playing one (these aren't appearing in any particular order). You definitely should consider looking through the descriptions for every spell though to get the right fit for your particular character. Ultimately the Sorcerer is in the position where you get access to a wide range of spells that compliment whatever your party group happens to be composed of, so any suggestions I make here might not be what is best for your particular party.


Level 1: Armor or Shield, Magic Missile, Grease, Spook, and Identify.

Level 2: Glitterdust, Mirror Image or Blur, Melf’s Acid Arrow, Stinking Cloud, and Web.

Level 3: Dispel Magic or Remove Magic, Skull Trap, Invisibility 10' Radius, Melf's Minute Meteor's, and Slow.

Level 4: Emotion: Courage, Emotion: Hope, Greater Malison, Polymorph Other, Stoneskin, Teleport Field.

Level 5: Animate Dead/ Conjure Air Elemental / Conjure Earth Elemental/ Conjure Fire Elemental/ Conjure Water Elemental (Only pick one summoning spell at this level), Breach, Cloudkill, Feeblemind or Hold Monster, and Lower Resistance.

Level 6: Continguency, Improved Haste, Invisible Stalker or Wyvern Call, Protection From Magic Energy, and Protection From Magical Weapons.

Level 7: Limited Wish, Mass Invisibility, Power Word: Stun, and Spell Sequencer.

Level 8: Incendiary Cloud, Power Word: Blind or Symbol: Stun, Simulacrum, and Spell Trigger.

Level 9: Chain Continguency, Meteor Swarm, Shapechange or Wish, and Time Stop.


Kits

Dragon Disciple

If you do end up reading about the Dragon Disciple from other guides and other sources you'll likely find that it wasn't particularly well recieved by the community. This is because it takes what many consider to be a very serious penalty (the loss of a casting of a spell per level) but lacks a lot of upside.

However, I'm of the opinion that it is actually very well balanced vs the basic Sorcerer. By having additional health, improved AC, and access to an instant casting Breath Weapon ability (which for the record is great at disrupting spellcasters particularly because it does not allow for any save and bypasses magic resistance) I think the Dragon Disciple has enough bonuses to warrant it consideration. In addition in Icewind Dale you rarely if ever need anything more than a casting or two of Glitterdust and Slow to decide the vast majority of encounters, so whether you can cast Glitterdust 3, 4, 5, or 6 times in any given fight doesn't really matter. WIth much earlier access to a spell like Invisibility 10' Radius than any Mage could hope for even worrying about getting ambushed when resting no longer becomes a concern with this kit.

In terms of spellcasting choices I think the Sorcerer and Dragon Disciple could take much of the same spells. At the end of the day you are still a Sorcerer. So being powerful shouldn't prove to be much of a problem.
Class: Monk
Basic Role

Monks are sort of an oddity in the game. They start out being really weak but by the end of the game they can be very effective. Their biggest weakness during their lower levels is going to be their Thac0, AC and health. Their Thac0 will be especially problematic because unlike a Fighter, Ranger, Paladin, or Barbarian they can't gain access to exceptional Strength at character creation. So at best they are left with having only 18 Strength.

With that in mind a Monk should typically act as a secondary of tertiary Warrior in your group. Even though he will end up moving faster than many of your party members you actually don't want him (or her) to be the character that attracts your enemies attention. Instead that task should be left up to someone with better armor and health.

I find that the first 5 or so levels with a Monk are the hardest. This is where you have to baby them the most. After that they typically have enough health that they can survive on their own. At least for a few rounds anyways.

If you plan on playing a Monk you should especially look into making sure you have Mage spells available that weaken your enemies. Slow is always a good choice. Also keep in mind that at level 5 Monks become immune to Haste, including Improved Haste, so you'll want to consider casting other buffs for them instead.

You can also keep a monk back from the fight and have them using missile weapons. Darts are the best thing for this kind of strategy.

Your basic Monk gets 3 different special abilities as it gradually levels up.

Stunning Fist: This is a decent ability for Monks that can help your party by stunning an enemy. Unfortunately it requires that you actually hit that enemy to stun them, and that that enemy fail a Saving Throw, so its not always going to be the most reliable of abilities. Its handy to have available but don't expect it to always work if its used.

Lay On Hands: Monks get this ability. Unlike Paladins however Monks can only use it on themselves. Its a handy spell to have around if you need some quick healing.

Quivering Palm: This spell can be very effective. It has the same kind of weakness Stunning Fist has except that by the time you get it your Monk is much more likely to be hitting enemies reliably. The downside of it is however that undead won't be affected by it.


Kits

Dark Moon Monk

As previously mentioned the biggest weakness Monks have at the start involves their survivability. The Dark Moon monk kit has benefits that go a long way to assisting them with this.

At first level they get a use of the spell Blindness. This can be a helpful ability to use against an enemy spellcaster or a particularly powerful enemy, but like their later access to Vampiric Touch (which also can be used to disrupt enemy spellcasters) its not what makes the kit so effective.

What really makes the kit a lot more effective than the basic Monk is its access to Blur, as well as its later access to Mirror Image and Quivering Palm. Blur and Mirror Image make the kit very difficult to hit in a fight, while if you are lucky using Quivering Palm can mean an enemy dies instantly.

In addition they also get Frozen Fist. Given how many cold resistant enemies there are in the game this isn't all that great an ability, but it does still help them out with disrupting enemy spellcasters casting.

Overall this is a kit that I would highly recommend for a beginner player looking to take a Monk. It reduces the impact of a lot of the weaknesses from the original class and it can actually turn out to be a very effective character.



Sun Soul Monk

This Sun Soul Monk kit is particularly useful in this game because it can cause enemies to take a lot of fire damage (which they typically are weak against in many cases). Sun Soulray and Greater Sun are two great abilities that you can use when fighting many of the games enemies (except of course for fire resistant enemies). If used properly Sun Soulray can be used to hit multiple enemies and it can also act as a quite spellcasting disruption ability. Its also even more effective against undead, which are pretty commonly found throughout the game.

As far as abilities go their Flaming Fists ability is also very useful because it adds a bit of extra punch to your damage output (even if its duration is very short). The only ability they have that I don't find very useful is Sun Soulbeam, predominately because it has a wide area of effect and it hurts party members. This makes it a very situational ability.
Class: Barbarian
Basic Role

Mechanically a Barbarian is actually considered to be a Fighter kit. However, on the character creation page in the game it is listed with the classes. So that is where I am listing it in this guide.

A Barbarian basically is very similar to the Berserker kit for Fighters. Unlike Fighters they can't use Plate Mail and Full Plate Mail armor, so they will not be as well protected from attacks as a Fighter would. This is particularly once you would be in the position to acquire Full Plate Mail armor.

Barbarians are interesting however because they can be effective at any of the five roles I mentioned in the Fighter section.

1) They can be used to deal a lot of melee damage against the enemy it is attacking.
2) It can be used as a ranged character with the intent of doing a respectable amount of damage to enemies.
3) It can be used as a disrupting agent against enemy spellcasters.
4) They can be used as a means of holding off enemies while either your spellcasters cast spells or your ranged characters finish off your enemies.
5) They can also act as the target of a hostile spellcaster until your spellcasters are able to respond in kind.

Their Barbarian Rage increases their Strength by 4, which allows them to do a lot more damage than they would otherwise. A Fighter with grandmastery in a weapon would outdamage them, but Barbarians are a very consistent class if you are looking to do damage with them.

Barbarian's are also surprisingly hearty and can take quite a beating from enemies. This is in part because their Barbarian Rage also increases their Constitution by 4. However, the fact that they get 1d12 hit points when they level up (as opposed to a Fighters 1d10) also helps them.

Barbarian Rage also protects them from many of status effects that spellcasters might try to cast on you, making it a valuable ability to have around.
Stats (Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma)
Strength

Strength helps improve the chance a character has with hitting someone when they are using a melee weapon. It will also increase the damage your character does with melee weapons as well as throwing axes, throwing knives, and slings.

Suggestion: Max this out in the case of a Fighter, Paladin, Ranger, Barbarian, Monk, Swashbuckler, Blade (Bard kit), Cleric (especially a Priest of Helm or Lathander). Other characters will also benefit from having as high a strength as possible if they plan on using a melee weapon or a ranged weapon that benefits from high strength (throwing axes, throwing knives, and slings).

Dual and Multiclass characters can look at this as a dump stat if you are looking at using bows (not composite longbows though) or crossbows as your main weapon. For anyone else not mentioned already its probably best to have it at around 10 just so that you can carry things.


Dexterity

Dexterity helps improve a characters Armor Class (AC), makes them more accurate with ranged weapons, and provides a benefit to any thieving and stealth skills they have. A higher dexterity will also help to ensure your character attacks first in a round (which is useful for ranged characters and anyone looking to disrupt spellcasters with a weapon).

Suggestion: Max out regardless of your character. A bonus to AC is useful for anyone, including spellcasting characters.


Constitution

Higher constitution often increases health. It also affects a characters likelihood of experiencing fatigue and their ability to consume alcohol. In the case of Dwarves and Halflings a higher constitution will improve their death, wand, and spell saving throws. Gnomes will also benefit if its higher because it will improve their spell saving throws.

Suggestion: Max this out in the case of a Fighter, Paladin, Ranger, or Barbarian. Dwarves, Halflings, and Gnomes ideally should have at least 18 in it in order to get the most out of the saving throw benefits that they get. For anyone else put it at 16.


Intelligence

A higher intelligence impacts what (if any) bonus or negative you get towards your lore value. In the case of Bards and Mages it also determines the maximum spell level that you can learn, how likely you are to fail to learn a spell, and the maximum number of spells you can learn at each level. It also allows you to use wands (you'll need at least 9 intelligence to do use wands with a character).

Suggestion: Max this out if you are a mage (or a mage multiclass). Maxing it out if you are a bard is ideal but not necessary. If you are looking for a character that will be using wands to help the fact that they start off weak (like monks) you may want to give them 9 intelligence so that they can use wands. Remember that sorcerers don't benefit from having high intelligence (besides getting a lore bonus).


Wisdom

Like intelligence a higher wisdom for most characters will largely only affect their lore value. It won't improve anyones saving throw, so if you read that online its not true. Even though it was mentioned in the original BG1 manual it was never implemented.

Beyond increasing a characters lore value it will also grant bonus spells to Clerics and Druids. So if you are planning to create a character with either of these classes (multi-class, dual-class, or single-class) maxing this out is highly recommended. For any other character consider wisdom to be a dump stat.

There are two spells available for mages and sorcerors that are impacted by wisdom. You can't actually acquire them until very late into the game and they aren't at all necessary, but if you are using a mage or sorceror character and plan on using Limited Wish and Wish then you might want to consider trying to start with 18 wisdom.


Charisma

Charisma will affect the store prices that you see and occassionally it help give you different dialogue options during conversations.

Suggestion: Unless you are planning for the character to be your party leader its not worth putting towards. Despite being suggested other places online improving charisma will have no effect on sorcerors. Its a very handy thing to have for the person whose at the top of your party list (aka your party leader) but its not strictly necessary.
Party Building
I generally like to have a party that consists of the following.

- Two up close Warriors. This might be a Dwarven Defender and a Fighter/Thief.
- Two characters that are effective with ranged attacks. This might mean an Archer (Ranger kit) and Elf Fighter/Mage.
- At least two spellcasters. One could be a Sorcerer while the other is a Cleric/Mage.


There are basically 5 things I like to cover in a group.

1) I need someone who can hold off enemies. A Dwarven Defender works well in this role.
2) I need someone who can perform basic thieving skills. Namely removing traps, opening locks, and possibly scouting as well. A single class Thief will work for this though you are typically better off using a multiclass or dual class for this.
3) I want a healer in the group. I like to have one available to cure things like Disease and Poison, though often times potions will do the trick. If you are just looking at healing health however even technically an unkitted bard can use War Chant of the Sith for that.
4) I want at least a few characters who are good at dishing out ranged damage. So if I cast Web, Stinking Cloud, Grease, and other similar spells and am hoping to kill enemies off from range I have characters that are well equipped for it.
5) I'd like at least a few spellcasters in the group. The main things I'll use them for are summoning creatures, party buffs, and debuff spells like Slow and Glitterdust.

That said when you have multi-classes and dual classes a lot of times these roles will overlap. So you may end up having more than one healer or more than 2 spellcasters.

Ultimately, how you design your party is really up to you and these suggestions are more directed towards people who play the game without using Heart of Fury mode.
Glossary of Terms
Basic (as well as unkitted) = When I use this in the guide I basically just mean a character that doesn't use a kit. So a basic or unkitted Thief is a single class Thief that doesn't have a kit.

Buff = A spell or ability that improves upon a characters effectiveness. This might mean improved Thac0, AC, or some other kind of benefit.

Debuff = A spell or ability that negatively impacts a characters effectiveness. This might mean penalizing Thac0, AC, or some other kind of penalty.

Innate = This just means that a spell or ability does not count as a Divine or Arcane spell. Instead it is likely accessed via the Special Abilities button (unless it is always active).

Stack (or Stackable) = To have more than one copy of a song or effect active at the same time. In other words if you were to cast a spell twice in a row that boosted Strength, and you gained Strength from that spell both times (and while the original casting of the spell was still active), that spell would be "stackable."
Background about me (and some of my other work)
Icewind Dale Experience

I was a volunteer alpha tester and beta tester for Icewind Dale Enhanced Edition. I also previously volunteered as a tester for Baldur's Gate 2 Enhanced Edition. Besides playtesting and bug reporting I also helped quite a bit with proofreading the new Icewind Dale and Baldur's Gate 2 Enhanced Edition manuals. Presently I am working under contract for Overhaul for their Siege of Dragonspear project.

Modding

I mod under the name yellow_hat_elminster. You can find my kitpack mod (at the moment it adds 34 new kits) for Icewind Dale Enhanced Edition here.

http://www.shsforums.net/files/file/1099-a-frosty-journey-the-iwdee-kitpack/


Other Guides

I have also written other guides for BGEE and BG2EE on Steam.


You can find my NPC Guide to BGEE here

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=183524786


My Spells and Abilities Guide to BGEE can be found here

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=205238783


My NPC Guide to BG2EE can be found here

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=195278341


and my Spells and Abilities Guide to BG2EE is here

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=237917858