Games PC ICEWIND DALE-HEART OF WINTER User Manual

TABLE OF CONTENTS
Heart Of Winter ............................................ 2
How To Use This Manual .............................. 2
About Heart Of Winter.................................. 2
Getting Started.............................................. 4
How To Get Help .......................................... 5
Playing Heart Of Winter................................ 6
Heart Of Winter Features .............................. 7
The Interface ................................................. 8
Spells .......................................................... 14
New Wizard Spells....................................... 15
New Priest Spells......................................... 20
Lonelywood ................................................. 33
Tables.......................................................... 36
Credits......................................................... 43
Limited Warranty ........................................ 46
Interplay Website ......................................... 47
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ICEWIND DALE™Heart of Winter
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HEART OF WINTER
Heart of Winter is an expansion pack to Icewind Dale, and allows your characters to continue their adventures in the snow-swept north of the Forgotten Realms campaign setting. Using Bioware’s Infinity engine and the Advanced Dungeons & Dragons rules, Black Isle Studios has expanded the northern reaches of Icewind Dale, providing a whole host of new challenges for your characters, along with new spells, items, and enemies.
Although Heart of Winter is an expansion pack, be warned: The dangers you face are greater than the ones in Icewind Dale, and the threat to the whole of the Forgotten Realms is even greater. So prepare yourselves... the North is in need of heroes once again.
HOW TO USE THIS MANUAL
This manual is intended to supplement the Icewind Dale manual and details only the new mechanics, spells, and interface options introduced in the expansion.
The experience point tables and spell progression charts provided at the end of this manual, however, are meant to replace the ones in the Icewind Dale manual. These revised tables reflect the new level limits, spell gains per level, and other tables affected by the higher experience point cap for the player characters in Heart of Winter.
ABOUT HEART OF WINTER
Heart of Winter is an expansion for the game Icewind Dale. You must own Icewind Dale and have it installed on your PC in order to play Heart of Winter.
Heart of Winter can be played either while playing Icewind Dale or after you have finished Icewind Dale. If you have not completed the original game of Icewind Dale, the new adventure areas will become available to you through Hjollder, a barbarian shaman that will appear in one of the houses in Kuldahar when the expansion is installed. (The house in Kuldahar where Hjollder appears was locked in the original game with no way to open it ­it will be automatically unlocked once the expansion is installed.)
Note that your characters must be 9th level in order to travel to the areas of the expansion pack via Hjollder (in the case of multi-class characters, the 9th level cap equals the sum of their levels, so a 5th-level fighter/4th­level mage could also travel to the expansion).
If you have already completed the original game (or don’t wish to complete the original game and simply want to start playing the expansion instead) there will be an option on the main menu under ‘Create Game’ that will allow you to start the expansion. Select ‘Create Game,’ then select
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‘Expansion Only.’ When you do, you will be offered the choice of creating brand new characters or using the characters you played in the original game (if you completed the original game, the game will have automatically stored the states of your characters after the final battle, minus all conditions such as death, poison, and so on).
Whichever option you chose, you will start adventuring in the town of Lonelywood. From Lonelywood, you can access the other adventure locations in the Heart of Winter. Once you start the expansion in ‘Expansion Only’ mode, however, you cannot return to the original areas in Icewind Dale.
Note that the 9th level restriction mentioned above for Hjollder does not apply to starting an expansion game through the main menu, although it is strongly recommended that your party members be at least 9th level in order to have a chance of surviving the dangers found within Heart of Winter.
Pre-generated characters have been provided that are suitable to start the expansion with. During Character Creation, they can be imported via the ‘Import’ button. These new characters have been prefixed with a ‘+.’
Hjollder’s House
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GETTING STARTED
To play Heart of Winter, you must have Icewind Dale installed. If you don’t have Icewind Dale installed, you must re-install your copy of the game. Refer to the Icewind Dale manual for installation instructions.
With Icewind Dale installed, insert the Heart of Winter CD into your CD-ROM drive and follow the onscreen instructions. If your Autorun is not enabled, click on the icon representing your CD-ROM drive under ‘My Computer.’ This will bring up a listing of the files on the Heart of Winter disc. Find AUTORUN.EXE and double click to start the launch application.
There are several options available on the Autorun menu:
Install: This option is available if you have not yet installed Heart of Winter. Click on this to begin the Heart of Winter installation procedure.
Play: After you have installed the game, click on the 'Play' button to begin playing. This will take you to the Heart of Winter Main Menu Screen, where you may create a brand new game or load a previously saved game.
Configure: The hotkeys and some other settings used while playing Icewind Dale and Heart of Winter can be modified using this utility.
View Readme: The Readme file contains last minute information and changes that could not be printed in this manual. Please take the time to view the Readme file if you are having any problems with Heart of Winter.
Uninstall: When you’re ready, the Uninstall option will uninstall both the expansion and original game except your saved games and game cache.
Exit: This will close the launch window.
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To start playing again later, select the Icewind Dale application from the Black Isle Studios program group in your Start Menu.
HOW TO GET HELP
TROUBLESHOOTING DOCUMENTS ONLINE!
Interplay Entertainment Corp. Technical Support now offers troubleshooting guides with complete installation and setup instructions as well as information that will help you overcome the most common difficulties. If you have access to the World Wide Web, you can find these at www.interplay.com/support/.
Here you will find troubleshooting information, as well as information on regular system maintenance and performance.
DirectX www.interplay.com/support/directx/ Joysticks www.interplay.com/support/joystick/ Modems and Networks www.interplay.com/support/modem/
(For game-specific information and additional troubleshooting, visit our main page at www.interplay.com).
If you have questions about the program, our Technical Support Department can help. Our web site contains up-to-date information on the most common difficulties with our products, and this information is the same as that used by our product support technicians. We keep the product support pages updated on a regular basis, so please check here first for no-wait solutions:
www.interplay.com/support/
If you are unable to find the information you need on our web site, please feel free to contact Technical Support via e-mail, phone, fax, or letter. Please be sure to include the following information in your e-mail message, fax, or letter:
If you need to talk to someone immediately, call us at (949) 553-6678 Monday through Thursday 8:00AM-5:45PM and Friday 8:00AM-4:45PM, Pacific Standard Time with 24 hours, 7 days a week support available through the use of our automated wizard. Please have the above information ready when you call. This will help us answer your question in the shortest possible time. When you call you will initially be connected with our automated wizard.
For information pertaining to your specific title, press "1" on the main menu and listen carefully to all prompts. All titles are listed alphabetically. After you have selected your title, the most common difficulties will be listed. If the difficulty you are having is not listed or you need additional assistance, you may press "0" on your games main menu, and you will be transferred to a Technical Support representative. Unfortunately, no hints or codes are available from this line.
Interplay Entertainment Corp. Support Fax: (949) 252-2820 Interplay Entertainment Corp. Technical Support 16815 Von Karman Avenue, Irvine, CA 92606
HOW TO REACH US ONLINE
INTERNET E-MAIL: support@interplay.com WORLD WIDE WEB: www.interplay.com FTP: ftp.interplay.com
• Title of Game
• Computer manufacturer
• Operating system (Windows 95, DOS
6.22, etc.)
• CPU type and speed in MHz
• Amount of RAM
• Sound card type and settings (address, IRQ, DMA)
• Video card
• CD-ROM
• Mouse driver and version
• Joystick and game card (if any)
• A copy of the CONFIG.SYS and AUTOEXEC.BAT files from your hard drive
• A description of the problem you're having
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PLAYING HEART OF WINTER
After you have installed Heart of Winter on your system, the new areas, quests, and items are merged into the existing world of Icewind Dale on your PC.
When you select Create Game, you will be presented with a new screen which allows you to either start a new Icewind Dale game or start an expansion game. Players who wish to play the entire game, including the expansion, should press the ‘Full Game’ button, and for those who have beaten the game or wish to start a new game in just the expansion areas, press the ‘Expansion Only’ button. Press ‘Done’ when you are ready to continue.
There are several different scenarios in which you can start to play the game:
1. You are starting a new game with Heart of Winter installed.
2. You have a save somewhere in the middle of a game of Icewind Dale
that you are playing.
3. You have beaten Icewind Dale and want to start an expansion game.
4. You simply want to start playing the expansion and have not played
Icewind Dale.
Starting a New Game.
If you are starting a new game, there is no difference between a new Heart of Winter game and a new Icewind Dale game. Simply select ‘Create Game’ and then ‘Full Game’ from the menu, and you’ll start the game at the beginning of Icewind Dale. Refer to the sections on character creation, classes, races, and so on in the Icewind Dale manual. Starting a full game of Icewind Dale with the expansion installed will give you access to all the new spells and items present in Heart of Winter, and it will allow you to access all the new areas in the expansion pack.
Continuing an In-Progress Save.
After you have installed the expansion, load up your save game just as you did while you were playing Icewind Dale. The new areas of Heart of Winter are added into the world through Hjollder’s house in Kuldahar (see About Heart of Winter, p. 2), and all new items and spells from the expansion will appear in the game world as well.
You Have Beaten Icewind Dale and Wish to Start an Expansion Game.
If you have beaten the original game, Icewind Dale saves the states of your characters after the final battle and allows these characters to be imported
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into the expansion. (Any characters that died in the final battle will be restored to life, so if any of your characters didn’t make it, don’t worry about having to fight the final battle over again until you get it right.) To do this, simply select ‘Create Game’ from the main menu, choose ‘Expansion Only,’ then select the option to import characters into the expansion (you can also begin the expansion with brand new characters, if you wish). Your party will start in the town of Lonelywood.
Starting From Expansion.
You may wish to start playing the expansion whether you have played the original game or not. Simply select ‘Create Game’ from the start menu, then ‘Expansion Only’ and create your characters. If you’re importing characters, it is suggested that they be at least 9th level in order to survive in the expansion. Still, you are welcome to play the expansion at a lower level if you’re feeling especially brave.
HEART OF WINTER FEATURES
The majority of the Icewind Dale interface and game mechanics will not change when Heart of Winter is installed. However, there have been a few minor modifications to how things work in the game. A quick summary of these new features is as follows:
Heart of Winter contains:
• New Portraits
• New Player Character Sound Sets
• New Experience Point Cap for All Character Classes, Allowing Them to Reach 30th Level
• New “Heart of Fury” Mode that Increases Monster Difficulty and Experience Awards
• Higher Resolution (800 x 600)
• Drop Away Interface
• Gem Bags, Potion Bags, and Scroll Cases
• New Priest, Druid, and Wizard Spells
• Hot Key That Highlights Normal Doors and Ground Items
• Ability to Buy Multiple Items from Stores
• New Special Abilities for Paladins, Rangers, Thieves, Bards, and Druids
• Many other interface enhancements found in Baldur’s Gate™ II: Shadows of Amn.
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CHARACTER GENERATION
PORTRAITS, SOUNDS
Heart of Winter includes a number of new character portraits and sounds for your characters. These can all be chosen by selecting the ‘Customize’ button on the Character Record Screen.
IMPORT
How To Import Characters into the Expansion
Although you can travel to the expansion pack during the course of Icewind Dale by meeting Hjollder in Kuldahar, you may have already completed Icewind Dale and wish to continue on with the expansion. To do this, all you need to do is select ‘Create Game’ from the main menu, select ‘Expansion Only,’ and import your characters from the original game. The game will have saved versions of your characters after the final battle in Icewind Dale (restoring those who have died to life) in the Characters folder. These characters are labeled ‘IWD1-6,’ where the number corresponds to each party member present in the Icewind Dale final battle.
Note that your characters should be 9th level before going to the expansion pack (in the case of multi-class characters, the 9th level cap equals the sum of their levels, so a 5th-level fighter/4th-level mage could also travel to the expansion).
You may not transfer characters from Baldur’s Gate I, Tales of the Sword Coast, Planescape: Torment, or Baldur’s Gate II: Shadows of Amn into Icewind Dale or Heart of Winter.
THE INTERFACE
This section describes all the new interface functionality present in Heart of Winter.
THE MAIN INTERFACE
Greater Screen Resolution
The Heart of Winter supports a greater screen resolution than Icewind Dale, allowing you to play at 800 x 600 resolution. To change the resolution, you must modify it in the Config program. The Config program can be reached either by the shortcut in the Start Menu, or via the Autorun menu when the expansion has been installed. Note that even though Heart of Winter officially only supports 800 x 600 resolution, you may run the game at 1024 x 768, 1280 x 960, 1600 x 1200, or 2048 x 1536 resolution.
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Drop Away Interface
Certain hot keys will allow you to drop away interface panels on the main screen. By default, pressing the Y key will make the left side panel on the main screen drop away, the U key will do the same thing to the right panel, and pressing the H key will make the entire interface drop away. Pressing any of the keys a second time will bring up the panels again. Note that pausing the game while the interface is hidden will bring up the interface. Unpausing the game will hide the interface again if it was hidden before the pause.
INVENTORY SCREEN
Gem Bags, Potion Bags, and Scroll Cases
The Heart of Winter contains several items that can “store” other items of a similar type. Gem bags, for example, can hold a number of gems inside without cluttering up your inventory, while potion bags and scroll cases can do the same for potions and scrolls, respectively.
To use these bags and cases, simply right-click on the item. Now press the button ‘Open Container’ to move to the next screen. From this screen you can move your gems, potions, or scrolls from the right hand column to the left hand column. This will move these items into your gem bag or scroll case. You can also drag a gem or scroll to the appropriate container and release the L-Mouse button over top of it to deposit it in the bag/case.
STORE SCREEN
Buy and Sell Screen
There have been some changes to the buying and selling screen in Heart of Winter. The screen now shows how many items the proprietor has in stock of each item (unlimited items have no number beside them), and functionality has also been added that allows you to buy multiple versions of each item.
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To buy multiple versions of an item, double-click on the item in the store, which will bring up a menu that allows you to select how many of that item you would like to buy. Enter the number, and if you have enough gold, they’re yours.
OPTIONS SCREEN
Auto-Pause Options
Under the Auto-pause features, there are two new Auto-pause options: ‘When Enemy Sighted’ and ‘When Spell Cast.’ When ‘Enemy Sighted’ is selected, the game will automatically pause as soon as an enemy enters visual range of one of your party members. When ‘Spell Cast’ is selected, the game will automatically pause as soon as an enemy begins to cast a spell.
Center on Party Member
This toggle allows the autopause settings to center on the party member that caused the autopause trigger. For example, if the game is set to Autopause When Enemy Sighted, then ‘Center on Party Member’ will center the game screen on the character that saw the enemy.
EXPERIENCE AND GAINING LEVELS
New Experience Point Cap
Heart of Winter raises the experience point cap for all player characters, allowing them to reach 30th level (although accumulating enough experience points for this to happen can take a very long time, and may not occur if you’re playing the game straight through). For details on the hit point bonuses, spell level progression, and other information, see the revised experience and spell progression tables at the end of the manual. Note that druids have a brand new experience point table that allows them to reach higher levels.
Heart of Fury Mode
If you are playing Icewind Dale and Heart of Winter straight through, you are unlikely to accumulate enough experience points to reach 30th level. Heart of Fury Mode, however, is a special option available in the Config screen that allows you to greatly enhance the strength of creatures in the game (and give you more experience points). In Heart of Fury mode, it is possible for characters to gain enough experience to progress all the way up to 30th level. This mode can only be turned on via the Config utility, which can be ran via the ‘Icewind Dale Configuration’ shortcut in your Start Menu, or via the Autorun program.
SPECIAL ABILITIES
A number of character classes have been improved in Heart of Winter, and many of them have gained new special abilities. Please note, the following special abilities were inspired by those found in the new Dungeons &
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Dragons rule system by Wizards of the Coast. These special abilities were interpreted and modified to fit within the Icewind Dale series of games, and are not officially documented within the 2nd Edition Advanced Dungeons & Dragons rules. A summary of these abilities is as follows:
PALADINS
Smite Evil. Paladins now have the ability to call down a column of holy light once per day. This column of holy light does 1d6 + 1d6 points of damage for every 3 levels of the paladin. The paladin can select this power from his special abilities bar (accessed through the star button on the bottom right of the main screen).
Divine Courage. At 3rd level, paladins gain an immunity to fear. Earlier Spell Access. Paladins now have access to spells at an earlier
level. See the Paladin Spell Progression Table at the end of this manual. Immunity to Disease. Paladins are now completely immune to all forms
of disease, magical or mundane.
RANGERS
Earlier Spell Access. Rangers now have access to spells at an earlier level. See the Ranger Spell Progression Table at the end of this manual.
Tracking. Rangers have a new special ability, tracking, which can be selected from the special abilities bar (accessed through the star button on the bottom right of the main screen). When used, the ranger can attempt to look for tracks and gain information on what type of creatures, if any, have passed through the area. Potential information that can be gained from tracking includes the number of creatures, the direction they were traveling in, and how long ago the tracks were made. This ability works on any map in Icewind Dale and Heart of Winter, and it can provide important clues to what creatures lurk in the area. The skill’s success is based on the ranger’s level (+5% for every three levels) and his wisdom (+5% per point of wisdom), and it can only be used once per day.
DRUIDS
New Experience Table. Druids have a new experience table that allows them to advance past 14th level. See the end of this manual for details.
Druidic Shape Change. This power is now available at 5th level, and the druid now gains a new form they can shape change into every other level thereafter, to 15th level. In addition, druids will heal some of their wounds when they shift to their animal form.
Elemental Form. Once druids reach 11th level, they gain the ability to transform themselves into a fire elemental, with all the advantages, resistances, and immunities that a fire elemental possesses. The druid gains
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the ability to transform into new elemental forms at higher levels: an earth elemental at 13th level and a water elemental 15th level.
Immunity to Poison. At 9th level, druids become immune to poison, both mundane and magical.
Timeless Body. At 15th level, druids no longer accrue fatigue through magical or mundane means. They need sleep only to refresh their spells; otherwise, they can stay active for weeks on end with no penalties. Note this immunity to fatigue also applies to spells that normally cause fatigue (such as Haste or Righteous Wrath of the Faithful).
THIEVES
Sneak Attack. Sneak Attack is an optional ability that can replace a thief’s Backstab ability; if you wish your thieves to use Sneak Attack instead of Backstab while playing the game, the option can be switched in the Config program. When Sneak Attack is in effect, any time a thief attacks an opponent from a flank or rear position, he or she can do additional damage once (and only once) on that opponent. The additional damage is plus +1d6 every 4 levels of experience (i.e., an 8th level thief could do +3d6 damage, and a 23rd level thief could do +6d6). A Sneak Attack does not require the thief to be hidden or moving silently in order to work (although these skills can help a thief to get into position). Critical hits do not double Sneak Attack damage.
Evasion. At 7th level, thieves gain the power to evade effects that would normally hurt other characters. Whenever a thief is hit by a spell that can be evaded (Fireball, Lightning Bolt, etc.), the thief is allowed a saving throw vs. breath to completely avoid the effects of the spell. If the saving throw is failed, then the spell works normally, including a save for half­damage if the spell allows for it. Evasion improves as the thief goes up in level, giving him bonuses to the saving throw vs. breath (for Evasion purposes only). Keep in mind that thieves cannot evade their own effects, so mage/thieves should think twice before throwing a fireball at their feet.
Crippling Strike. At 5th level, thieves gain a feel for how to hamstring their enemies in unpleasant ways. This allows thieves to cripple an opponent with a successful Sneak Attack, reducing their chances to hit and damage. This crippling effect is in addition to the normal Sneak Attack damage. A Crippling Strike improves with the thief’s level. At 5th level, a thief’s Crippling Strike causes the victim to suffer a -1 to hit and damage rolls, at 9th level, -2 to hit and damage, at 13th level, -3 to hit and damage, and so on, with an additional -1 penalty to hit and damage for every four levels of the thief. A creature hit with a Crippling Strike will regain their normal to hit and damage rolls one turn after being crippled.
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BARDS
Bards have a number of new songs in addition to their starting song (The Ballad of the Three Heroes). Unless otherwise noted, all bard songs have
a radius of 30 feet. The Ballad of Three Heroes. Bards start the game with the ability to
play this ballad. When the Ballad of Three Heroes is played, all the bard’s allies gain +1 to hit, +1 damage, and +1 saving throws.
The Tale of Curran Strongheart. Bards gain this song at 3rd level. When the Tale of Curran Strongheart is being played, any fear effect on the bard’s allies are removed, and they gain an immunity to fear effects for as long as the song lasts.
Tymora’s Melody. Bards gain this song at 5th level. When played, Tymora’s Melody gives the bard’s allies +1 luck, +3 saving throws, and +10% to their lore skill and thief skills.
The Song of Kaudies. Bards gain this song at 7th level. When the Song of Kaudies is played, the bard’s allies have a 50% chance to shrug off the effects of spells such as Silence, Shout, Great Shout, Command, or any other sound-based attack.
The Siren’s Yearning. Bards gain the Siren’s Yearning at 9th level. When played, the bard’s enemies must save vs. spell or be enthralled, unable to take action until 1 turn passes or they take damage.
War Chant of Sith. The War Chant of Sith becomes available to bards when they reach 11th level. When played, the bard’s allies gain -2 bonus to AC, +10% Resistance to slashing, piercing, crushing, and missile attacks, and the ability to regenerate 2 hit points every round.
NEW GAME FEATURES
Store Inventories: The selection in two of the Icewind Dale stores (Orrick’s Tower and Conlan’s Smithy in Kuldahar) will change once the expansion is installed, allowing you to purchase new items. The original items in the stores will not vanish, only new items will be added.
Hot Key for Spotting Doors and Ground Items: Heart of Winter also provides a hot key (ALT) that illuminates all doors and any items on the ground. When the ALT key is held down, all doors and ground items will be highlighted in blue, similar to the way containers are highlighted. This key will not illuminate secret doors, triggers, or traps.
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SPELLS
The beginning of this section details some of the changes to the spells in the Icewind Dale game (these updates are in place whether you have installed Heart of Winter or not), and the second part of this section details all the new spells in Heart of Winter.
HEART OF WINTER CHANGES TO ICEWIND DALE SPELLS
Some spells in Icewind Dale will gain change once the Heart of Winter expansion is installed. Some of the original Icewind Dale spells now have alignment conditions, and the opposition schools for wizard classes have also changed (see Table 4, p. 38).
Alignment
A few of the Icewind Dale spells will gain alignment conditions when Heart of Winter expansion is installed. This means your character must either be (or not be) a certain alignment in order to cast the spell. For example, a spell that can only be cast by a “good” character could be cast by a Lawful Good, Neutral Good or Chaotic Good character, but not by a character of any other alignment.
The spells that have changed are as follows:
Raise Dead: Only non-evil characters can cast this spell. Resurrection: Only good characters can cast this spell. Heal: Only good characters can cast this spell. Cure Critical Wounds: Only non-evil characters can cast this spell.
For more information on Alignment, refer to Alignments in the Icewind Dale Manual, p.68.
Opposition Schools
The wizard opposition schools will change once the Heart of Winter is installed (see Table 4, p. 38). Note that specialist wizards who have already inscribed spells into their spell book from an opposition school while playing the original game of Icewind Dale will not lose those spells. The restriction only applies to spells the specialist wizard attempts to inscribe in their spell book after the expansion is installed.
NEW SPELLS
Druids, clerics, and wizards have a selection of new spells available to them in the Heart of Winter. Details of each spell are provided later on. Some new spells found in Heart of Winter were inspired by those found in the new Dungeons & Dragons rule system by Wizards of the Coast. These spells were interpreted and modified to fit within the Icewind Dale series of games, and are not officially documented within the 2nd Edition Advanced Dungeons & Dragons rules.
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