Icewind Dale Game Guide
The Hammer Class
Damage type: Crushing

We all know the things we say when we miss the nail and hit our thumb. Imagine that hammer instead being twice the size of a sledgehammer. Now what would you be saying? It's even better when you wield this mighty weapon against your enemies. These make for a nice replacement to the club. They may not do quite the damage as their cousins, but they make up for this in speed. The decision on which to use all lies in personal preference.

The Missile Class
Damage type: Piercing

This class runs the gamut of weaponry that flies through the air. From arrows to throwing axes to throwing daggers, if it flies, it's considered a missile (proficiencies affecting missile weapons are bows, crossbows, and missile weapons). You party should most definitely have at least two members who are proficient in some sort of missile weapon. They should typically be your weaker characters, so that they can stay back from the main battle and still be useful in killing your enemies. They come in especially handy when a party member has strayed too far from the group and finds himself surrounded. Use your missile bearers to get him out of trouble. Keep one of either your rangers or fighters proficiencied in missile weapons, as they can take out other archers fairly quickly without having to move too far.

The Staff Class
Damage type: Piercing/crushing

The staff class covers weapons that are based off the staff (duh). Basically, this means you can attach a blade to a staff, and you have a spear. Tie on a butcher knife to the end of a staff, and you have a halberd. A plain old staff is referred to as a quarterstaff. The advantage that these items carry is that they can attack from a greater distance than can any other hand-born weapon. This lets party members attack evildoers from just behind the front lines. Unfortunately, clerics, mages, and thieves cannot use staff-class weapons other than regular old quarterstaffs. Only a limited number can be used by druids. This leaves these weapons as some of the more useless in the game. Keep your weapons slots open for more productive items.

The Sword Classes
Damage type: Slashing/piercing

Make love, not war. But when it's unavoidable, you're probably going to be needing a sword or two, so you can make your war as quick as possible and get back to doing some loving. There are three main categories of sword: short, long, and great. When picking your sword leave the big, two-handed long and great swords for your fighters, as they will wield them with the most efficiency. Leave everyone else to a one-handed sword, so they can arm themselves with a shield. You won't have much of a choice though, as clerics and mages are restricted from using any sword. Thieves are unable to use bastard swords and anything that requires two hands. Druids can only use scimitars. Rangers get an extra attack per round when using a one-handed sword and nothing in the other hand, to simulate their dual-wielding ability in tabletop AD&D.

 
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