![]() ![]() Both approaches are viable, though from a metagaming perspective, the second approach is preferred. Either beat the game and then finish the expansion afterwards, or to play the game right until endgame, beat the expansion, and only then face the final boss of the main campaign. Why is this important? Well, there are two ways to handle the expansion content. Alternatively, one can simply play the main campaign and access Heart of Winter from there. Choosing the latter option allows one to start the expansion campaign either with the default or an exported party. ![]() When starting IWD for the first time, one can choose between the main campaign or Heart of Winter, the expansion. You'll have all the necessary endgame items and spells then without which HoF will be an exercise in frustration. Instead, up the difficulty to HoF on a second playthrough. I advise against doing this as not only is it tedious, the suggested party is also effective enough to steamroll any content with ease anyway.Ī final word on Heart of Fury difficulty: I advise against playing on HoF on a first playthrough. Inexplicably, the difficulty scaling affects quest rewards too in IWD EE, so by setting difficulty to max before turning a quest in, it is quite easy to effectively break the game. Accordingly, for the purpose of this guide, INT is only important for maximizing spell level.įor those further inclined to abuse the difficulty system, one could set difficulty to highest whenever a quest reward is given. This isn't cheating but rather dealing with a highly unfun mechanic in the most efficient way possible. Whenever I want to learn a spell, I go into the options, lower difficulty below Core Rules, learn everything I want to learn, and then go back to my intended difficulty. Given that reloading over and over again isn't exactly fun, I solve this issue by resorting to metagaming. ![]() Since that spell could be utterly essential to winning certain fights, I consider this a reload condition. Some of the more precious spells are only available a single time in the entire game, and if you fail to learn it, there will be no way to ever learn that spell. Normally, this wouldn't be so bad, but spell scrolls are a very limited commodity in IWD. Getting an INT score of 24 is impossible by normal means, so you'll always be at the risk of failure, just the odds will differ. Below that level, there is a chance of failing to learn that spell. In order to ensure that learning a spell never fails, you'd need an INT score of 24. In D&D 2nd edition, the odds of successfully learning a spell from a spell scroll are governed by the Intelligence score of the character in question. Due to the added XP gain, the overall difficulty may in fact be similar to Core Rules, and getting higher levels also means you'll get to see more of the high-level spells and whatnot.Īn obvious disadvantage to choosing Core Rules or higher, however, is the introduction of a rather annoying D&D mechanic, which is spell learning. This has direct ramifications for how your party can and should be planned.įor the purpose of this guide, I recommend playing on Hard or higher. As a result, your party will end up with significantly lower XP if you're playing Core Rules or lower, in turn resulting in your party having lower levels. In addition to that, Hard and above also have an increased enemy count, compounding the XP gain even further. While Easy and Normal give normal XP and have lower enemy damage, both damage and XP will increase at difficulties higher than Core Rules. In IWD, higher difficulties have two main scaling factors: (1) enemy damage and (2) experience (XP) gained. On the other hand, having a clear idea of which difficulty you want to play on is important for character creation. Hence, there is no need to choose a difficulty and stick to it for the remainder of the game. Easy, Normal, Core Rules, Hard, Insane, and Heart of Fury are available, and can be switched at any time. In the EE, one can choose between quite a few difficulty levels. ![]()
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