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Look on the inventory screen for a character. There is a shield emblem top right center with a black square in it and a white number in that. The lower that white number is, the better your over-all character armor rating. Watch that number as you equip different armor and weapons.
There is a historian type shopkeeper just inside Kanduhar who will sell back items to you if you need them. Most gems and jewelry are safe to sell.
Mages get much more powerful. Be sure intelligence is high.
Select the thief character, then at the bottom of the screen, there is a box with 4 triangles in it. Hi-light the box with the 4 triangles and the thief is now searching for traps. If the thief finds a trap (will be red hi-lighted) then with the thief selected, hi-light the box at the bottom of the screen that looks like a thiefs mask. the thief now can go next to the trap and disarm it. The thief must be wearing leather armor or lighter to use the thiefs mask icon.
At higher difficulty levels, sometimes spells don't scribe. Pick a lower difficulty level or save before scribing to avoid that if desired.
jhf.....
just have fun
There's also a wealth of information in the Wiki:
https://icewinddale.fandom.com/wiki/Armor_Class
Low AC = good. Get it negative on your warriors.
Random nonmagical gems and necklaces are generally just treasure to be sold. Exceptions are usually obvious.
Mages need to be babysat at early levels, but will dominate the world at later levels. Level 5 is generally seen as the turning point. Early on, don't waste your 1-2 spells per day on attempting to Magic Missile something to death, try utility magic like Sleep instead.
Zak explained the thievery well. Stealth is gonna be unlikely to succeed at early levels.
With scroll scribing, you have several options. Save-scumming is an option, as is hoarding intelligence potions to jam your scribing chance up to 99%. Make sure your mage has maximum intelligence as a baseline.
The other thief abilities are under the "Special Abilities" button at the end of the tool bar. It's the diamond. Right click and you will see your tile with the Thief Mask icon, that can be used to Pick Pockets (click then click on the target) Open Locks and Disarm Traps. Beware the path finding that may cause a thief to walk over a trap when trying to disarm, give them a clear path to it
Are there good CC spells which are directed at single units? If so, which?
Another clarification, as for scrolls, are all spells learned from scrolls for a Mage? My Cleric seems to just get spells as he levels?
Thanks!
Aggro also seems to be very odd, whoever the mob sees first is usually their target from what I am experiencing. Is there a way for my Dwarven Defender to taunt monsters much like MMOs? I find myself reloading any making sure he goes in first in most large encounters so he can take all the damage.
Clerics and Druids learn all divine spells as they level up, but must prepare their priest spell book as to memorize spells before they can cast them.
There is --> https://icewinddale.fandom.com/wiki/Cure_Disease
But you ought to avoid such trouble and disable/eliminate dangerous foes earlier.
There are no aggro mechanics in these games. In many other games they are silly and highly questionable.
Notice that you can adjust the party formation as well as the order of the character portraits at the right side of the screen to decide who will be the party leader.
Stinking cloud does friendly fire, but sleep doesn't. It won't help you much in the Vale of Shadows unfortunately, as undead are immune.
Also enemy aggro can be weird between the BG and IWD games cause sometimes guys will bee line right past my front line and stick to my squishies and chase them for way too long. It's the main reason I don't like dwarven defenders. If a bunch of enemies pass them their stance makes them too slow to do anything. I always have much better experiences with berserkers/barbs/ fighter/cleric/ fighter/mage tanks.
There are only corner-cases where it might work in the heat of a battle against humanoids. Throwing insults at particularly dumb opponents as to draw their attention. Challenging the pride of over-confident warriors, who cannot refuse the temptation. Feinting an impeding injury, which draws the attention of cowards, who think they can finish off the weakened fighter easily.
However, to make that an ability that can be used against entire groups of opponents and frequently is silly and just as silly as letting a frontline warrior control opponents and bind/lock them in place.