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Icewind Dale 2 For posts concerning Black Isle Studios' sequel to Icewind Dale. (Check out our IWD2 Walkthroughs).

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Old Sat, 6th Oct '12, 9:05pm   #1
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Default Cleric Spells

I have found tons of good info on Arcane Spells but not so much info that deals with Divine Spells.


I started this thread in the hopes we could discuss are must have Cleric spells. I don't need info on every spell obviously, and I like being able to be surprised but I am wonderng what spells you could not leave home without. In particular the early stages of the game. I will start.


So, I know Animate Dead is classic and I have 3 clerics who can all cast it so that gives me a party around 9. Bull STR and STR of One seem to be must haves for the melee party members. I also like spells such as Pray, Bless and Armor of Faith sounds good although I am not sure how much help it actually brings to the table. Some of the spells that cure status effects also seem pretty darn useful. I am still early in the game so I have ALOT more research to be done.


So, again what are your must have Divine spells?


Now I also have a couple random questions just to make sure.


1. Any other weapons that do not give a bonus from STR? Like the short sword you get in Chapter 1? How about Sorrows Tear?


2. Having a lower Armor Check Penality is better then higher right?



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Old Sat, 6th Oct '12, 9:12pm   #2
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The UPP (Ultimate Power Gaming Party) guide gives a pretty good rundown on must have cleric spells, I'd start there, as it's more comphensive than you are likely to get in a quick forum post.

A few of my favorites, bless, prayer, recital, flame strike, firestorm, animate dead, of course. You can't forget heal and mass heal. Those are lifesavers. There are others, but again, why not just consult the source, the UPP?

Having a lower armor check penalty means a larger number is deducted from skills such as hide, move silently, etc. So no, the lower the number the more it hinders you. That said, as I've mentioned a few times before, this penalty is of little consequence to most of your more heavily armored characters. It matters most for your stealthy types.
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Old Sat, 6th Oct '12, 11:20pm   #3
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Originally Posted by Marceror View Post
The UPP (Ultimate Power Gaming Party) guide gives a pretty good rundown on must have cleric spells, I'd start there, as it's more comphensive than you are likely to get in a quick forum post.

A few of my favorites, bless, prayer, recital, flame strike, firestorm, animate dead, of course. You can't forget heal and mass heal. Those are lifesavers. There are others, but again, why not just consult the source, the UPP?

Having a lower armor check penalty means a larger number is deducted from skills such as hide, move silently, etc. So no, the lower the number the more it hinders you. That said, as I've mentioned a few times before, this penalty is of little consequence to most of your more heavily armored characters. It matters most for your stealthy types.



Perhaps, I missed it but I feel like he never went in depth on Divine Spells just Arcane. I will look again though. Like I said don't need a run down on everything just some of your favorite Divine Spells. There is a spell that only works on non divine spell casters that look pretty decent.


By the way any other weapons that don't get a STR bonus?
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Old Sun, 7th Oct '12, 1:27am   #4
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The Screamer (throwing axe) does not give a STR bonus when thrown. It is otherwise a terrific weapon, so it's worth using for a low-strength character or maybe even a high-strength one. Its other downside is the low range.

Clerics have some excellent spells. JUPP discusses many of them, but my playstyle is slightly different from Sir Rechet's (less emphasis on buffs, especially short-duration ones; I try to go a long time without resting) so I use less Holy Power/Recitation/Prayer and more summons (even Monster Summoning). Greater Command is my hands-down favorite cleric spell, with GSF: Enchantment. Symbol of Hopelessness is good too. Giant Vermin is good, Animate Dead is excellent especially in Normal mode, Magic Circle Against Evil is one of the few buffs I cast regularly, Flame Strike isn't bad although I'll usually cast that one from a wand instead of wasting a spell slot on it (I mostly use it to finish off trolls and slimes), Heal is of course essential, Draw Upon Holy Might is almost as good as Mirror Image (well maybe half as good), Resurrection is like a long-range Heal, Holy Word is fantastic if your Evil characters have enough spell resistance (doesn't even need a high WIS score!). Oh, and the domain spells like Mass Dominate are great of course.

When I have nothing better to stock up on for a given spell level I just memorize Monster Summoning XYZ (or Nature's Call), on the theory that free HP is roughly equivalent to a damage boost--every second they spend killing a Goblin or Dog is a second that I'm hitting them with Big Black Flying Death and some Throwing Hammers of Thunder.

-Max
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Old Sun, 7th Oct '12, 3:41am   #5
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Heisenberg,

I'm not at a place when I can really look anything up today. As I recall UPP gives you a detailed list of suggestions of which spell to take for each spell level. If you're looking for more detailed explanations about the spells, you may be right, I don't know how much detail it gives. On the other hand, you could just take it at it's word, use the spells it tells you to use (read the descriptions of the spells in game obviously), and you'll quickly find out how useful they are. You can certainly experiment with other spells if you so desire. For me, half the fun is trying out spells to see how useful they are in practice. Those spells suggested by UPP represent some solid, safe, staples which will almost certainly serve as an excellent starting point for you.
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Old Sun, 7th Oct '12, 4:51am   #6
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in my guide, IWD2_4dummies, i listed my preferences for my Dreadmaster and Lathanderite.
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