What's New in Heart of Winter?
This section is mostly for people who don't own the expansion and wonder
whether it is worth a purchase. However, there are some other minute changes
that even owners of HoW might not be aware of. (many of these are taken from
the manual)
Major Additions:
* New areas to explore, accessible through Kuldahar. These areas can be
played before or after completing the normal game. You can even play in
"Expansion Only" mode if you don't even want to complete the normal game.
* Now supports 800x600 resolutions, including drop-away side panels (from
BG2).
* New difficulty mode, Heart of Fury. This is meant for people who think the
game is too easy. What it does is pump up enemies stats (and exp too) to
the point where they become tanks. Ex: All creatures have x3, +80 hit
points. A creature with 20 hit points in regular mode would have 20x3 = 60,
60+80 = 140 hit points.
Note: Your summoned monsters get the same bonuses as all the other
monsters, making summoning spells even MORE powerful in HoF mode.
Note: The amount of EXP you get from monsters goes up with the
difficulty. At HARD you get 150% normal, at INSANE you get 200%
normal. In HoF you get more than that (I have no exact details
on it yet).
* Enemies can now "call for help." (they don't ALWAYS do this) What it means
is that you can't pick enemies off one by one, they'll yell to their
friends.
From JE Sawyer:
Places where it definitely is used:
* The expansion areas.
* Most of Dragon's Eye (L1,2,3, and parts of 5)
* The Orc Cave
* Kuldahar Pass
* Parts of Lower Dorn's (Entrance, Artisan's District, Mines, Palace
Level 3, the Great Forge, the Broken Temple)
Places where I believe it is used:
* Temple of the Forgotten God
* Upper Dorn's Deep
* Parts of Wyrm's Tooth
Places where I believe it is not used:
* Easthaven
* The Vale of Shadows
Minor Additions:
* Experience Cap allows characters to reach 30th level.
* New Portraits
* New Character Sounds
* New Gem Bags, Scroll Cases and Potion Bags (similar to things found in BG2)
* New spells:
Druid
1st Level: Cause Light Wounds
1st Level: Sunscorch
2nd Level: Alicorn Lance
2nd Level: Beast Claw
2nd Level: Cause Moderate Wounds
3rd Level: Cloudburst
3rd Level: Mold Touch
3rd Level: Moonblade
3rd Level: Spike Growth
3rd Level: Storm Shell
4th Level: Smashing Wave
4th Level: Star Metal Cudgel
4th Level: Thorn Spray
4th Level: Wall of Moonlight
5th Level: Animal Rage
6th Level: Whirlwind
7th Level: Earthquake
7th Level: Mist of Eldath
7th Level: Stalker
Cleric:
1st Level: Cause Light Wounds
2nd Level: Cause Moderate Wounds
3rd Level: Cause Disease
3rd Level: Circle of Bones
3rd Level: Exaltation
3rd Level: Holy Smite
3rd Level: Unholy Blight
4th Level: Blood Rage
4th Level: Cause Serious Wounds
4th Level: Cloud of Pestilence
4th Level: Poison
4th Level: Unfailing Endurance
5th Level: Cause Critical Wounds
5th Level: Greater Command
5th Level: Magic Resistance
5th Level: Shield of Lathander
5th Level: Slay Living
5th Level: Undead Ward
6th Level: Blade Barrier
6th Level: Harm
6th Level: Spiritual Wrath
7th Level: Destruction
7th Level: Greater Shield of Lathander
7th Level: Holy Word
7th Level: Unholy Word
Wizard:
2nd Level: Cat's Grace
3rd Level: Lance of Disruption
4th Level: Mordenkainen's Force Missiles
4th Level: Shout
4th Level: Vitriolic Sphere
5th Level: Contact Other Plane
5th Level: Lower Resistance
5th Level: Sunfire
6th Level: Darts of Bone
6th Level: Soul Eater
6th Level: Trollish Fortitude
7th Level: Seven Eyes
7th Level: Suffocate
8th Level: Abi-Dalzim's Horrid Wilting
8th Level: Great Shout
8th Level: Iron Body
8th Level: Power Word: Blind
* New Items
* New "Hotkey" that highlights all significant items in the area (such as
doors, chests and items). Very handy if you can't see where certain levers
are... (Use by pressing ALT)
* Ability to buy more than one item at a time
* Paladins get new abilities:
Smite Evil - Column of holy light that does 1d6 + (1d6 / 3 levels) damage
to evil enemies.
Divine Courage - At 3rd level, immune to fear. (Also immune to disease)
Earlier Spell Access (at level 6 instead of 9)
* Rangers get new abilities:
Tracking - Ranger checks to see what monsters are in the area, and often
where the monsters are. +5% chance per level, +5% per point
of wisdom.
Earlier Spell Access (same)
* Druids get new abilities:
Druidic Shape Chance - now available at 5th level, gains a new for every
other level after that. Some HP healed with the change.
Elemental Form - At 11th level, the Druid can transform himself into a
Fire Elemental. At 13th, Earth elemental, at 15th a Water
elemental.
Immunity to Poison - At 9th level.
Timeless Body - At 15th level, no longer get tired.
* Thieves get new abilities:
Sneak Attack - An alternative to backstabbing (must be switched in the
options menu). Doesn't require being in shadows, merely that
you are behind or to the side of the enemy. The damage is an
extra 1d6 for every 4 levels of experience. Critical hits do
not double the sneak attack damage.
Evasion - At 7th level, thieves can evade effects (such as Fireball,
Lightning bolt, etc.), the thief can Save to completely evade
the spell (as opposed to Saving and getting half damage).
You cannot evade your own effects (such as a Mage/Thief
casting fireball right in front of himself).
Crippling Strike - At 5th level, thieves learn how to cripple their
opponents. Crippling only works WITH the Sneak Attack. A
successful cripple causes the victim to suffer a -1 to attack,
at 9th level -2 to attack and damage, at 13th level -3 to
attack and damage, etc. (every 4 levels another -1 to attack
and damage)
* Bards get new songs:
The Ballad of Three Heroes - Allies gain +1 to hit, damage and Saving.
The Tale of Curran Strongheart - 3rd level. Removes fear.
Tymora's Melody - 5th level. Allies get +1 luck, +3 saving throws, and
+10% to lore and thieving skills.
The Song of Kaudies - 7th level. 50% chance to evade sound-based
attacks.
The Siren's Yearning - 9th level. Chance of enemies becoming Enthralled
(unable to move for a minute or so, or until they take dmg).
War Chant of Sith - 11th level. Allies get +2 bonus to AC, +10% res. to
slashing, piercing, crushing and missile attacks, plus
regenerate 2 HP per round.
Changes:
* Spells have been changes somewhat. Some spells are now Alignment (Good,
Evil) specific. Ex: Raise Dead and Cure Critical Wounds cannot be cast by
Evil clerics, Resurrection and Heal can only be cast by Good clerics.
* Opposition schools have been altered. Your old mages won't lose spells
they already know, but they will be unable to learn new spells out of their
sphere.
From JE Sawyer:
Specialist mages now have 1 or 2 barred schools. If your specialist mages
from IWD already have spells, they will not be taken away. However, they
will be unable to take new spells from the barred schools. Here's how it
breaks down:
Abjurer: Alteration, Illusion
Conjurer: Invocation
Diviner: Conjuration/Summoning
Enchanter: Invocation
Illusionist: Necromancy, Abjuration
Invoker: Divination, Conjuration/Summoning
Necromancer: Illusion, Enchantment/Charm
Transmuter: Necromancy, Abjuration
* Ranger/Clerics no longer get the Druid spells from level 1. (You must wait
until the Ranger is level 6)
Items Removed/Changed:
* Many of the random item tables have been changed. I have most of these
changes in the IWD walkthrough (where it says "removed in HoW", or "HoW
only").
* Mithril Plate +2 is now considered "magical" and thusly cannot be worn with
protective rings/cloaks. (If you were wearing it before installing HoW,
you'll still have it on... just don't take it off!)
* Necromancer's Robe is now AC6 rather than AC8.
* Kontik's Ring of Wizardry increases cold damage the wearer takes by 15%