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#1
#2
#3
#4
- Class
- Alignment
- Ability Scores
- Recommended Statistics
- Packages
- Spells, Domains and Familiars
5) Race............................................................ #5
6) Character Classes............................................... #6
7) Multiclass Characters........................................... #7
- Character vs. Class Level
- Multiclass Experience
- Multiclass Restrictions
- Alignment Shifts
8) Skills........................................................... #8
9) Feats............................................................ #9
10) Combat......................................................... #10
- Real-Time Decisions
- NPC Reactions
- Factions
- Targeting an Opponent
- The Attack Roll
- Movement
- Flat-Footed
- Attacks of Opportunity
- Saving Throws
- Injury and Death
11) Associates..................................................... #11
12) Experience and Gaining Levels.................................. #12
13) Spells......................................................... #13
- Introduction
- Spell Schools
- Domains
- Effect Descriptions
- Spell Tactics
- Spell Descriptions
- Spell Summaries:
- Bard Spells............................................. #13A
- Cleric Spells........................................... #13B
- Druid Spells............................................ #13C
- Paladin Spells.......................................... #13D
- Ranger Spells........................................... #13E
- Sorcerer Spells......................................... #13F
- Wizard Spells........................................... #13G
14) Items.......................................................... #14
- Potions
- Books
- Reagents
- Gems
- Miscellaneous
15) Weapons........................................................ #15
- Simple
- Martial
- Exotic
- Found Weapons
- Wands and Rods
16) Clothing and Armor............................................. #16
- Clothing
- Armor
- Shields
- Cloaks
17)
18)
19)
20)
21)
- Boots
- Belts
- Braces, Gloves and Gauntlets
- Rings
- Amulets
Enemies........................................................ #17
Multiplayer.................................................... #18
- Journeying Online
- Hosting a Game Server
- Joining a Multiplayer Game
- Picking a Character
- Local and Server Characters
- Moving Characters Between Games
- Forming a Party
- Player vs. Player
- Liking or Disliking Other Players
Hints and Stratagies........................................... #19
Neverwinter Nights Game Walkthrough............................ #20
- Prelude.................................................... #20A
- Chapter One................................................ #20B
- Chapter Two................................................ #20C
- Chapter Three.............................................. #20D
- Chapter Four............................................... #20E
Credits, E-Mail Rules and Legal Stuff.......................... #21
================================================================= #1 ==
---------------------------------* 1) INTRODUCTION TO WALKTHROUGH *
---------------------------------Welcome to my very in-depth and extensive Walkthrough for Neverwinter
Nights for the PC. This game is without a doubt, in my opinion, the best
RPG video game ever made. It took Bio Ware over four years to make this
for us and I'm sure you will agree with my above stated opinion once you
play it. This game uses the 3rd Edition Dungeons and Dragons rules so if
you play D&D in real life then you will have no problems understanding all
of the rules, dice rolls, saving throws, skill checks, and all that
technical stuff. If you've never played D&D in real life and are not
familiar with it don't worry, this is a really simple game to learn so sit
back, pop the game disc in, and get ready for the greatest RPG video
gaming experience you've ever had the pleasure of playing. This epic saga
is over 60+ hours for your roleplaying enjoyment.
================================================================= #2 ==
----------------------------------------------* 2) MORE WALKTHROUGHS BY ME, VERSION HISTORY *
---------------------------------------------->>> Other top-quality Game Guides I have written:
1) Armorines: Project S.W.A.R.M.
2) Fable: The Lost Chapters
3) Neverwinter Nights: Shadows of Undrentide
4) Neverwinter Nights: Hordes of the Underdark
5) Neverwinter Nights Gold Edition
6) Neverwinter Nights Platinum Edition
7) Quake II
8) Shadow Man
9) Shadow Man 2econd Coming
10) The Suffering
11) The Suffering: Ties That Bind
12) Turok 2: Seeds of Evil
You can ALWAYS find all of my guides and latest versions at:
www.gamefaqs.com
>>> VERSION HISTORY:
Version 1.0
January 2008
This is the first complete version of my guide and it took me over
nine months of an hour here and an hour there to compile, format, and
write so I hope at least someone out there can appreciate it. 95% of
the instruction manual is also in this guide, I will not be adding in
the remaining 5%.
Version 1.5
February 2008
Since I've upgraded to the 1.68 patch I'm finding all kinds of new
equipment and added them in the appropriate sections. Added some
weapons readers sent me, added a way for the Rolgan's Trial side quest
to gain the most XP that a reader sent me, and added in the Druid's
Circle side quest (the only quest in the game that wasn't complete in
my guide) that another reader sent me. Since I'm now getting
contributions for my guide(s), I also added a Contributor Credits
section in the credits part of this guide.
Version 2.0
April 2008
Added in some more weapons I found and readers sent me.
Version 2.5
August 2008
Fixed some typos and added in some more weapons that I found.
================================================================= #3 ==
---------------------* 3) GAMEPLAY BASICS *
--------------------->>> ABBREVIATIONS AND TERMS USED THROUGHOUT THIS GUIDE AND GAME:
- D&D: Dungeons and Dragons
- NWN: Neverwinter Nights
- STR: Strength
- DEX: Dexterity
- CON: Constitution
- INT: Intelligence
- WIS: Wisdom
- CHA: Charisma
- HP: Hit Points
- XP: Experience Points
- AC: Armor Class
- DC: Difficulty Class
- PC: Player Character
- NPC: Non-player Character
- PvP: Player vs. Player
- HD: Hit Die, these are dice and look like d4, d6, d8, d10, etc. A
weapon that causes 2d6 worth of damage will inflict the total of two
randomly generated six sided dice rolls. If your character has d4 for
their HD, then when you level up the computer rolls a 4 sided die and
the randomly generated number is how many HP you'll gain, and you can
gain no more than 4 HP per new character level (unless you have the
Toughness feat or some other kind of bonus like a high Con).
---------------------------------------------------------------------->>> IN-GAME SCREENS <<<
In Neverwinter Nights your character is always in the center of
the screen. You interact with the world using the mouse to move a
cursor around the screen, and the left and right mouse buttons to
execute actions. When you move the mouse over an object or creature,
the mouse icon changes to an action icon indicating the default action
for that object. To perform the default action click the left mouse
button. To perform another action right-click on the target to bring
up the Radial Menu.
Left-click on the screen to move your character around the game
world. Attack a hostile creature by moving your cursor over the
creature; the icon will change to the combat icon. Left-click to begin
your attack.
RADIAL MENU
----------The Radial Menu is your primary tool for interacting with the world of
Neverwinter Nights. Bring up the Radial Menu by moving the mouse over
the object you wish to interact with, and then press the right mouse
button. A Radial Menu will pop up with the object in the center.
The Radial Menu contains a ring of possible actions that you can
perform on the object, from casting a spell to attacking the target.
Left-click to perform the selected action. Some actions may have a
small arrow beside them indicating another level of actions, which you
can access by left-clicking. a small ring is visible around the action
with an arrow beside it. The ring is actually a preview of the next
level of the menu allowing you to see at a glance what the next level
will hold.
You can also click the and hold the right mouse button and navigate the
Radial Menu by moving the mouse. You can also control the Radial Menu
with the numeric keypad: Each number key corresponds to a location in
the Radial Menu (i.e. 8 is to the top, 2 is down, 7 is to the topleft).
---------------------------------------------------------------------->>> MAIN GAMEPLAY SCREEN <<<
The main screen has nine distinct sections, which give you
valuable information about the game and offer you control over your
character in the game.
THE CHARACTER PORTRAIT
----------------------
In the top right corner of the main screen is your character portrait,
this is the portrait you choose for your character and is what other
players see when they examine your character in the game. Beside the
portrait is a narrow red bar that shows your character's current
health. If the health bar turns green it indicates your character is
poisoned. If the bar turns brown your character is diseased.
THE OPTIONS BOX
--------------Underneath your character portrait is a light tan box with eight
different options in it. Here you can click buttons to bring up the
various screens needed to manipulate your character, such as the ingame map, the Inventory screen, the Journal, the Character Sheet, the
Options Menu, Spellbook, and the Player vs. Player Options panel.
THE PARTY BAR
------------This is where other members of your party appear and is underneath the
Options Box, in sigleplayer and multiplayer. You can add other players
to your party through the "Socialize" Radial Menu option (for
multiplayer only). Under the "Socialize" menu you can invite another
player to join your party by selecting the "Invite" Radial Menu option.
The invited player can then go under the "Socailize" option and select
"Join Party" (again, only for multiplayer). The rest of the
information in this paragraph is for both multi and singleplayer
gameplay. If you summon a creature, the creature is added in to your
Party Bar while it is present. You can use the party bar to get quick
information on your party members or to perform actions on them by
right-clicking and bringing up a Radial Menu. The small bar on the
left side of the portrait shown the current health of the character.
In the top slot on the right side there is an arrow icon. The arrow
points the direction that character is from your character. An icon
showing the current action the character is undertaking, whether it is
combat, spell casting, or resting. A skull will appear if the
character is dead.
THE CHAT WINDOW
--------------This is located at the bottom of the gameplay screen, above your
Quickbar and Chat Entry bars. The Chat Window displays messages from
other players, both NPC's and PC's. In this window also appears how
much XP points you gain by killing enemies and for completeing quests,
how much damage you inflict on a hostile and take in return, lets you
know when your Journal gets updated, and so on. You can drag the Chat
Window up for a longer window by dragging up the black tab at the top
of the window. You can also right-click on the tab to set the various
filters for chat messages in each window. To filter a window for only
combat messages (for multiplayer only), open the Raidial Menu on the
Chat Window tab and toggle all the other chat displays off. For a
quick reply to someone who just has chatted with you, click the
portrait of the speaker.
THE CHAT ENTRY BAR
-----------------This bar is only used in multiplayer and is located directly beneath
the Chat Window, above the Quickbar slot. This is where you type in
messages to other players. Hit the Enter key or click in the bar to
type a chat message. You can use various slash commands to control the
type of message you are sending. An "/S" (shout) before your text
sends the message as a shout which goes out area wide. A "/P" sends
your message to the other members of your party. A "/T <playername>"
(tell) or "/W <playername>" (whisper) sends a private message to the
player you have specified with <playername>.
THE QUICKBAR
-----------This is located on the bottom of the gameplay screen. The Quickbar
provides quick and easy access to common game actions. Each "cell" in
the bar corresponds to a function key on the keyboard. When you press
the associated key, the command placed in the cell is executed. You
can drag items from your inventory to the Quickbar and hit the key or
click the cell to use or equip the item, depending on what it is. You
can also place spells into the Quickbar by dragging the icons from your
prepared spells or by right-clicking on the Quickbar to to open the
Radial Menu and select the spell. There are also two more Quickbars in
addition to the one on the game screen, to access these you must press
and hold "Shift" or "Ctrl."
THE COMPASS
----------The Compass is located in the bottom-right of the game screen, above
the Quickbar and Chat Entry bars. This Compass is a simple directional
pointer. The "N" in the Compass always points north, so if you walk
your character in the same direction the "N" indicator is pointing, you
will be moving directly north.
THE ACTION QUEUE
---------------This is located on the top-left carner of the game screen. The Action
Queue shows the actions your character is currently performing and any
actions you have set up to be performed. In the heat of combat you may
find yourself issuing commands faster than your character can execute
them. These commands are issued to the Action Queue and they will be
performed in order. If you desire to remove an action from the queue,
you may right-click the action.
THE STATUS BAR
-------------This is located to the left of your Character Portrait. Then Status
Bar shows any special effects currently active on your character.
Beneficial spells and effects, such as ability bonuses, and negative
effects, such as poisons and diseases, appear in the Status Bar. Hold
the mouse over any of the icons to get a text definition of the effect.
When an icon in the Status Bar blinks, it signals the effects are about
to expire.
---------------------------------------------------------------------->>> CHARACTER SHEET <<<
To access your Character Sheet simply left-click on your Character
he can carry along the bottom of the panel. If your character exceeds
this maximum weight, he or she will be encumbered and will not be able
to run.
Your current gold and current item points are displayed on the
right side. Each magic item has an item point value, which is added to
your item point total when you have the item equipped or in your
inventory. When you reach your maximum item point total, you cannot
pick up any more magic items. Your character's maximum item points
rise each time he gains a level (this shouldn't be a really big factor
in the game for you, I never ran into this problem but it can happen,
especially if you're playing on Hardcore Difficulty).
EQUIPPING ITEMS
--------------To equip an item drag it over an appropriate equip slot and drop it.
You can also equip items using the Radial Menu. Right-click the item
and select the Radial Menu "Equip" option to assign the item to a
default equip slot.
---------------------------------------------------------------------->>> CONVERSATION PANEL <<<
The Conversation panel is your primary tool for interacting with
other characters in Neverwinter Nights. A portrait of the character
you are speaking with is displayed in the top-left of the window, and
this character's dialogue is displayed to the right of the portrait.
Underneath the portrait are your character's response options.
The first response shown has a red comment, indicating a skill or
special ability that this conversation allows, such as Persuade or
Insight for example. In this case, the player character's Intelligence
score has given him some insight into the NPC's dialogue. The player
could left-click this response to cause his character to reply with the
line, or choose any other. Intelligence and Charisma are the two main
abilities that grant special conversation options, but in a few cases a
high Strength can aid in threatening a reluctant informer or a high
Wisdom can open a new conversation path.
You can stop a conversation at any time by pressing the "Esc" key,
walking away, or performing a hostile action.
---------------------------------------------------------------------->>> MAP PANEL <<<
The Map panel displays a top-down map of your current area. The
map expands as you explore, allowing you to see new areas and track
where you have been. The small icons on the map are map pins. Each
map pin has a label associated with the pin, which appears at the top
of the map window.
You
top-left
Once the
text you
can place your own map pins by clicking in the pin box on the
and then clicking on the map where you wish to place the pin.
pin is placed a dialogue window pops up and you can enter the
wish to associate with that pin.
wish to load. To save a game click on the Save button and then select
the game slot you wish to save in and type in a name for the game.
The Save Character button allows you to save your character out of
your current game so you can use that character in another adventure.
If you advance your character outside of your existing save game, the
next time you load the game you will be asked if you wish to update
your character. If you answer "Yes" your most recent version of the
character is brought into your previous save game.
VIDEO OPTIONS
------------This option contains the settings that apply to your video display.
You can set texture detail, screen resolution and various graphical
options. As a rule of thumb, the more features you disable the faster
the game will run. If the game is running poorly on your computer, try
disabling features until performance improves.
SOUND OPTIONS
------------This option allows you to customize the game sound and to enable or
disable various sound options.
CONTROLS
-------This option allows you to change your camera mode and cycle through
various control options. You can, for example, enable driving mode and
control your character with the keyboard.
CHANGE KEY SETTINGS
------------------This option allows you to customize the Neverwinter Nights hotkeys. At
the top of the key-mapping panel are tabs for the various headings of
hotkeys. To change a key, click the control you wish to change and
press the key you want to map to that control. You cannot map the same
key to multiple controls so be aware of what keys you have already
mapped.
GAME OPTIONS
-----------This option will allow you to tweak the game difficulty and change
other gameplay options. It is recommended most people play the game on
the default settings since the game is evenly balanced at these
settings. If you are an experienced D&D player you might consider
selecting the "Hardcore D&D" option, which implicates some of the more
complex aspects of the rules system.
HIT POINTS: At Normal difficulty or easier these are granted via the
following procedure: The character gains a maxium HP from from level 13. For levels 4 and above they will roll their HP but will only accept
a minimum roll of 1/2 of their possible HP, rounded up. For example, a
Wizard who normally rolls d4 for HP will get at least 3 HP every level.
-----------------------------------------------------------------------
"Lockpick" and "Bash" from the Radial Menu on any locked door. Cast
the Knock spell on a locked door to try and open it without damaging
the door.
You can lock some doors by select "Lock" from the Radial Menu. If the
"Lock" radial option does not appear then the door cannot be locked.
DISARMING TRAPS
--------------Traps must be found before they can be disarmed. To search for traps
select "Active Search" from the "Use Skill" selection in the Radial
Menu. In Active Search mode your character moves at a walk and makes
Search rolls with his full Skill Modifier. When not in Active Search
mode, Search checks to detect traps are made at half your character's
Skill Modifier.
When a trap is detected on an area on the ground, door, or container,
it will turn red - this area is the active trap. You can mouse over a
detected trap and right-click to bring up the Radial Menu, which will
display options including disarming the trap and recovering the trap.
It is more difficult to recover a trap than to disarm it, but you can
use a recovered trap later against enemies.
---------------------------------------------------------------------->>> TIME AND RESTING <<<
ROUNDS AND TURNS
---------------A round in game time is approximately six seconds in length. A turn is
ten rounds over sixty seconds.
GAME TIME AND REAL TIME
----------------------Every two minutes of real time is equal to an hour of Neverwinter
Nights game time. That means that 48 minutes of real time is equal to
24-hour Neverwinter Nights game time.
RESTING
------Some spells and effects have durations equal to one game day. These
effects disappear after 48 minutes of real time OR after the character
rests.
Resting only takes 30 seconds of real time, but has all the game
effects of a full 24-hours of rest. Spells are prepared, effects
disappear, items with charges per day are recharged, your HP get fully
recovered, and so on.
================================================================= #4 ==
------------------------* 4) CHARACTER CREATION *
-------------------------
Before you can play Neverwinter Nights you first have to decide
what type of character you want to play. There is a great deal of room
for customization, so this may seem a little intimidating at first. It
is best to remember that there are no good or bad characters and
different people appreciate different aspects of the game. You can
create any number of characters so feel free to experiment.
One way to navigate the Character Creation process is to start
with a character concept. Many roleplayers enjoy mimicking figures
from history, myth, or pop culture. Those who enjoy a challenge
sometimes construct a flawed character, perhaps one who is sickly or a
bit of a buffoon. Perhaps they might take a classical sterotype and
play it in a new and refreshing manner, like a Dwarven Barbarian who is
scholarly or prefers a sling to an axe. Regardless of where the
inspiration comes from, once you have a concept the process of
character creation is much easier.
Neverwinter Nights has a very flexible system for character
modification, so don't worry much about the decisions you make early
on. For example, you might create a Gnome Barbarian to prove to other
players that Gnomes make the best warriors, but after awhile realize
that you are spending more time glorifying him with tales and poems
than actually fighting. At that point he could become a Bard, a class
better suited to that style of play. He would still have his Barbarian
roots but could freely advance as a Bard thereafter. Remember, much of
the fun of Dungeons & Dragons is in watching your character grow and
change.
Creating a character is exciting but it can be a daunting process.
If you are ever unsure of how to proceed past a screen, or if you
aren't sure how to make the best decision, press the Recommended button
and the program will make a good choice for you. You can also return
to the beginning of the process and select a "Package," which is a set
of Feats and Skills chosen around a particular theme. Here's a list of
all the things you must decide on to create a character:
GENDER
-----The first step in creating your character is to choose a gender.
Select either male or female.
RACE
---There are many races in Neverwinter Nights, each with its own strengths
and weaknesses. See the Races section below to learn more on race.
PORTRAIT
-------Select a portrait for you character.
CLASS
----A class is the profession or vocation of your character. It determines
what he or she is able to do, including combat training, magical
ability, and skills. In selecting the right class for a character keep
in mind your core concept for that character. The eleven basic
selections can approximate most any character concept and often and you
will have several options available. For example, both Rangers and
Fighters make excellent archer characters, and Paladins and Clerics are
both excellent in hunting down undead monsters. For class-specific
information, look in the section below titled Classes.
ALIGNMENT
--------Alignment reflects how your character relates to the concepts of good
and evil, law and chaos. It can affect how NPC's react within the game
and will occasionally determine whether an item can be used or not
(some items have alignments of their own and will not allow a conflict
with its user). The main purpose of alignment is to act as a guideline
for consistent roleplaying, though it is not cast in stone. The
alignment of a character can change to match the style in which they
are played, if deviation is consistent and serious. All of the nine
alignments listed are viable choices for adventurers, though the "evil"
variants are more often the domain of villians and monsters.
ALIGNMENT GRID:
100 ---------------------------------------------------| Chaotic Good
| Neutral Good
| Lawful Good
|
Law/ 70 -----------------|-----------------|----------------|
Chaos | Chaotic Neutral | Neutral Neutral | Lawful Neutral |
Axis 30 -----------------|-----------------|----------------|
| Chaotic Evil
| Neutral Evil
| Lawful Evil
|
0 ---------------------------------------------------100
70
30
0
Good/Evil Axis
Note: Neutral Neutral is commonly refered to as True Neutral.
ABILITY SCORES
-------------The bascis characteristics that define your character are divided among
six ability scores. Each of these represents a particular aspect of
your character, and skills that draw from these traits are modified
depending on your score in them. Certain classes also favor certain
abilities over others, and derive much of their effectiveness from a
high score in these areas.
STRENGTH: Strength measures muscle and physical power. This ability is
especially important for Fighters, Barbarians, Paladins, Rangers and
Monks, because it helps them prevail in combat.
DEXTERITY: Dexterity measures agility, reflexes and balance. This
ability is most important for Rogues, but also for characters who
typically wear light or medium armor (Barbarians and Rangers) or none
at all (Monks, Wizrads and Sorcerers), or for any character who wants
to be a skilled archer.
CONSTITUTION: Constitution represents health and stamina. High
Constitution increases the number of HP a character has (affecting how
much damage the character can take), which makes it important for all
classes, but especially Fighters. If Constitution ever increases a
character's HP increase retroactively. Spellcasters need a strong
Constitution to keep their spells from being interrupted during combat.
INTELLIGENCE: Intelligence determines how well your character learns
and reasons. Intelligence is important for Wizards because it affects
how many spells they can cast, how hard their spells are to resist, and
the power of these spells. Intelligence is also important for any
character who wants to have a strong assortment of skills, however,
increasing your Intelligence will not grant bonus Skill Points
retroactively. NOTE: Sorcerers do not use Intelligence for casting
spells - they use Charisma instead. Warning: An Intelligence score
lower than 9 means that your character is unable to speak properly.
WISDOM: Wisdom describes a character's willpower, common sense,
perception, and intuition, where Intelligence represents the ability to
analyze information. An "absent-minded professor" has low Wisdom and
high Intelligence. A simpleton with low Intelligence might nevertheless
have great insight (high Wisdom). Wisdom is important for Clerics and
Druids, as it affects the strength and number of their spells. Wisdom
is also significant for Paladins and Rangers.
CHARISMA: Charisma measures force of personality, persuasiveness,
ability to lead, and physical attractiveness. It represents actual
personal strength, not merely how one is perceived by others in a
social setting. Charisma is most important for Paladins, Sorcerers,
and Bards. It is also important for Clerics, as it affects their
ability to Turn Undead.
---------------------------------------------------------------------->>> RECOMMENDED STATISTICS <<<
Generally, a character should have at least ten points in any
given statistic, as this will prevent that character from receiving any
penalties. This is not manditory however, and the most interesting
characters are sometimes the most flawed.
Every character should have a high ability score in at least one
of his core class abilities. For example, a Paladin should have a
Charisma of 12 or higher to gain the most benefit from his class
abilities, and a Wizard should have high Intelligence if he wants to
cast high-level spells. Certain classes may have multiple core
abilities - for example both Charisma and Dexterity are important to
Bards. In this case the player must decide whether to split his focus
between these abilities or concentrate on one to the detriment of the
other.
Each Ability Score has a modifier, form -5 to +15 and even higher.
Most Player Characters have ability modifiers between -1 and +4, but
some extraordinary characters begin the game with modifiers as high as
+5 or as low as -2.
ABILITY SCORES SPELL CHART:
----------------------- BONUS SPELLS (by Spell Level) ---| SCORE | MODIFIER | 0 1 2 3 4 5 6 7 8 9 |
|-------|----------|---------------------------------------|
| 1
| -5
| Can't cast spells tied to this ability|
|-------|----------|---------------------------------------|
| 2-3 | -4
| Can't cast spells tied to this ability|
|-------|----------|---------------------------------------|
| 4-5 | -3
| Can't cast spells tied to this ability|
|-------|----------|---------------------------------------|
| 6-7 | -2
| Can't cast spells tied to this ability|
|-------|----------|---------------------------------------|
| 8-9 | -1
| Can't cast spells tied to this ability|
|-------|----------|---------------------------------------|
| 10-11 |
0
| - | - | - | - | - | - | - | - | - | - |
|-------|----------|---|---|---|---|---|---|---|---|---|---|
| 12-13 | +1
| - | 1 | - | - | - | - | - | - | - | - |
|-------|----------|---|---|---|---|---|---|---|---|---|---|
| 14-15 | +2
| - | 1 | 1 | - | - | - | - | - | - | - |
|-------|----------|---|---|---|---|---|---|---|---|---|---|
| 16-17 | +3
| - | 1 | 1 | 1 | - | - | - | - | - | - |
|-------|----------|---|---|---|---|---|---|---|---|---|---|
| 18-19 | +4
| - | 1 | 1 | 1 | 1 | - | - | - | - | - |
|------------------|---|---|---|---|---|---|---|---|---|---|
| 20-21 | +5
| - | 2 | 1 | 1 | 1 | 1 | - | - | - | - |
|------------------|---|---|---|---|---|---|---|---|---|---|
| 22-23 | +6
| - | 2 | 2 | 1 | 1 | 1 | 1 | - | - | - |
|------------------|---|---|---|---|---|---|---|---|---|---|
| 24-25 | +7
| - | 2 | 2 | 2 | 1 | 1 | 1 | 1 | - | - |
|------------------|---|---|---|---|---|---|---|---|---|---|
| 26-27 | +8
| - | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | - |
|------------------|---|---|---|---|---|---|---|---|---|---|
| 28-29 | +9
| - | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 |
|------------------|---|---|---|---|---|---|---|---|---|---|
| 30-31 | +10
| - | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 |
|------------------|---|---|---|---|---|---|---|---|---|---|
| 32-33 | +11
| - | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 |
|------------------|---|---|---|---|---|---|---|---|---|---|
| 34-35 | +12
| - | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 |
|------------------|---|---|---|---|---|---|---|---|---|---|
| 36-37 | +13
| - | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 |
|------------------|---|---|---|---|---|---|---|---|---|---|
| 38-39 | +14
| - | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 | 2 |
|------------------|---|---|---|---|---|---|---|---|---|---|
| 40-41 | +15
| - | 3 | 3 | 3 | 3 | 3 | 3 | 3 | 2 | 2 |
------------------------------------------------------------------------------------------------------------------------------->>> POINT BUY SYSTEM <<<
Neverwinter Nights determines ability scores with a system based
on points rather than random dice rolls. A player starts with an
ability score of 8 in each of his six abilities and then draws from a
pool of 30 points to raise these abilities.
As an ability score is raised to exceptional levels it becomes
more expensive to raise further, as per the following chart. Raising
an Ability Score from 8 to 16 costs ten points, so be careful not to
neglect the rest of your character's abilities while making one or two
exceptional.
ABILITY SCORE COST:
withstand physical and magical punishment, their hard work and their
capacity for drinking ale. Dwarves are slow to jest and suspicious of
strangers, but they are generous to those who earn their trust. They
stand just four to four and a half feet tall but are broad and and
compactly built, almost as wide as they are tall. Dwarven skin varies
from tan to light brown, and dwarven hair hair is black, gray, or
brown. Dwarven men value their beards highly.
- Ability Adjustments: +2 Con, -2 Cha
- Favored Class: Fighter. A multiclass dwarf's fighter class does not
count when determining whether he suffers an XP penalty for
multiclassing.
- Special Abilities: Stonecunning, Darkvision, Hardiness vs. Poisons,
Hardiness vs. Spells, Offensive Training vs. Orcs, Offensive Training
vs. Goblinoids, Defensive Training vs. Giants, Skill Affinity (Lore).
---------------------------------------------------------------------->>> ELF <<<
Elves are known for their poetry, song and magical arts, but when
danger threatens they show great skill with weapons and stratagy.
Elves can live to be over 700 years old and, by human standards, are
slow to make friends and enemies, and even slower to forget them.
Elves are slim and stand four and a half to five and a half feet tall.
They tend to be pale-skinned and dark-haired with deep green eyes.
They have no facial or body hair, prefer comfortable clothes, and
possess unearthly grace. Many other races find them hauntingly
beautiful.
- Ability Adjustments: +2 Dex, -2 Con
- Favored Class: Wizard. A multiclass elf's wizard class does not
count when determining whether he suffers an XP penalty for
multiclassing.
- Special Abilities: Immunity to Sleep, Hardiness vs. Enhancements,
Bonus Proficiencies (Longsword, Rapier, Shortbow, Longbow), Skill
Affinity (Listen), Skill Affinity (Search), Skill Affinity (Spot), Keen
Senses, Low-light Vision.
---------------------------------------------------------------------->>> GNOME <<<
Gnomes are in wide demand as alchemists, inventors and
technicians, though most prefer to remain among their own kind in
simple comfort. Gnomes adore animals, gems and jokes, especially
pranks. They love to learn by personal experience and are always
trying new ways to build things. Gnomes stand three to three and a
half feet tall, with skin that ranges from dark tan to woody brown.
Their hair is fair and their eyes are often some shade of blue. Gnomes
generally wear earth tones but decorate their clothes intricately.
Males favor carefully trimmed beards. Gnomes live 350 to 500 years.
- Ability Adjustments: +2 Con, -2 Str
brown or black eyes. Halfling men often grow lond sideburns but rarely
beards or moustaches. They prefer practical clothing and would rather
wear a comfortable shirt than jewelry. Halflings stand about three
feet tall and commonly live to see 150.
- Ability Adjustments: +2 Dex, -2 Str
- Favored Class: Rogue. A multiclass halflings rogue class does not
count when determining whether he suffers an XP penalty for
multiclassing.
- Special Abilities: Small Stature, Skill Affinity (Move Silently),
Skill Affinity (Listen), Lucky, Fearless, Good Aim.
================================================================= #6 ==
-----------------------* 6) CHARACTER CLASSES *
----------------------->>> BARBARIAN <<<
Barbarians are brave, even reckless, and their warrior skills make
them well suited for adventure. Barbarians have a powerful rage that
makes them stronger and better able to withstand attacks. They only
have the energy for a few such displays per day but it is usually
sufficient. Constant exposure to danger has also given barbarians a
sort of sixth sense, the preternatural ability to sense danger and
dodge attacks, and their running stamina is legendary.
- Alignment: Any nonlawful
- Hit Die: d12
- Proficiencies: All simple and martial weapons, light armor, medium
armor, and shields
- Skill Points: Int Modifier x 4 at 1st level; 4 + Int Modifier each
additional level
- Ex-Barbarians: Barbarians are unable to progress in levels if their
alignment ever becomes lawful
- Prestiage Class Tips: Barbarians make powerful Blackguards, Dwarven
Defenders, or Weapon Masters
----BARBARIAN SPECIAL ABILITIES:
RAGE: Barbarians can catapult themselves into a murderous fury.
- Gained: 1st level
- Use: Selected. 1st level = once a day; 4th level = twice a day; 8th
level = three times a day; 12th level = four times a day; 16th level =
five times a day; 20th level = six times a day
2:
5:
10:
13:
16:
19:
even if flat-footed
to avoid traps
to avoid traps
to avoid traps
to avoid traps
to avoid traps
- Use: Automatic
DAMAGE REDUCTION: The Barbarian gains the ability to shrug off some
ammount of injury from each blow or attack.
- Gained: 11th level
- Use: Automatic
- Bonuses: 11th level = damage reduced by one point; 14th level =
damage reduced by two; 17th level = damage reduced by three, 20th level
= damage reduced by four
---------------------------------------------------------------------->>> BARD <<<
Bards often serve as negotiators, messangers, scouts and spies.
They love to accompany heroes (and villians) to witness heroic (or
villainous) deeds firsthand, since a bard who can tell a story from
personal experience earns renown among his fellows. A Bard casts
arcane spells without any advance preperation, much like a Sorcerer.
Bards also share some specialized skills with Rouges and their
knowledge of item lore is nearly unmatched. A high Charisma score
allows a Bard to cast high-level spells.
- Alignment: Any nonlawful
- Hit Die: d6
singing.
song
The higher
bonuses do
- Bonuses: Huge elements at 16th level and elder elements at 20th level
---------------------------------------------------------------------->>> FIGHTER <<<
Fighters can be many things, from soldiers to criminal enforcers.
Some see adventure as a way to get rich, while others use their skills
to protect the innocent. Fighters have the best all-around fighting
capabilities of the PC classes and they are trained to use all standard
weapons and armor. A Fighter's rigorous martial training grants him
many bonus feats as he progresses. High-level Fighters have access to
special melee maneuvers and exotic weapons not available to any other
character.
- Alignment: Any
- Hit Die: d10
- Proficiencies: All simple and martial weapons, all armor and shields
- Skill Points: Int Modifier x 4 at 1st level, 2 + Int Modifier each
additional level.
- Prestige Class Tips: Fighters have many options available to them but
Blackguard, Dwarven Defender, or Weapons Master are among the best
choices. Elf and Half-elf Fighters who use bows may want to consider
becoming Arcane Archers.
----FIGHTER SPECIAL ABILITIES:
BONUS FEATS: The Fighter gains a bonus feat at first level and every
two levels thereafter, chosen from a subset of the entire feat list.
This bonus feat is in addition to the feats every character gains for
advancing in character level.
---------------------------------------------------------------------->>> MONK <<<
Monks are versatile warriors skilled at fighting without weapons
or armor. Good-aligned Monks serve as protectors of the people, while
evil Monks make ideal spies and Assassins. Although they don't cast
spells, Monks channel a subtle energy called Ki. This energy allows a
Monk to perform amazing Feats, such as healing himself, cathing arrows
in filght, and dodging blows with lightning speed. A Monk's mundane and
Ki-based abilities grow with experience granting him more power over
himself and his enviornment. Monks suffer unique penalties if they
wear armor, as doing so violates their rigid oath. A Monk wearing
armor loses his Wisdom and level based Armor Class bonuses, movement
speed, and additional unaremed attacks per round.
- Alignment: Any lawful
- Hit Die: d8
- Use: Automatic
PURITY OF BODY: Monks are immune to common diseases
- Gained: 5th level
- Use: Automatic
- Bonuses: Immune to disease
WHOLENESS OF BODY: The Monk is capable of healing his wounds
- Gained: 7th level
- Use: Selected, once per day
- Bonuses: Restores a number of Hit Points equal to twice the number of
levels the character has in his Monk class
IMPROVED EVASION: The Monk gains a superhuman ability to avoid danger
- Gained: 9th level
- Use: Automatic
- Bonuses: In situations where a successful Reflex saving throw would
allow others to take half damage, the character escapes unscathed on a
successful save and takes only half damage even if saving throw fails
KI STRIKE: When attacking creatures with the damage reduction ability,
the character's unarmed attack is treated as a weapon with an
enhancement bonus
- Gained: 10th level
- Use: Automatic
- Bonuses: Equivilant to a +1 Enhancement bonus at 10th level, a +2
bonus at 13th level, a +3 bonus at 16th level
DIAMOND BODY: Through meditation and control over his body. the
disciplined Monk becomes immune to all natural and most magical poisons
- Gained: 11th level
- Use: Automatic
- Bonuses: Immunity to poison
DIAMOND SOUL: Ki, the spiritual energy that power the Monk, develops
into a force that is capable of repelling all but the most determined
magic attacks
- Proficiencies: All simple and martial weapons, all armor and shields
- Skill Points: Int Modifier x 4 at 1st level, 2 + Int Modifier each
additional level
- Spellcasting: Paladin Spells. Divine (Wisdom based, armor related
chance of spell failure is ignored)
- Ex-Paladins: A Paladin that is no longer lawful good cannot gain
levels until he becomes lawful good again
----PALADIN SPECIAL ABILITIES:
DIVINE GRACE: Bleesed by her deity, the Paladin gains bonuses to resist
various forms of attack
- Gained: 1st level
- Use: Automatic
- Bonuses: The Paladin adds her positive Charisma bonus, if any, to all
saving throws
DIVINE HEALTH: Most diseases are naturally repelled by the holy power
of the Paladin
- Gained: 1st level
- Use: Automatic
- Bonuses: Immune to disease
LAY ON HANDS: The holy might of the Paladin can be used to heal wounds
- Gained: 1st level
- Use: Once per day
- Bonuses: If the Paladin has a positive Charisma Modifier, then she
can cure a number of Hit Points equal to her Charisma Modifier x
Paladin level
AURA OF COURAGE: The Paladin is immune to all fear spells and effects
- Gained: 2nd level
- Use: Automatic
- Bonuses: Immune to fear
SMITE EVIL: Gathering the might of his patron deity, the Paldin can
unleash a holy attack that devestates evil enemies
- Bonuses: Animal companions may be changed with each new Ranger class
level
---------------------------------------------------------------------->>> ROGUE <<<
Rogues have little in common with each other. While some - maybe
even the majority - are stealthy thieves, many serve as scouts, spies,
investigators, dimplomats or simple thugs. Rogues are versatile,
adaptable, and skilled at getting what other's don't want them to get.
While not equal to a Fighter, a Rogue knows how to hit where it hurts,
and a sneak attack can dish out a lot of damage. Rogues also seem to
have a sixth sense when it comes to avoiding danger. Experienced
Rogues develop nearly magical powers and skills as they master the arts
of stealth, evasion and sneak attacks. In addition, while not capable
of casting spells, a Rogue can sometimes "fake it" well enough to cast
spells from scrolls, activate wands and use just about any other magic
item.
- Alignment: Any
- Hit Die: d6
- Proficiencies: Club, Dagger, Dart, Light Crossbow, Handaxe, Heavy
Crossbow, Mace, Morningstar, Rapier, Shortbow, Short Sword, Sling,
Quarterstaff, Light Armor
- Skill Points: Int Modifer x 4 at 1st level, 8 + Int Modifier each
additional level
- Prestige Class Tips: Rogues make effective Assassins and
Shadowdancers
----ROGUE SPECIAL ABILITIES:
SNEAK ATTACK: Rogues study the weaknesses of their opponents and are
capable of capitalizing on this knowledge with their deadly sneak
attacks.
- Gained: 1st level
- Use: Automatic
- Bonuses: Whenever the Rogue makes a successful melee or ranged attack
against an opponent that is flat-footed OR cannot see the character
(i.e., character is in Stealth Mode, or invisible), OR has its back
facing the character AND the target is in combat against another
opponent, the Rogue's blow deals extra damage (+1d6 at 1st level, and
an additional +1d6 every two levels thereafter). This extra damage is
not multiplied in the case of a critical hit.
- Special: The construct and undead monster types are immune to sneak
attacks, as are any creatures that are immune to critical hits
3:
6:
11:
14:
17:
20:
AC, even if
throws made
throws made
throws made
throws made
throws made
flat-footed
to avoid traps
to avoid traps
to avoid traps
to avoid traps
to avoid traps
- Use: Automatic
ROGUE SPECIAL FEATS: On achieving 10th-level and every three levels
thereafter, the Rogue can choose a special feat from the following
list:
- CRIPPLING STRIKE: Any successful sneak attack automatically deals two
points of Strength ability damage to the target.
- OPPORTUNIST: The Rogue automatically gains a +4 Competence bonus to
attack rolls when making an attack of oppurtunity.
- SKILL MASTERY: The Rogue can take 20 whenever using the Disable Trap,
Open Lock, or Set Traps skills, even if in combat.
- SLIPPERY MIND: If the Rogue fails his save against a mind-affecting
spell, he makes an automatic reroll.
- IMPROVED EVASION: In situations where a success ful Reflex saving
throw would allow others to take only half damage, the Rogue escapes
unscathed on a successful roll and takes only half damage even if the
saving throw fails.
- DEFENSIVE ROLL: Once per day, if the Rogue is struck by a potentially
lethal blow (damage that would normally drop him below 1 HP), he can
make a Reflex saving throw (DC = damage dealt). If successful, he
takes only half damage from the blow (which may still be enough to kill
him). If caught flat-footed, the Rogue may not make a Defensive Roll.
---------------------------------------------------------------------->>> SORCERER <<<
Sorcerers are arcane spellcasters who manipulate magic energy with
imagination and talent rather than studious discipline. They have no
books, no mentors, no theories - just raw power that they dirct at
will. Sorcerers know fewer spells than Wizards, and aquire them more
slowly, but they can cast individual spells more often and have no need
to prepare their incantations ahead of time. Also unlike Wizards,
Sorcerers cannot specialize in a school of magic. Since Sorcerers gain
their powers without undergoing the years of rigorous study that
Wizards go through, they have more time to learn fighting skills and
are proficient with simple weapons. A sorcerer can call a Familiar, a
small, magical, animal companion that serves him. Charisma is very
important for Sorcerers, the higher the value in this ability, the
higher the spell level he can cast.
- Alignment: Any
- Hit Die: d4
- Proficiencies: All simple weapons, no armor or shields
- Skill Points: Int Modifier x 4 at 1st level, 2 + Int Modifer each
additional level
- Spellcasting: Arcane (Charisma-based, no need for preparation, armorrelated chance of spell failure is a factor)
- Prestige Class Tips: Sorcerers are ideally suited to becoming Dragon
Disciples and Pale Masters
----SORCERER SPECIAL ABILITIES:
SUMMON FAMILIAR: Able to summon a small creature to assist in combat or
scouting.
- Gained: 1st level
- Use: Once per day
- Bonuses: If the Familiar dies, the Sorcerer loses 1d6 HP, but can
summon the Familiar again the next day
---------------------------------------------------------------------->>> WIZARD <<<
Wizards are arcane spellcasters who depend on intensive study to
create their magic. To Wizards, magic is not a talen but a difficult,
rewarding art. When they are prepared for battle, Wizards can use
their spells to devestating effect. When caught by surprise, they are
vulnerable. The Wizard's strength is his spells; everything else is
secondary. He learns new spells as he experiments and grown is
experience and he can also learn from other Wizards. In addition, over
time a Wizard learns to manipulate their spells so they go farther,
work better, or are improved is some other way. A Wizard can call a
Familiar, a small, magical, animal companion that serves him. With
high Intelligence, Wizards are capable of casting very high-level
spells.
- Alignment: Any
- Hit Die: d4
- Proficiencies: Club, Dagger, Light Crossbow, Heavy Crossbow,
Quarterstaff, no armor or shields
- Skill Points: 4 x Int Modifier at 1st level; 2 + Int Modifier each
additional level
- Spellcasting: Arcane (Intelligence-based, requires preparation,
armor-related chance of spell failure is a factor); Wizards begin the
game knowing all Cantrips and four 1st-level spells
- Prestige Class Tips: The Pale Master is a strong prestige class that
builds upon the Wizard's magical abilities
----WIZARD SPECIAL ABILITIES:
SUMMON FAMILIAR: Able to summon a small creature to assist in combat or
scouting.
- Gained: 1st level
- Use: Once per day
- Bonuses: If the Familiar dies, the Sorcerer loses 1d6 HP, but can
summon the Familiar again the next day
WIZARD BONUS FEATS: Every five levels, the Wizard may select a bonus
feat from the Metamagic Feat list. This bonus feat is in addition to
the feats every character gains for advancing in character level.
================================================================= #7 ==
---------------------------* 7) MULTICLASS CHARACTERS *
--------------------------->>> MULTICLASS CHARACTERS <<<
Characters begin with one class but as they gain experience you
may choose to take on a second or even third class. This is called
multiclassing and makes the Neverwinter Nights game system extremely
flexible. A Wizard, for example, might study as a Fighter for several
levels and become a Wizard/Fighter. Adding the Fighter class grants
proficiency in simple and martial weapons, better Fortitude saving
throws and so on, but it also means that as a Wizard the character
would not be quite as advanced, having spent his experience to buy a
new class instead. In Neverwinter Nights a character can add a new
class after he has reached 2nd level in his first class. Characters
can be a maximum of three classes.
---------------------------------------------------------------------->>> CHARACTER LEVEL VS. CLASS LEVEL <<<
Ability: Strength
Classes: All
Untrained: Yes
Check: The DC is equal to the attacker's attack roll
Use: Automatic
HEAL
---With this skill a character can heal HP and cure poisons and diseases
with a healing kit.
- Ability: Wisdom
- Classes: All
- Untrained: Yes
- Check: Must beat the poison or disease DC. If successful, the target
is cured, and is healed with a number of HP equal to the skill roll
plus all modifiers. If the target suffers from no poisons or diseases,
it is still healed of damage.
- Use: Use healing kit on wounded character.
HIDE
---Allows a character to hide from enemies.
- Ability: Dexterity
- Classes: All
- Untrained: Yes
- Check: When hidden, a roll is made against an opposing creature's
Spot check, applying any penalties your character might receive from
wearing armor. Success means that the opposing creature remains
unaware as he passes or your character approaches. Characters may not
attempt a Hide check if they are within the line of sight on any
intelligent non-party member.
- Special: Hide and Move Silently are combined into a singal modal
Stealth action. Movement in Stealth mode is slower than the normal
rate. Wearing armor or using a torch inhibits this ability, but low
light can provide a bonus. A character is harder to spot if standing
still and or/if small.
- Use: Stealth Mode
LISTEN
-----Alerts a charatcer to nearby hidden creatures.
- Ability: Wisdom
- Classes: All
- Untrained: Yes
- Check: Listen detects hidden creatures by opposing their Move
Silently check. A successful check renders the hidden creature visible
and able to be targeted by the listener.
- Special: Standing still provides a +5 bonus to a Listen check. A
character with the Alertness Feat gains a +2 synergy bonus on Listen
checks. Rangers gain a bonus when listening against a favored enemy.
Elves, Gnomes and Halflings gain a +2 racial bonus to Listen checks.
Half-elves receive a +1 racial bonus.
- Use: Detect Mode
LORE
---Allows a character to identify unknown magic items.
- Ability: Intelligence
- Classes: All
- Untrained: Yes
- Check: A roll against the unidentified item's value to determine
magical properties that the item may possess.
- Special: Bard's are able to identify items easier than other classes.
Various spells and items can also give a character a bonus to their
Lore skill.
- Use: Automatic every time the player examines an item.
MOVE SILENTLY
------------The character may sneak quietly past an enemy.
- Ability: Dexterity
- Classes: All
- Untrained: Yes
- Check: The DC is the opposing creature's Listen check. If you are
successful the opposing creature remains unaware as your character
moves.
- Special: Hide and Move Silently are combined into a single modal
Stealth action. Movement in Stealth mode is slower than the normal
rate. Wearing armor inhibits this ability, but low light can provide a
bonus.
- Use: Stealth Mode
OPEN LOCK
--------Allows the character to open locked doors and containers.
- Ability: Dexterity
- Classes: All
- Untrained: Yes
- Check: The DC is determined by the lock's difficulty rating. A
successful check will open the lock.
- Special: Thieves' Tools, if used, provide various bonuses to a
character's Open Lock attempt, but are destroyed in the attempt whether
successful or not.
- Use: Target a locked object and select "Unlock" from the Radial Menu.
PARRY
----Parry blocks incoming attacks and ocassionally allows for impressive
counterattacks. The skill allows the character the oppurtunity to opt
for total defense during melee combat.
- Ability: Dexterity
- Classes: All
- Untrained: Yes
- Check: The DC is the modified attack roll of the incoming blow. A
succussful parry means that the attack does not damage the parrying
character. A character may only parry a number of attacks equal to the
SEARCH
-----Gives characters the ability to spot traps.
- Ability: Intelligence
- Classes: All
- Untrained: Yes
- Check: Detecting a trap requires a roll against a DC comprised of the
setter's Set Trap skill, plus the strength of the trap. Only Rogues
may detect traps with a DC greater than 35.
- Special: The search range is 5 ft. if passively searching, 10 ft. if
actively searching. Elves and Dwarves receive a +2 racial bonus to
their Search checks. Half-elves receive a +1 racial bonus.
SET TRAP
-------The character may place Trap Kits.
- Ability: Dexterity
- Classes: All
- Untrained: No
- Check: A roll is made for success when a Trap Kit is used from your
inventory. The DC of the task is determined by the power of the trap.
- Special: Five or more ranks in Disable Traps grants a +2 synergy
bonus to Set Trap checks. Any party members will be able to see traps
that your character has set.
- Spectacular Failure: If you fail by 10 or more, it triggers the trap
in the attempt to set it. This can only occur if you are in combat
when trying to set a trap.
- Use: Use a Trap Kit from your inventory. An icon visible to you and
your party will appear on the ground to represent the trap.
SPELLCRAFT
---------The character can identify spells and perform counterspells.
- Ability: Intelligence
- Classes: All
- Untrained: No
- Check: A successful Spellcraft check means that your character has
identified a spell being cast by an opponent. The DC of this check is
equal to 15 plus the level of the spell. The character also gains a +1
bonus for every 5 ranks in this skill to all saving throws against
spells.
- Special: A specialist Wizard gets a +2 bonus when dealing with a
spell from his specialized school. As well, a successful Spellcraft
check is required before your character can attempt to counterspell.
The specialist Wizard suffers a -5 penalty when dealing with a spell or
effect from a prohibited school.
- Use: Spellcraft checks are made automatically anytime a spell is cast
nearby
SPOT
---The character can reveal hidden creatures.
- Ability: Wisdom
- Classes: All
- Untrained: Yes
- Check: The DC is determined by the Hide check of the hidden creature.
- Special: The Alertness feat grants a +2 synergy bonus on Spot checks.
Rangers receive a bonus on Spot checks against their favored enemy.
Elves receive a +2 racial bonus on Spot checks, and Half-elves receive
a +1 racial bonus.
- Use: Detect Mode
TAUNT
----The character can provoke an enemy into dropping his guard for a short
time.
- Ability: Charisma
- Classes: All
- Untrained: Yes
- Check: The DC is a Concentration check made by the target against the
character's Taunt skill roll. It is considered an attack. If the
Taunt is successful, the opponent suffers an AC penalty equal to the
difference between the Taunt roll and the defender's roll (to a maximum
of a -6 penalty) for five rounds. The target will also suffer a 30%
chance of spell failure, if they don't resist the Taunt.
- Special: Taunt penalties are not cumulative. The Diplomacy skill was
broken in two skills, Persuade and Taunt.
- Use: Select skill and then target creature
USE MAGIC DEVICE
---------------The character can use the abilities of a magic item as if he had the
requisite class, race, or alignment to do so,
- Ability: Charisma
- Classes: Bard and Rogue
- Untrained: No
- Check: The DC of the task is determined by the value of the item, if
the character is trying to use an item restricted to a specific class.
If the character is trying to emulate a specific race, the DC is
increased by 5. If trying to emulate a specific alignment then the DC
is increased by 10.
- Use: Automatically applied whenever a character attempts to use or
equip a magic item that they would normally could not use or equip.
================================================================= #9 ==
------------* 9) FEATS *
------------A feat is a special feature that either gives your character a new
capability or improves one he or she already has. Feats are more like
innate abilities than skills and, as such, have no ranks or
progression. A character either has the feat or he does not.
Feats are chosen as they become available, beginning with one at
character creation. A new feat is gained with every three character
levels thereafter (3rd, 6th, 9th, 12th, 15th, 18th). Fighters and
Wizards gain extra class-related feats. Human characters receive a
bonus feat at 1st level.
Some feats have prequisites, and your character must have the
listed ability score, feat, skill or base attack bonus in order to
select or use them. There are also different kinds of Feats. General
Feats have no special rules governing them as a group. Metamagic Feats
allow a spellcaster to prepare and cast a spell with greater effect,
but at a higher level than it actually is. Class-specific feats are
only available of the specified class - Clerics or Paladins in the case
of Extra Turning, or Fighters in the case of Weapon Specialization.
>>> NOTE ON METAMAGIC FEATS <<<
It is during preperation that a Wizard or Divine spellcaster
chooses which spells to prepare with a Metamagic Feat (and thus at a
higher level than normal). In terms of the screen, this means that the
"Known Spells" pane of the spellbook actually has a number of tabs
indicating which spells can be prepared at this level with one of the
given Metamagic Feats. Aside from the "Known Spells" tab, there is one
tab for each Metamagic Feat the caster has aquired.
Sorcerers and Bards choose when they cast their spells and whether
to use a Metamagic Feat to improve them. As with other spellcasters,
the improved spell is cast as if it were higher level. Sorcerers and
Bards will be presented with a "Metamagic Feat" option off of their
"Spellcasting" Radial Menu and will cast any spells enhanced with
metamagic through that method. Metamagic enhanced spells can still be
placed in the quickbar.
In all ways, a metamagic spell operates at its origional level,
even though it is prepared and cast as a higher-level spell. Saving
throw modifications are not changed (unless stated otherwise in the
feats description). The modifications made by these feats only apply
to spells cast directly by the Feat user. A spellcaster can't use a
Metamagic Feat to alter a spell being cast from a Wand, Scroll or other
device.
Metamagic Feats cannot be used for all spells. See the specific
Feat descriptions for the spells that a particular Feat can't modify.
Metamagic Feats cannot be stacked, meaning that only one type of
metamagic alteration can be active on a single spell, though different
spells could be prepared with different Metamagic Feats.
There are many Feats in Neverwinter Nights and no character can
possibly choose to learn them all. With that in mind, you should focus
your character on Feats that enhance his abilities and role. Here's a
chart of Feats by type:
---------------------------------------------------------------|COMBAT
| ACTIVE
| DEFENSIVE
| MAGICAL |
|
|FEATS
| COMBAT FEATS | FEATS
| FEATS
| OTHER |
|------------|--------------|---------------|----------|---------|
| Ambi| Called Shot | Armor (heavy) | Combat |Alertness|
| Dexterity |
| Proficiency | Casting |
|
|------------|--------------|---------------|----------|---------|
| Cleave
| Disarm
| Armor (light) | Empower | Extra |
|
|
| Proficiency | Spell
| Turning |
|------------|--------------|--------------------------|---------|
| Improved | Improved
| Armor (medium)| Extend | Skill |
| Critical | Disarm
| Proficiency | Spell
| Focus |
|------------|--------------|---------------|----------|---------|
| Improved | Improved
| Deflect
| Maximize |
|
| Parry
| Knockdown
| Arrows
| Spell
|
|
|------------|--------------|---------------|----------|---------|
| Improved 2 |Improved Power| Dodge
| Quicken |
|
|Weapon Fighting|
Attack |
| Spell
|
|
|------------|--------------|---------------|----------|---------|
|Improved un-| Knockdown
| Great
| Silent |
|
|armed strike|
| Fortitude
| Spell
|
|
|------------|--------------|---------------|----------|---------|
| Point Blank| Power
| Iron Will
| Spell
|
|
|
Shot
| Attack
|
| Focus
|
|
|------------|--------------|---------------|----------|---------|
| Two-Weapon | Rapid Shot | Lightning
| Spell
|
|
| Fighting |
| Reflexes
| Penetration
|
---------------------------|---------------|----------|---------|
| Weapon
|
|
| Still
|
|
| Finesse
|
| Mobility
| Spell
|
|
------------|--------------|---------------|----------|---------|
| Weapon
|
|
|
|
|
| Specialization
|
|
|
|
|------------|--------------|---------------|----------|---------|
| All Weapon |
|
|
|
|
| Proficiencies
|
|
|
|
--------------------------------------------------------------->>> Note: I copied the feats list out of the instruction manual for
Neverwinter Nights Gold Edition (which includes Shadows of Underntide)
and you may find a couple of feats in this list not available in the
origional Neverwinter Nights *IF* you don't have any expansion packs
installed for it. I tried my best not to let this happen, if you do
happen to browse a feat not in the origional game, please e-mail me and
let me know so I can take it off of this list. I know a couple of the
special class feats aren't in this list either, they will be ASAP.
ALERTNESS
--------+2 bonus to Spot and Listen checks due to finely tuned senses.
- Type of Feat: General
- Prerequisite: None
- Use: Automatic
AMBIDEXTERITY
------------When two-weapon fighting, this feat reduces the penalty of the off-hand
weapon by 4.
- Type of Feat: General
- Prerequisite: Dex 15+
- Required For: Improved Two-Weapon Fighting feat
- Use: Used automatically when two-weapon fighting. Rangers
automatically receive this feat at level 1
ARCANE DEFENSE
-------------Character gains a +2 bonus to saving throws versus the chosen school of
magic.
- Type of Feat: General
- Prerequisite: Spell focus in the chosen school
- Use: Automatic
ARMOR PROFICIENCY HEAVY
----------------------Character is able to make effective use of heavy armor.
- Type of Feat: General
- Prerequisites: Armor Proficiency (Light) and Armor Proficiency
(Medium).
- Use: Automatic. Fighters, Paladins, and Clerics automatically receive
this feat
ARMOR PROFICIENCY MEDIUM
-----------------------Character is able to make effective use of medium armor.
- Type of Feat: General
- Prerequisite: Armor Proficiency (Light)
- Required for: Armor Proficiency (Heavy)
- Use: Automatic. All classes except Monks, Rogues, Sorcerers and
Wizards receive feat automatically.
ARMOR PROFICIENCY LIGHT
----------------------Character is able to make effective use of light armor.
- Type of Feat: General
- Required for: Armor Proficiency (Medium)
- Use: Automatic. All classes except Monks, Sorcerers, and Wizards
receive this feat automatically.
BLIND FIGHT
----------This feat grants the character the ability to fight well if blinded or
against invisible creatures. The character gets to roll her miss
chance perecentile to see if her attack actually hits. As well,
invisible creatures get no bonus to hit the character in melee.
- Type of Feat: General
- Prerequisite: None
- Use: Automatic
BLOODED
------Character gains a +2 bonus to initiative and a +2 bonus to Spot checks.
- Type of Feat: General
- Prerequisite: Can only be taken at 1st level
- Use: Automatic
BULLHEADED
---------Character gains a +2 bonus to resist Taunts and a +1 bonus to Will
saving throws.
- Type of Feat: General
- Prerequisite: Can only be taken at 1st level
- Use: Automatic
CALLED SHOT
----------Grants the ability to make a potentially disabling attack against an
opponent's arms or legs. Called shots are made at a -4 penalty.
Called shots must overcome the target's Discipline skill check, and, if
successful will damage the target based on the location of the called
shot. A called shot against the legs will reduce the opponent's
movement rate by 20% and give them a -2 cumulative penalty to their
Dexterity. A called shot against the arms will apply a cumulative -2
penalty to the creature's attack rolls. Successful called shots last
for four rounds.
- Type of Feat: General
- Prerequisite: Base attack bonus of +1 or higher
- Use: Automatic. Manks automatically receive this feat at 1st level.
CIRCLE KICK
----------If the character succeeds in hitting an opponent with an unarmed
attack, that character gets an additional free attack against another
nearby enemy. There is a maximum of one free attack per round.
- Type of Feat: General
- Prerequisite: Base attack bonus +3, Dexterity 15+, Improved Unarmed
Strike
- Use: Automatic
CLEAVE
-----If a character with this feat kills an opponent in melee combat, he
gets a free attack against any opponent who is within melee attack
range.
- Type of Feat: General
- Prerequisite: Str 13+, Power Attack feat
- Use: Automatic. Manks automatically receive this feat at 1st level.
COMBAT CASTING
-------------Character is adept at casting spells in combat, removing the standard 4 penalty to Concentration checks when within three meters of enemy.
- Type of Feat: General
- Prerequisite: Ability to cast 1st-level spells
- Use: Automatic
COURTEOUS MAGOCRACY
------------------Character gains a +2 bonus to Lore checks and Spellcraft checks.
- Type of Feat: General
- Prerequisite: Can only be taken at 1st level
- Use: Automatic
DEFLECT ARROWS
-------------Character can attempt to deflect one incoming missle attacks per round
(Reflex save made against DC 20).
- Type of Feat: General
- Prerequisite: Dex 13+, Improved Unarmed Strike
- Use: Automatic if not caught flat-footed. Manks automatically
receive this feat at level 2.
DIRTY FIGHTING
-------------The character knows brutal and effective fighting tactics. By
sacrificing all other attacks during the round, the character can elect
to perform a Dirty Fighting move, which will deal an extra 1d4 points
of damage. This mode cannot be used with the Power Attack feat.
- Type of Feat: General
- Prerequisite: Base attack bonus +2
- Use: Automatic
DISARM
-----The character can attempt to disarm an opponent in melee combat.
Attempting a disarm applies a -6 penalty to the character's attack
roll, and the combatant with the larger weapon gains a +4 bonus per
size category of difference. A successful hit deals normal damage and,
if the opponent fails a Discipline check, then the weapon flies from
the opponent's hands.
-
DIVINE MIGHT
-----------Up to three times per day, the character may add his Charisma bonus to
all weapon damage for a number of rounds equal to the Charisma bonus.
- Type of Feat: General
- Prerequisite: Turn Undead, Cha 13+, Str 13+, Power Attack
- Use: Selected
DIVINE SHIELD
------------Up to three times per day, the character may add his Charisma bonus to
his Armor Class for a number of rounds equal to the Charisma bonus.
- Type of Feat: General
- Prerequisite: Turn Undead, Cha 13+, Str 13+
- Use: Selected
DODGE
----Increased agility grants a +1 dodge bonus to AC against attacks from a
character's current target (or last attacker).
- Type of Feat: General
- Prerequisite: Dex 13+
- Required for: Mobility
- Use: Automatic, though a condition that negates a Dexterity bonus to
AC also negates any Dodge bonuses. Multiple Dodge bonuses (different
feats, racial bonuses) are cumulative.
EMPOWER SPELL
------------Magical expertise allows certain spells to be cast with a 50% increase
in variable numeric effects (number of targets, damage, etc), excluding
duration.
- Type of Feat: Metamagic
- Prerequisite: Ability to cast 2nd-level spells.
- Use: Empowered spells occupy spell slots two levels higher than
normal. Saving throws and opposed rolls, such as those made when
dispel magic is cast, are not affected.
EXPERTISE
--------A character with this feat can make defensive attacks, gaining a +5
bonus to AC but receiving a -5 penalty to attack rolls.
-
EXTEND SPELL
-----------Magical expertise allows certain spells to be cast with a 100% increase
in duration.
- Type of Feat: Metamagic
- Prerequisite: Ability to cast 1st-level spells
- Use: Extended spells occupy spell slots one level higher than normal.
Spells with instantaneous or permanent duration are not affected.
EXTRA MUSIC
----------The character may use Bard Song four extra times per day.
if one size catagory larger than they really are. All other Knockdown
conditions still apply.
- Type of Feat: General
- Prerequisite: Knockdown, base attack bonus +7, Int 13+
- Use: Selected. Monks automatically receive this feat at 6th level.
IMPROVED PARRY
-------------Grants a +4 competence bonus to the character's opposed attack rolls
when using the Parry skill.
- Type of Feat: General
- Prerequisite: Power Attack, Str 13+
- Use: Combat Mode
IMPROVED POWER ATTACK
--------------------This feat can be used at a -10 penalty to attack but with a +10 bonus
to any damage given. Improved Power Attack is very useful when
fighting large numbers of easy-to-hit opponents.
- Type of Feat: General
- Prerequisite: Power Attack, Str 13+
- Use: Combat Mode
IMPROVED TWO-WEAPON FIGHTING
---------------------------The character with this feat is able to get a second off-hand attack
(at a penalty of -5 to the attack roll).
- Type of Feat: General
- Prerequisite: Two-Weapon Fighting, Ambidexterity, base attack bonus
of +9 or higher
- Use: Automatic. Rangers receive this feat at 9th level, even if they
don't meet the requirements.
IMPROVED UNARMED STRIKE
----------------------Armed opponents no longer get attacks of oppurtunity against the
character when you make unarmed attacks against them.
- Type of Feat: General
- Prerequisite: None
- Use: Automatic. Monks receive this feat at 1st level.
IRON WILL
--------Focused presence of mind provides a +2 bonus to all Will saving throws.
- Type of Feat: General
- Prerequisite: None
- Use: Automatic
KNOCKDOWN
--------With this maneuver, a character can attempt to knock an opponent to the
ground. An attack roll is made with a -4 penalty to attack and, if
successful, an opposed roll is made, comparing your attack roll with
the defender's Discipline skill check. If successful, the target is
knocked to a prone position.
- Type of Feat: General
- Prerequisite: None
- Use: Selected. Prone characters cannot attack. Characters receive a
+4 attack bonus against prone opponents in melee, but a
-4 attack penalty with a ranged weapon. A character can only knockdown
an opponent that is one size catagory larger, the same size or smaller
than they are. The opponent gets a +4 bonus for every size catagory he
is larger than the attacker or a -4 penalty for every size catagory he
is smaller. Monks automatically receive this feat at level 6.
LIGHTNING REFLEXES
-----------------This feat grants a +2 bonus to all Reflex saving throws, due to faster
than normal reflexes.
- Type of Feat: General
- Prerequisite: None
- Use: Automatic
LINGERING SONG
-------------The effects of the Bard's song will last an additional 5 rounds.
- Type of Feat: General
- Prequisite: Bardic Music
- Use: Automatic
LUCK OF HEROES
-------------Character gains a +1 bonus to all saving throws.
- Type of Feat: General
- Prerequisite: Can only be taken at 1st level.
- Use: Automatic
MAXIMIZE SPELL
-------------Magical expertise allows certain spells to be cast with all variable
numeric effects (number of targets, damage, etc.) applied at their
maximum.
- Type of Feat: Metamagic
- Prerequisite: Ability to cast 3rd-level spells
- Use: Maximized spells occupy spell slots three levels higher than
normal. Saving throws and opposed rolls, such as those made when
Dispel Magic is cast, are not affected.
MOBILITY
-------A character with this feat has learned to avoid attacks of oppurtunity
more effectively, gaining a +4 dodge bonus to AC against them.
- Type of Feat: General
- Prerequisite: Dex 13+, Dodge
- Use: Automatic, though a condition that negates a Dexterity bonus to
AC also negates any dodge bonuses. Multiple dodge bonuses (from
different feats or racial bonuses) are cumulative.
POINT BLANK SHOT
---------------Unfazed by close combat, a character with this feat negates the -4
penalty for using missle weapons within melee attack range, and gains
an additional +1 to attack and damage with ranged weapons when the
target is within 15 feet.
-
POWER ATTACK
-----------A character with this feat can make powerful but ungainly attacks.
When selected, this grants a +5 bonus to the damage roll, but inflicts
a -5 penalty to the attack roll.
-
QUICKEN SPELL
------------Magical expertise allows spells to be cast instantaneously, making them
invulnerable to counterspells or interruption. A quickened spell is
cast as a free action, and another action can be attempted within the
same round, including the casting of another spell. Only one quickened
spell can be cast in a round, however.
- Type of Feat: Metamagic
- Prerequisite: Ability to cast 4th-level spells
- Use: Quickened spells occupy spell slots four level higher than
normal
RAPID RELOAD
-----------The character is able to reload so quickly that he gets the smae number
of attacks with any crossbow as he would get if he was using a normal
bow.
- Type of Feat: General
- Prerequisite: Base attack bonus of +2
- Use: Automatic
RAPID SHOT
---------A character with this feat is quick
extra attacke per round while using
attempted, the extra attack is made
though all attacks within the round
with a
them.
at the
suffer
- Use: Automatic. This feat may be selected multiple times but the
effects do not stack. It apllies to a new weapon in each case.
WEAPON PROFICIENCY - EXOTIC
------------------------This feat allows effective use of all exotic weapons. The exotic
weapons list includes the Bastard Sword, Dire Mace, Double Axe, Kama,
Katana, Kukri, Scythe, Shurike, and Two-Bladed Sword.
- Type of Feat: General
- Prerequisite: Base attack bonus of +1 or higher
- Use: Automatic
WEAPON PROFICIENCY - MARTIAL
---------------------------This feat allows effective use of all martial weapons. A character
cannot equip weapons they are not proficient in. The martial weapons
list includes the Battleaxe, Greataxe, Greatsword, Halberd, Handaxe,
Heavy Flail, Light Flail, Light Hammer, Longbow, Longsword, Rapier,
Scimitar, Short Sword, Shortbow, Throwing Axe and Warhammer.
- Type of Feat: General
- Prerequisite: None
- Use: Barbarians, Fighters, Paladins and Rangers are automatically
proficient with all martial weapons.
WEAPON PROFICIENCY - SIMPLE
--------------------------This feat allows effictive use of all simple weapons, including Club,
Dagger, Dart, Mace, Sickle, Spear, Morningstar, Quarterstaff, Light
Crossbow, Heavy Crossbow and Sling.
- Type of Feat: General
- Prerequisite: None
- Use: All character classes except for Druids, Monks, Rogues and
Wizards are automatically proficient with all simple weapons. The
spell Tenser's Transformation gives a Wizard temporary proficiency with
all simple weapons.
WEAPON SPECIALIZATION
--------------------A character with this feat has trained especially hard with a specific
weapon group, gaining a +2 damage bonus with that catagory.
- Type of Feat: Special
- Prerequisite: Fighter with a base attack bonus of +4 or higher,
Weapon Focus in the chosen weapon type.
- Use: This feat may be selected multiple times but the effects do not
stack. In applies to a new weapon in each case, so long as that group
is already associated with Weapon Focus.
ZEN ARCHERY
----------Wisdom guides the character's ranged attacks, letting her use her
Wisdom modifier instead of her Dexterity when firing ranged weapons.
FMAILIARS
--------Familiars are magical creatures that any Wizard or Sorcerer may summon.
Like animal companions, familiars are formidable allies in combat, but
this is more due to their special magical powers than their melee
capabilities.
HENCHMEN
-------You will meet a variety of NPCs in Neverwinter Nights who will be
willing to join you on your adventures for an initial price. These
trusted sidekicks will give you advice, fight alongside you in battle,
follow your orders, and even carry your loot. Henchmen also gain
experience at a pace similar to your character and will level-up upon
demand.
---------------------------------------------------------------------->>> COMMANDING ASSOCIATES <<<
Once you have an associate, you may issue orders via the Radial
Menu system. Right-click on your associate to open the Radial Menu,
and choose among the following options:
- FOLLOW: The associate will stop whatever they are doing to come near
and follow you.
- ATTACK NEAREST: The associate will attack enemies.
- GUARD: The associate will attack your enemies, focusing on those who
are directly attacking you.
- STAND YOUR GROUND: The associate will not move, instead remaining
where you asked them to. They will defend themselves if attacked.
- HEAL ME: Makes the associate stop whatever they are doing and heal
you to the best of their abilities.
Certain associates may also be commanded further via
conversation. Speaking to them will let you change how close they stay
to you or even let you ask them to start detecting and removing traps.
---------------------------------------------------------------------->>> QUICKCHAT COMMANDS <<<
Note that this system mostly pertains to multiplayer. In
Neverwinter Nights you can use Quickchat to quickly communicate with
other players and your associates. You activate Quickchat by pressing
the Quickchat key to activate the system and then the two or three key
code to play the Quickchat line. Each voice set has personalized
dialogue for each option, so different characters will say different
things for the same choice. The default hotkeys for this system are as
follows:
----------------------------------------------------
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
V - Activate Quickchat
C - I can do that
|
W - Combat commands
X - I cannot do that |
E - Attack
A - Task complete
|
R - Battle cry
S - Social commands |
D - Heal me
S - Hello
|
W - Help
D - Yes
|
A - Enemy sighted
W - No
|
S - Flee
E - Stop
|
T - Taunt
C - Rest
|
F - Guard me
X - Bored
|
X - Hold position
A - Goodbye
|
E - Exploration commands
X - Personal communications
E - Follow me
X - Thank you
|
W - Look here
W - Laugh
|
D - Group up
C - Cuss
|
S - Maove aside
D - Cheer
|
D - Task commands
S - I have something to say
W - Pick locks
A - Good idea
|
E - Search the area
Z - Bad idea
|
S - Go stealthy
E - Threaten
|
----------------------------------------------------
================================================================ #12 ==
------------------------------------* 12) EXPERIENCE AND GAINING LEVELS *
------------------------------------The risks of adventure are offset by the rewards: magic items,
chests of gold and experience. As your character gains experience, he
or she will gain levels. These levels grant the character access to
more skills, feats, spells and special abilities. As your character
rises in level, he or she gains the ability to take on more powerful
monsters.
>>> GAINING A LEVEL <<<
Experience points (XP) are a measure of how much your character
has learned during his or her adventures. In game terms, XP is a
reward for overcoming obstacles and defeating monsters.
Your character receives XP immediately after defeating a monster.
The amount earned depends on your character's level and the relative
difficulty of the encounter. XP is rewarded to everyone in your party
when anyone in your part defeats a monster. At the end of a
particularly long adventure, your character may also be awarded Quest
Experience. Quest Experience is also distributed to everyone in your
party. When your character has gained enough experience points, he or
she gains a level.
When your character gains a level, he or she receives bonuses to
his or her base attack, base saves and skills, according to the class
level you choose.
CLASS
-----
When going through the level-up process, you must first decide whether
to raise a level of your character's current class, or add a new class.
ABILITY SCORES
-------------At levels 4, 8, 12, 16, and 20, the character can raise one of his or
her ability scores by 1.
SKILL POINTS
-----------Each character gains skill points every level to spend on skills.
Bonus skill points are rewarded for a high Intelligence, but adding a
point at level-up does not grant extra skill points at this level.
Only your character's Intelligence score score before level-up
determines the number of skill points he or she receives for the new
level.
FEATS
----A character's total character level determines whether he or she
receives an extra feat. At level 3, 6, 9, 12, 15 and 18, your
character may add a feat. Fighters and Wizards occasionally get
additional feats, as discussed in their character descriptions.
SPELLS
-----Spellcasting characters gain the ability to cast more and more powerful
spells as they advance in levels. Each spellcasting class has a "spell
per day" section on its class table (see Spells section), which shows
how many spells of a given level a character can cast.
HIT POINTS
---------Your character gains additional Hit Points at each new level, based on
his or her Hit Die and his or her Constitution bonus.
CLASS FEATURES
-------------Every class gains certain special abilities as they gain levels. Refer
to class abilities for more specific information.
================================================================ #13 ==
-------------* 13) SPELLS *
------------->>> INTRODUCTION <<<
Neverwinter Nights includes a powerful but simple-to-use magic
system that sticks closely to the D&D rules. To understand
spellcasting in Neverwinter Nights you must first understand the basic
elements. Once this basic level is mastered, the spellcaster can begin
to master spellcasting tactics and ultimately the individual spells
themselves to be learned.
---------------------------------------------------------------------->>> SPELL SCHOOLS <<<
Schools of magic are groups of related spells that work in similar
ways. The schools of magic available to spellcasters are Abjiuration,
Conjuration, Divination, Enhantment, Evocation, Illusion, Necromancy,
and Transmutation. A Wizard who chooses to specialize in a school of
magic gains one additional prepared spell per level but loses the
ability to cast spells from one other school. A Wizard does not have
to specialize, thus keeping access to all spells. Here are the school
descriptions:
UNIVERSAL
--------This is not a school but instead represents the Wizard's desire to have
an equal understanding of all spells, without focusing on a single
school of magic.
Prohibited School: None
ABJURATION
---------Abjuration spells are used to shield the caster from magical and
physical attacks.
Prohibited School: Conjuration
CONJURATION
----------A Conjuration specialist can bring creatures to him, usually in the
form of summoned allies.
Prohibited School: Transmutation
DIVINATION
---------Diviners are capable of looking forward in time to anticipate what will
happen next. Although mostly useful for gathering information, several
divine spells help the caster in combat situations.
Prohibited School: Illusion
ENCHANTMENT
----------Enchantment spells involving gaining control over another creature, or
imbuing a recipient with special properties.
Prohibited School: Illusion
EVOCATION
--------These are spells that manipulate energy or create something from
nothing. Many of the best offensive spells can be found within this
school of magic.
Prohibited School: Conjuration
ILLUSION
-------Illusion spells alter perception, the most common of which is the
ability to go invisible.
Prohibited School: Enchantment
NECROMANCY
---------Spells that manipulate, create, or destroy life.
Prohibited School: Divination
TRANSMUTATION
------------These spells transform the recipient, either subtly or obviously.
Prohibited School: Conjuration
---------------------------------------------------------------------->>> DOMAINS <<<
At Character Creation, Clerics may choose two domains to follow.
You may choose a domain from the domain list. Each domain gives your
Cleric access to a special domain power and additional spells. This
increases the total number of spells that a Cleric may prepare each day
by one spell per spell level. Below is a short summary of each
domain's major features.
AIR: Can turn elements
ANIMAL: Improved monster summoning
DEATH: Negative plane avatar
DESTRUCTION: Turning damages constructs
EARTH: Can turn elements
EVIL: Can turn outsiders
FIRE: Can turn elements
GOOD: Can turn outsiders
HEALING: All healing spells are empowered
KNOWLEDGE: More domain spells
MAGIC: More domain spells
PLANT: Can turn vermin
PROTECTION: Divine protection
STRENGTH: Divine strength
SUN: Improven turn undead
TRAVEL: More domain spells
TRICKERY: Improves skills generally used by Rogues
WAR: Battle mastery
CHARMED
------When an outside agent charms an NPC, they are unable to initiate
offensive action against the person or monster. When a PC in charmed,
they are unable to initiate hostile action against the target agent for
the remainder of the spell.
CONCEALMENT
----------All persons attempting to attack the affected target have a percentage
chance of failing their combatrolls before they even attempt an attack
roll.
CONFUSED
-------While confused, the target creature will do one of three things: wander
aimlessly, stand still or attack the nearest visible target.
CURSE
----The affected character has one or more ability score reduced by a
predetermined ammount. Curse effects are generally permanent unless
removed by powerful clerical spells.
DAMAGE
-----Damage reduces the current HP of a creature by a specified ammount.
Damage can be classified into the following catagories: acid, fire,
cold, electrical, sonic, negative, magical, divine, bludgeoning,
slashing or piercing.
DAMAGE MODIFIED
--------------Modifier Range: -5 to +5, +1d4, +1d6, +1d8, +1d10, and +2d6
Modifies the ammount of damage a character delivers by the specified
ammount of damage type. For example, a character could have a damage
bonus of +1d4 fire or +2d6 acid.
DAMAGE IMMUNITY MODIFIED
-----------------------Modifier Range: -100% to 100%
Reflected as a percemtage that modifies all incoming damage of a single
type up or down. For example, a character with Fire Immunity 25% would
take 30 points of damage from a Fireball spell that normally deals 40.
DAMAGE REDUCTION
---------------This represents a creature's ability to ignore a certain ammount of
melee damage (bludgeoning, piercing or slashing) from a single hit,
unless the weapon inflicting the wound has an enhancement bonus equal
SUMMONED
-------Creatures considered summoned are vulnerable to spells such as
Dismissal and Holy Word, which banish summoned monsters.
TEMPORARY HP
-----------This is a temporary bonus to the character's current Hit Points. It is
possible to have more current HP than maximum Hit Points via this
method. Temporary HP cannot be healed or recovered.
TIME STOP
--------All motion and action in the worls=d stops for everyone except the
creature that has activated the time stop effect.
TRUE SEEING
----------Allows a character to see all creatures otherwise hidden by
invisibility, sanctuary or stealth.
TURNED
-----Turned creatures are considered frightened and flee from the Cleric for
10 rounds (1 full turn).
---------------------------------------------------------------------->>> SPELL TACTICS <<<
Overcoming the protection of an enemy Lich or countering his
spells as he attempts to slay your summoned monsters makes spell
tactics a valuable part of a spellcaster's array of knowledge. Spell
tactics can be broken into the following sections: Allies, Dispelling
and Counterspelling.
ALLIES
-----Summoned allies are particularly vulnerable to spells such as Dismissal
and Word of Faith.
DISPELLING
---------Generally, any spell that can strip enhancements and protections from
another character is grouped as dispelling magic. Breach and Greater
Spell Breach allow for immediate and instantaneous removal of a wide
range of specific protections that can often prevent damage or spells
from harming an enemy Mage. Lesser Dispel Magic, Dispel Magic and
Greater Dispell Magic all work to remove non-item effects from a
character, as long as those effects are considered temporary and
magical. However, these spells are not guaranteed to succeed. The
more powerful the Mage who placed tha magic upon the target character,
- Etheral Visage: 20/+3 damage reduction and immunity to spells of 2ndlevel and lower.
- Greater Dispelling: More powerful version of Dispel Magic.
- Healing Circle: All friends nearby heal for 1d8 +1 per caster level.
- Mind Fog: -10 penalty on Will saving throws while in the fog.
- Summon Creature V: Summons a Dire Tiger.
6th-LEVEL BARD SPELLS:
---------------------- Dirge: Enemies in area suffer 2 points of Strength and Dexterity
ability score damage each round.
- Energy Buffer: Target gains damage resistance 40/- against elemental
damage.
- Ice Storm: 3d6 bludgeoning and 2d6 cold damage.
- Mass Haste: earby allies gain one extra attack action per round and a
50% increase in movement speed.
- Summon Creature VI: Summons a Dire Bear.
BARD KNOWN SPELLS AND SPELLS PER DAY:
---------------------------------------------Base Spells Per Day----|-------Known Spells-------| Lvl| 0 | 1 | 2 | 3 | 4 | 5 | 6 | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
|----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 1 | 2 | - | - | - | - | - | - | 4 | - | - | - | - | - | - |
|----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2 | 3 | 0 | - | - | - | - | - | 4 | 2 | - | - | - | - | - |
|----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 3 | 3 | 1 | - | - | - | - | - | 4 | 3 | - | - | - | - | - |
|----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 4 | 3 | 2 | 0 | - | - | - | - | 4 | 3 | 2 | - | - | - | - |
|----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 5 | 3 | 3 | 1 | - | - | - | - | 4 | 4 | 3 | - | - | - | - |
|----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 6 | 3 | 3 | 2 | - | - | - | - | 4 | 4 | 3 | - | - | - | - |
|----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 7 | 3 | 3 | 2 | 0 | - | - | - | 4 | 4 | 4 | 2 | - | - | - |
|----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 8 | 3 | 3 | 3 | 1 | - | - | - | 4 | 4 | 4 | 3 | - | - | - |
|----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 9 | 3 | 3 | 3 | 2 | - | - | - | 4 | 4 | 4 | 3 | - | - | - |
|----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 10 | 3 | 3 | 3 | 2 | 0 | - | - | 4 | 4 | 4 | 4 | 2 | - | - |
|----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 11 | 3 | 3 | 3 | 3 | 1 | - | - | 4 | 4 | 4 | 4 | 3 | - | - |
|----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 12 | 3 | 3 | 3 | 3 | 2 | - | - | 4 | 4 | 4 | 4 | 3 | - | - |
|----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 13 | 3 | 3 | 3 | 3 | 2 | 0 | - | 4 | 4 | 4 | 4 | 4 | 2 | - |
|----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 14 | 4 | 3 | 3 | 3 | 3 | 1 | - | 4 | 4 | 4 | 4 | 4 | 3 | - |
|----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 15 | 4 | 4 | 3 | 3 | 3 | 2 | - | 4 | 4 | 4 | 4 | 4 | 3 | - |
|----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 16 | 4 | 4 | 4 | 3 | 3 | 2 | 0 | 4 | 5 | 4 | 4 | 4 | 4 | 2 |
|----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 17 | 4 | 4 | 4 | 4 | 3 | 3 | 1 | 4 | 5 | 5 | 4 | 4 | 4 | 3 |
|----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 18 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 4 | 5 | 5 | 5 | 4 | 4 | 3 |
|----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 19 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 4 | 5 | 5 | 5 | 5 | 4 | 4 |
|----|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 20 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 5 | 5 | 5 | 5 | 5 | 4 |
--------------------------------|---------------------------------------------#14B CLERIC SPELLS:
-------------------0-LEVEL CLERIC SPELLS:
---------------------- Cure Minor Wounds: Heals 4 points of damage.
- Inflict Minor Wounds: Target suffers 1d4 points of damage. Inflict
spells have a reverse effect when used on undead.
- Light: Create small source of light.
- Resistance: +1 bonus to all saving throws.
- Virtue: 1 temporary HP.
1st-LEVEL CLERIC SPELLS:
------------------------ Bane: Caster's enemies suffer a -1 penalty on attack rolls and saving
throws against fear.
- Bless: +1 attack and damage for all allies near caster.
- Cure Light Wounds: Heals 1d8 points of damage +1/level.
- Divine Favor: Caster gains +1 bonus to attack and weapon damage for
every three caster levels (to a maximum of +5).
- Doom: Target receives -2 modifier to attack and damage rolls; saving
throws, ability and skill checks.
- Endure Elements: 10/- damage resistance against all elemental forms
of damage.
- Entropic Shield: 20% miss chance against all ranged attacks.
- Protection From Alignment: Target receives a +2 AC bonus, +2 saving
throw bonus against creatures of a particular alignment.
- Remove Fear: All fear effects are removed from the target.
- Sanctuary: Caster's presence is ignored by nearby creatures.
- Scare: Causes fear in weak creatures.
- Shield of Faith: Target gains a +2 deflection bonus to AC, with an
additional +1 bonus for every six level of the caster (maximum of +5).
- Summon Creature I: Summons a Dire Badger.
2nd-LEVEL CLERIC SPELLS:
------------------------ Aid: Target receives +1 bonus to attacks and saving throws vs. fear;
+1d8 HP.
- Bull's Strength: Target creatures Strength is increased by 1d4+1.
- Cure Moderate Wounds: Heals 2d8 points of damage + 1/level.
- Darkness: Cover creatures in a shroud of darkness.
- Divine Favor: Caster gains +1 bonus to attack and weapon damage for
every three caster levels (to a maximum of +5).
- Doom: Target receives -2 modifier to attack and damage rolls; saving
throws, ability and skill checks.
- Endure Elements: 10/- damage resistance against all elemental forms
of damage.
- Eagle's Splendor: Target's Charisma is increases by 1d4 + 1.
- Endurance: Target's Constitution increases by 1d4 + 1.
- Find Traps: +10 to Search checks.
- Fox's Cunning: Target's Intelligence is increases by 1d4 + 1.
- Hold Person: Target humanoid is paralyzed.
- Inflict Moderate Wounds: Target suffer 2d8 points of damage
+1/level to a maximum of +10. Inflict spells have a reverse effect
when used on undead.
- Lesser Dispel: Weak version of Dispel Magic.
- Lesser Restoration: Removes all effects effects that apply to ability
score, AC, attack, damage, spell resistance or saving throw penalties.
- Negative Energy Ray: 1d6 points of damage from negative energy ray.
- Owl's Wisdom: Target's Wisdom increases by 1d4 + 1.
- Remove Paralysis: All paralysis and hold effects removed from target.
- Resist Elements: 20/- damage rsistance against all elemental forms of
damage.
- Silence: Creates a zone of silence around a target creature.
- Sound Burst: 1d8 sonic damage to creatures in area.
- Summon Creature II: Summons a Dire Boar.
- Ultravision: Darkvision and low-light vision.
3rd-LEVEL CLERIC SPELLS:
------------------------ Animate Dead: Summons forth an undead minion.
- Bestow Curse: Lowers all of the target creature's ability scores by
2.
- Blindness/Deafness: Target creature is struck blind and deaf.
- Clarity: Removes sleep, confusion, stun, and charm effects and
protects against same.
- Contagion: Random disease inflicts taget.
- Continual Flame: Magic flame that burns as bright as a torch.
- Cure Serious Wounds: Heals 3d8 points of damage +1/level.
- Dispel Magic: Removes magical effects from creatures.
- Inflict Serious Wounds: Target suffers 3d8 points of damage, +1 point
per caster level to a maximum of +15. Inflict spells have a reverse
effect when used on undead.
- Invisibility Purge: Removes all invisibility from all nearby
creatures.
- Magic Circle Against Alignment: Caster and all nearby allies gain a
+2 AC, +2 saving throws and immunity to mind-affecting spells from the
specified alignment.
- Negative Energy Protection: Target immune to all negative energy
attacks.
- Prayer: Allies gain +1 to attack, damage, skill and saving throw
rolls; enemies receive -1 penalty to same.
- Protection From Elements: 30/- damage resistance against all
elemental forms of damage.
- Remove Blindness/Deafness: All nearby allies cured of blindness and
deafness.
- Remove Curse: All curses removed from target.
- Remove Disease: All diseases removed from target.
- Searing Light: Undead suffer 1d8/level; Constructs 1d6/level; other
| 19 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 |
|-----|---|---|---|---|---|---|---|---|---|---|
| 20 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 |
--------------------------------------------------------------#14C DRUID SPELLS:
------------------0-LEVEL DRUID SPELLS:
--------------------- Cure Minor Wounds: Heals 4 points of damage.
- Flare: -1 attack penalty to attack rolls.
- Light: Create small source of light.
- Resistance: +1 bonus to all saving throws.
- Virtue: 1 temporary HP.
1st-LEVEL DRUID SPELLS:
----------------------- Camouflage: +10 competence bonus to any Hide checks.
- Cure Light Wounds: Heals 1d8 points of damage +1/level.
- Endure Elements: 10/- damage resistance against all elemental forms
of damage.
- Entangle: Trap enemies with clinging vegetation.
- Grease: Slows or knocks down opponents.
- Magic Fang: +1 to hit and +1 to damage to caster's animal companion.
- Sleep: Causes 2d4 HD of creatures to fall asleep.
- Summon Creature I: Summons a Dire Badger.
- Ultravision: Darkvision and low-light vision.
2nd- LEVEL DRUID SPELLS:
------------------------ Barkskin: Hardens the target creature's skin, improving AC.
- Blood Frenzy: +2 bonus to Strength and Constitution and +1 bonus to
Will saves, while suffering a -1 penalty to AC.
- Bull's Strength: Target creatures Strength is increased by 1d4+1.
- Charm Person or Animal: Makes one person or anomal your friend.
- Firebrand: Balls of flame (one per caster level) explode for 1d6
points of damage per caster level (to a maximum of 15d6).
- Graeter Shadow Conjuration: Conjure a shadow varient of a variety of
spells.
- Hold Monster: Target monster is paralyzed.
- Lesser Mind Blank: Renders a target immune to mind-affecting spells;
removes any current mind-affecting spells.
- Lesser Spell Mantle: Absorb up to 164 + 6 levels of spells.
- Mind Fog: -10 penalty on Will saving throws while in the fog.
- Summon Creature V: Summons a Dire Tiger.
6th-LEVEL SORCERER SPELLS:
-------------------------- Acid Fog: Slows creatures within fog and deals acid damage.
- Bigby's Forceful Hand: Hand pushes creature away.
- Chain Lightning: 1d6 damage/level; secondary bolts.
- Circle of Death: Kills 1d4 creatures/level.
- Etheral Visage: 20/+3 damage reduction and immunity to spells 2nd or
lower level.
- Globe of Invulnerability: Immunity to spells of 4th or lower level.
- Greater Dispelling: More powerful Dispel Magic.
- Greater Spell Breach: Strips an enemy Mage of up to six magical
defenses.
- Greater Stoneskin: 20/+5 damage reduction.
- Isaac's Greater Missle Storm: One missle (3d6 damage) per caster
level (maximum 20 missles) randomly hit hostile creatures in area of
effect.
- Legend Lore: +10 bonus to Lore checks, +1 per two caster levels.
- Mass Haste: All nearby allies gain one extra attack action per round
and a 50% increase in movement speed.
- Planar Binding: Summon or control outsider.
- Shades: Able to conjure a shadow variant of Cold of Cone, Fireball,
Stoneskin, Wall of Fire or Summon Shadow.
- Summon Creature VI: Summons a Dire Bear.
- Tenser's Transformation: Caster becomes physically powerful.
- True Seeing: Can see through Sanctuary and Invisibility spells.
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 11 | 6| 6| 6| 6| 6| 4| -| -| -| -| 4| 5| 5| 4| 3| 2| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 12 | 6| 6| 6| 6| 6| 5| 3| -| -| -| 4| 5| 5| 4| 3| 2| 1| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 13 | 6| 6| 6| 6| 6| 6| 4| -| -| -| 4| 5| 5| 4| 4| 3| 2| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 14 | 6| 6| 6| 6| 6| 6| 5| 3| -| -| 4| 5| 5| 4| 4| 3| 2| 1| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 15 | 6| 6| 6| 6| 6| 6| 6| 4| -| -| 4| 5| 5| 4| 4| 4| 3| 2| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 16 | 6| 6| 6| 6| 6| 6| 6| 5| 3| -| 4| 5| 5| 4| 4| 4| 3| 2| 1| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 17 | 6| 6| 6| 6| 6| 6| 6| 6| 4| -| 4| 5| 5| 4| 4| 4| 3| 3| 2| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 18 | 6| 6| 6| 6| 6| 6| 6| 6| 5| 3| 4| 5| 5| 4| 4| 4| 3| 3| 2| 1|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 19 | 6| 6| 6| 6| 6| 6| 6| 6| 6| 4| 4| 5| 5| 4| 4| 4| 3| 3| 3| 2|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 20 | 6| 6| 6| 6| 6| 6| 6| 6| 6| 6| 4| 5| 5| 4| 4| 4| 3| 3| 3| 3|
----------------------------------|-----------------------------------------------#14G WIZARD SPELLS:
-------------------0-LEVEL WIZARD SPELLS (CANTRIPS):
--------------------------------- Acid Splash (Conjuration): 1d3 points of acid damage.
- Daze (Enchantment): If 5 HD or less, target is dazed.
- Electric Jolt (Evocation): 1d3 points of electrical damage.
- Flare (Evocation): Dazzles one creature (-1 penalty to attack rolls).
- Light (Evocation): Creates a small light source.
- Ray of Frost (Conjuration): 1d4 points of cold damage.
- Resistance (Abjuration): +1 bonus to all saving throws.
1st-LEVEL WIZARD SPELLS:
------------------------ Burning Hands (Transmutation): 1d4/level fire damage from cone of
fire.
- Charm Person (Enchantment): Makes one person your friend.
- Color Spray (Illusion): Knocks unconscious, blinds, or stuns
creatures.
- Endure Elements (Abjuration): 10/- damage resistance to all forms of
elemental damage.
|-----|---|---|---|---|---|---|---|---|---|---|
| 9 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - | - |
|-----|---|---|---|---|---|---|---|---|---|---|
| 10 | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
|-----|---|---|---|---|---|---|---|---|---|---|
| 11 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - | - |
|-----|---|---|---|---|---|---|---|---|---|---|
| 12 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - | - |
|-----|---|---|---|---|---|---|---|---|---|---|
| 13 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - | - |
|-----|---|---|---|---|---|---|---|---|---|---|
| 14 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - | - |
|-----|---|---|---|---|---|---|---|---|---|---|
| 15 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | - |
|-----|---|---|---|---|---|---|---|---|---|---|
| 16 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | - |
|-----|---|---|---|---|---|---|---|---|---|---|
| 17 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
|-----|---|---|---|---|---|---|---|---|---|---|
| 18 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
|-----|---|---|---|---|---|---|---|---|---|---|
| 19 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
|-----|---|---|---|---|---|---|---|---|---|---|
| 20 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
--------------------------------------------================================================================ #14 ==
------------* 14) ITEMS *
------------>>> POTIONS AND HEALER KITS <<<
- CURE LIGHT WOUNDS: Heals up to 10 HP of damage.
- CURE MODERATE WOUNDS: Heals up to 20 HP of damage.
- CURE SERIOUS WOUNDS: Heals up to 30 HP of damage.
- CURE CRITICAL WOUNDS: Heals up to 50 HP of damage.
- POTION OF HEAL: Heals ALL of your character's HP.
- POTION OF ANTIDOTE: Cures your character of poison; also removes any
negative effects (such as decreased strength) caused by the poison.
- POTION OF AID: Temporarily give your character extra HP, increases
your character's attack rating and increases saving throws.
- POTION OF BLESS: Temporarily increases you character's attack rating
and saving throws.
- POTION OF BARK: Temporarily raises your character's AC.
- POTION OF CLARITY: Temporarily makes your character immune to all
mind-affecting spells; you can also drink this to remove the effects
|
|
3) The Ruins of Illusk
|
|
5) Religions of the Sword Coast |
|
7) Wars of the Creator Races
|
|
9) The Northern Four Adventuring|
Troupe
|
|
11) The Doombringers
|
|
|
13) The Dessarian River
|
|
15) Lady Tanglebrook's Journal |
|
- ADAMANTINE
- FAIRY DUST
- BODAK'S TOOTH
- GARGOYLE SKULL
- FENBERRIES
- IRONWOOD
- QUARTZ CRYSTAL
- SLAAD'S TONGUE
- BELLADONNA
- RAGS
- LARGE BONE
- SKELETON KNUCKLE
- RUBY
- MALACHITE
- SAPPHIRE
- AMETHYST
- FIRE OPAL
- TOPAZ
- PHENALOPE
- AVENTURINE
- EMERALD
- GREENSTONE
- GARNET
- FLOURSPAR
- FIRE AGATE
- ALEXANDRITE
- HARP OF PANDEMONIUM:
Special Properties:
Use: Confusion 2 Times Per Day
Use: Daze Unlimited Times Per
Day; Only Useable by Bard
================================================================ #15 ==
--------------* 15) WEAPONS *
--------------** Note that under the feat required is also the character classes that
are automatically allowed to use that particular weapon.
>>> SIMPLE MELEE WEAPONS <<<
- DAGGER:
Base Damage: 1d4
Base Critical Threat: 19-20/x2
Base Damage Type: Piercing
Feat: Simple; Druid, Monk,
Rogue, Wizard
- CLUB:
Base Damage: 1d6
Base Critical Threat: 19-20/x2
Base Damage Type: Bludgeoning
Feat: Simple; Druid, Monk,
Wizard
- MACE:
Base Damage: 1d6
Base Critical Threat: 19-20/x2
Base Damage Type: Bludgeoning
Feat: Simple; Rogue
- SICKLE:
Base Damage: 1d6
Base Critical Threat: 19-20/x2
Base Damage Type: Slashing
Feat: Simple; Druid
- QUARTERSTAFF:
Base Damage: 1d6
Base Critical Threat: 19-20/x2
Base Damage Type: Bludgeoning
Feat: Simple; Druid, Monk,
Rogue, Wizard
- MORNING STAR:
Base Damage: 1d8
Base Critical Threat: 19-20/x2
Base Damage Type: Bludgeoning
and Piercing, Feat: Simple;
Rogue
- SPEAR:
Base Damage: 1d8
Base Critical Threat: 19-20/x2
- DARTS:
Base Damage: 1d4
Base Critical Threat: 19-20/x2
Base Damage Type: Piercing
Feat: Simple; Druid, Rogue
- LIGHT CROSSBOW:
Base Damage: 1d8
Base Critical Threat: 19-20/x2
Base Damage Type: Piercing
Ammunition: Bolts
Feat: Simple; Rogue, Monk,
Wizard
- HEAVY CROSSBOW:
Base Damage: 1d10
Base Critical Threat: 19-20/x2
Base Damage Type: Piercing
Ammunition: Bolts
Feat: Simple; Monk, Rogue,
Wizard
>>> All of the above weapons also come in +1, +2, and +3. They have the
Special Property of Enhancement Bonus of +1, +2, or +3.
---->>> MARTIAL MELEE WEAPONS <<<
- HANDAXE:
Base Damage: 1d6
Base Critical Threat: 19-20/x3
Base Damage Type: Slashing
Feat: Martial; Monk
- LIGHT HAMMER:
Base Damage: 1d4
Base Critical Threat: 19-20/x2
Base Damage Type: Bludgeoning
Feat: Martial
- WAR HAMMER:
Base Damage: 1d8
Base Critical Threat: 19-20/x3
Base Damage Type: Bludgeoning
Feat: Martial
- LIGHT FLAIL:
Base Damage: 1d8
Base Critical Threat: 19-20/x2
Base Damage Type: Bludgeoning
Feat: Martial
- HEAVY FLAIL:
Base Damage: 1d10
Base Critical Threat: 19-20/x2
Base Damage Type: Bludgeoning
Feat: Martial
- BATTLEAXE:
Base Damage: 1d8
Base Critical Threat: 19-20/x3
Base Damage Type: Slashing
Feat: Martial
- SHORTSWORD:
Base Damage: 1d6
Base Critical Threat: 19-20/x2
Base Damage Type: Piercing
Feat: Martial; Rogue
- LONGSWORD
Base Damage: 1d8
Base Critical Threat: 19-20/x2
Base Damage Type: Slashing
Feat: Martial; Elf
- SCIMITAR:
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Slashing
Feat: Martial; Druid
- RAPIER:
Base Damage: 1d6
Base Critical Threat: 18-20/x2
Base Damage Type: Piercing
Feat: Martial; Rogue, Elf
- GREAT SWORD:
Base Damage: 2d6
Base Critical Threat: 19-20/x2
Base Damage Type: Slashing
Feat: Martial
- GREATAXE:
Base Damage: 1d12
Base Critical Threat: 19-20/x3
Base Damage Type: Slashing
Feat: Martial
- HALBERD:
Base Damage: 1d10
Base Critical Threat: 19-20/x3
Base Damage Type: Piercing and
Slashing, Feat: Martial
---->>> MARTIAL RANGED WEAPONS <<<
- THROWING AXE:
Base Damage: 1d6
Base Critical Threat: 19-20/x2
Base Damage Type: Slashing
Feat: Martial
- SHORTBOW:
Base Damage: 1d6
Base Critical Threat: 19-20/x3
Base Damage Type: Piercing
Ammunition: Arrows
Feat: Martial; Rogue, Elf
- LONGBOW:
Base Damage: 1d8
Base Critical Threat: 19-20/x3
Base Damage Type: Piercing
Ammunition: Arrows
Feat: Martial; Elf
>>> All of the above weapons also come in +1, +2, and +3. They have the
Special Property of Enhancement Bonus of +1, +2, or +3.
---->>> RANGED WEAPONS AMMUNITION <<<
- ARROW:
Base Damage: 1d6 or 1d8
- PIERCING ARROW:
Base Damage: 1d6 or 1d8
Damage Bonus: Piercing 1d6
- LIGHTNING ARROW:
Base Damage: 1d6 or 1d8
Damage Bonus: Electrical 1d6
- ACID ARROW:
Base Damage: 1d6 or 1d8
Damage Bonus: Acid 1d6
- ICE ARROW:
Base Damage: 1d6 or 1d8
Damage Bonus: Cold 1d6
- FIRE ARROW:
Base Damage: 1d6 or 1d8
Damage Bonus: Fire 1d6
- BOLT:
Base Damage: 1d8 or 1d10
- PARALYTIC BOLT:
Base Damage: 1d8 or 1d10
Damage Bonus: Stun DC-14
50%/2 Rounds
- LIGHTNING BOLT:
Base Damage: 1d8 or 1d10
Damage Bonus: Electrical 1d4
- BOLT OF FROSTBITE:
Base Damage: 1d8 or 1d10
Damage Bonus: Cold 1d4
- FIRE BOLT:
Base Damage: 1d8 or 1d10
Damage Bonus: Fire 1d4
- BOLT OF PIERCING:
Base Damage: 1d8 or 1d10
Damage Bonus: Piercing 1d10
- ACID BOLT:
Base Damage: 1d8 or 1d10
Damage Bonus: Acid 1d4
- BULLET:
Base Damage: 1d4
- BULLET OF SMITING:
Base Damage: 1d4
Damage Bonus: Bludgeoning 1d6
- GIANTS BANE:
Base Damage: 1d4
Damage Bonus vs. Giant:
Bludgeoning 1d6; Damage Bonus:
Piercing 1d6
- ICE BULLET:
Base Damage: 1d4
Damage Bonus: Cold 1d6
- LIGHTNING BULLET:
Base Damage: 1d4
Damage Bonus: Electrical 1d6
- FIRE BULLET:
Base Damage: 1d4
Damage Bonus: Fire 1d6
- BULLET OF SCREAMING:
Base Damage: 1d4
Damage Bonus: Sonic 1d4
On Hit: Silence DC-14 50%/
2 Rounds
- KAMA:
Base Damage: 1d6
Base Critical Threat: 19-20/x2
Base Damage Type: Slashing
Feat: Exotic
- KATANA:
Base Damage: 1d10
Base Critical Threat: 19-20/x2
Base Damage Type: Slashing
Feat: Exotic
- DOUBLE AXE:
Base Damage: 1d8/1d8
Base Critical Threat: 19-20/x3
Base Damage Type: Piercing and
Slashing, Feat: Exotic
- DIRE MACE:
Base Damage: 1d8/1d8
Base Critical Threat: 19-20/x2
Base Damage Type: Bludgeoning
Feat: Exotic
- TWO-BLADED SWORD:
Base Damage: 1d8/1d8
Base Critical Threat: 19-20/x2
Base Damage Type: Slashing
Feat: Exotic
- SCYTHE:
Base Damage: 2d4
Base Critical Threat: 19-20/x2
Base Damage Type: Piercing and
Slashing
Feat: Exotic
>>> All of the above weapons also come in +1, +2, and +3. They have an
Enhancement Bonus of +1, +2, or +3.
---->>> EXOTIC RANGED WEAPON <<<
- SHURIKEN:
Base Damage: 1d3
Base Critical Threat: 19-20/x2
Base Damage Type: Piercing
Feat: Exotic
---------------------------------------------------------------------->>> This next list is for all of the special weapons found throughout
the game. If you've found a weapon not listed in here, "print screen"
of the specs and e-mail them to me please, I just don't take peoples
word for it, I will of course credit you for the find. And remember to
send only the weapons found in the origional Neverwinter Nights, not
any of the new weapons found in the expansion games.
>>> FOUND SIMPLE MELEE WEAPONS <<<
- TAGGET'S TALON (DAGGER):
Base Damage: 1d4
Base Critical Threat: 19-20/x2
Base Damage Type: Piercing
Feat: Simple; Druid, Monk,
Rogue, Wizard; Special
Properties: Enhancement
Bonus +1, Keen
- WATCHMAN'S CLUB:
Base Damage: 1d6
Base Critical Threat: 19-20/x2
Base Damage Type: Bludgeoning
Feat: Simple; Druid, Monk,
Rogue, Wizard; Special
Properties: Enhancement
Bonus +2; Bonus Feat:
Alertness; Low Light (10m)
Yellow; Skill Bonuses:
Listen +2, Spot +2
- NEGASTAFF:
Base Damage: 1d6
Base Critical Threat: 19-20/x2
Base Damage Type: Bludgeoning
Feat: Simple; Druid, Monk,
Rogue, Wizard; Special
Properties: Enhancement Bonus
+1; On Hit: Level Drain
DC-14 25%/3 Rounds
- STAFF OF POWER:
Base Damage: 1d6
Base Critical Threat: 19-20/x2
Base Damage Type: Bludgeoning
Feat: Simple; Sorcerer or
Wizard; Special Properties:
Charges: 50; Uses:
Fireball 3 times per day,
Magic Missle 2 times per day
Ray of Enfeeblement 1 time
per day; Only Useable by
Sorcerer or Wizard
- BLACKFOREST STAFF:
Base Damage: 1d6
Base Critical Threat: 19-20/x2
Base Damage Type: Bludgeoning
Feat: Simple; Druid, Monk,
Rogue, Wizard; Special
Properties: Enhancement Bonus
vs. Good +1; Uses: Protection
from Alignment 3 times per day
Vampire Regeneration +1
- STAFF OF DEFENSE:
Base Damage: 1d6
Base Critical Threat: 19-20/x2
Base Damage Type: Bludgeoning
Feat: Simple; Sorcerer,
Wizard; Special Properties:
Charges: 50; Armor Bonus +2
- STAFF OF COMMAND:
- DRONE +1 (MORNINGSTAR):
Base Damage: 1d6
Base Damage: 1d8
Base Critical Threat: 19-20/x2
Base Critical Threat: 19-20/x2
Base Damage Type: Bludgeoning
Base Damage Type: Bludgeoning
Feat: Simple; Druid, Monk,
and Piercing; Feat: Simple or
Rogue, Wizard; Special
Rogue; Special Properties:
Properties: Charges: 50
Enhancement Bonus +1, On Hit:
Immunity: Mind-Affecting Spells; Slow DC-14 50%/2 Rounds
Uses: Charm Monster 5 times per
day, Charm Person 2 times per
day, Dominate Person 5 times
per day
- STAFF OF MELANDEN:
Base Damage: 1d6
Base Critical Threat: 19-20/x2
Base Damage Type: Bludgeoning
Feat: Simple; Druid, Monk
Rogue, Wizard; Special
Properties: Charges: 50
Bonus Feat: Spell Penetration
Light Bright (20 m) Red;
Use: Melf's Acid Arrow 5
Charges Per Use
- STAFF OF CURING:
Base Damage: 1d6
Base Critical Threat: 19-20/x2
Base Damage Type: Bludgeoning
Feat: Simple; Druid, Monk
Rouge, Wizard; Special
Properties: Skill Bonus:
Heal +5; Charges: 50; Use:
Cure Serious Wounds 2
Charges Per Use
- PENHOLD STAFF:
Base Damage: 1d6
Base Critical Threat: 19-20/x2
Base Damage Type: Bludgeoning
Feat: Simple; Druid, Monk,
Rogue, Wizard; Special
Properties: Charges: 50;
Use: Freedom of Movement
Single Use; Hold Person
Single Use; Remove Paralysis
Single Use
- BLACKSOUL SICKLE:
Base Damage: 1d6
Base Critical Threat: 19-20/x2
Base Damage Type: Piercing
Feat: Simple; Druid
Special Properties: Vampiric
Regeneration +2; Enhancement
Bonus +1
- FEYWARDEN CROSSBOW:
Base Damage: 1d10
Base Critical Threat: 19-20/x2
Base Damage Type: Piercing
Ammunition: Bolts; Feat:
Simple; Druid, Monk, Rogue
Wizard; Special Properties:
Attack Bonus vs. Orc +5;
Attack Bonus +2
- RUBY CROSSBOW:
Base Damage: 1d8
Base Critical Threat: 19-20/x2
Base Damage Type: Piercing
Ammunition: Bolts
Feat: Simple; Monk, Rogue,
Wizard; Special Properties:
Attack Bonus +3; Use: Scare
Once Per Day
- *CROSSBOW OF ACCURACY:
Base Damage: 1d10
Base Critical Threat: 19-20/x2
Base Damage Type: Piercing
Ammunition: Bolts
Feat: Simple; Monk, Rogue,
Wizard; Special Properties:
Attack Bonus +5
Contributor Credits:
* Sent in by reader Al Morin
---------------------------------------------------------------------->>> FOUND MARTIAL MELEE WEAPONS <<<
- HAMMER OF JUSTICE:
- RAPIER OF THE HIGH ROAD:
Base Damage: 1d8
Base Damage: 1d6
Base Critical Threat: 19-20/x3
Base Critical Threat: 18-20/x2
Base Damage Type: Bludgeoning
Base Damage Type: Piercing
Feat: Martial
Feat: Martial; Elf, Rogue
Special Properties: Enhancement
Special Properties: Damage
Bonus vs. Chaotic +2;
Bonus: 1d6 Acid; Enhancement
Enhancement Bonus +1
Bonus +1; Keen
- MORAG PROTECTOR SHORT SWORD:
Base Damage: 1d6
Base Critical Threat: 19-20/x2
Base Damage Type: Piercing
Feat: Martial; Rogue
- FEYDUSTER +1 (SHORTSWORD):
Base Damage: 1d6
Base Critical Threat: 19-20/x2
Base Damage Type: Piercing
Feat: Martila; Rogue
Special Properties:
Enhancement Bonus +1; On Hit:
Daze DC-14 75%/1 Round
- EMBER'S AXE:
- WRIT OF THE VIZIER (FLAIL):
Base Damage: 1d6
Base Damage: 1d8
Base Critical Threat: 19-20/x3
Base Critical Threat: 19-20/x2
Base Damage Type: Slashing
Base Damage Type: Bludgeoning
Feat: Martial; Monk
Feat: Martial
Special Properties: Enhancement
Special Properties: On Hit:
Bonus +2; Enhancement Bonus
Fear DC-14 50%/2 Rounds;
vs. Outsider +4
Enhancement Bonus: +1
- ICE REAVER +3 (HANDAXE):
- HEIRS OF OSIRIS (LIGHT FLAIL):
Base Damage: 1d6
Base Damage: 1d8
Base Critical Threat: 19-20/x3
Base Critical Threat: 19-20/x2
Base Damage Type: Slashing
Base Damage Type: Bludgeoning
Feat: Martial; Monk
Feat: Martial
Special Properties: Enhancement
Special Properties: Damage Bonus
Bonus +3; Damage Bonus: Cold 1
vs. Undead +4; Enhancement
Damage; Damage Resistance: Cold
Bonus +1
Resist 15/- STORM +2 (LIGHT HAMMER):
- RAVAGER +4 (HALBERD):
Base Damage: 1d4
Base Damage: 1d10
Base Critical Threat: 19-20/x2
Base Critical Threat: 19-20/x3
Base Damage Type: Bludgeoning
Base Damage Type: Piercing and
Feat: Martial
Slashing Feat: Martial
Special Properties: Enhancement
Special Properties: Damage
Bonus +2; Damage Bonus: 1d6
Bonus: Sonic 1d6 Damage; On Hit:
Electrical Damage; Damage
Daze DC-14 50%/2 Rounds;
Resistance: Electrical Resist
Enhancement Bonus +4
Contributor Credits:
* Sent in by reader Alit Anggara
^ Sent in by reader Josh Gagnier
---->>> FOUND MARTIAL RANGED WEAPONS <<<
- ELVEN COURT BOW:
Base Damage: 1d8
Base Critical Threat: 19-30/x3
Base Damage Type: Piercing
Ammunition: Arrows
Feat: Martial; Elf
Special Properties: Attack
Bonus +3; Mighty +3
- THUNDERBEAST AXE:
Base Damage: 1d6
Base Critical Threat: 19-20/x2
Base Damage Type: Slashing
Feat: Martial; Special
Properties: Damage Bonus:
Sonis 1d4 Damage; Enhancement
Bonus +3
- KROTAN'S SKULLCRUSHER
(DIRE MACE):
Base Damage: 1d8/1d8
Base Critical Threat: 19-20/x2
Base Damage Type: Bludgeoning
Feat: Exotic
Special Properties: Damage
Bonus vs. Goblinoid 1d6 Cold,
Damage Bonus vs. Half-Orc 1d6
Cold, Damage Bonus vs. Orc 1d6
Cold; Enhancement Bonus +1
- HIDEO'S KAMA:
- NEVERWINTER KUKRI:
- MESSANGER BLADE (KUKRI):
Base Damage: 1d4
Base Damage: 1d4
Base Critical Threat: 18-20/x2
Base Critical Threat: 18-20/x2
Base Damage Type: Slashing
Base Damage Type: Slashing
Feat: Exotic; Monk
Feat: Exotic; Monk
Special Properties: Enhancement
Special Properties: Keen;
Bonus +2; Improved Saving
Enhancement Bonus +2
Throw: Fortitude +1
- WAND OF FIRE:
Only Useable by: Bard,
Sorcerer or Wizard
Charges: 50
Use: Fireball
5 Charges Per Use
- WAND OF SUMMONING:
Only Useable by: Bard,
Sorcerer or Wizard
Charges: 50
Use: Summon Creature IV
5 Charges Per Use
- WAND OF PARALYZATION:
Only Useable by: Bard,
Sorcerer or Wizard
Charges: 50
Use: Hold Monster
5 Charges Per Use
- WAND OF SLEEP:
Only Useable by: Bard,
Sorcerer or Wizard
Charges: 50
Use: Sleep
1 Charge Per Use
- WAND OF FEAR:
Only Useable by: Bard,
Sorcerer or Wizard
Charges: 50
Use: Fear
3 Charges Per Use
- WAND OF LIGHTNING:
Only Useable by: Bard,
Sorcerer or Wizard
Charges: 50
Use: Lightning Bolt
5 Charges Per Use
- ROD OF BEGUILING:
Charges: 50
Use: Charm Person, 1
Charge Per Use
Use: Dominate Person, 2
Charges Per Use
- ROD OF TERROR:
Charges: 50
Use: Fear, 3
Charges Per Use
Use: Scare, 1
Charge Per Use
================================================================ #16 ==
-------------------------* 16) CLOTHING AND ARMOR *
------------------------->>> CLOTHING <<<
All of the following clothing has a Base AC of 0, have no Dex
bonuses, no Armor Check penalties, no Arcane Spell Failures, don't
require a specific feat to wear, and offers absolutely no protection
for your character so I'm not going to bother listing all of their
stats:
- ADEPT'S TUNIC
- PALADIN'S TUNIC
- ASSASSIN'S GARB
- PERFORMER'S OUTFIT
- BARBARIAN'S OUTFIT
- PRIEST'S ROBE
- BARD'S TUNIC
- ROGUE'S TUNIC
- CONJURER'S ROBE
- SOLDIER'S TUNIC
- GLADIATOR'S OUTFIT
- SORCERER'S ROBE
- ILLUSIONIST'S ROBE
- SQUIRE'S TUNIC
- JESTER'S OUTFIT
- VETERAN'S OUTFIT
- MONK'S OUTFIT
- WARRIOR'S TUNIC
- WIZARD'S ROBE
- NOBLE'S OUFIT
- WOODSMAN OUTFIT
- NOBLE'S TUNIC
- NECROMANCER'S ROBE
- LEATHER ARMOR:
Base AC: 2
Max. Dex Bonus: 8
Armor Check Penalty: 0
Arcane Spell Failure: 10%
Feat Required: Light Armor
- STUDDED LEATHER:
Base AC: 3
Max. Dex Bonus: 4
Armor Check Penalty: -1
Arcane Spell Failure: 20%
Feat Required: Light ARmor
- HIDE ARMOR:
Base AC: 3
Max. Dex Bonus: 4
Armor Check Penalty: -1
Arcane Spell Failure: 20%
Feat Required: Light Armor
- CHAIN SHIRT:
Base AC: 4
Max. Dex Bonus: 4
Armor Check Penalty: -2
Arcane Spell Failure: 20%
Feat Required: Medium Armor
- SCALE MAIL:
Base AC: 4
Max Dex Bonus: 4
Armor Check Penalty: -2
Arcane Spell Failure: 20%
Feat Required: Medium Armor
- CHAIN MAIL:
Base AC: 5
Max. Dex Bonus: 2
Armor Check Penalty: -5
Arcane Spell Failure: 30%
Feat Required: Medium Armor
- BANDED MAIL:
Base AC: 6
Max. Dex Bonus: 1
Armor Check Penalty: -7
Arcane Spell Failure: 40%
Feat Required: Heavy Armor
- SPLINT MAIL:
Base AC: 6
Max. Dex Bonus: 1
Armor Check Penalty: -7
Arcane Spell Failure: 40%
Feat Required: Heavy Armor
- HALF PLATE:
Base AC: 7
Max. Dex Bonus: 1
Armor Check Penalty: -7
Arcane Spell Failure: 40%
Feat Required: Heavy Armor
- FULL PLATE:
Base AC: 8
Max. Dex Bonus: 1
Armor Check Penalty: -8
Arcane Spell Failure: 45%
Feat Requied: Heavy Armor
>>> All of the above armor also comes in +1, +2, and +3. These armors
have the same specs as above and are enhanced with the special property
of Armor Bonus +1, +2, or +3 (AC Armor Modifier).
---->>> This next list is for all of the special armor found throughout the
game. If you've found a suit not listed in here, "print screen" of the
specs and e-mail them to me please, I just don't take peoples word for
it, I will of course credit you for the find. And remember to send
only those suits found in the origional Neverwinter Nights, not any of
the new armor found in the expansion games.
- MIRRORED ARMOR:
Base AC: 1
Max. Dex Bonus: 8
Armor Check Penalty: 0
Arcane Spell Failure: 5%
Feat Required: Light Armor
Special Properties: Armor
Bonus +3 (AC Armor Modifier)
Spell Resistance: 14
- ARMOR OF LOYALTY:
Base AC: 3
Max. Dex Bonus: 4
Armor Check Penalty: -1
Arcane Spell Failure: 20%
Feat Requied: Light Armor
Special Properties: Armor
Bonus +1 (AC Armor Modifier)
Spell Immunity: Charm Person
and Dominate Person
- ROGUE LINKS:
Base AC: 3
Max. Dex Bonus: 4
Armor Check Penalty: -1
Arcane Spell Failure: 20%
Feat Required: Light Armor
Special Properties: Armor
Bonus +3 (AC Armor Modifier)
Skill Bonuses: Hide +6;
Move Silently +6, Only
useable by Rogue
- ARMOR OF HORUS-RE:
Base AC: 4
Max. Dex Bonus: 4
Armor Check Penalty: -2
Arcane Spell Failure: 20%
Feat Requied: Medium Armor
Special Properties: Armor
Bonus +4 (AC Armor Modifier)
Damage Resistance:
Electrical Resist 10/Sonic Resist 10/-
- ELVEN CHAINMAIL:
Base AC: 4
Max. Dex Bonus: 4
Armor Check Penalty: -2
Arcane Spell Failure: 20%
Feat Required: Medium Armor
Special Properties: Armor
Bonus +3 (AC Armor Modifier)
Skill Bonuses: Hide +6;
Move Silently +6, Weight
Reduction: 40% of weight
- CHAINMAIL OF SPEED:
Base AC: 5
Max. Dex Bonus: 2
Armor Check Penalty: -5
Arcane Spell Failure: 30%
Feat Required: Medium Armor
Special Properties: Armor
Bonus +2 (AC Armor Modifier)
Enhancement: Haste
- ADAMANTINE BREASTPLATE
Base AC: 5
Max. Dex Bonus: 2
Armor Check Penalty: -5
Arcane Spell Failure: 30%
Feat Required: Medium Armor
Special Properties: Armor
Bonus +2 (AC Armor Modifier)
Damage Reduction: +1 Soak 5
Damage
- DELVER'S ARMOR:
Base AC: 7
Max. Dex Bonus: 1
Armor Check Penalty: -7
Arcane Spell Failure: 40%
Feat Requied: Heavy Armor
Special Properties: Armor
Bonus +2 (AC Armor Modifier)
Improved Saving Throws:
Universal +2
- ARMOR OF FREEDOM:
Base AC: 8
Max. Dex Bonus: 1
Armor Check Penalty: -8
Arcane Spell Failure: 45%
Feat Required: Heavy Armor
Special Properties: Armor
Bonus +3 (AC Armor Modifier)
Enhancement: Freedom
- RAINBOW ARMOR:
Base AC: 6
Max. Dex Bonus: 1
Armor Check Penalty: -7
Arcane Spell Failure: 40%
Feat Required: Heavy Armor
Special Properties: Armor
Bonus +1 (AC Armor Modifier)
Damage Resistance: Cold
Resist 10/-, Electrical
Resist 10/-, Fire Resist 10/-
- DORON'S MISTAKE:
Base AC: 5
Max. Dex Bonus: 2
Armor Check Penalty: -5
Arcane Spell Failure: 30%
Feat Required: Medium Armor
Special Properties: Armor
Bonus +2 (AC Armor Modifier)
Improved Saving Throw:
Fortitude +1; Weight
Reduction by 80%
- BALDURAN'S ARMOR
Base AC: 7
Max. Dex Bonus: 1
Armor Check Penalty: -7
Arcane Spell Failure: 40%
Feat Required: Heavy Armor
Special Properties: Armor
Bonus +2 (AC Armor Modifier)
Enhancement Bonus: Cha +3;
Regeneration +1
- LARGE SHIELD:
Base AC: +2
Armor Check Penalty: -2
Arcane Spell Failure: 15%
Feat Required: Shields
- TOWER SHIELD:
Base AC: +3
Armor Check Penalty: -10
Arcane Spell Failure: 50%
Feat Required: Shields
>>> All of the above shields also come in +1, +2, and +3. They all
have the same specs as above and are enhanced with the special property
of Armor Bonus +1, +2, or +3 (AC Shield Modifier). All of these
shields are in each campaign.
---->>> This next list is for all of the special shields found throughout
the game. If you've found a shield that is not listed, please "print
screen" of the specs and e-mail them to me, I will of course credit you
for the find. Please only send shields found in the Neverwinter Nights
campaign and not any from the expansion games.
- MITHRAL SHIELD
Base AC: +1
Armor Check Penalty: -1
Arcane Spell Failure: 5%
Feat Required: Shields
Special Properties: Freedom;
Armor Bonus +2 (AC Shield
Modifier)
- IMASKARI SHIELD:
Base AC: +3
Armor Check Penalty: -10
Arcane Spell Failure: 50%
Feat Required: Shields
Special Properties: Armor
Bonus +2 (AC Shield Modifier);
Spell Resistance 10
- HASTSEZINI'S SHIELD:
Base AC: +3
Armor Check Penalty: -10
Arcane Spell Failure: 50%
Feat Required: Shields
Special Properties: Armor
Bonus +5 (AC Shield
Modifier); Only useable by
Lawful Alignment
- HEARTH SHIELD:
Base AC: +1
Armor Check Penalty: -1
Arcane Spell Failure: 5%
Feat Required: Shields
Special Properties: Armor
Bonus +3 (AC Shield Modifier);
Damage Resistance: Fire
Resist 15/-
Bonus: Taunt +2
- SHIELD OF DAWN:
Base AC: +1
Armor Check Penalty: -1
Arcane Spell Failure: 5%
Feat Required: Shields
Special Properties: Armor
Bonus vs. Undead: +2 (AC
Shield Modifier); Light Low
(10m) White
- POT HELMET:
Skill Bonus:
Concentration +1
- WINGED HELMET:
Skill Bonus:
Concentration +1
- WATCHMAN'S HELM:
Special Properties:
Low Light (10m) Blue
Skill Bonuses: Listen +8,
Search +8, Spot +8
- STAG HELMET:
Skill Bonus:
Concentration +1
- SHUKENJA HELM:
Skill Bonus:
Concentration +1
Bonus Spell Slots:
Sorcerer Level 0
Sorcerer Level 1
Sorcerer Level 2
Sorcerer Level 3
- MASK OF PERSUASION:
Enhancement Bonus:
Charisma +1, Low Light
(10m) Yellow, Skill
Bonuses: Concentration +1,
Persuade +3
- THIEVE'S HOOD:
Special Properties: Immune
to Knockdown; Immune to
Poison, Skill Bonuses:
+1, Persuade +5
- MOONSTONE MASK:
Special Properties:
Darkvision; Skill Bonuses:
Concentration +1, Listen +5,
Search +5, Spot +5
- *WATCHMAN'S HELM:
Special Properties: Light
Bright (20m) Yellow;
True Seeing
Contributor Credits:
* Sent in by reader Alit Anggara
---------------------------------------------------------------------->>> CLOAKS <<<
Cloaks will offer your character more protection and are fortified
with some kind of bonus. If you've found a Cloak that isn't in this
list, please "print screen" and e-mail me the specs, I will of course
credit you for the find. And again, remember to only send me cloaks
found in the Neverwinter Nights campaign and not any from the expansion
games.
- CLOAK OF FORTIFICATION +1:
Special Properties: Armor
Bonus +1 (AC Deflection
Modifier); Improved Saving
Throws: Universal +1
- CLOAK OF ELVENKIND:
Special Properties:
Skill Bonus: Hide +10
- MANY-STARRED CLOAK:
Special Properties: Skill
Bonus: Concentration +2;
Damage Resistance: Fire
Resist 15/-, Electrical
- GARGOYLE BOOTS:
Special Properties: Armor
Bonus +2 (AC Dodge Modifier);
Improved Saving Throw:
Fortitude +3; Charges: 50;
Use: Stoneskin 5 Charges
Per Use
- BOOTS OF SPEED:
Special Properties:
Enhancement: Haste
- *DRAGON SLIPPERS:
Special Properties: Enahncement
Bonus: Dex +2; Immunities:
Fear, Knockdown, Spell
Resistance: 10
Contributor Credits:
* Sent in by reader Alit Angarra
- SASH OF SHIMMERING:
Special Properties:
Spell Resistance: 12
- ENCIRCLING SCALE:
Special Properties: Immunity:
Poison; Darkvision; Charges: 50
Use: Poison 3 Charges Per Use
- BRAWLER'S BELT
Special Properties: Damage
Resistance: Bludgeoning
Resist 5/-
- SWORDSMAN'S BELT:
Special Properties: Damage
Resistance: Slashing
Resist 5/-
- ARCHER'S BELT:
Special Properties: Damage
Resistance: Piercing
Resist 5/-
- WONDROUS GLOVES:
Special Properties: Ability
Score Penalty: Wis -1; Bonus
Spell Slots: Bard Level 0,
Bard Level 1, Bard Level 2,
Bard Level 3; Only Useable
by Bard
- GLOVES OF DISCIPLINE:
Special Properties: Skill
Bonus: Discipline +3
- GLOVES OF CONCENTRATION:
Special Properties: Skill
Bonus: Concentration +3
- GLOVES OF SPELLCRAFT:
Special Properties: Skill
Bonus: Spellcraft +3; Only
Useable by: Cleric, Druid,
Sorcerer, Wizard
>>> All of the above rings also come in +2, +3, +4, and +5. They all
have the stated enhacement bonus +2, +3, +4, or +5.
----- RING OF SCHOLARS:
Special Properties: Light
Normal (15m) White); Skill
Bonus: Lore +5
- RING OF POWER:
Special Properties: Damage
Resistance: Cold Resist 15/-,
Electrical Resist 15/-, Fire
Resist 15/-; Regeneration +1;
Freedom
Regeneration +4
- RING OF HOLINESS:
Special Properties: Bonus
Spell Slots: Cleric Level 0,
Cleric Level 1, Cleric Level
2, Cleric Level 3, Cleric
Level 4 Only Useably by:
Cleric
- RING OF CRIMSON:
Special Properties: Light
Normal (15m) Red
- RING OF CYAN:
Special Properties: Light
Normal (15m) Blue
- RING OF JADE:
Special Properties: Light
Normal (15m) Green
>>> All of the above amulets also come in +2, +3, +4, and +5. They all
have the stated enhancement bonus +2, +3, +4, or +5.
----- AMULET OF THE MASTER:
Special Properties:
Spell Resistance: 16;
Skill Bonuses: Lore +6,
Disabvle Trap +6,
Open Lock +6, Persuade +6,
Search +6
- GLITTERING NECKLACE:
Special Properties: Light
Normal (15m) White
- ASHEERA'S AMULET:
Special Properties: Armor
Bonus vs. Reptilian +3 (AC
Natural Modifier); Damage
Immunities: Electrical 25%
Immunity Bonus; Fire 25%
Immunity Bonus; Spell
Resistance: 14
- AMULET OF POWER:
Special Properties: Bonus Feat:
Spell Penetration; Bonus Spell
Slots: Wizard Level 3, Wizard
Level 4, Wizard Level 5;
Only Useable by Wizard
- Zombie Lord
- Zombie Priest
- Zombie Warrior
- Skeleton
- Skeleton Warrior
- Skeleton Mage
- Skeleton Priest
- Curst Rogue
- Curst Ranger
- Curst Warrior
- Curst Priestess
- Ghoul
- Ghoul Mage
- Ghoul Lord
- Ghast
- Shadow
- Shadow Fiend
- Mummy
- Mummy Lord
- Greater Mummy
- Yuan-Ti
- Yuan-Ti Priestess
- Wraith
CONSTRUCTS:
----------- Flesh Golem
GENERAL ENEMIES:
----------------
- Guardian Golem
- Spectre
- Air Elemental
- Water Elemental
- Fire Elemental
- Water Mephit
- Ice Mephit
- Acid Mephit
- Smoke Mephit
- Earth Mephit
- Bugbear
- Bugbear Champion
- Orc
- Orc Shaman
- Orc Champion
- Goblin
- Goblin Elite
- Goblin Archer
- Ogre
- Ogre Shaman
- Ogre Berserker
- Dire Spider
- Wraith Spider
- Queen Spider
- Fire Beetle
- Stag Beetle
- Stink Beetle
- Hill Giant
- Fire Giant
- Ettercap
- Blue Dragon
- White Dragon
- Silver Dragon
- Copper Dragon
- Red Dragon
- Green Dragon
- Purple Dragon
- Pixie
- Grig
- Nymph
- Slaad
- Red Slaad
- Gray Slaad
- Boar
- Dire Boar
- Wolf
- Dire Wolf
- Grizzly Bear
- Dire Bear
- Dire Tiger
- Corag Cat
- Hell Hound
- Guard Dog
- Balor Lord
- Troll
- Troll Shaman
- Rakshaa
- Minitaur
- Minogon
- Morag's Chosen
- Cultist
- Cultist Leader
- Escaped Prisoner
- Escaped Sorcerer
- Estate Guard
- Diseased Thug
- Rabid Dog
- Animated Armor
- Helmed Horror
- Guardian Armor
- Nasty Imp
- Gray Render
- Creator Sorcerer
- Gargoyle
- Nymph Slave
- Will-'O-Wisp
- Quasit
- Worg
- Steam Mephit
- Human Rogue
- Human Fighter
- Human Sorcerer
- Human Wizard
- Human Druid
- Human Ranger
- Mugger
- Ruffian
- Thug
- Brown Bear
================================================================ #18 ==
------------------* 18) MULTIPLAYER *
------------------>>> Note: This game is one of the best multiplayer games around and I
recommend that you adventure online. There are literally thousands of
people waiting to adventure with others at all times of the day and
night. If you have dial-up Internet, don't even bother trying to play
online, you'll lag really bad and make characters in your party suffer
due to your laggieness and they'll boot you off of their server
immediately, probably even ban you. This also applies if you have a
really crappy video card and the game lags when you play it single
player, stay off the Internet - just a suggestion.
>>> JOURNEYING ONLINE <<<
To play Neverwinter Nights multiplayer you will need a connection
to other computers via an Internet connection (preferably high speed,
don't even bother trying if you have a dial-up internet connection) or
a LAN (Local Area Network) connection. You can either host a game
server to allow other players to join you in your adventures or you can
connect to an existing game hosted by someone else.
The first time you play online you will be prompted to create a
Player Profile. The Player Profile allows Neverwinter Nights to
differentitate between players and allows you to access special areas
in the Neverwinter Nights community website located at this URL:
www.neverwiternights.com. If you have already created a Player
Profile, either in the game or on the Neverwinter Nights community
site, enter your player name and password to continue. If you haven't
yet created a profile click on the Create Profile button and enter in
your desired player name and password. You will also be prompted for
an e-mail address. Although you are not required to enter an e-mail
address, if you do not enter one, you will be unable to recover your
password if lost.
---------------------------------------------------------------------->>> HOSTING A GAME SERVER <<<
If you are hosting the game server you will have full control over
who is allowed to play in your game. You will be able to moderate the
game by booting (removing from the game) or banning (permanently
removing) players. You can host a game by choosing multiplayer on the
Main Menu and then either starting a new game or loading an existing
game. This will launch a game server with the module or save game of
your choice and other players will be able to play on your server as
There are three levels of player vs. player (PvP): No PvP, Party
PvP, and Full Pvp. If you choose No PvP, players cannot damage one
another. The Party PvP setting allows you to damage other players
unless they are in your party, in which case you cannot damage them at
all. Full PvP settings lets you damage any other player unless the
area you are in is locked against PvP. This means that area-effect
spells will harm other players if they are within casting range, so if
you play Full PvP watch where you target your area-effect spells.
The PvP setting on the server options panel dictates the maximum
level of PvP conflict allowed in the module. This means that if the
server PvP is set to Full PvP, there still may be a Party PvP or No PvP
areas in the module, but if the server is set to No PvP, all areas in
the module will be set to No PvP.
---------------------------------------------------------------------->>> LIKING OR DISLIKING OTHER PLAYERS <<<
By clicking on the Player Reactions button you can bring up the
Player Reactions panel, which describes the PvP setting of the current
area and has information about your attitude towards other players in
the world. Your attitude towards another player will be either like or
dislike. To change your attitude toward a player, simply click on
their name. Be warned, when you chane your attitude towards a player,
they are informed of your new status. You can see what another
player's reaction to you is by looking at their entry in the reaction
column.
So what does all of this liking and disliking do? It sets the
attitude of your associates and limits what types of hostile actions
that you can perform on the other player. Depending on what the PvP
setting is for the area you are currently in, your attitude will
determine whether you are friendly, neutral or hostile to that player.
The following table describes the effects of your attitude and PvP
setting.
PVP ATTITUDE CHART:
------------------------------------------------------| RELATIONSHIP | NO PvP
| PARTY PROTECTED | FULL PvP |
|--------------|-----------|-----------------|----------|
| In Party
| Friendly | Friendly
| Neutral |
|--------------|-----------|-----------------|----------|
| Likes
| Friendly | Neutral
| Neutral |
|--------------|-----------|-----------------|----------|
| Dislikes
| Friendly | Hostile
| Hostile |
------------------------------------------------------If you are friendly toward another player, you cannot harm them,
pick their pockets or perform any hostile action against them. Any
hostile spells will not affect them and you will not perform attacks of
oppurtunities against them. Your associates (animal companions,
Familiars, summoned creatures and henchmen) will not attack the other
player.
If you are neutral toward another player, you can perform overt
hostile actions and hostile spells will damage them. Your associates
will still not attack the other players and you will not perform any
attacks of oppurtunity.
If you are hostile toward another player, you can perform any
hostile action, you will receive attacks of oppurtunity and your
associates will attack the other player. The legend at the bottom of
the Player Reactions panel contains a full list of the consequences of
your hostility state.
If you are hosting the game server, you will also have a Boot and
Ban button. By selecting a player and pressing the Boot button, that
player will be disconnected from your server and that player may
reconnect at a later time. If you ban the player, the player's Player
Profile will be added to your servers Ban List and they will be
prvented from connecting to your server, even if they try to be slick
and create a new character. Gotta love Game Spy!
================================================================ #19 ==
---------------------------* 19) HINTS AND STRATAGIES *
---------------------------I want this section to thrive off of player feedback so if you've
developed a stratagy, e-mail it to me so I can add it in this section.
I will of course credit you for any stratagies you send me that I
incorporate into this guide.
- REST OFTEN! When you rest you will recover all of your hit
points, regain your spell usage for the day, and in most cases recover
from any poison, disease, or long-lasting spell your character has
suffered from. Keep in mind that you cannot rest if enemies are near.
There is no certain time frame you have to beat the game in (resting
takes up 24-hours of game time) so rest as often as you'd like.
- SAVE OFTEN! You know how PC games can be, how they freeze up
sometimes or just shut down and exit because of some error, so you will
want to save your game as often as possible. This won't happen in this
game if you have the latest patch installed but you should play it safe
anyways. There's nothing worse than wandering around for two or three
hours without saving and then a fuze blows in your electrical box
shutting down power to your house because your girlfriend was blow
drying her hair, brewing some coffee, making toast, and microwaving
some oatmeal at the same time; thus screwing you out of your hard
earned XP and completed quests.
- DON'T SAVE WHEN: You're Stunned, Dazed or Paralyzed due to spells
or traps, or are suffering any other kind of negative spell effects.
If you save in the middle of a battle around the enemy when you are
paralyzed/stunned/dazed and die, when you load the game you'll still be
paralyzed and probably die again and again. If you want to save midbattle, then use the Stone of Recall to teleport to safety and rest up
to get healed, or ask to be healed, then save the game.
- LEVELING-UP TIP: Before clicking the level-up icon that appears in
time you fight it. Respawning here and there won't make much of a
difference, just don't make a habit of it or it will take forever to
get your character into the higher levels and you'll be wandering
around Neverwinter broke.
- OPENING CONTAINERS AND DOORS: If your character has poor Open Lock
skills and fails in his or her attempt(s) to open the container or
door, then bash open the chest/cabinet/crate/desk/door or cast a spell
on it such as Knock, Fireball, or Magic Missles to name a few. You can
also use wands to open up the chest, like Fire or Magic Missles to name
a couple. This same stratagy applies if the container or door is
trapped. Bashing an actively trapped chest or door, however, will
damage, or possibly even kill your character so keep this in mind.
Once an actively trapped container or door is destroyed via a spell or
wand, the trap will also be destroyed.
- Speaking of wands, your character may *NOT* equip a wand to either
hand (if your character class allows the use of them). The best way to
use wands are through the Quickbar.
- RED GLOW: If a big or small red square is on the floor, or if a
container or door turns red while you are near it, this signifies a
trap so try to disarm it or avoid it altogether.
- Speaking of traps, don't disarm traps while engaged in combat or
fight near them, move away from the trapped area and kill the freaks
first and then try to disarm the trap. If you are disarming a trap in
combat, it may blow off in your face due to spectacular failure and
it's going to hurt really bad if it's a spike trap.
- PALADIN TIPS: Deciding to be a Paladin is one thing but
maintaining your Paladin status can be another, since it can be a bit
challenging at times. Remember that Paladins can only be of lawful
good alignment, any shift to another alignment and you will *NOT* be
able to gain in character level until your alignment becomes lawful
good again. I don't know if you can gain in character level
retroactively if this happens to you since my alignment never shifted
when I played the game as a Paladin and I've never experienced this
downfall. I'm guessing that you probably can but I wouldn't be
surprised if you couldn't. If playing the game as a Paladin you must
remember to ALWAYS be nice to people. Don't steal from them, threaten
them, respond rudely to, perform hostile actions against non-hostile
creatures or people, or kill innocent creatures and people, since doing
any of these things can shift your alignment. Getting cocky, being
rude, or threatining people here and there won't shift your alignment,
but if you constantly do it then your alignment will shift from lawful
good and you may want consider playing the game with a character class
that better suits your non-lawful good playing style.
- FIGHTER AND BARBARIAN TIPS: First and foremost when creating your
character get your Strength ability score to at least 16 since strength
is what makes these warriors shine, you'll also want a moderately high
Dexterity score (14) so you're more nimble in combat but if you plan on
wearing heavy armor Dexterity isn't that important, and at least a 14
Chat Window while messing around with spells, if you cast numerous
spells that produce the same effect a message will pop up informing you
that the spell properties do not stack. For example, if you cast the
spell Minor Globe of Invulnerability on yourself and then also cast
Globe of Invulnerability on yourself, you'll only have the effect of
the first spell cast since the second spell is the same one, just a
better version of it.
- HASTE: Haste is a very, very good spell to use, or an ability to
aquire by wearing the Boots of Speed or drinking a Potion of Speed.
Haste makes you gain one extra attack PER round if using melee or
ranged weapons and will cut spellcasting time down to HALF! Haste also
increases your base speed to 150% so fleeing enemies from combat
without the risk of an Attack of Oppurtuniy they always seem to win
when you flee from them mid-combat will be a breeze, which is always a
plus. I can't count how many times my character was slain from behind
while trying to flee from combat between levels 2-5.
- TALK TO EVERYONE! During your adventure you should talk to every
person you come across. By doing this you'll aquire side quests;
obtain information about the main/side quests you're currently working
on; be able to buy better wqeapons, armor and goods; and hear a bunch
of interesting stories. If you don't talk to people then you'll feel
"lost" throughout the game and won't know where to go, what to do, and
so forth.
- COMMON SENSE: Use your head throughout your adventures. If an
enemy is surrounded by flames or named "fire" something, then it's 99%
sure to be resistant to fire damage so don't launch fireballs at it; if
an enemy is surrounded by ice or named "ice" something, then it's 99%
sure to be resistant to cold damage so don't spray it in the face with
a blast of ice, etc, etc, etc. And if an enemy is surrounded by ice
what would be the best way to kill it? And vice-versa if an enemy is
surrounded by flames?
- CURSED AND LEVEL DRAIN: If you're not able to read scrolls or cast
spells, and get a Cursed or Level Drain spell cast upon you, you will
REMAIN cursed or reduced in levels UNTIL you find a cure. Resting or
drinking potions will *NOT* cure your character from these spell
effects, visit the Temple of Tyr or Hall of Justice and ask to be
healed and these effects will be no more. Obviously Remove Curse is
the only spell that can cure your cursed character. If you are Level
Drained, cast a Restoration or Greater Restoration spell; Lesser
Restoration will not remove this effect. Level Drain will eventually
reduce your character to level 0 and if you had a brain, then you know
what that means. Having a character class adventuring with you that
can cure these wretched spell effects will save you a trip to the
Temple of Tyr, and the gold required to recall yourself to where you
were.
- IMMPOSSIBLE RATED ENEMIES: Just becuse an enemy has a rating of
immpossible doesn't mean it can't be killed, it just takes a hell of a
lot longer and the XP will be well earned and rewarded for the time,
effort, and startagy involved in bringing them down.
characters in the party suffer due to your laggieness and they'll boot
you off of their server immediately, probably even ban you. They're
not trying to be rude but if you're a Wizard trying to launch a
Fireball in the heat of battle that takes 90 seconds to cast (because
of the tiny connection you're connected to their server with),
meanwhile other members in the party are dropping like flies and that
Maximized Fireball could've saved them all, they're not going to be too
happy and boot you. This also applies if you have a crappy video card
and the game lags when you play it single player, stay off the Internet
- just a suggestion.
- GAME PERFORMANCE TIPS: If you don't have a decent video card and
the game lags really bad during your adventures, go into the Options
Menu and click on Video Options. Lower the game resolution and all of
the bars and disable any check marks until the game doesn't lag
anymore. If you've lowered all of the bars and disabled all of the
special graphical features and the game still lags, you'll have to go
out and buy a new video card.
- BACK UP SAVE! Always have a back up save besides the default Auto
Save. One time while I was in chapter three in the origional campaign
and did the Hill Giant Lair and the Star Sapphire quest (both no Auto
Save areas), I was stupid and never saved my game in-between those two
quests. While in the final room in the lair where you kill the chief,
I was nearly dead as he fell victim to my infernal wrath, anyways, I
was up against the wall and rested as soon as I was able to and saved
the game while I was resting. When I was done resting and stood up, I
was stuck to the wall and couldn't move my character. I loaded the
save I just made and was still stuck to the wall. I exited the game,
restarted my computer, loaded the game again, and, what do you know, I
was STILL stuck to the wall. I must've loaded the game twenty times
with no luck whatsoever, forcing me to load the last Auto Save and
losing nearly two hours of adventuring. I got stuck on a few walls
like this during the game so I advise you to have a back-up save in
case anything like this ever happens to you. And you can really get
screwed right up the whazoo if this happened and you were also playing
an additional adventure and the Auto Save is for that game and not the
current game you just got stuck in. This is why I recommend a back-up
save so to avoid situations like this.
- HENCHMEN: Hiring a henchman is always a good idea, especially
while you're below 10th-level. When a henchman dies while fighting by
your side they will resurrect in the local Temple of Tyr (or Hall of
Justice) so that's where you can find them after they croak. You may
only let one henchman tag along with you at a time so try to stratagise
the use of each of their unique abilities to overcome all of the tough
obstacles and battles that lie ahead. Henchmen also gain levels as you
gain levels. For every 1-2 levels you gain, your henchmen gains 1,
regardless of whether they adventure with you or not. However, they
will gain levels faster if they adventure with you. Make sure you talk
to your henchmen frequently and tell them to level up, even if they're
not adventuring with you. You have no control when it comes to a
henchman leveling-up and can't choose their skills, feats or spells
like you can when your character gains a level. The only downfall of
having a henchman fight by your side is that the XP gained for killing
creatures are split evenly between you and your henchman. Meaning that
a creature that normally rewards 10 XP for killing it if you were by
<><><><><><><><><><><><>
~ NEVERWINTER ACADEMY ~
<><><><><><><><><><><><>
>>> ACADEMY TRAINING
You will start the game off in the Academy. The Academy is where
you will learn to fight, use magic, and learn all of the abilities for
the character class you've chosen. In the room you're in open up the
treasure chest for a random item. In nearly all containers are
randomly generated items so I can't exactly tell you what will be in
them. To the left of this room are two more, go into them and look in
the desk and an armoire for a couple more items. There are two men in
the larger room, walk up to Pavel and talk to him. When talking to
people you will have a choice of numerous responses. A lot of these
responses are alignment related so choose wisely as how to respond to
people. Getting cocky and being rude to people can shift your
alignment towards evil if you're good, and being polite to people can
shift your alignment towards good if you're evil so you will want to
keep this in mind, especially if you're character is alignment geared
such as a Paladin. Pavel will give you some information relating to
the plague and other interesting stuff. After you finish talking to
Pavel go and talk to Bim. Bim will offer to give you a short tutorial
and I advise you to take him up on his offer so you can choose the
camera angle that best works for you. After the tutorial go through
the door that opens behind Bim.
Approach Olgerd and speak to him, he will offer to give you a
tutorial on how to barter with vendors and other valuble game
information. When you are finished with this tutorial Olgerd will give
you an armor type of item which varies depending on your character's
class. Go through the door on the left to enter a Library and talk to
Berna for another tutorial about your Journal and Map. Your Journal is
where all of the current and completed main and side quests are stored.
If you ever have trouble in a quest as to how to complete it then read
the latest journal entry for that quest for a clue as to where to
proceed next in that particular quest. I advise you to play the whole
game with the map on for this will make exploring a lot easier. After
talking to Berna your journal will get updated, search the bookshelf
and book pile for some books, read them if you wish. You will learn a
TON of information by reading the books you find but it gets tedious
after awhile because there are so many books to read throughout the
game. You can look in the Items Section of this guide for a complete
list of all the books found in the game. Note that books are heavy so
you might want to discard or sell them when you are finished reading
them so they don't max out your weight carrying restriction. If your
weight carrying restriction maxes out your character will slow WAY down
and you won't be able to run so try not to let this happen. Go through
the door past Berna to enter the combat training area.
>>> COMBAT TRAINING:
Talk to Herban and he will tell you about combat techniques and
such. When you are done talking with Herban approach Dendy who is to
the left of Herban. Dendy will teach you about melee combat, listen
carefully to what he has to say. No matter what type of character you
are you will be destroying the enemy forces with melee combat so I
advise you to learn how to do just that. When he is done talking
you'll have to hit him or destroy the combat dummy to complete your
melee training, once you do your melee combat test will be completed.
To the right of Dendy behind the pillars is Hewwet, talk to him to
learn how to use ranged weapons. Next to Hewwet is a weapon rack, take
the weapons off of it which include a Heavy Crossbow, a Sling and a
Longbow, along with ammo for each weapon. Equip one of the weapons and
simply shoot the target leaning against the far wall. Now talk to
Hewwet once more to complete your combat training and your journal will
get updated. Hewwet will tell you about Lady Aribeth and how she needs
to speak with you but first you must do some more training if you're a
magic caster, a Rogue or a Monk. If you want you can take the ranged
weapons you don't want to use and sell them to Olgerd. Believe me when
I tell you that in this game every gold piece you can gain will be well
worth it, potions and magic items are quite expensive so always sell
items you don't want or need. If you're a combat based character, such
as a Fighter or a Barbarian, then head straight to speak with Lady
Aribeth in the Graduation Room. To get to where she is turn on your
map, on the bottom right is a long corridor, go to the door at the end
by the Door Guard and speak with him, he will open the door so you can
meet Lady Aribeth (quest continued after the Magic Training and Rogue
Training sections).
>>> MAGIC TRAINING:
Go into the coridor that leads to Lady Aribeth and if you're an
Arcane Magic User (Wizard or Sorcerer) then go into the first room on
the left. Talk to Jaroo and he will teach you how to read scrolls,
prepare spells from your Spell Book and how to cast spells. Some
people get royally confused about magic and how to cast spells but it
is a REALLY simple process so pay close attention to your lesson. When
Jaroo is done talking take the magic test, after you pass your journal
will get updated and you are now ready to see Lady Aribeth. Go speak
to the Door Guard guarding the Graduation Room and speak with Lady
Aribeth (quest continued after the Rogue Training section).
If your a Divine Magic Caster (such as a Cleric or Paladin) then
go into the first room on the right and speak to Elynwyn, he will teach
you how to memorize spells and such, here you will also learn how to
Turn Undead creatures. Some people get royally confused about magic
and how to cast spells but it is a REALLY simple process so pay close
attention to your lesson. When Elynwyn is done talking take the magic
test and after you pass your journal will get updated. Go speak to the
Door Guard guarding the Graduation Room and speak with Lady Aribeth
(quest continued after the Rogue Training section).
>>> ROGUE AND MONK TRAINING:
In the corridor that leads into the Graduation Room go into the
third door on the left and speak with Ketta if you're a Rogue or Monk.
Here you will learn how to pick locks, sneak up on people, steal, and
all of the other Rogue and Monk related skills. After you complete
this phase of training you are ready to meet Lady Aribeth, speak to the
Door Guard guarding the Graduation Room to do so.
>>> ESCAPING THE ACADEMY
Approach Lady Aribeth to graduate from the Academy. During your
conversation some Mages will appear, go and kill them all then speak
with Lady Aribeth once more to learn a whole bunch of information as to
what's going on. Lady Aribeth will give you Aribeth's Key so you can
access the rest of the academy. Leave the Graduation Room and a
Mysterious Mage will appear, he will then summon up some Weak Goblins
for you to kill. When you have killed them go into all of the rooms
(except where the game began) to kill a bunch more Goblins for some XP.
Make sure that when they die to pick up their remains, if they leave
any, for a lot of random items. When all of the Goblins are slain go
into the corridor that leads to the Graduation Room, open up the second
door on the left, this is what Aribeth's Key was for and it will
disappear from your inventory.
Go through the door ahead of you and that Mysterious Mage will be
on the left, he will again summon up some Goblins so take out these
minor threats. Go through the door on the left and straight ahead is
some guard named Pavel, talk to him if you wish and you can let him tag
along with you if you'd like. If you let people tag along with you you
can send them on their way at any time by simply talking to them and
telling them you don't need their help anymore. Go through the top
door to the right of Pavel.
This area is just a big square with a couple of rooms leading off
of it. Kill the Tough Goblin, a few Weak Goblins, and a few Weak
Skeletons. Head into the upper-most room on the map and speak with
Geldar. Geldar teaches you how to level your character up and he will
give you enough XP so you can do just that. Leveling up is a simple
process, to do so choose your character's class (if multiclassing you
can choose another class to add to your initial one); pick out some
skills from the vast list of available skills (sticking more to your
class skills); choose some spells to learn if you're a magic caster;
choose a Familiar or Animal Companion if one is available for your
character type; choose some feats if they become available; then a list
will pop up letting you know how many HP you'll gain and such. If
you're not happy with the HP you'll gain or have made a mistake as to
what skills, feats, or spells you've chosen, click Cancel and go
through this process again. If you're happy with what you'll gain
click OK to complete the leveling up process. Head through the door to
the right of Geldar to enter a long corridor.
Go through the corridor and continue along to a door at the end,
enter another room and kill all of the Skeletons in here. Search the
corpse lying in the middle of the room for a Wizard Robe and armor.
Head back into the corridor and go left, you will come to another
corridor with a door ahead of you, a door to your left, and a door to
your rightright. Go through the doors on the left and look on the
Alchemist's Apparatus for a random potion, open up the crates in here
for more items. Leave this room how you entered it and go through the
door at the other end of the corridor, open up the treasure chests in
here for yet some more items. Leave this room the way you came in and
go through the door on the right to enter a large room.
Run straight into another large room and the Mysterious Mage will
make another appearence. Kill the Mage, he will cast Magic Missles at
you, and kill all of the Goblins and a Skeleton. Pick up any remains
and look inside of the crates in this room for more items. Go through
the door by the gold dot to enter the stables. Kill all of the
remaining Goblins, including an Elite one, and witness something very
interesting. Talk to Desther and Fenthick and then Desther will storm
out of the stable. Talk to Fenthick again and after the conversation
you will gain enough XP to level your character up. When you are
finished leveling up go through the door that Desther went through to
conclude the Prelude.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#21B ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER ONE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
CHAPTER ONE "CONTROL F" NAVIGATION CODES:
C1-1 Neverwinter City Core
C1-2 Peninsula District
C1-3 Blacklake District
C1-4 Beggar's Nest
C1-5 Docks District
C1-6 Helm's Hold
<><><><><><><> C1-1
~ CITY CORE ~
<><><><><><><>
-- QUESTS:
- Main Quest: The Wailing and the Waterdhavians
- Main Quest: Peninsula: Prison Break
- Main Quest: Blacklake: Tensions Rising
- Main Quest: Docks: Trouble in the District
- Main Quest: Beggar's Nest: Undead Infestation
- Side Quest: Temple of Tyr: Never's Tomb
- Side Quest: Moonstone Mask: An Evil Offer
- Side Quest: The Great Tree: Animal Rescue
- Side Quest: Cloaktower Membership
- Side Quest: Moonstone Mask: Art Theft
- Unofficial Side Quest: Tamora and Hoff
- Henchman Quest: Tomi's Tale
- Henchman Quest: Daelan's Tale
- Henchman Quest: Sharwyn's Tale
- Henchman Quest: Grimnaw's Tale
- Henchman Quest: Boddyknock's Tale
- Henchman Quest: Linu's Tale
>>> EXPLORING THE CITY CORE:
You will start this chapter off in the Sanitorium that leads to
the Halls of Justice - they're not painted green and you can hear no
money talking. Desther and Fenthick are ahead of you so go talk to
them. Head through the door in here to enter the Halls of Justice and
then speak with Lady Aribeth on the left. She will give you valuable
main quest information and she will also give you a Stone of Recall.
This stone will make you teleport back to the Halls of Justice when you
use it, even if you're in the middle of an intense battle so keep this
in mind if you're near death and out of health potions/spells. You may
also recall yourself to where you used the stone last by stepping into
the Recall Portal atop the stairs for a fee of 50 gold. Lady Aribeth
has weapons, armor, and items for sale so you probably want to check
out her inventory. A lot of the magic items she has for sale are
ridiculously expensive so you won't be able to afford any of them for
awhile. Whenever you get diseased, poisoned, cursed, or other
unfortunate things happen to you Lady Aribeth will heal and cure you if
you ask her to. You will notice some stairs leading to a Diving Pool
just past the Stone of Recall portal. This pool will store important
quest related items so if you drop them by accident because you didn't
know it was quest related, or drop them due to a full inventory, you
will be able to get that item back. I'm so glad that this pool is
available or I would've been screwed on the Cloaktower quest, good
looks BioWare.
Exit the Halls of Justice and a woman named Bethany will run up to
you and tell you about a Prison Escape in the Peninsula District, this
is another main quest that will get added to your Journal. Next to the
fountain ahead of you is a guard named Halion, talk to him and ask him
about the different districts in the City Core. When you are finished
talking to him you will aquire three more main quests in your journal,
Blacklake: Tensions Rising; Docks: Trouble in the District and Beggars
Nest: Undead Infestation.
The Neverwinter City Core is just a big square and in the northwest corner is the Docks District; in the north-east corner is the
Blacklake District; in the south-west corner is the Peninsula District;
in the south-east corner is the Beggar's Nest. You will probably
aquire some side quests while exploring, just look below to find out
how to complete that side quest. Keep in mind that side quests are not
required to be completed for you to finish the game and they're all
optional. I advise you to complete them all for the valuable XP and
items you'll be rewarded for doing so. There are a ton of treasure
chests, barrels, and crates to open up for a lot of items in this area
so make sure you open all of them. You can also enter some homes and
buildings for more items if you wish. There is a merchant near the
entrance into the Peninsula District that sells Magic Bags. These bags
will reduce the weight of the items you put into them, they're kind of
expensive but well worth the gold. If you don't have enough gold to
purchase one just yet remember this guy for a future purchase.
Near the entrance into the Beggar's Nest is a store called the
Shining Knights Arms and Armor, go in there and check out the vendors
inventory; make sure you tell him you're looking for premium equipment.
He will then give you a key so you can go into the basement, do so and
speak to Marrok who can enhance magical weapons and armor. He'll let
you know what you need if he is to make you something magical so
remember this guy and come back here often so he can craft stuff for
you when you've aquired the proper items needed. If you ask him for
examples on what components are needed in order to make items he will
give you a book called Recipes of the Forge; in this book are the
components needed to craft the stated weapons in the book. The book
reads to craft a weapon you will need a "magical weapon" and a
component; by magical it means a weapon with a +1 Enhacement Bonus
(Longsword +1, Scythe +1, Shortsword +1, etc.). To make a weapon place
the +1 Enhanced weapon into the forge and the component required, then
speak to Marrok and he will charge you 500 gold, after you pay the man
take the new weapon out of the forge.
In the Trade of Blades you can hire henchman but they all require
at least 200 gold (150-175 if you can successfully persuade them) to
fight by your side, they also each have a quest for you to complete,
just look in the sections below to learn how to complete their quests.
_______________________________________________________________________
------------------------------------------~ SIDE QUEST: TEMPLE OF TYR: NEVER'S TOMB ~
------------------------------------------This quest will get aquired in the Halls of Justice. In the room
where Lady Aribeth is go into the north-most room on the map and speak
with Oleff. During your conversation you will have to persuade him
into letting you know what's bothering him, if you fail just keep
persuading him until you succeed. He will then tell you about the
tombs and other information, offer to help him find the artifacts in
the tombs. Oleff will then give you a letter for Briley who is located
in the Peninsula District, you MUST keep this letter in your inventory
to complete this quest; if you drop the letter then just ask Oleff for
another copy.
In the Peninsula District Briley is located in a house just up the
road from Ms. Dulcimae on the left. Enter the house to see a guard
named Jones, go down the stairs behind him to enter a tomb. Go through
the door ahead of you to speak with Briley, give him the letter from
Oleff. Briley will tell you a bunch of information pertaining to this
quest so pay close attention to him. Open the chest to the left of
Briley and take the four items out of it, they include the Halueth Dig
Logbook, Ceremonial Arrow, Cerominal Shield, and a Cerominal Sword.
In the Blacklake District, from the main gates go left to spot a
little girl named Punkin standing in front of her house. Talk to her
and she'll tell you about some strange things going on in the basement
and will give you a password after you persuade her. Go into her house
and examine the bookshelf, say the password to it and it will slide
open, go down the stairs behind it to enter the basement. Kill some
Zombies down here and you'll see a treasure chest in front of a door,
go and put the Ceromonial Arrow in it and the door will open, head on
through. You will be attacked by four Swords of Never, ghost swords.
These things are really tough so you may want to wait until you're at a
higher level before you fight these things. When you have destroyed
them, open up the sarcophagus and take the first atrtifact, Halueth's
Rusty Armor.
In the Beggar's Nest while you're in the Great Graveyard you'll
see a tomb with a chest in front of it to the left of the Warrens of
the Damned. Open the chest and put the Ceremonial Shield in it and the
tomb will open. Go in there and kill the Mummy, open up the
sarcaphagus and take the Ancient Chronicles of Haleuth Never out of it.
In the Docks District the final tomb is in the Aqueducts. Enter
the ducts through the Silver Sails Trading Company, in the top-left
corner on the map is a door (marked exit on the map) with a chest in
front of it, put the Ceremonial Sword into it and the door will open.
Step on through and open the sarcophagus and take the Ancient Symbol of
Tyr, this will make some Zombies come out to play so kill them all.
Now that you have all three artifacts bring them to Oleff if
you're a lawful character, or bring them to Gilles (see quest An Evil
Offer below) if you're an evil character. For this quest you'll get
better rewarded than the evil choice. You'll receive a total of 9
alignment points towards good, 600 gold, 200 XP, and an Amulet of Will
+3.
_______________________________________________________________________
--------------------------------------------~ SIDE QUEST: MOONSTONE MASK: AN EVIL OFFER ~
--------------------------------------------There's not much explaining to do for this side quest. In the
let you help and she will tell you about some objects of art that were
stolen and if you can retrieve them for her, tell her you'll help to
aquire this quest.
In the Blacklake District there is an estate called Hodge's Estate.
There is someone guarding it, he'll turn a blind eye so go ahead and
bash the door in, or cast spells on it, or pick it, and enter the
estate when the door gets opened. Search the entire estate to find a
chest in here for a Note from Hodge, a Club +1, and the first missing
piece of art, the Gilded Urn. Take the Urn to Ophala to be rewarded
125 XP and 400 gold.
Again in the Blacklake District there is an estate called the
Rumbottom Estate. There is someone guarding it, he'll turn a blind eye
so go ahead and bash the door in, or cast spells on it, and enter the
estate when the door gets opened. Search the entire estate for a lot
of items and you'll run into some guy named Thoms Rumbottom. Bash open
the chest behind Thoms for the second missing piece of art, Portrait of
Sir Reginald Rumbottom III. There is a little trick for you to gain a
lot of extra XP at this point in the game. Talk to Thoms again and
choose reponse 2, then choose response 1, then choose response 1 again,
this makes some more Noble Guards attack you. When you have defeated
them talk to Thoms again and repeat this process over and over to gain
a level or two. The only downfall is that it will take a little while
to level up so if you have patience then it will pay off for you,
especially if you're a multiclassed character. Another downfall is
that you can't gain more than twenty total character levels so don't
spend days on end here leveling up. The higher level your character
becomes, the less XP these guards will give you when you kill them.
It's ingenious the way Bio Ware incorporated the no more than twenty
character levels into the game. When you've leveled up one or two
levels (if you choose to), take the portrait you just found to Ophala
to receive 125 XP and 400 gold.
The last piece of art is in the Docks District. Go in the Androd
Estate on the top of the district map. Explore the estate and kill all
of the guards roaming around for some nice XP and search for items. In
the top room that's locked, bash or open the door to speak with Androd.
Open up the cabinet behind him to find Androd's key and the final piece
of missing art, a Gaudy Statuette. Open up all of the chests in here
and then take the statuette to Ophala. You will be rewarded 125 XP and
400 gold just for giving the statuette to her; you'll be rewarded an
additional 250 XP and some Boots of Reflexes +3 for the completion of
this quest.
_______________________________________________________________________
-----------------------------------------~ UNOFFICIAL SIDE QUEST: TAMORA AND HOFF ~
-----------------------------------------While you're in the Moonstone Mask, speak with Ophala and tell her
you want permission to access the back room. Ophala will give you a
letter and tell you that you must be disease free if you want to meet
her harlots in the backroom. Take this letter to Oleff in the Halls of
Justice and show it to him, he will then give you a letter stating you
are disease and palgue free. Return to Ophala and give her your clean
bill of health, she will then give you the Moonstone Mask Backroom Key.
Speak with Torgo (he's near Ophala) and purchase a Pass Coin from
him for 200 gold. Go in the backroom, which is actually upstairs, to
the third floor and speak to Tamora and give her the Pass Coin. The
object here is to get Tamora to fall asleep so first tell her you would
like to ask some questions, then tell her you want to ask some serious
questions, then choose the response how lonely is it to be an
adventurer, then brood on about how nobody cares, then ask her if she
knows anything of the plague, then tell her you were specially assigned
to investigate the plague. After telling her all this stuff, choose
the response let's retire to your bed chamber. Tamora will then fall
to the floor asleep and you'll be disrobed, speak to her one more time
and ask her what she needs and she will give you Tamora's Brooch and
tell you of some stalker Orc named Hoff who won't leave her alone and
if you could take care of this problem for her, agree to do so. This
quest will *NOT* get added to your journal so don't go looking for it
in there.
While you're in the Docks District, speak to Hoff who is located
on the west-end of the map standing by the docks. You can either
threaten him into staying away from Tamora or kill him to ensure that
he nevers bothers that sweet little harlot ever again. Return to
Tamora and tell her that Hoff has been killed or scared away and she
will reward you with 50 XP and 3 alignment points towards good.
_______________________________________________________________________
------------------------------~ HENCHMAN QUEST: TOMI'S TALE ~
------------------------------In the Halls of Justice near the exit into the City Core is a guy
named Tomi. Talk to him and then hire him as your henchman for 200
gold pieces, you might be able to persuade him to join your side for
less gold. When the conversation is over talk to him again and choose
the option "I just want to talk" and then choose "Tell me about
yourself" and Tomi will begin to tell you his tale. Note that to get
the full scoop on Tomi (around level 6) you have to be a character with
higher levels of experience. If you're not that well experienced then
your Journal Entry for Tomi's Tale will say he'll tell you more when
you've gained more experience, so after every level you gain speak to
Tomi some more to eventually find out that he needs you to find some
documents for him. Remember that you can release Tomi (and all of the
other henchman available to you) any time you want by telling him you'd
be better off on your own. The Official Documents Tomi needs are
located in the Beggar's Nest in the Thomas Wheelwright Repair Shop on a
bookshelf. For giving him the documents Tomi will reward you with 100
XP and a Ring of the Rogue +1 (Dex +1, Open Lock +1, Disable Trap +1).
_______________________________________________________________________
--------------------------------~ HENCHMAN QUEST: DAELAN'S TALE ~
--------------------------------In the Trade of Blades speak to an Orc named Daelan Red Tiger and
hire him as your henchman for 200 gold, you might be able to persuade
him to join your side for less gold. When the conversation is over talk
to him again and choose the option "I just want to talk" and then
choose "Tell me about yourself" and Daelan will begin to tell you his
tale. Note that to get the full scoop on Daelan (around level 6) you
have to be a character with higher levels of experience. If you're not
that well experienced then your Journal Entry for Daelan's Tale will
say he'll tell you more when you've gained more experience, so after
every level you gain speak to Daelan some more to eventually find out
that he needs you to find a Brooch for him. The Brooch is located on a
boat in the Docks District to the west on the district map. Kill the
Bloodsailors on this boat and open up a chest to find the Brooch. When
you give this Brooch to Daelan he will reward you with 100 XP and an
Amulet of the Red Tiger Tribe +1 (Str +1, Immunity: Fear).
_______________________________________________________________________
---------------------------------~ HENCHMAN QUEST: SHARWYN'S TALE ~
---------------------------------In the Trade of Blades speak to a woman named Sharwyn and hire her
as your henchman for 200 gold, you might be able to persuade her to
join your side for less gold. When the conversation is over talk to
her again and choose the option "I just want to talk" and then choose
"Tell me about yourself" and Sharwyn will begin to tell you her tale.
Note that to get the full scoop on Sharwyn (around level 6) you have to
be a character with higher levels of experience. If you're not that
well experienced then your Journal Entry for Sharwyn's Tale will say
she'll tell you more when you've gained more experience, so after every
level you gain speak to Sharwyn some more to eventually find out that
she needs you to find potion for her so she can heal her mother. In
the Tanglebrook Estate in the Peninsula District is some Celestial
Elixir on an Alchemist's Apparatus, take it and give it to Sharywn.
She will reward you with 100 XP and a Belt of the Performer +1 (Cha +1,
Perform +1, Persuade +1).
_______________________________________________________________________
---------------------------------~ HENCHMAN QUEST: GRIMNAW'S TALE ~
---------------------------------In the Trade of Blades talk to a man named Grimnaw and hire him as
your henchman for 200 gold, you might be able to persuade him to join
your side for less gold. When the conversation is over talk to him
again and choose the option "I just want to talk" and then choose "Tell
me about yourself" and Grimnaw will begin to tell you his tale. Note
that to get the full scoop on Grimnaw (around level 6) you have to be a
character with higher levels of experience. If you're not that well
experienced then your Journal Entry for Grimnaw's Tale will say he'll
tell you more when you've gained more experience, so after every level
you gain speak to Grimnaw some more to eventually find out that he
needs you to find a silver ring for him for him. The ring is in a
house in No-Man's Land near the entrance into Blacklake inside of a
desk, it has an ingraving of a bird on it. Give the ring to Grimnaw to
be rewarded 100 XP and the Amulet of the Long Death +1 (Con +1, Spell
Resistance: 10).
_______________________________________________________________________
<><><><><><><><><><><> C1-2
~ PENINSULA DISTRICT ~
<><><><><><><><><><><>
-- QUEST TO BE UPDATED:
- Main Quest: The Wailing and the Waterdhavians
- Main Quest: Prison Escape
-- QUESTS:
- Side Quest: Tanglebrook Estate
format will slightly change here since there are two ways to
the prison and the side quests are tied right into the main
I'm not going to bother listing the two side quests in
sections.
in the sewers, a bunch of prisoners will attack you. Kill the Gang
Leader to obtain the Prison Key (must search his remains). These Gang
Leaders really aggrevate me, one time it took me ten minutes to kill
one of these bastards. This would be a good time to use my stratagy
listed in the Hints and Stratagies section on fighting enemies near
exits. Now you can enter the prison through the main doors or enter
the prison another way. If you choose to go into the prison now then
skip the next two paragraphs. If you choose to get into the prison
through the Tanglebrook Estate you will gain a lot more XP.
Leave the sewers and set another pyre on fire by the water for
another 25 XP, then cross the bridge to kill some more enemies and
search all of the boxes and such for a lot of items. Keep going along
and follow the outer wall of the district and you'll see a small
building behind the prison, go in there to kill some more prisoners if
you want. Continue along the outer wall of the district along the
water line to come to the Tanglebrook Estate. Before proceeding inside
make sure you walk around the district and kill all of the prisoners,
in this game you want to gain as many XP as possible, also make sure
you look inside all of the houses for more prisoners to hack up.
>>> TANGLEBROOK ESTATE
In the back of the estate is a door mat, look under it to find the
Tanglebrook Estate Key and use it on the door, obviously head inside.
Go through the metal door in here and take Lady Tanglebrook's Journal
off of the bookshelf, go through the doorway by this room and kill the
Stink Beetles, look on the weapons rack for a weapon and then open up
the door across from the stairs. Check the Alchemist's Apparatus for
some potions and make sure you take the Celestial Elixir, this elixer
is for Sharwyn's Tale so don't discard it. Head through the door at
the bottom of the stairs. You will come up to a large chess board on
the floor and can see a dead body in the middle of it, poor Lady
Tanglebrook has succumbed to the forces of evil out to destroy
Neverwinter. Be weary here, the chess board is LOADED with traps so
make sure you disarm a safe way through the board. Check Lady
Tanglebrook's body and take the Two Bladed Sword +1 lying next to her.
Check the room for treasure chests and then head through the door on
the other side of the room, killing Fire Beetles along the way, to
enter the prison.
>>> PRISON
Most people probably enter the prison through the estate so that's
where this guide will start. Go through the door to enter a large
room, kill all of the prisoners in here and search the room for items.
Open the door in here via the lever next to it to enter a corridor with
locked cells. Explore this level of the prison and kill the Gang
Leader and his buddies (there's a lot of them so cast some defensive
spells or dring defensive potions) and then head through the door the
Gang Leader was standing by to enter the next level of the prison,
Containment Unit.
You'll see a guy run into a room, follow him in there if you want
to and close the door via the lever, talk to the guy to find out more
and then leave this room. This area is just a big square with a bunch
of locked cells. There are a couple of doors leading to little storage
areas/cells and on the right side of the map is the door leading to the
next level of the prison, but first you must kill a Sorcerer for that
door to unlock. Go into any of the four doors in the middle of the map
to get attacked by some prisoners and kill the Escaped Sorcerer. This
Sorcerer is tough, he will cast Fireball spells at you that will
severely damage your character so watch out, the Sleep spell is a plus
in this situation. When you have killed the Sorcerer pull the lever in
here to open up all the cells in the area. Search the corpses in all
of the previously locked cell and then go through the door on the right
of the map to enter the next level of the prison, The Pits.
Your Journal will get updated for the prison so read the latest
entry if you wish. This place can get confusing but you'll be okay,
your map will guide you. When you come to the last room on this level
you will be attacked by a large Orc named Kurdan, start fighting back
and when you've beaten him down enough he will talk to you. You can
either spare his life or kill him, your choice. He will tell you about
the Head Gaelor and other things. Open the chests in this room and
then head up the stairs to kill the first Waterdhavian creature.
>>> WATERDHAVIAN REAGENT NUMBER ONE
You will see a few guards walking around, the Head Galeor will
attack you so kill him, then the first Waterdhavian will come out of
his body. This battle is going to prove to be a rather difficult one,
scratch that, an extremely difficult one. This Waterdhavian is the
toughest of all of them, it is in the form of a Intellect Devourer and
it will cast Stun and Daze spells on you so be careful, melee'rs will
have some difficulties killing this creature but casters of the Arcane
should have no problems, just Magic Missle the thing to death. The
creature will possess a guard so go and attack the guard to release the
creature. Attack it some more and it may possess a few more guards in
the room. You will definitely want to use my stratagy on fighting
enemies near exits during this battle, unless you want to use up a ton
of healing potions. When the Waterdhavian dies take its remains, a
Devourer Brain. Search the room for items and then head back to Serdos
to oficially complete the Prison Escape and Prison Key quest, you'll be
rewarded 150 XP and some gold. Go to the Hall of Justice and speak
with Lady Aribeth and give her the Devourer Brain; you will learn more
about what still needs to be done and you'll be rewarded 150 XP and 500
gold. Your Journal will be updated so read the latest entries and head
into the Blacklake District.
_______________________________________________________________________
<><><><><><><><><><><> C1-3
~ BLACKLAKE DISTRICT ~
<><><><><><><><><><><>
-- QUESTS TO BE UPDATED:
- Main Quest: The Wailing and the Waterdhavians
- Main Quest: Tensions Rising
-- QUESTS:
- Side Quest:
- Side Quest:
- Side Quest:
- Side Quest:
- Side Quest:
quest don't forget to talk to Thurin in the Board Laid Bare for your
reward if you have Samuel's side quest. Explore the rest of this floor
of the estate, you'll run into a Meldanen Apprentice. He's pretty
tough and casts an Ice Storm spell that really hurts. Head down the
stairs through the door past the apprentice to enter Meldanen's
Sanctum.
>>> WATERDHAVIAN REAGENT NUMBER TWO
Explore the sanctum, kill some enemies and collect more items.
Go to the bottom right of the map to find a Blacklake Dryad in a cell.
Check the cabinet in this room for the Silver Chalice of Moonbow, do
not discard this because it is needed for Linu's Tale. Cast some
defensive spells, drink some defensive and offensive potions and try to
open the cell and to the Dryad, this will make Meldanen appear. He's a
pretty tough opponent and he will cast Paralyze, Cone of Cold and
Fireball spells at you that REALLY hurt. When you have beaten him down
a bit he will stop fighting and talk to you. Listen to what he has to
say, he wants you to side with him and kill Formosa for him, make sure
you tell him you want the Master Key and you'll let him live, however,
doing this will make Meldanen dissappear. If you agree to kill Formosa
then return to Meldanen after you do, but don't ask for the key if you
decide to kill her. Or you can choose to kill Meldanen, the choice is
yours. Killing Meldanen will earn you a good amount of XP and the
Staff of Meldanen which is a good weapon to keep in your inventory, the
Master Key and Meldanen's Silver Tooth. No matter what your choice is
when Meldanen is gone go and speak to the Blacklake Dryad in her cell.
The Dryad will give you the second Waterdhavian, a Lock of Dryad Hair.
Take the hair to Lady Aribeth to learn more of the Waterdavian Quest
and be rewarded 150 XP and 500 gold.
_______________________________________________________________________
---------------------------------~ SIDE QUEST: THE GAUNTLET ARENA ~
---------------------------------First of all you need to have the Gauntlet Pass from Graxx and
Graxx is located in the Trade of Blades in the City Core. Ask him
where you can get some action and he will tell you about an arena
fight, he'll then sell you a pass for 50 gold so you can fight in this
arena. Head into the Board Laid Bare in the Blacklake District and
speak to the bartender who will then give you a Gauntlet Key. Go use
the key on the door in here and then head down some stairs and through
another door.
Approach the arena and speak to Kellisai, ask her what the rules
are and then tell her you'll fight the first round, then she'll
teleport you into the arena. Melee characters will have a big
advantage over spell casters fo this bloodsport. For the first round
you'll be fighting a Dwarf Fighter named Hrusk and his dog. This guy
really isn't that hard and you should have no difficulty defeating him.
When you have won the round, pull the lever to teleport to Kellisai.
Tell her you're ready for the next round.
This time you'll be fighting a halfling Monk named Kashi and his
wolf, this little bastard can give you a rough time 'cause his Dex is
so high and he's good at dodging. You will want to use a weapon with
at least a +1 Enhancement Bonus for this little guy, if you use one
without a bonus it will take you forever to kill this Monk. He doesn't
hurt you all that much with his attacks so just have patience and
you'll defeat him, when you do pull the lever, talk to Kellisai and
tell her you're ready for the next round. For this round you'll be
fighting a big Orc Agar and his Cogar Cat. Don't be intimidated by
this Orc, he's a wimp and really isn't that hard to beat, when you do
go and pull the lever to grab your third medal.
Talk to Kellisai and enter the final round, you'll be fighting a
human named Claudus and two Panthers. If you gave Kellisai 400 gold to
call the fight in your favor then this battle will be laughably easy,
if you decide to fight fair then this guy will put up a decent fight.
When you have defeated Claudus, pull the lever to be rewarded 200 XP
and the Gauntlet Champion Award, it's a necklace that doesn't have any
special properties or anything. By winning the award you now own the
Board Laid Bare so talk to the bartender to collect the earnings for
the week.
_______________________________________________________________________
------------------------------~ SIDE QUEST: SAMUEL'S RESCUE ~
------------------------------Go into the Board Laid Bare and speak with Thurin, ask him if
there's any work and he'll tell you about a missing guard named Samuel,
tell him you'll look for him and your Journal will get updated. Samuel
is in a prison cell in the Meldanen Estate (see main quest in this
section). When you free him return to Thurin to be rewarded some gold
and 100 XP.
_______________________________________________________________________
---------------------~ SIDE QUEST: UNREST ~
---------------------Near the district circle talk to a woman named Formosa and ask
about Meldanen, then ask about her, then tell her you're looking for
work, tell her you'll do it to aquire this quest. She wants you to
bring her the key to the Warehouse. When you fight Meldanen and he
talks to you, demand that he give you the key to his Warehouse or kill
him to obtain the key. When you've aquired the Master Key and
Meldanen's Silver Tooth, give them to Formosa to be rewarded 500 gold
and a necklace, Periapt of Wisdom +1.
_______________________________________________________________________
------------------------------~ SIDE QUEST: KILLING FORMOSA ~
------------------------------When you fight Meldanen he will offer you a deal. The deal is
that you kill Formosa (which will earn you 10 evil alignment points).
Do so if you want and return to Meldanen to be rewarded 500 gold.
_______________________________________________________________________
<><><><><><><><><> C1-4
~ BEGGAR'S NEST ~
<><><><><><><><><>
-- QUESTS TO BE UPDATED:
- Main Quest: The Wailing and the Waterdhavians
- Main Quest: Undead Infestation
-- QUESTS:
- Side Quest:
- Side Quest:
- Side Quest:
- Side Quest:
- Side Quest:
- Side Quest:
- Side Quest:
- Side Quest:
- Side Quest:
Missing Guard
Aldo and Hector
Find Krestal
Find Jemanie
The Sword Coast Boys
A Lost Soul
A Missing Brother
Strange Cult
Hints of Cult Activity
<><><><><><><><><> C1-5
~ DOCKS DISTRICT ~
<><><><><><><><><>
-- QUESTS TO BE UPDATED:
- Main Quest: Trouble in the District
- Main Quest: The Wailing and the Waterdhavians
-- QUESTS:
- Side Quest: Hints of a Traitorous Intent
- Side Quest: The Masterson Amulet
--------------------------------------~ MAIN QUEST: TROUBLE IN THE DISTRICT ~
---------------------------------------- ADDITIONAL QUEST TO BE COMPLETED:
- Main Quest: The Wailing and the Waterdhavians
Upon entering this district get some information from the Gate
Captain. Throughout this district you will be attacked by Muggers,
Thugs, and Ruffians. Make sure you search their remains and take every
Smuggler Coin you can get for you can buy some good items with them.
You'll see some guy named Neibor near the main gates, talk to him and
ask him "why he needs gold" to learn about an auction in the Seedy
Tavern. Go onto the dock in the south-west corner of the map and talk
to a Bloodsailor. Try to open up a chest on their boat and they will
attack you so kill them, search their remains and take a Bloodsailor
Uniform. In a chest on their boat is a Brooch, don't discard it
because it is required to complete your henchman Daelan's quest. If
you're doing the Cloaktower side quest then go into the Wizard Lab in
the north. Make sure you buy a Bag of Holding from Jerol in Twenty in
a Quiver, this bag will reduce the weight of the items put into it by
100% so it is well worth the money. If doing the Art Theft quest then
go into the Androd Estate on the top of the map.
Go into the Locked House (just bash the door in or open it with
spells) in the north east corner of the map and you'll be attacked by
some Bloodsailors. Head upstairs and kill a Bloodsailor Lieutenant,
he's way tougher than a normal Bloodsailor. Search around up here to
find a Tavern Key and some Orders From Callik, now head to the Seedy
Tavern. There are three ways to get in here, go to the front door and
put on the Bloodsailor Uniform I told you to take earlier, try to open
the front door and bribe a lady with some gold to get in, or use the
Tavern Key you just found on the side door.
Once inside the Seedy Tavern, speak to the Auctioneer to buy some
items with all of the Smuggler Coins you've found. You can purchase
magic armor, weapons, and items if you ask to see his special items.
If you want to get downstairs you have to have a password. Open the
door to see some guy named Chef guarding a door, persuade him into
letting you pass through the door he's guarding if you can. If you
have the Tavern Key then just open up the door and head on through. If
you can't persuade Chef or don't have the key then go upstairs and look
for some guy named Ulfnog, talk to him and him about this Tavern and he
will give you the password. Go through the door Chef is guarding to
enter the Bloodsailor Hideout.
Go through the door and kill some more Bloodsailors. Search all
of the rooms for items and such, in the south-west room you'll fight
another Bloodsailor Lieutenant, kill him and go down the stairs in the
next room. On this level of the hideout search all of the rooms and
kill some more foes, in the north-east room is a friendly Bloodsailor
named Dara'Nei. Talk to her or kill her so you can obtain Dara'Nei's
Locket. Now you are to go to the Silver Sails Tading Company which is
located on the west side of the district.
Once you enter this place you'll be attacked by some Stag Beetles
and Giant Spiders, the spiders aren't that tough but will poison your
character and do all sorts of other negative things, like encumber you
and lower your strength. Explore the rest of this place and kill all
of the enemies, you'll come across a strange door. Use Dara'Nei's
Locket to open the door, kill the Bloated Dire Spider (which is WAY
tougher than all of the other spiders crawling around in here), and
then go into the Aqueducts.
This place is loaded with traps so take your time. If you're
doing the Temple of Tyr quest then there's a tomb you can enter in the
top-left corner of the map marked exit. Go to the Mysterious Boat on
the bottom of the map and talk to Charon. Ask him "to take me
downstream" and he will take you to the sewers.
>>> WATERDHAVIAN REAGENT NUMBER FOUR
Walk through the long corridor and you'll hear people talking,
step through the door at the end. You'll see Callik and a couple of
his guards, you can also see Vengaul though a fence. Callik won't
attack you when he notices you at first but will eventually. Kill
Callik and search his remains for an amulet, this is the Masterson
Amulet so if you're doing that quest this amulet is for Hemmell.
Follow the corridor around to Vengaul and talk to him. Tell him you've
come for the Cockatrice and then you can either fight him or let him
go. When Vengual is gone, open up the crate with the ray of light
coming out of it for the last Waterdhavian, the Cockatrice Feather,
you'll also receive 200 XP for completeing the Trouble in the District
quest. To complete the Waterdhavian quest take the feather and give it
to Lady Aribeth, you will be rewarded 150 XP and 500 gold.
_______________________________________________________________________
-------------------------------------------~ SIDE QUEST: HINTS OF A TRAITOROUS INTENT ~
-------------------------------------------You'll get jumped by four Hired Assassins in front of the Seedy
Tavern, search their remains to find an Anonymous Letter. Take the
letter to Fenthick to be rewarded 50 XP and 250 gold.
_______________________________________________________________________
-----------------------------------~ SIDE QUEST: THE MASTERSON AMULET ~
-----------------------------------Near the boat by the Bloodsailors is a man named Hemmel Masterson,
talk to him and ask him what seems to be the trouble to aquire this
quest. He wants you to recover an amulet for him. During the main
quest you'll fight Callik, take the amulet from his remains and return
it to Hemmel to be rewarded 500 gold and 150 XP.
_______________________________________________________________________
<><><><><><><><> C1-6
~ HELM'S HOLD ~
<><><><><><><><>
When you have completed all of the optional side quests above and
have given Lady Aribeth all four Waterdhavian Reagents, tell Aribeth
that you are ready to proceed to the Ritual Chamber. Note that once
you proceed to the Ritual Chamber you will *NOT* be able to complete
any of the above quests if you haven't finished them. I advise you do
them all so you can gain a lot of useful items and a bunch of extra XP.
You'll notice that you have lost a lot of items that were previously
in your inventory because you no longer need them.
>>> THE CURE AT LAST
In the Ritual Chamber talk to Aribeth, then go speak to Lord
Nasher. Talk to Desther and then the ritual for the cure will begin.
When everything seems good Desther will steal the cure (that bastard!)
and summon some False Helmites, kill them and then speak with Lady
Aribeth to get your Journal updated.
>>> SINS OF A TRAITOR
After speaking with Aribeth go speak with Lord Nasher; then step
into the portal by Aribeth to enter the Road to Helm's Hold. Speak
with Bregan on the left and find out if he knows anything. Head to the
top of the map and speak to a Strange Visage. When you're done talking
go to the left of the map and enter the cave, which is a secret
entrance into Helm's Hold.
Kill Jinkies who will begin attacking you, when he dies open the
door at the end of the corridor. You'll see a little Gnome named
Johnny, go and speak with him to find out some information and then
you'll be able to buy some equipment if you wish. Go into the cell
area on the left and kill all of the Zombies, you'll find an Orc named
Yari the Knife in a cell, you can let him out if you want. Across from
Yari's cell is Dumal's cell, go in there and speak to him for a bunch
of information and your Journal will get updated, you can slay him if
you please. Go up the stairs next to Johnny to officially enter Helm's
Hold.
Explore the hold and kill all of the False Helmites lurking around
and look for items and such, in the south-west corner you can go into a
courtyad through a side entrance to kill a bunch of enemies for a lot
of XP. In the top-corner room next to the stairs up, make sure you
take a book called the Book of Helm off of a bookshelf. In another
room in the north-east corner make sure you take a book called the
Black Grimoire off of a bookshelf.
>>> A DEVIL'S DEAL
Across from the bookshelf where you get the Black Grimoire is a
big demon, Chaohinon of the Void. Talk to the demon and then you'll
have a choice to either banish it or complete the ritual. To banish
the demon place the Book of Helm on the altar; to complete the ritual
put the Black Grimoire on the altar. Either way you'll be rewarded.
If you banish the demon you'll be rewarded 300 XP; if you complete the
ritual you will be able to choose your reward. You can choose a magic
item, a magic weapon, or some of the demon's power (which is just
temporary like you drank some potions or cast a spell), you'll also
earn 300 XP. No alignment shift is involved if you choose to complete
the ritual just so you know; you mine as well complete the ritual to
gain a magic item, it will be nothing spectacular so don't expect
something great. If you choose to banish the demon then you can summon
forth the spirit of the Guardian of Helm. To do this, put the Book of
Helm on the altar after you banish the demon, speak with the spirit and
he will offer you a magic item (Elven Court Bow), a magical item (Ring
of Elemental Resistance), or offer you his powers, which is just
temporary like you drank a potion; you'll also gain 300 XP (I thank
Alfred Jereza for sending in this secret to summon the Guardian of
Helm). Head up the stairs in the north-east corner.
>>> SINS OF A TRAITOR CONTINUED
You will run into Fenthick and you'll have a lengthy conversation
with him. You can't kill Fenthick so don't try to if you're tempted, I
know he's in on it that traitor. Once you go through the door leading
upstairs by Fenthick you'll be trapped up there and won't be able to
leave; you're about to have an intense battle with Desther so rest
before going up there to have full spell usage for the day before the
chaos commences.
This is going to prove to be a challenging battle so drink all kinds
of enhancing potions and cast numerous defensive spells. Desther is in
the middle room and is inside of a magic pentagram being cast by the
five Ritual Creatures surrounding him, there's also Zombies, Skeleton
Mages and Revenants all over the place. Kill all five of the Ritual
Creatures and then Desther will commence his attack. When you've
beaten Desther down so much he will give up, talk to him to find out
loads of new information. Tell him to "shut up 'cause you want to look
around." Check the small rooms for a lot of good items and then talk
to Desther again, tell him "you're taking him back to Neverwinter" and
you will proceed to chapter two.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#20C ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER TWO ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
CHAPTER TWO "CONTROL F" NAVIGATION CODES:
C2-1 Port Llast
C2-2 North Road
C2-3 East Road
C2-4 South Road
C2-5 Luskan and the Host Tower of the Arcane
<><><><><><><> C2-1
~ PORT LLAST ~
<><><><><><><>
-- QUESTS:
- Main Quest: The Search for the Cult
- Side Quest: Bounty Hunt
- Side Quest: Werewolf Hunter
- Side Quest: Five Tomes of Imaskar
- Side Quest: The Serpent's Gems
- Side Quest: Lady Aribeth's Tale
- Side Quest: Aarin's Tale
- Henchman Quest: Daelan's Tale
- Henchman Quest: Linu's Tale
- Henchman Quest: Boddyknock's Tale
- Henchman Quest: Grimnaw's Tale
- Henchman Quest: Sharwyn's Tale
- Henchman Quest: Tomi's Tale
>>> EXPLORING PORT LLAST
This chapter is the longest one in the game and it will take you
around 25 hours or so if you do all of the quests and are fast at
overcoming all of the challenging obstacles and difficult battles that
lie ahead. You'll start this chapter off in a room in Kendrack's
Barracks and a woman named Larana will run up to you and give you some
information. Go through the door to be in a large room to see Lady
Aribeth, along with all of your henchman and some warrior named Aarin
Gend. Go and talk to Lady Aribeth to find out some valuable main quest
information on the Search for the Cult. Speak to all of your henchman
in here and aquire all of their side quests, you won't have to pay them
to fight by your side like you had to in the first chapter. Speak to
Kendrack in here and you'll aquire the Bounty Hunt side quest. Speak
to Aarin and he will tell you of some caves in the north and your entry
in your Journal for the main quest will get updated. Leave the
barracks and explore the port.
As soon as you exit the barracks a farmers son will run up to you,
ask him to tell you the problem and that you'll help to aquire another
side quest, Gerrol's Wife. Explore the rest of the port and talk to a
bunch of people for more side quests, look in the sections below as to
how to aquire and complete them. Buy some new equipment in all of the
shops and then head to the North Road to continue in the main quest.
_______________________________________________________________________
--------------------------~ SIDE QUEST: BOUNTY HUNT ~
--------------------------To aquire this quest speak with Kendrack in his Barracks, ask him
what the problem is and he will tell you of a bounty for some escaped
prisoners. Agree to find these criminals for Kendrack, you are to
bring him their ears. Note that you may hunt down the four criminals
in any order you wish, not just the one I'm suggesting.
The first criminal is located in the North in the Green Griffon Inn
area in the Inn itself. Go upstairs and open the last door on the
right by bashing it, casting spells, or using your Rogue talents. You
may want to cast some defensive spells or drink some potions because
this is going to be a good fight. The criminal, Zor, is in the form of
a big Minotaur and is a brutal opponent, watch out for his Knockdown
attack. After you beat the beast down to near death he will ask you to
spare his life. If you decide to kill Zor, search his remains and take
his ear, if you let him live he will give you his ear for sparing his
life. Bring Zor's ear to Kendrack and you will be rewarded 300 gold
and 125 XP.
The second criminal, Delilah, is located in the East Road inside
of the Archeologist Barracks. Go upstairs and she'll begin attacking
you, when you get her near death she will speak to you. Spare or take
her life and you'll obtain Delilah's Ear, take it and give it to
Kendrack to be rewarded 300 gold and 125 XP.
The third criminal, Wyvern, is located in the north-west corner of
the Druid Encampment in Neverwinter Wood. Start attacking him and when
you've beaten him down to near death he will speak to you; you may
spare his life or kill him. When you have received Wyvern's Ear take
it to Kendrack to be rewarded 300 gold and 125 XP.
The fourth criminal, Stirge, is located in the Farmland in the
South. Go to the Old Tree Hollow in the north and speak to Stirge, you
can let him go without a fight and he'll give an ear. If not, then
kill him to obtain Stirge's Ear. Take the ear and give it to Kendrack
to be rewarded 300 gold and 125 XP. Kendrack will also give you a key
to the Port Llast Mines for bringing him the four ears and you will not
obtain this key until you've given him the four ears.
Now that all of the criminals have been dealt with, Kendrack tells
you that his daughter has been kidnapped, agree to help rescue her.
Head to the North Road and go into the Port Llast Mines in the northeast. Use the key Kendrack gave you on the door to the right and kill
some Orcs and Ogres, head north and then make your way south-east, go
into the small room and fight Yesgar, a big Orc who isn't that tough.
When you widdle Yesgar down to near death he will speak to you, take or
spare his life to aquire Yesgar's Key and Ear and a Necklace of Prayer
Beads (there's also this same key in the chest in here for you to take
if you've spared his life). Open up the door to Yesgar's Hideout and
use the key on the cell in here to find Kendrack's daughter,
Shaldrissa. Speak to her to find out some information and then return
to Kendrack, who will reward you 300 gold and 125 XP for giving him
Yesgar's Ear. For rescuing his daughter and completing this quest,
Kendrack will reward you an additional 500 XP.
_______________________________________________________________________
------------------------------~ SIDE QUEST: WEREWOLF HUNTER ~
------------------------------Go into the Temple of Tyr and speak with Neurik, ask him who is he
is, and then ask him if he needs assistance to aquire this quest. He
wants you to kill some Werewolves and to bring him their rings, he will
give you four Silver Charms to help you in this quest. Neurik sells a
lot of merchandise and this temple is where you'll end up if you use
the Stone of Recall during this chapter. You can also get back quest
pertaining items out of the Diving Pool in here if you've dropped them.
Note that you can kill, or cure, the first three Werewolves in any
order you wish, not just the one I'm suggesting.
reagents she'll accept. Note that you can aquire the tomes in any
order you wish, not just the one I'm suggesting.
The first tome is located the Neverwinter Wood Heart of the Forest
area in the cave to the east, this is actually Setara's House. From
where you enter this home, go into the door directly south and take the
Tome of Resonance off of the shining bookshelf. Return the tome to
Eltoora and she will reward you 500 gold and
125 XP.
The second tome is located in the South
From where you enter the tower by way of the
room directly below of where you entered the
glowing bookshelf. Take the Tome of Ice and
rewarded 500 gold and 125 XP.
Eltoora to be rewarded 500 gold and 125 XP. For the completion of this
quest you'll receive no additional XP, gold, or items.
_______________________________________________________________________
---------------------------------~ SIDE QUEST: THE SERPENT'S GEMS ~
---------------------------------To aquire this quest speak with Elaith in the Alliance Arms Inn,
ask him about the "ever" things and then offer to recover some gems for
him. He will give you a key to Wanev's Cottage, don't discard this
key. Note that you may aquire these gems in any order you wish, not
just the one I'm suggesting.
While you're in the North in the Green Griffon Inn section, go
into the Inn itself and speak to a woman named Zamithra. There are two
ways you can obtain this Serpent Gem. You can kill Zamithra right now
by saying "are you trying to pick me up?" This will offend Zamithra so
she and her body guards will begin attacking you, kill them all and
then search Zamithra's remains for her room key. Or, you can say to
Zamithra "you look tired" and she will begin to tell you about her long
day of killing Orcs, then she will go upstairs to retire. Follow her
up to her room and open up the chest in there for Zamithra's Gem. If
you've killed Zamithra downstairs, then just use the key you found on
her body and open up the SECOND door on the right upstairs, open the
chest to take Zamithr'a Gem out of it. Return the gem to Elaith to be
rewarded 200 gold and 250 XP.
The second Serpent Gem is located in the Heart of the Forest in
the Neverwinter Woods in Setara's House. You'll find Setara in the
south-east room. Speak with her and ask her for a job, she'll tell you
about mirror she needs. During the main quest in the Neverwinter Wood
area, you'll find the Mirror of Vanity in the Nymph's Home (see the
main quest Spirit of the Wood for more specific information). Simply
give the mirror to Setara and then she'll give you Setara's Gem in
return. If you don't have the mirror, or have it and just don't want
to give it to her for some odd reason, then kill Setara and take the
gem from her remains. Return the gem to Elaith to be rewarded 200 gold
and 250 XP.
The third and last Serpent Gem is located in Wanev's Tower (see
Wanev's Tower side quest for more specific information). The gem is
located in the Summoning Chamber inside of a chest near the bridge
entering the Gulgash room. Take the gem and give it to Elaith; for the
completion of this quest you'll receive 600 gold, 250 XP, and some
Armor of Loyalty.
_______________________________________________________________________
----------------------------------~ SIDE QUEST: LADY ARIBETH'S TALE ~
----------------------------------All this quest involves is listening to Lady Aribeth. Ask her
"how are you feeling" and she will begin to tell you her tale. Just
keep on having a conversation with Aribeth and eventually she'll stop.
This is like a henchman quest and you'll have to be at level 10 to get
the full story on Lady Aribeth. When you have completed this quest,
Aribeth will give you a ring for being such a good listener. If your
responses were rude and ignorant towards Lady Aribeth during her tale,
then she will *NOT* reward you with the ring. And also not that only
MALE characters can aquire this ring; Aribeth will not reward female
characters with this ring.
_______________________________________________________________________
---------------------------~ SIDE QUEST: AARIN'S TALE ~
---------------------------All this quest involves is listening to Aarin Gend. Ask him "how
he became a spymaster for Lord Nasher" and Aarin will begin his tale.
This quest is like a henchman quest, you'll have to be at level 10 to
get Aarin's full story. When you have heard his full tale Aarin will
reward you with nothing. Note that if you're a female character then
Aarin will reward you with a ring.
_______________________________________________________________________
--------------------------------~ HENCHMAN QUEST: DAELAN'S TALE ~
--------------------------------Speak with Daelan in Kendrak's Barracks and hire him as your
henchman. You won't have to give him any gold for him to fight by your
side like you did in in chapter one. This quest works like his last
one, you won't find out the whole story until you're level 10. You'll
eventually find out that Daelan needs you to find an axe for him. The
Great Axe is located in Mutamin's Challenge level three, you have to
kill Gorkan the Dwarf to get it (see side quest Mutamin's Challenge for
more specific axe information). Give the axe to Daelan and he will
reward you with 200 XP and an Amulet of the Tiger Tribe +3 (Str +3,
Immunity: fear).
_______________________________________________________________________
------------------------------~ HENCHMAN QUEST: LINU'S TALE ~
------------------------------Speak with Linu in Kendrak's Barracks and hire her as your
henchman. You won't have to give her any gold for her to fight by your
side like you did in in chapter one. This quest works like his last
one, you won't find out the whole story until you're level 10. You'll
eventually find out that Linu needs you to find her husbands journal
for her. The Journal of Synth La'neral is located on level one of the
troll caves in the East Road. Go in the north-west corner and search
the corpse (see side quest What Lurks Below for more specific
information on the journal). For giving Linu the journal she will
reward you with 200 XP and the Pendant of the Elf +3 (Dex +3,
Darkvision).
_______________________________________________________________________
side like you did in in chapter one. This quest works like his last
one, you won't find out the whole story until you're level 10. You'll
eventually find out that Tomi needs a gem. The gem he seeks, the Star
of Calimshan, is located in Wanev's Tower in the middle room in a chest
guarded by Bugbears (see side quest Closing Wanev's Portal for more
specific gem information). For giving Tomi the gem he will reward you
with 200 XP and a Ring of the Rogue +3 (Dex +3, Open Lock +2, Disable
Trap +2).
_______________________________________________________________________
<><><><><><><> C2-2
~ NORTH ROAD ~
<><><><><><><>
-- AREAS IN THE NORTH:
- North Road
- Green Griffon Inn
- Luskan (can't access until end of chapter)
-- QUEST TO BE UPDATED:
- Main Quest: The Search for the Cult
-- QUESTS:
- Main Quest:
- Side Quest:
- Side Quest:
- Side Quest:
Explore the Goblin and Orc cave, the map pins marked exit in here
lead out to the North Road. In the south-east corner of the cave is
the Orc Temple, go in there and kill the Minitaurs, search the chests
for items. In the upper nort-east corner of the map is the Orc King,
go kill him for some good XP and search his remains and throne for some
good items. Bash the door past the throne and kill an Ogre, search the
chests for some more items. In the upper-middle of the map is the
Goblin King, kill him and search his remains and chamber for more good
items. Open the cell in here and talk to a Bugbear prisoner for some
information, you can kill him or let him go, your choice. When you're
done exploring this cave go back into the Bugbear one, go down the
stairs to enter the Ogre Cave.
As soon as you go through the first door in the Ogre Cave you'll
see a prison on the right, bash the door in and speak to Nugalt. He'll
give you some information about the Cult and Dergiab, you can either
let Nugalt go or kill him, your choice. Explore the cave and you'll
find Dergiab's Lair in the south-end. Kill Degiab and some cultist
named Ganon, search their remains and be sure to take Dergiab's Head.
If you're doing the head side quest then take Dergiab's head to Gerrol.
Make sure you take Ganon's Journal out of the chest in here and then
return to Lady Aribeth after you have finished exploring this cave
(there's a portal in the small room off of Dergiab's Lair that will
teleport you out to the North Road). Tell Lady Aribeth about Ganon's
Journal and you will lose the item and get more information on this
quest.
_______________________________________________________________________
-----------------------------------------------~ MAIN QUEST: THE SEARCH FOR THE CULT: SOLOMON ~
-----------------------------------------------This quest is just a very small portion of the entire main quest.
When you go into the Alliance Arms Inn for the first time Solomon will
run up to you and speak, this is how you aquire this quest; Solomon
will give you his ring. He may show up at other places but he WILL
make an appearance very early on in this chapter. At some point during
this chapter Solomon will run up to you again and warn you to stop
delving into the cult business. At another point in this chapter when
you're on the North Road you will run into Solomon yet again, this time
he attacks you. Kill him and his bodyguards, he is surprisingly tough
and has good parrying skills, his bodyguards are nuisances but they
don't damage you as severely as their leader so kill Solomon first.
Search Solomon's remains and take the Letter to Solomon and a Kurkri,
the Cutting Star. Take the Letter addressed to Solomon and give it to
Lady Aribeth to find out more information about the main quest.
_______________________________________________________________________
----------------------------------------~ SIDE QUEST: NORTH ROAD: GERROL'S WIFE ~
----------------------------------------As soon as you leave Kendrack's Barracks in Port Llast for the
first time a farmers son will run up to you. Ask him what the problem
is and that you'll help to aquire this quest. When you enter the North
Road, speak to Gerrol in front of his house on the left to obtain more
information on this quest. His wife Leah is in the Bugbear Cave in the
prison, free her and return to Gerrol to be rewarded 250 XP and at
least 150 gold.
_______________________________________________________________________
-----------------------------~ SIDE QUEST: DERGIAB'S HEAD ~
-----------------------------To aquire this quest, speak with Gerrol and ask him
Dergiab is, then tell him you could help, and then agree
Dergiab is located in the Ogre Cave and you'll fight him
main quest for this area. When you have killed Dergiab,
to Gerrol to be rewarded 250 XP and at least 150 gold.
him who
to help him.
during the
take his head
_______________________________________________________________________
----------------------------------~ SIDE QUEST: MUTAMIN'S CHALLENGE ~
---------------------------------->>> Note: You may want to be at a higher-level (10+) before attempting
this quest for there are many tough foe ahead so have a lot of healing
potions on hand.
In the Green Griffon Inn area go into the Inn itself and speak to
a man named Dydd and persuade him into telling you about a competition
to aquire this quest. Go and speak to Mutamin, tell him you want to
enter the competition and he will give you a Basement Key. Go down
into the basement and speak with Jaroo, he will teleport you to
Mutamin's Challenge level one after you give him 500 gold. He will
explain that if you leave the challenge then you will have to pay
another 500 gold to re-enter the competition.
The goal of this quest is to find a Crystal Egg. Explore this
level and prepare for a lot of tough battles with tons of Dire Spiders
and Ettercaps, the spiders will poison, encumber, and lower your
strength so beware, the Ettercaps will entangle you. If things get too
hairy for you then use your Stone of Recall to rest up and teleport
back in here, you won't be charged as leaving the challenge. In the
north-east corner of the map is to level TWO (there's two exits that
way, this one refers to the top-most one) and is guarded by a Queen
Spider. The egg isn't located on this level, a Crystal Skull and a
Crystal Frog are but they both are not needed items. The skull is in
the second room on the left in the long corridor (if you were going
DOWN it) inside of a chest. Near the other stairs leading to level
THREE is a Yuan-Ti, speak to her and ask her her riddle, the first
answer is 15. Talk to her again and this time the answer is 12
trinkets, 6 girls, she will give you the Crystal Frog for getting it
right, you can also kill her to obtain the crystal. Kill all of the
enemies on this level for a lot of XP and head down to level TWO of
Mutamin's Challenge.
The egg isn't on this level of the challenge but do it for all of
the XP you'll gain. Some Minotaurs roaming around on this level will
drop Crystal Insects but they are not needed to complete this quest.
You will see the exit to level three on the east side of the map.
You'll come across a woman Kama getting attacked, try to save her if
you can, I never did so I'm sure if you do she'll give you information
or something. Explore the rest of this level and then head down to
Mutamin's Challenge level three after you annihilate the Minotaur
Chieftan.
The Crystal Egg is on this level of the challenge. If you've
entered this level of the challenge from the north-west BOTTOM door
from the FIRST level of this challenge there will be a big room with a
statue in it and eight doors leading to small rooms with chests in
them. Interact with the statue to reveal a riddle, the answer is 19 so
check the signposts in front of the doors until you find the answer, go
in the room and take the Puzzle Key out of the chest so you can advance
further into this level. There is also a Pillar of Light down here
that doesn't do anything and really serves no purpose. This level has
a lot of Skeleton Warriors, Skeleton Mages, Ghouls and other undead
things and it is a moderate challenge but not too bad. In the hallway
past the Pillar of Light is a man named Gam, go and speak to him. He's
injured so you can give him a potion, tell him to hold on 'cause you
want to check things out, or kill him. If you heal him he'll
disappear, he has no good items so don't expect anything good if you
whack him. Open up the door Gam is standing by and go into the room
beyond to kill a Skeleton Chieftan. When you have cleared the room of
enemies, open up the chest to find the Crysal Egg. Go down the
corridor from where Gam was to be attacked by a Dwarf named Gorkan,
kill him, he's a tough little bastard, and take his Great Axe from his
remains. This axe is for completing Daelan's Tale so don't discard it.
In the south-west corner is the stairs going up to level one, the
competition exit is in the south-east corner. Explore the rest of this
level and go to the competition exit, place the Crystal Egg into the
purple glowing chest, interact with the statue behind the chest to be
teleported back to Jaroo. Return to Mutamin to be rewarded 900 gold
and 500 XP, you can persuade him into 300 more gold, he'll also give
you the Broewenede Family Armor.
______________________________________________________________________
<><><><><><><> C2-3
~ EAST ROAD ~
<><><><><><><>
-- AREAS IN THE EAST:
- East Road
- Neverwinter Wood:
- Druid Encampment
- Deep Woods
- Heart of the Wood
-- QUESTS
- Main
- Main
- Main
TO BE UPDATED:
Quest: The Search for the Cult
Quest: Spirit of the Wood
Quest: The Search for the Cult: Vardoc's Hunt
-- QUESTS:
- Side Quest: What Lurks Below
- Side Quest: A Troll Head Trophy
- Side Quest: The Simpleton's Mother
Tell him you're going to cut his head off and kill him, search his
remains and take Relmar's Journal and a magical belt that will make you
immune to poison if you equip it. You have just slain the Cult Leader
and your Journal will get updated, read the new entries for the quests
that get updated. Cross the bridge that you fought Relmar on and
search the rubble, take the Spirit Poison Antidote. Go to the east-end
of the map and fight the Spirit of the Wood, which is a large White
Deer, when you beat it down a bit it will speak to you, listen to what
it has to say and you can either cure it or kill it. To cure the
spirit, just use the spirit poison antidote on it and tell it you have
the cure, you will be rewarded 125 XP for curing the spirit. Return to
Archdruid Aawil and tell him you have cured the Spirit of the Wood, you
will be rewarded 500 gold and 375 XP for completing the Spirit of the
Wood quest. Return to Lady Aribeth and give her Relman's Journal to be
rewarded 750 XP and you'll find out that you must get into Luskan but
first you must find out some more Cult information before you can.
Head to the South Road to continue in the main quest after you do the
side quests in this area.
_______________________________________________________________________
-----------------------------------------------------~ MAIN QUEST: THE SEARCH FOR THE CULT: VARDOC'S HUNT ~
-----------------------------------------------------After you finish completing the main quest in the North, go into
the Green Griffon Inn and some guys named Lerner and Thurwin will run
up and talk to you, ask them about their friend and you'll aquire this
quest; you MUST talk to both of them if Vardoc is to make an
appearence. This quest is just a very small portion of the entire main
quest. At some point when you're on the East Road Vardoc will appear,
kill him. If he doesn't fight you on the East Road then he will appear
on the South Road so don't worry if he isn't on the East Road. He will
prove to be yet another formidable opponent with superb melee and
parrying skills, when he is slain search his remains and take the
Letter to Vardoc. Take the letter and give it to Lady Aribeth to learn
more of the main quest Search for the Cult. You will come to find out
that more information is required before this quest gets completed.
While you're in the Realm of the Spirit kill Relmar and take his
journal, take the journal to Lady Aribeth to receive 750 XP.
_______________________________________________________________________
-------------------------------~ SIDE QUEST: WHAT LURKS BELOW ~
-------------------------------To aquire this very long but interesting side quest, go by the
Archeologist Barracks on the East Road, you'll see a man named Jax
standing in front of them. Speak to Jax and ask him why he looks so
nervous, he will then tell you about the Troll Caves and of the Creator
Race. Listen to the rest of his interesting story and agree to find
the Ancient Tome for him. On the East Road map there are four caves,
on in the north-east corner and three in the south-west corner, they
all lead to the Troll Cave. Go to caves in the south-west corner and
enter the top-most cave to be in the Troll Cave level one.
To the east are the Shallow Caves (go in there if you're doing the
Simpleton's Mother side quest), to the south is going deeper into the
caves indicated by map pins. Go by the Shallow Caves door and search a
corpse for a Troll Letter and your Journal will get updated for this
quest. In the corridor to the right of this exit search a corpse and
take the Journal of Synth La'neral, this journal is required for Linu's
Tale so don't discard it. Go back to where you entered this cave and
you'll see a heavily trapped door, break through it and kill the Troll
Chieftan, beware of his Knockdown abilities. When you've killed the
chief take his head, this is the troll head that Lenton wants. Explore
the rest of the cave for a lot of good items and XP, when finished head
deeper into the caves to Troll Cave level two.
Explore this gigantic level of the cave to gain a lot of XP and
aquire a ton of items. In the south-end of the cave are the stairs
going deeper into the caves, there are no quest pertaining items on
this level so head down to Troll Cave level three after you kill all of
the creatures on this level.
You'll be involved in a tough battle with some Troll Shaman and
Ogres right off the bat, kill them and explore this level of the cave.
You'll run into some undead you haven't seen yet, Ghasts, they're a
cross between a Shadow and a Zombie. In the bottom middle room on the
map is a door leading to a tiny room, open it and talk to Darius, get
some information from him and then send him on his way. To the east is
deeper into the caves, explore the rest of this level and go downstairs
to enter level one of the Creator Race Ruins.
Open up the crate on the immediate right and take the Prism
Blossom Seeds, don't discard them because they are needed to complete
Boddyknock's Tale. To the upper north-east is the entrance into the
lower levels and it is guarded by a Seal Guardian Golem, you need a
ring if you are to pass. You may also kill the Golem if you please, it
isn't that tough for a Fighter or Barbarian with a +2 blade, high
Strength ability score and a good choice of feats. If you kill the
Golem search its remains and use the Seal Key on the door the Golem was
guarding. If you'd rather not chance getting your ass knocked through
a loop, the Golem Signet Ring is located in the bottom north-east
corner of the map guarded by a Helmed Horror. Beware of all the
Minogons down here and there Stun spells. Explore the rest of this
level and then show the Golem the ring to proceed to the Creator Race
Ruins level two.
Again there is a Seal Guardian Golem in the north-east corner of
the map, kill it (it's a bit tougher than the previous one) to obtain
the key or find the password. The password is on the Creator Scroll
located in the south, there are three little rooms down there with
Flesh Golems in them, kill them and open up a chest for the scroll.
Explore the rest of the level and then show the Golem the scroll or use
the key to go down to the third and final level of the Creator Race
Ruins.
As soon as you enter the third level you'll be attacked by a Seal
Guardian Golem, you have no choice but to fight this time. When it
finally dies you'll notice that the gate it was guarding requires a
key. Open the other door in the room and head to the room in the
center of the map with a dead thief in it, search it and take the
Stolen Seal Key and the Thief's Journal. Go and use the key on the
seal and kill three Creator Sorcerers, beware of their Fireball and
Magic Missle spells, they'll also summon some Familiars to aid them in
killing you. When you have killed all of the Sorcerers, open up the
gate in here to fight another Creator Sorcerer, beat it down a bit and
it'll talk to you, you can either kill it or not, your choice. Open up
the chest by the portal to FINALLY get the tome Jax wants, the Complete
History of the Creator Ruins. Step into the portal and give the tome
to Jax to be rewarded 500 gold and 500 XP. You can keep the book if
you choose to but it serves no purpose if you decide to keep it.
_______________________________________________________________________
----------------------------------~ SIDE QUEST: A TROLL HEAD TROPHY ~
----------------------------------On the East Road go into the Archeologist Barracks and try to
speak to a man named Lenton, he's distracted by beating up a training
dummy, to get his attention cast a Charm Person spell on him. If
you're not able to cast spells then you'll have to buy a Rod if
Beguiling in Eltoora's Magical Sundries (which is INSANELY expensive),
the rod lets you cast Charm Person no matter you characters class; the
only way to get his attention is by this spell - THAT I KNOW OF, there
may be another way. Speak to him and you'll learn that he wants to you
to kill the Troll Chieftan for him, agree to do this for him and he'll
inform you the he wants the chief's head as proof of his defeat. When
you do the What Lurks Below side quest you'll fight the Troll Chieftan
on the first level of the Troll Cave, take his head and give it to
Lenton to be rewarded 200 XP and 3 alignment points towards good.
_______________________________________________________________________
-------------------------------------~ SIDE QUEST: THE SIMPLETON'S MOTHER ~
-------------------------------------While in the Archeologist Barrack's on the East Road speak to a
man named Revat and ask him what's wrong. He'll tell you his mother
was captured by some Trolls, agree to help him to aquire this quest.
Revak will give you a ring, don't discard it. On the north-east
corner of the map for the East Road is a cave, enter it to be in the
Troll Cave Storage Area. Explore the cave and fight some Trolls, they
can be a real nuisance because they rapidly regenerate lost HP and it
can get quite aggrevating if the random dice roll generator isn't being
your friend that day by having your character miss ten melee attack
attempts in a row. The Ogres lurking around aren't nearly as tough as
the Trolls so at least that's a plus. In the south-end of the cave
near the map pin marked deeper into the caves you'll see Revat's
mother, Janis. Go and speak to her and find out a lot of information
on her captors, give her Revat's Ring and then she'll use it teleport
home. Return to Revat to be rewarded 200 XP, and an additional 375
gold if you can persude him.
_______________________________________________________________________
-----------------------------~ SIDE QUEST: MISSING DRUIDS ~
-----------------------------In the Druid Encampment in Neverwinter Wood speak to Aarchdruid
Aawil, ask him about the missing Druids and persuade him into telling
you about this quest, agree to find the three Druids and this quest
will be added in your Journal.
The first Druid, Terari, is located in the Nymph Home in the Deep
Woods. He is located in the south room, simply talk to him to find out
some information on the main quest and then let him go. You'll get 50
XP for freeing him.
The second Druid, Orlane, is located in a cave in the Deep Woods.
Go into the cave in the south-east corner of the map, explore the cave
and kill some Ettercaps, Phase and Sword Spiders, they shouldn't pose
much of a threat to your character. You'll find the Druid in the
Feeding Chamber in the south-east corner of the map. Enter the chamber
and fight the Queen, she will prove to be WAY more powerful than all of
the other spiders in here and can encumber, poison & entangle your
character. When you have killed the Queen, check the web in the middle
of the chamber and Orlane will appear, get some information from him
and then let him go to be rewarded 50 XP.
The third Druid, Bree, is located in the Heart of the Forest area
in the cave in the east, which is actually Setara's House. Search this
house and kill some Air Elementals, they have a strong Knockdown attack
so beware. There's also some Invisible Stalkers, Air and Ice Mephits
lurking around in here, they too have a good Knockdown attack but are
extremely weak. From where you enter this home go into the door
directly south and take the Tome of Resonance off of the shining
bookshelf, this is for the Five Tomes side quest. You'll find Bree in
a prison cell in the south-west corner, but you need the key to open
the cell. The key is south-east so head that way and speak to Setara,
you'll get another side quest if you ask her for a job, the Witch's
Mirror, simply give her the Mirror of Vanity to complete the job. You
need her gem so if you give her the mirror she'll give you Setara's
Gem, this gem is for the Serpent's Gem side quest. She'll also give
you the prison key. If you don't give her the mirror then just kill
her and take the gem and key from her remains. Go to Bree's cell, open
it up and free her to be rewarded 50 XP. Return to Aarchdruid Aawil
and you will be rewarded a total of 900 gold and 297 XP for the
completion of this quest.
_______________________________________________________________________
---------------------------------~ SIDE QUEST: THE DRUID'S CIRCLE ~
---------------------------------While you're in the Druid Encampment talk to a woman named Jaer
and ask her about her challenge, she will then tell you about this
challenge, accept the challenge and this quest will get added to your
Journal. This side quest is only available for Druids (even if multiclassed as one), so please, no e-mails asking me how your Barbarian,
Paladin, Rogue, or whatever can complete this quest.
A reader named Seagrave has sent me the specifics for this quest.
Thank you Seagrave, I appreciate it, as well as all of the Druid
characters out there reading this and partaking in this quest. Druids
don't interest me and I wouldn't want to play the game all the way up
to this point as one just to do this quest, but, I can now add it in,
making this guide complete for this was the only quest in my guide that
mirror, give it to her and then she'll give you Setara's Gem in return,
this gem is a Serpent Gem for another side quest. You will also be
rewarded 200 XP.
_______________________________________________________________________
<><><><><><><> C2-4
~ SOUTH ROAD ~
<><><><><><><>
-- AREAS IN THE SOUTH:
- South Road
- Farmland
- Charwood
-- QUEST TO BE UPDATED:
- Main Quest: The Search for the Cult
-- QUESTS:
- Side Quest:
- Side Quest:
- Side Quest:
- Side Quest:
- Side Quest:
- Side Quest:
Poor Neva
Closing Wanev's Portal
Erik's Despair
Peter and the Wolves
Village of Eternal Night
Belial's Tale
random magic item and kill the Mummy Lord that appears. Go through the
portal to be teleported back into the forest, head into Charwood
Village.
Go into the Inn across from the Mayor's Office and you'll see some
a Strange Man running around, speak to him to find out that he's one of
the Cult members so kill him. Search his remains and take the Rapier
of the High Roads and the Charwood Cultist's Journal. Go and talk to
Aarin Gend in Kendrack's Barracks and ask him how you'll gain admitance
into Luskan. He will tell you that he gave the guard your description
and to speak with the guard.
After you finish the side quests in Charwood, head to the North and
go into the Green Griffon Inn area, you will be attacked by Darktongue
Breakbone and his two bodyguards, kill him, this little bastard is a
tough little Dwarf and is superbly skilled in melee combat so spells
from a distance are your best defense here, of course only if you're a
spellcasting character. When he's dead, go talk to the Luskan Seargent
in the far north and he will let you in to Luskan. Once you enter
Luskan all of the side quests for this area of the chapter will no
longer be available. I advise you to do them all so you can gain a lot
of XP and obtain a lot of useful items.
_______________________________________________________________________
------------------------~ SIDE QUEST: POOR NEVA ~
------------------------At some point while you're in Port Llast you'll see Jahleel near
the Temple of Tyr, she will run up and speak to you. Ask her for a job
and agree to do it to aquire this quest. When you're in the Farmland
go to the Standing Stones to the north and Jahleel and Tarran will
attack you. Kill them and search Jahleel's remains to find a Letter to
Neva to complete this simple quest, no gold or XP reward. During my
most recent adventure Neva attacked me near the entrance to the Wolf
Den; if this happens to you just kill Neva and search her remains for
the letter to complete this quest (you'll also find a Blade of the
Rashemi, a Greatsword), no gold or XP reward for killing Neva.
_______________________________________________________________________
-----------------------------~ SIDE QUEST: ERIK'S DESPAIR ~
-----------------------------In the Farmland, go to Erik and Ingos's house in the north-east
corner. Speak to Erik (he's locked in his bedroom) and tell him you're
looking for a job, he'll tell you about a brooch he needs, agree to
help to aquire this quest. Go the the O'Deel Ranch in the sout-west
and go into the house, speak with Constance O'Deel and ask for the
brooch or kill her and take it. Return the brooch to Erik and you'll
be rewarded 650 gold and 200 XP.
_______________________________________________________________________
------------------------------------
Step into the portal in the middle of the room and you'll be
teleported to Wanev. Start fighting him, he's a vey powerful Elf
Wizard and will cast Stun, Confuse, Poison and numerous other spells on
you. After you beat Wanev down to injured he will speak to you, ask
him about the gem to officially aquire the Closing Wanev's Portal
quest. If you'd rather kill him than go ahead and kill Wanev, you
won't be credited for completing the quest if you do. If you want to
complete this quest for Wanev then ask him for a key, he will give it
to you so use it on the door behind Wanev to enter his Summoning
Chamber.
You'll notice a portal in front of you with a brazier in front of
it, this is the portal you must close in order to complete this quest.
There are a lot of Earth, Fire, Ooze, Steam and Fire Mephits flying
around but they should pose little threat to you character if he/she is
higher-leveled (10+). Go into the eastern corridor, you'll see a lever
on the right midway down, make sure you pull it. Go to the south-west
corner room and kill the Gulgash, a powerful Mephit, and some Hell
Hounds. When the Gulgash dies, search its remains and take Gulgash
Heart. In the room before the bridge leading into into the Gulgash's
room, check the chest and take Wanev's Gem out of it, this gem is
required for the Serpent's Gem quest if you're doing that one so don't
discard it. Return to the portal near the exit and put the heart into
the brazier to close Wanev's Portal. Return to Wanev to be rewarded
150 XP and and Krotan's Skullcrusher, a powerful Diremace.
_______________________________________________________________________
---------------------------------------~ SIDE QUEST: VILLAGE OF ETERNAL NIGHT ~
~ SIDE QUEST: BELIAL'S TALE
~
---------------------------------------These two quests are intertwined so I'll be adding both of them
here; this whole quest will be a deep and complicated story so pay
close attention to it. When you first enter Charwood Village a man
named Quint will approach you and babble on about some nonsense, tell
him to leave and you'll aquire this quest. Go into Mayor Mobley's
Office and speak with him, ask him if there's any trouble around and
then persuade him into giving you some information. Leave the office
and head to the east side of the village and talk to the Castle Guard,
after the conversation he will open the gate, head into the Jhareg
Castle.
Open the Riddle Chest and take the Riddle Key and the Letter by a
Strangehand. In this room are three doors, one north, one east, and
one west. Through the north door is the path of law, the east is the
path of the neutral, and the west is the path of chaos. It doesn't
really matter which door you pick here so go through any one of them
and the Riddle Key will not be in your inventory anymore, although, it
wouldn't be a bad idea to go through the door that is geared to the
alignment of your character. Every corridor has another Letter by a
Strange hand in it you must take, and all lead to The Guardian. Speak
with The Guardian and it will make you a Judge and you will have to
investigate two brothers, Quint and Karlat Jahreg. The Guardian wants
you to return to it with both of their written oaths of testimony.
Go into Karlat's Tower and kill a bunch of Mephits and Red Slaads
that love to stun and inflict disease upon you. Go into the first door
on the right and open the red glowing chest to find Karlat's Key and
Karlat's Burning Wand. In the first room on the left you will find
Karlat's Wand of Protection in a chest. You will see a Summoning Tome
in the room below the wand, go to it and interact with the candelabra.
Keep choosing "continue reading" to aquire Belial's Tale side quest and
we'll complete it a minute or two. Explore the rest of Karlat's
Chamber and in a room in the south-west corner is a glowing bookshelf,
take the Tome of Fire off of it, this is required for the Five Tomes
quest if you're doing that one. At the end of the long main corridor
you'll fight a Huge Fire Elemental, it isn't that tough so don't be
intimidated by its name. When you have slain the creature go into the
room it was guarding and speak to Karlat, listen to his side of the
story and you'll receive the Oath of Karlat Jhareg after you ask him
for one.
To complete the Belial's Tale side quest, go into Karlat's
Summoning Chamber below the room with the Summoning Tome and you'll see
a brazier in here, put a Fire Beetle Belly into it (you can obtain one
by searching any of the slain beetles' remains you've killed in here,
or from an armoire), use Karlat's Wand of Protection and cast a
Protection from Evil spell on yourself, then use Karlat's Burning Wand
and cast a Burning Hands spell on the brazier to summon Belial (it
doesn't matter what character class you are, you'll be able to use the
wands). Speak to the beast and you'll have four responses, you can try
to persuade it into giving you a magic item (Staff of Power), try to
persuade it into giving you a weapon of the greatest power, which is
actually a Robe of Fire resistance that can be purchased from Eltoora
(thanks Lord Brooks for letting us know what this "weapon" of great
power is), have it give you some of its magic power (which is only
temporary like you drank a potion or cast a spell), or talk to it as a
Judge. If you talk to it as the Judge you'll aquire Belial's Oath but
it is not necessary to complete this Etrernal Night quest. Whichever
response you choose will complete this side quest, no XP or gold
reward.
Now make your way into Quint's Tower, which is directly across
form Karlat's. There are a lot of Curst Warriors, Mohrgs and Mummys
roaming around and they are tough, they can stun and disease you, this
tower will prove to be more difficult than the previous one. In the
middle of the map is the Shrine to Lathandar, in the north-east corner
is an Alchemical Lab, go in there and search the glowing Alchemist
Apparatus and take the Letter to Quint and empty bottles, read the
letter on brewing potions, this letter is not required to complete this
quest. Go into the room above the shrine and go into the tiny room on
top, open the chest and take Quint's Key. On the west-end of the map
is a Bloodstained Book, go in there and bash open the red glowing chest
and take the Tome of Death out of it, this tome is for the Five Tomes
side quest if you're doing that one. Look into the room in the southwest corridor to find Quint's Journal in a pile of books. South on the
map you'll see another room marked Bloodstained Book, go in there and
fight a Bodak, it's pretty tough and has a devastating insta-kill spell
attack so when you see it getting ready to cast a spell run. Go into
Quint's room when the Bodak is dead and speak to Quint to hear his side
of the story, you'll obtain Quint's Oath after you tell him to give you
one. I'm guessing that you can probably summon demon or spirit in this
tower if you came in this one first, I'll find out soon enough and add
it in here if you can.
Save the game! Return to the Guardian with the oaths and now the
brothers will be on trial, you will be presiding as the Judge. You'll
<><><><><><><><><><><><><><><><><><><><><><> C2-5
~ LUSKAN AND THE HOST TOWER OF THE ARCANE ~
<><><><><><><><><><><><><><><><><><><><><><>
-- AREAS IN LUSKAN:
- Host Tower of the Arcane
-- QUESTS:
- Main Quest:
- Side Quest:
- Side Quest:
- Side Quest:
- Side Quest:
- Side Quest:
- Side Quest:
- Side Quest:
- Side Quest:
- Main Quest:
to the second floor and speak with Rhaine in the locked room in the
nort-east corner if you're a male character, or speak with Oreth in the
locked room in the south-east corner if you're a female character.
Either one of them will give you a Key to Kurth's Base and a Key to
Baram's Base, the Strange Bedfellows quest will also get completed.
Before adventuring into the two bases, go aquire the Nine Lives and
Saving Evoine side quests since they are intertwined with this quest.
>>> BARAM'S LAIR
Note that you may also go into Kurth's Base first if you want to
give Baram Kurth's head (even if you gave him Kurth's head you can
still do this part of the quest although it isn't required). You may
want to listen to both their sides of the story before you make a
decision as to which head you want to deliver to who. It does not
matter if you kill Baram or Kurth, they both guard the seal needed to
get the pass to be able to enter the Host Tower, or you may kill them
both if you want and keep their heads as some sick kinds of trophies.
Go to the north-east corner of Luskan and cross the bride to enter
Baram's Quarter, enter the Sewers on the other side of the bridge. If
you already have the High Catain's Seal then this part of the quest
isn't necessary but do it anyways for the XP.
Note that you may also get into this sewer by entering it through
The Slums sewer. Talk to Baram ahead of you and listen to his side of
the story. If you agree with him and want to kill Kurth, then go into
Kurth's base and kill him. If you give Baram Kurth's head you'll be
rewarded 562 XP, an amulet and 1,000 gold. If you don't agree with him
and want to kill Baram then attack him (you may attack him if you gave
him the head), he will teleport elsewhere and the gate he was guarding
will open. Kill some Ghouls and Curst Roges and explore the sewer,
there's a Wererat Captain lurking around which is weak but will lower
all of your ability scores by spell. When finished exploring go up the
stairs due north guarded by a Yuan-Ti Necromancer, she is quite
powerful and casts mostly defensive spells on herself, which makes her
super damage resistant (even to Barbarians) and she will summon
creatures. Search her remains for a Parchment and your Journal will
get updated for the High Captains quest.
Now that you're inside of Baram's Lair explore this place, in the
north is a Necromantic Summoning Portal, to the east is a Spirit Shrine
Ritual Portal, to the west is the Bone Spirit Ritual Portal. You'll
notice that none of the undead Skeletons and the two Yuan-Ti
Necromancers in here aren't attacking you, or are even aware of your
presence for that matter. In the corridor to the right of the Bone
Spirit Ritual, go to the end of it and search the cacoon, a Nanny will
appear, talk to her if you're doing the Nine Lives side quest and
she'll give you a Childs Bear (give it to Londa to complete that side
quest). Go to the Bone Spirit room and kill the Revenant, he will cast
some lethal spells so beware. After you kill him you'll notice two
tombstones, Bone Transmitter Tablets, on either side of the chamber,
destroy them to close this portal. The Zombies and ONE Yuan-Ti are now
aware of your presence so kill the Yuan-Ti. Go to the Spirit Shrine
room and you'll see a bunch of skeletons worshiping the shrine, start
hacking them up and then a Greater Mummy will come through the portal,
kill it to close this portal and then kill the remaining Yuan-Ti
Necromancer. Search the Yuan-Ti's remains and take the Necromancer
Journal and the Crypt Key.
Now that you have the Crypt Key, drink a lot of potions, cast some
defensive spells and use the key on the door behind the Necromantic
Portal. You will immediately be attacked by High Captain Baram and a
bunch of his goons, slay them all! Baram casts no offensive spells and
is really quick with his Morningstar attack but isn't that difficult to
take down all beefed up on potions or spells. After he's dead search
his remains and take his head, a Dagger +2, Studded Leather Armor +2,
his Morningstar the Bone Pheonix, and the Boots of Speed (great boots
to equip for they are enhanced with Haste, you'll run around like you
drank a speed potion, plus they make you WAY faster in melee combat so
equip 'em IMMEDIATELY if you're a melee fighting kind of character,
let's not leave the magic character classes out for they also cut spell
casting time down to HALF - hellyeah, also fleeing enemies from combat
will be a breeze which is always a plus). Explore the rest of the
crypt and enter the final room and you'll see two gargoyle statues,
destroy them and then search the chests in this room to take the High
Captain's Seal.
>>> KURTH'S LAIR
If you decided to kill Kurth for Baram, or decide to whack them
both, go to the south-west corner of Luskan and you'll see a hole in
the wall leading to Kurth's Quarter, go in there to enter the Docks.
You'll see Kurth standing on a bridge to the left, go speak to him.
You can give him Baram's Head if you have it, or you can attack him and
he will teleport elsewhere. If you give him Baram's Head you'll be
rewarded 562 XP, an amulet and 1,000 gold.
If you already have the High Catain's Seal then this part of the quest
isn't necessary but do it anyways for the XP. Anyways, attack Kurth
and he will teleport to his lair (even if you gave him Baram's head you
can still attack him). Kill the Ogres and Bugbears that come through
the gate and head on through. Note that you may also enter this area
by going through the sewer to the right of the hole in the wall leading
into Kurth's Quarter. Go into the north-east corner and kill a lot of
enemies and enter Kurth's Lair.
To the right are prison cells, go in there and kill the Ogre
Warden, search his remains for the Prison Key. Search the cells in
here and you'll meet some guy named Tolan, speak with him for some
information and free or kill him, your choice. Go into the room above
where you entered this lair and kill the Goblins before they burn up
all the books, it's not necessary but you'll probably find some books
you haven't come across yet so search all of the book piles and shelves
in here. Go north via the prison and look into the small room above
the library and search Burke's Corpse to find Burke's Manual and a
Smooth Token. Next to this room is a Planar Portal with some Hell
Hounds, Succubus and Imps teleporting through it, you'll be able to
close this portal in a few so get away from it and go into the northeast room and clear it out, go up to the fountain and take the Glowing
Sphere out of it. Go back to the Planar Portal and interact with it,
put the Glowing Sphere and Smooth Token into it to close it.
Now that the Planar Portal is closed, drink a lot of potions, cast
some defensive spells and go through the door due north, Kurth will
attack you immediately. He's pretty fast and has a priestess by his
side who will constantly heal him so you might want to take her out
first. Kurth casts no offensive spells and really isn't that hard to
defeat all beefed up on potions. When he's dead (Captain of the High
Seas my ass!) search his remains and take his head, A Wicked Union
(Scythe) and another Prison Key. Search the rooms off of this chamber
to find the High Captain's Seal (top left) in a chest, you'll also find
Evoine in the purple glowing cell, give her the Signet Ring Elynwyn
gave you to complete the Saving Evaine quest, return to Elynwyn for
your reward. Now that you have the High Captain's Seal return to
Aarin, he will give you a Diplomatic Pass so you may enter the Host
Tower of the Arcane.
_______________________________________________________________________
---------------------------------~ SIDE QUEST: STRANGE BEDFELLOWS ~
---------------------------------To aquire this quest go
BEFORE speaking to Rhaine or
and talk to either Rhaine or
and Baram's bases. You will
_______________________________________________________________________
-----------------------------------~ SIDE QUEST: THE HARLOT'S HUSBAND ~
-----------------------------------On the second floor of the Wink and Tickle, speak to a woman
locked in her room, Yvette. Ask her what's wrong, she'll tell you
about how her husband Garlone left her because she works in a brothel
(can you blame him?), and how he took their only child with him when he
left (again, can you blame him?). Agree to get her baby back to aquire
this quest.
In the Slums go into Garlone's house and speak with him. Persuade
him into giving you the baby, or kill him and take it. Look around
Garlone's house to find a Vermin's Bane (Greatsword) inside of a chest.
This weapon has a couple of bonuses and will slay the Black Knife
things lurking around with ease so you might want to equip it if you're
a Fighter or Barbarian, or have the Martial Weapons feat. Return the
baby to Yvette and you will be rewarded 500 gold and 150 XP.
_______________________________________________________________________
-------------------------------------~ SIDE QUEST: ERB'S DELICATE PROBLEM ~
-------------------------------------Go into the Wink and Tickle and speak with Erb on the second
floor, ask him what's wrong and he'll tell you about a ring, agree to
find it for him to aquire this quest.
To complete this simple task, go into the Jadale Estate next to
the Cutlass and speak to Lady Jadale. Intimidate her into giving you
Erb's Ring, or just kill her and her bodyguards and take it from her
remains. Return the ring to Erb to be rewarded 650 gold and 150 XP.
_______________________________________________________________________
_______________________________________________________________________
----------------------------------~ SIDE QUEST: THE RUINS OF ILLUSK ~
----------------------------------This quest takes place in Kurth's Quarter. If you are letting
Kurth live then the only way to gain access to this quest is by going
through the sewers, which are next to the hole leading into Kurth's
Quarter in a tower looking structure not marked on the map, go in there
and up the stairs at the other side to enter Kurth's Quarter.
You'll see a glowing statue in front of an Abandoned House,
interact with it to instantly aquire this quest. Enter the Abandoned
House and kill the Skull Warrior, search its remains and take the Skull
Warrior Head. Search the arrow filled corpse for some Written Orders.
Place the skellies head on the altar and the gate at the bottom of the
stairs will open, head through it to enter the Ruins of Illusk level
one.
Open the gates ahead of you via the left lever in front of them
and kill a bunch of Zombies. Pull the right lever in front of the gate
to make a Flesh Golem appear, you can't talk to it, maybe if you cast a
Charm Monster spell on it you might be able to, I've never tried. Make
your way to the sout-east room and kill a Mummy and a Fallen Hero,
search the hero remains and take take the Hero's Heart, place it on the
altar by the gate, it will then open so head down the Ruins of Illusk
level two.
On this level there are a bunch of Shadow Fiends so have no fear,
they're about as weak as the Zombies upstairs. Explore this level of
the ruins and head into the north-west corner, kill the Water Elemental
Guardian, it's not tough at all. After it dies search its remains and
take the Blessed Water, place the water on the altar to destroy the
third gate and head on down to the Ruins of Illusk level three.
On this final level of the ruins are a bunch of Skeleton Warriors,
go south to a large room and kill Valeron. He's a formidable opponent
and can stun you, cast Fireball, Magic Missle, Flame Arrow, Lightning
and numerous other spells; is surrounded by a protective shield that
will make your melee weapon ineffective until you strike about ten
times, and to make things worse he's also surrounded by a bunch of
Skeleton Warriors. The good news is the he'll run out of
spells...eventually. When you have prevailed and victored over this
tough battle this quest will be completed and you'll be rewarded 250
XP. Open all of the chests on this level to find a lot of good weapons
and such and then step into the portal behind the pedestal you fought
Valeron on to exit the ruins.
_______________________________________________________________________
--------------------------------------~ COLMARR'S FANTABULOUS CONTRAPULATOR ~
--------------------------------------In Luskan is a store called Colmarr's Fantabulous Contraptions and
Magical Etarra. Go in there and speak with Colmarr, ask him about his
invention and you will aquire this quest. Colmarr has built a machine
and you have to find the missing levers.
The first lever, the Lever of Stone, is on the first floor of the
Wink and Tickle. Open the second door on the right, kill the Guard Dog
and open the chest to take the lever.
The second lever, the Lever of Wind, is in the sewer in the middle
of The Slums. In the sout-east corner of the sewer is a Ghoul Lord,
kill it and seach the chest it was near and take the lever.
The third lever, the Lever of Water, is also in The Slums sewer.
Do the Ghoul Lord side quest above to aquire this lever, or just kill
the Ghoul Outcast in the south-west corner and take it from his
remains.
The fourth and final lever, the Lever of Fire, is also located in
The Slums sewer. When you get the Sewer Control Key from the Ghoul
Outcast go into the north-west room and kill some beetles, you'll see
the Lever of Fire already in place and three Lever Pedestals next to
it. This is Colmarr's Fantabulous Contrapulator. Go and walk up to
the pedestals and the levers will automatically be inserted into their
proper slots, quest complete. Your reward? No XP or gold but you can
mess around with all of the levers to make numerous potions. To use
this machine, position the levers whichever way you want and then pull
on the Contrapulator Activation Switch (the chain hanging from the
ceiling); if you positioned the levers the right way then a potion will
appear in front of the campfire. Experiment with the machine to save
loads of gold by not having to buy potions. I may elaborate more on
how to exactly make all the potions using this machine some time in a
future update but don't expect them to be added in here any time soon,
I don't want to add them in until I figure out how to make them all. I
refuse to look them up in someone elses guide, I don't get down like
that. Believe me or not, I figured out this whole game all by myself
with NO help from anyone or anything.
_______________________________________________________________________
---------------------------------------------------~ MAIN QUEST: THE SEARCH FOR THE CULT (HOST TOWER) ~
---------------------------------------------------This extremely long, very interesting, intriguing story-lined,
Cult searching chapter is about to come to an end so you can advance to
the next really long one, you definitely get your monies worth out of
this game that's for sure. When you've aquired the Diplomatic Pass go
and speak to the guard guarding the entrance into the Host Tower of the
Arcane. Show him the pass and he will open up the gate. Walk through
the courtyard and show the pass to another guard, you may kill this guy
if you want. Head into the tower.
Upon entering the Ambassadors' Quarters you'll see two Shield
Guardian Golems, they won't bother you if you don't perform any hostile
actions against them. Go into the room on the left to see a hostile
Golem, kill it, don't be intimidated by its size - it's very weak (the
two Golems in the main room will still be non-hostile), open the chest
in this room and take the Tower Key and a Small Diary, search the desk
in this room and take the Letter to Aribeth and read it. Interesting.
Below this room talk to a woman named Yeanasha and flirt with her to
find out loads of new information, the Arcane Brotherhood has found a
new leader. If you do anything hostile to Yeanasha then the Golems in
the main room will become hostile towards you IF they see you attacking
her. Explore the rest of the quarters and in the south-west room is a
big Orc Warrior named Guralk, speak with him to find out some more
information, kill him if you want, if you act like billy bad-ass off
the block then he'll initiate an attack. Go into the south corridor
(through the locked door that requires the tower key) and enter a room
with a purple glowing pillar, a Host Tower Teleporter. Interact with
it and choose 2nd floor, enter the teleporter to go up there.
Kill some Tower Guards and Wizards and search the south-west
corner room to find a 4th Floor Portal Stone in a chest. In the uppereast most room kill a weak Sorcerer named Balaskar, open the chests in
this room to find a 3rd Floor Portal Stone, a 5th Floor Portal Stone,
and a 6th Floor Portal Stone. Go to the portal that teleported you up
here and interact with the pillar and go to the 3rd floor.
Take the Dispatch papers off of the corpse next to the portal as
soon as you enter this floor. Straight ahead is a Wizard Lab Library,
in the sout-east corner is a Hellish Portal, in the north-west corner
is an Abyssal Portal, and the Wizard Lab is north-east. Go into the
library and take the Blood War Research Journal off of the shelf or out
of the desk, make sure you pick up a Gargoyle Skull from ones remains.
There are Imps and Quasits flying all around this level, make sure you
search their remains and take an Imp Eye and a Quasit Eye. Go to the
Abyssal Portal and interact with it, choose to put an IMP'S EYE into it
and the portal will be destroyed. Go to the Hellish Portal and
interact with it, choose to put a QUASIT'S EYE into it and the portal
will be destroyed. Go into the Wizard Lab and search some book piles
for the Host Tower Lab Notes, there's also another 4th floor stone in a
chest but you should already have one. You can perform a ritual (found
in the Lab Notes) with the Alchemist Apparatus in here, you need a
Slaad Tongue (found on the 5th floor) and a Gargoyle Skull (found on
this floor). To complete this ritual cast the spell of Dispel Magic on
the apparatus to make a Rod of Reversal appear (thanks to Alfred Jereza
for letting me know what spell to cast). Head back to the portal that
lead you up here, interact with the pillar and go to the 4th floor.
Open the only door in the room and kill some foe, open the desk in
this room to find a Note, search the corpse of Arteno Geth and take his
journal, go into the small room above this one and take the Golem
Control Rod out of the chest. You'll notice a Golem Construction
Chamer to the north-east. Left of this room is another tiny room, go in
ther and take the Golem Replication Rod out of the chest. Go into the
construction chamber and approach the Golem Resurrection Pod, place the
replication rod into it and then put the control rod into it and a
Helmed Horror Golem will appear, follow it and it will crash through a
door. Go through the door and kill the gigantic Iron Golem and some
Wizard named Rimardo, and numerous other enemies. The Helmed Horror
will help you (although it is USELESS) in this intense battle, the Iron
Golem is incredibly tough and quite agile considering its size, Rimrod
will summon up a Huge Air Elemental, he also casts deadly Cone of Cold,
Ice Storm, and Fireball spells so watch out. When you have beaten
Rimardo to badly wounded he will speak to you but the enemies in the
room will still be attacking you so if you want to talk to Rimrod then
kill the enemies first or you'll be killed in mid-conversation. If you
kill Rimardo then take whats left of him, a couple of rings and a
Letter to Rimrod. Go into the room at the end of the map and take the
7th Floor Portal Stone out of a chest. Return to the portal and go up
Maugrim and Queen Morag are speaking to, if they see you then their
conversation will come to an abrupt end and the battle will commence,
you're hide ability will come into play here. After the revealing
eavesdropping session they'll all notice you, Queen Morag, Maugrim, and
the newly attoned Cult member will teleport elsewhere. Kill all of the
reptiles around the area and then go down the stairs by the gate to
enter Maugrims lair, kill the Stone Golem and then look in the desk and
take Maugrim's Journal. Head to the Temple of Tyr, before heading to
chapter three stock up on potions for they are cheaper than in chapter
three. Speak with Aarin and relay the disturbing news and then you
will finally proceed to chapter three. I need a break, my wrists are
sore and my brain is fried.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#20D ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER THREE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
CHAPTER THREE "CONTROL F" NAVIGATION CODES:
C3-1 Beorunna's Well
C3-2 Coldwood
C3-3 Moonwood
C3-4 Fort Ilkard
<><><><><><><><><><> C3-1
~ BEORUNNA'S WELL ~
<><><><><><><><><><>
-- QUESTS:
- Main Quest: Words of Power
- Main Quest: The Snow Globe
- Side Quest: Recover the Star Sapphire
- Side Quest: Rolgan's Trial
- Side Quest: Save the Supply Lines
- Side Quest: Investigate the Elk Tribe
- Henchman Quest: Linu's Tale
- Henchman Quest: Boddyknock's Tale
- Henchman Quest: Grimnaw's Tale
- Henchman Quest: Daelan's Tale
- Henchman Quest: Sharywn's Tale
- Henchman Quest: Tomi's Tale
That cut-scene voice irritates me, that's the only thing I don't
like about this game. This chapter isn't as long as two, it's about as
long as chapter one and will take you many hours to complete if you do
all of the quests. You'll start the chapter off in Aarin's Lodge with
Aarin Gend and all of your henchman. Talk to Aarin to get information
on the Words of Power main quest. Speak to all of your henchman and
aquire their quests.
Leave the lodge and explor Beorunna's Well. First you should go
to the Drinking House and speak to Lillian, ask her some questions to
find out a lot of information and then she will tell you about the Snow
Globe and give you that quest, it goes with the Words of Power quest.
She will give you a Teleporter Scroll, don't discard it. If you're a
Wizard or Sorcerer and are a Cloaktower Guild member and have aquired
made, obviously. Head into the room in the north-east corner and kill
the humongous Bone Golem Champion, this thing isn't as tough as it
looks if but it does have lethal Cone of Cold breath so try not to let
him breathe on you, the Maximized Firball spell will burn this creep up
really quick. Go through the door it was guarding to see a WHOLE bunch
of chests, search a chest on the left for the Succubus Ring, then take
the Gem of Honor out of the sarcophagus in here to trigger more
enemies.
Head back to the Succubus and give her the three items (or two if
you gave her the stone already) she has asked you to retrieve for her
if you want, it's not necessary. If you give her one of the items you
can choose to have her open up all the doors in here for you, to give
you a magical item (random), or tell her you don't want anything at
all. Give her another item and you'll be offered just two of the above
options, give her the last item to free her from the prison. Freeing
her will turn her hostile (how ungrateful but what can you expect from
the undead?) so kill her. She has a deadly fire vortex spell, if a big
swirling circle of flames surrounds your character on the floor, RUN!
This is another one of those nasty insta-kill spells so you definitely
don't want to be standing in the center of it when it detonates, unless
you're immune to fire damge or death spells. She isn't that difficult
for Arcane spellcasters but will put up a good fight for the melee
combat geared characters. If you're at level 15 then you'll only earn
86 XP from the Succubus when she falls victim to your wrath.
Search the western-end of the tomb, in the south-west corner room
you'll find the Tome of Power in a sarcophagus. Head to the two northwest corner rooms and you'll fight a big Iron Golem. To get rid of
this giant thing you must destroy the four Glyph Generators in the
room. When the Golem drops, search the two rooms in the corner and
take the Gem of Misery and the Gem of Pain out of the sarcophagus'.
Return to the room that the Star Sapphire is in, the pedestals each
contain a tablet of a color of light, this is a *MAJOR* hint as to
which colored gem to place into that pedestal; you can leave the
colored tablets in the pedestal. To get the Star Sapphire place the
gems into the pedestals like this:
SOUTH (according to the game compass)
E
A
S
T
----------------------------------------Gem of
Gem of |
Duty
Pain |
|
Star
|
Sapphire
|
|
Gem of
Gem of |
Misery
Honor |
--------------- entrance ---------------into room
|
|
|
|
|
|
|
|
W
E
S
T
_______________________________________________________________________
-----------------------------~ SIDE QUEST: ROLGAN'S TRIAL ~
-----------------------------Go into the Temple of Tyr, this is where you'll end up when you
use the Stone of Recall in this chapter; where you can recover quest
pertaining items out of the pool, get healed when you ask to be, and
where your henchman will resurrect if they die during your bountiful
journeys. Speak to Neurik and ask him if you could help him with a
problem, he will tell you about Rolgan and how you must find out
whether he's guilty or not; you will again become an investigator and
have to question numerous witnesses. Neurik will give you a Defense
Council Journal.
First you should speak to Edegar standing next to Neurik, tell him
you want to speak to him about Rolgan's trial and find out more of
what's going on. Speak with Rolgan, he's through the door behind
Edegar. Tell him you're his lawyer and all that happy crap and get his
version of the story. You can speak to the witnesses below in any
order you wish, not just the one I'm suggesting.
Next you should go into the Mercenary Enclave and speak to Zed and
Jevon, they're in-between the bunkbeds. Speak with Zed first, he's
wounded so if you want some more detailed information then heal him by
spell or with a healing kit, he'll then tell you what he seen that
night. Talk to Jevon and get some more information, you can try to
bribe him into insuring Rolgan's innocence.
Now head to the Urthgardt Settlement and speak to two women named
Palla and Vanda to get some more information on as what happened on the
night in question, Vanda is Rolgan's wife so you know she's going to
stick up for her man.
Head into the Drinking House and speak to a man named Averik, a
cocky little bastard. Speak to a man named Lodan in here and buy him a
drink, then keep the drinks coming to get him drunk so he'll spill the
beans so you can find out some more case revealing information.
Now that you've spoken to all of the witnesses the trial can begin.
Return to Neurik and tell him to begin the trial, this will take a
little while so don't rush through it for it is an interesting story,
one of the many this game offers. Ask a lot of questions to the
witnessess and if everything goes as planned Rolgan will be free,
unless you didn't buy his story and asked the wrong questions and
doomed Rolgan on purpose. The amount of XP and gold aquired for this
quest varies, you will be awarded XP based on your ability to litigate
(what to ask, what not to ask, etc.) and the XP purse for this round is
anywhere from 500 XP to 1,700 XP. And also the level of your character
comes in to play when the XP for this quest gets awarded. A reader
named Alit Anggara has sent me the most XP rewarding way to go through
the trial, Thank you Alit. I've confirmed this and this is the best
way to do the trial. To gain the most XP for this quest you should do
this when the trial begins: First speak to Lodar and choose responses
1, 1, 2, 1, 2, 1, 2. Second, speak to Zed and choose responses 1, 2,
1, 2. Third, speak to Vanda and choose responses 1, 3. Fourth, speak
to Rolgan and choose responses 1, 3. In conclusion, choose responses
1, 2, 3. If you did this correctly then the prosecutor and jury will
ALL be holding lit torches. Close out and you will be awarded
accordingly. To give you an example of how character level comes into
play for the XP award, Alit was at level 14 when he did this trial and
was awarded 1,562 XP and 2,000 gold. I was at level 16 when I did the
trial this way I was only awarded 963 XP and 2,000 gold.
The thing that really sucks is now that Neurik is in this little
court room, he's not near the Recall Portal so every time you teleport
back here to get healed you'll have to make your way to this room so
you mine as well wait until the end of the chapter before doing this
quest.
_______________________________________________________________________
------------------------------------~ SIDE QUEST: SAVE THE SUPPLY LINES ~
------------------------------------Speak to Rolkid in the Mercenary Enclave and ask him who he is,
he'll tell you that the supply lines are cut off due those damn Orcs,
tell him you'll help him out to aquire this quest. He'll give you a
Bounty Hunter's Writ and now you're officially a bounty hunter once
again. For a supposed lack of supplies this guy is LOADED with
equipment, but Husher's goods at the Trading Post are better, although
you might want to snag up that Elven Ceremonial Armor Rolkid sells, a
good suit to equip if you're an Arcane-based multiclassed spell caster
suffering from Arcane spell failure all of the time due to wearing
heavy armor.
In Coldwood, go to the south-east corner, way back in the nook and
you'll fight the first Orc Leader, Vaath, he's has good melee skills
and will inflict some heavy damage upon you if you engage in that type
of combat with him. When you widdle Vaath down to near death he will
speak to you. You can either take the gold he's offering and spare his
life or kill him, you need his head though so just kill him, there's no
alignment shift involved. If you don't kill him and let him go 'cause
of some moral thing or something, Vaath will make an agreement not to
mess with Rolkids suppliers. I don't know if you'll get rewarded the
same if you choose to let him go, I've never tried it; it's just to
tempting to kill this Orc for me. Make sure you look in the containers
in the corner Vaath was in for a dagger, it is needed to complete
Grimnaw's Tale so don't discard it. Search Vaath's remains to take his
head and then give the head to Rolkid to be rewarded 500 gold and 312
XP.
In Fort Ilkard, go into the cave in the north-west corner of the
map. Explore the cave (have no fear) and kill a bunch of Orcs and
Ogres, approximately in the middle of the cavern you'll run into Guzud,
another Orc leader so start the attack. When you've beaten this Orc
down to near death he will speak to you. Just kill him and take his
head. Open up the door he was guarding to see a prisoner, Uncas.
Speak to Uncas to find out a lot of information pertaining to the main
quest and the Elk Tribe. If you're nice to him and let him go, he'll
give you a Feather of Peace. Take Guzud's Head to Rolkid to be
rewarded 500 gold and 312 XP.
Now you are to bring Rolkid the Ogre King head so let's go hunt
this foul smelling cretant down. Go into the first area of Moonwood
and enter the cave in the west. This place will also be filled with
Orcs but they're laughably easy opponents, there are also some Drows in
here but they're as easy to get rid of as the Orcs. Explore the cave
and embark upon a slice-n-dice extravaganza! You'll find the Ogre
King, Obould Many-Arrows cowering in a room in the center of the map.
He's quite a bit tougher than Guzud and Vaath but shouldn't be prove to
be that much of a challenge, you've conquered far harder than this.
When you beat him down to near death he will speak to you, kill him or
spare his life, just whack the freak, no alignment shift involved.
Take his head and give it to Rolkid to be rewarded 1,000 gold and 625
XP, plus a Kama, the Peasent Dynasty which has some nice bonuses, if
you can persuade him.
_______________________________________________________________________
----------------------------------------~ SIDE QUEST: INVESTIGATE THE ELK TRIBE ~
----------------------------------------Head to the Druid Grove and speak with Yusam, he'll tell you of
the Elk Tribe, tell him you'll investigate for him to aquire this
quest. Yusam sells a lot of healing supplies and potions at a decent
price. This quest ties in with the side quest Siege of Fort Ilkard.
While in Fort Ilkard, go to the Northern Homsteads go to the
Urthgardt fort in the east, speak to the guard and tell him you're
there to see the chief, Zokan. Enter the fort and you'll see a bunch
of disease victims all around. This place is pretty big, you'll find a
prisoner in a little room at the end of the eastern corridor, free him
to gain 100 XP, free the prisoner in the cell next to this one for an
additional 100 XP. Zokan is located in the room opposite the cells,
speak to him to find out more of what's going and he'll tell you that
he needs a cure for his tribe. You can kill Zokan and return to Yusam
to collect your reward. OR, you can choose to cure the tribe. If you
want to cure the tribe, then go speak to Commander Damas in the lodge
at Fort Ilkard, buy the cure from him (3,000 gold but may be able to
persuade him to lower the price), and give it to Zokan. If you have
the side quest the siege, then you will be credited as completing it.
Return to Yusam and give him the Dreamcatcher to collect the reward for
this quest, 750 XP and the Ring of Yusam.
_______________________________________________________________________
------------------------------~ HENCHMAN QUEST: LINU'S TALE ~
------------------------------By now you should know how to aquire your henchmen quests so I'll
skip the redundancies. To get Linu's full story you have to be at
level 15 OR have found the item she's in search of. Linu wants some
Volcanis Oak Seeds and they are located in the Ruins region in Fort
Ilkard (see main quest in that area for more information). Near the
entrance into the Creator Race Ruins is an altar, dig in the pile of
stones to the left of the altar to find the seeds. Give them to Linu
and she will reward you with 300 XP and the Pendant of the Elf +4 (Dex
+4, Immunity: Mind Spells).
_______________________________________________________________________
_______________________________________________________________________
------------------------------~ HENCHMAN QUEST: TOMI'S TALE ~
------------------------------When you're at level 15 Tomi's full tale will be revealed OR you
have found what he needs. Tomi is in search of the ashes of a great
fallen hero, Running Wolf. While in the Northern Homsteads region of
Fort Ilkard (see side quest the siege for more information), go into
the Urthgardt Fort and into the northern corridor, go into the small
room in the middle to see a burning altar and two tribe members
worshiping it, search the urn in this room for the Ashes of Running
Wolf. Give these ashes to Tomi who will reward you 300 XP and a Ring
of the Rogue +4 (Dex +4, Disable Trap +2, Hide +2, Move Silently +2,
Open Lock +2, Pick Pocket +2).
_______________________________________________________________________
<><><><><><> C3-2
~ COLDWOOD ~
<><><><><><>
-- AREAS IN COLDWOOD:
- Deeper Coldwood
- Wizard's Circle
-- QUEST TO BE UPDATED:
- Main Quest: Words of Power
-- QUESTS:
- Main Quest: The Snow Globe
- Side Quest: Free Nax
-----------------------------~ MAIN QUEST: THE SNOW GLOBE ~
~ SIDE QUEST: FREE NAX
~
-----------------------------You'll complete a side quest during the main quest so I will be
including both of them in this one section. Upon entering Coldwood
speak to Delvar on the right to find out some information about the
area and some side quests you've aquired. Explore the area and kill
some Orcs, a Fireball launched right into the middle of them will whipe
a whole bunch of 'em out with one awe-inspiring giant explosion.
You'll find Vaath in the south-east corner, one of the Orc leaders (see
supply line quest for more specific information). Due north is the
entance into Deeper Colwood and is where the Star Sapphire quest gets
completed (see that quest above for more specific information on the
Star Sapphire). Head into the Wizard's Circle.
You'll immediately be attacked by some Cult Archers and their
leader, kill 'em all, they're quite resiliant and will put up a good
dual if you go melee with them. Search the leaders remains when he's
properly disposed of and take his journal. Wander around and kill some
takes away almost all of your HP if you're not wearing the amulet; this
Dragon is also quite dexterious considering its size. If it Disarms
you it may stand over your weapon and you won't be able to recover it,
if this happens then lure the Dragon away from it so you can go pick it
up to get this battle over with. Spellcasters will want to take this
foul beast out from afar. When it finally does die you'll gain a good
amount of XP. Now the chest in the back of the lair is open, go raid
the loot and take the first piece of the Words of Power. A Lizardwoman
named Haedraline will appear and speak to you and give you a lot of
information on Maugrim and all those Cult people and the Words of
Power. Step into the portal that appears to be teleported out of this
globe. Return to Aarin and give him the Word of Power you've just
found to be handsomely rewarded 1,500 XP and at least 3,000 gold. Head
to Moonwood to continue in the search for the Words of Power.
_______________________________________________________________________
<><><><><><> C3-3
~ MOONWOOD ~
<><><><><><>
-- AREAS IN MOONWOOD:
- Deeper Moonwood
- Spine of the World
-- QUEST TO BE UPDATED:
- Main Quest: Words of Power
-- QUESTS:
- Side Quest: Working for Akulatraxas
- Side Quest: Gorgotha the Gold Dragon
- Side Quest: Klauth the Ancient Red Wyrm
>>> A NOTE ON SUCCESSFULLY COMPLETING ALL THREE DRAGON QUESTS:
You can screw yourself out of a Dragon quest in this area if you
don't know what you're doing so here's how to complete all three of
them. Speak with Gorgotha in her cave in the Spine of the World region
to aquire the quest to bring her Klauth's head. Then speak to
Akulatraxas in Deeper Moonwood, who will give you the quest of
briniging her the Hill Giant Chiefs head. Before you visit Klauth, but
after you collect the giant head, give the Hill Giant Chiefs head to
Akulatraxas, then either act hostile towards her or try to open the
door to her eggs in the Egg Room to make her become hostile. Kill
Akulatraxas and take her eggs. Then visit Klauth, who wants some
Dragon Eggs, give them to him to complete the quest for the eggs he
wants, and then kill him to collect his head. Now bring his head to
Gorgotha to complete all three Dragon quests. Don't kill Gorgotha,
whom is also guarding eggs, before you give her Klauth's head or you
obviously won't be able to complete that quest to collect your
righteous reward.
---------------------------------~ MAIN QUEST: THE WORDS OF POWER ~
----------------------------------
have the prisoners follow you they will turn hostile against you at
some point so kill them. Here I was, trying to be nice guy and
escorting these damsels in distress out of here and they attack me in
return. Oh well, every XP counts. Wander the rest of this level and
clear the place out. In an eastern room you'll find four Summoning
Shrines, an Ogre will smash them up. Don't worry if you thought you
were going to make a sphere, you'll have a sphere shortly if you're
fast at overcoming the obstacles that lie ahead. Go back up to the
main level and head to East Fire Giant Domain.
Explore this level of the lair, kill some more Fire Giants, Hell
Hounds and Huge Fire Elementals. You will see some Deeper Cave
entrances on the right side of the map, all lined up in a row, Klauth's
Lair is the bottom one. First go to the big south-west room and kill
King Strogg, the king of these brutes who've been smacking you around
pretty good since you came into this place. This giant is tough and
has a powerful Knockdown attack so if you're not a melee dualer then
take him out from afar. When the king is dead (I killed the king!)
search his remains and take the Pass Amulet (required to get into
Klauth's Lair) and a Ritual Book, it's the same book you've found
earlier so don't bother putting it into your pack. Head to the east
and go into the northern most Deep Cave.
This is a Slaad Cavern, there are A LOT of Gray Slaads in here, as
you know from the previous floor these things are brutal, summon Red
Slaads, and cast all kinds of nasty immobilization spells on you such
as Stunned and Dazed, bastards. Concentrate on killing the grays,
ignore the reds if they're not surrounding you because they'll just
keep on being summoned if you don't take out the grays. In the middle
of the chamber behind a gate is the Death Slaad Lord, he's about as
powerful as a gray and isn't that difficult, although he does have that
nasty insta-kill fire vortex spell so if a swirly pit of flames
surrounds your character RUN! When the Slaads are no more return to
the lair above.
Now head into the middle Deeper Cave to be in a Dragon Dungeon. Go
through the gate to see a big Blue Dragon and a Dragon Orb Pedestal,
kill the Yuan-Tis lurking around and try not to hit the dragon during
the fight or it'll become hostile. When the Yuan-Tis have been
obliterated, speak to the Blue Dragon and all is it will say is it's
hungry and wants food; if you ask it where the food is it will still
say hungry, want food. Dumb ass dragon, it's about as smart as my OrcBarbarian character I've played a previous campaign with. Look in the
fountain in here and take the Dragon Sphere out of it, this is what I
imagined the little itty-bitty snow globe would look like. If you want
to kill this beast for a nice ammount of XP, then DO NOT put the sphere
onto the pedestal. Doing so would destroy this beast, no XP gained, so
I advise you to kill the dragon first. If you kill the Blue Dragon the
hard-but-well-worth-it-way, then examine it to find out its strengths
and immunities so you can stratagize your method of attack. This Wyrm
has the capabilities of all the dragons you've fought thus far,
including Knockdown and Disarm attacks and it breathes clouds of poison
and spits acid in your face. If you're a Wizard or Sorcerer, a real
easy way to avoid the dragon is by running around the altar that the
orb pedestal is on so you can launch your long range spells without
worrying about taking a crap load of damage, Haste yourself before
doing so, this monster can also place Fear in you so you may want to
cast that counter spell before the battle or equip a mind-affecting
immunity item. The Empowered Magic Missles spell (if you were smart
enough to pick the Empower Spells feat) will work wonders if you're a
caster of the Arcane, so does Isaac's Missle Storm. When the Blue
Dragon drops from the severe case of tenth degree burns he has suffered
from your spells, or fell due to your mighty blade, you'll gain nice
ammount of XP. Place the sphere you found in the fountain onto the
Dragon Orb Pedestal, this will make a Dead Dragon Sphere appear on the
pedestal, take it and head back up to the Fire Giant Lair.
Head into Klauth's Lair and cross the very long bridge going over
some lava, every gate you open on the bridge will send a devestating
fireball at you which is near impossible to avoid. Approach Klauth at
the end of the bridge, DO NOT ACT HOSTILE TOWARDS HIM YET! Speak to
Klauth, he is guarding a piece to the Words of Power and will give you
a lot of new information about the Creator Race Ruins, he will also
tell you that he wants some dragon eggs, this is another quest you'll
aquire. If you're following this guide then you already have the
Dragon Eggs he wants, simply give them to him and he will reward you
with his Lair Key. THERE IS NO ALIGNMENT SHIFT FOR GIVING KLAUTH THE
EGGS! A lot of people out there think it's "evil" to hand over some
dragon eggs to Klauth but it isn't. If you're not following this guide
then go get some eggs out of Akulatraxas cave. You can kill him right
off the bat to aquire this key from his remains, I wouldn't if I were
you. Go into the room with your newly aquired key and take Word of
Power piece number two out of a chest, along with the Blade of Rashemi,
a great weapon to weild if you're a Fighter or Barbarian. Quest
complete. Haedraline will appear to give you more information on the
Words of Power and the Old Ones among other things. Don't forget to
search the chests near Klauth, there's a suit of Red Dragon Armor that
a heavy armor wearing character will want to equip ASAP, you'll also
find a Diremace enhanced with some nice bonuses, Ardulia's Fall. To
get your reward for this quest, take the Word of Power piece to Aarin
and you will be rewarded 3,500 gold and 1,500 XP. You may be able to
persuade him into giving you a Ring of Protection +4 if you're lucky or
have high persuasion skills.
What's that about aquiring Klauth's head do you ask? Well, if you
don't have the DEAD DRAGON SPHERE then this is going to be the most
difficult battle of the game, it's difficult even if you give him the
sphere. Speak to Klauth and he will ask if you have an essence of the
dragon sphere, give him the Dead Dragon Sphere and his health will
instanly be reduced to Badly Damaged which is definitely a HUGE help.
Klauth is without a doubt the toughest monster in the game and will
cast some extremely lethal spells on you that I don't even know the
name of. He'll breathe fire all over you, perform Knockdown and Disarm
attacks, is resistant to cold damage but not immune to it, is immune to
a whole array of spells and their effects, and is a really good
challenge. A henchman is a definite for this intense fight. Not to
ruin your day or anything, near death on Klauth is around 350-400 HP, I
just thought you would like to know. If you defeat Klauth (especially
on Hardcore D & D difficulty) without giving him the sphere or having a
henchman by your side then my hat's off to you, bragging rights are
worth listening to for that feat. When Klauth the Mighty Ancient Red
Wyrm finally falls victim to your spells, blades, arrows, or whatever,
take his head and give it to Gorgotha.
_______________________________________________________________________
--------------------------------------~ SIDE QUEST: WORKING FOR AKULATRAXAS ~
---------------------------------------
In Deeper Moonwood go into the cave on the middle of the map and
approach a big Dragon, Akulatraxas. Speak with her and ask about the
Hill Giants, she'll tell you how they want to steal her eggs and if you
can go into the Hill Giant Lair and bring her the Hill Giant Chieftans
head, agree to do so and you'll aquire this quest. Leave this cave and
enter the Hill Giant Lair in the west.
As you can probably guess, this place is going to be loaded with
Hill Giants so beware of the flying boulders. If your character is
level 15 you'll have no problems in here whatsover so have no fear.
Explore the lair and kill a bunch of giants, when the fun is over head
deeper into the caves in the center of the map, you'll be confronted by
a Hill Giant Champion, which is about twice as stong as the other geeks
roaming around the lair, and especially if it drinks a Barkskin potion.
This level of the lair is full of Ettins as well as more Hill
Giants. Explore this level and in the north-east corner room is a Fire
Giant, take the note from his remains and read it if you're paying
close attention to the story. In the room in the south-east corner
you'll find a room full of Grizzly Bears, search a chest in here for a
good random item. In the north-west corner room you'll fight Cook, the
giants cook I guess, kill him and speak to the prisoner in here to find
out loads of new information, let her go to be rewarded 100 XP even
though she isn't an important part of this quest. Every XP counts! Go
into the small room above this one to find another prisoner, speak with
him and then send him on his way to gain another 100 XP. Go into the
room in the south-west corner to fight the Hill Giant Chieftan, the
most powerful Hill Giant yet so good luck, although he isn't that tough
against a couple of Maximized Fireball and Magic Missle spells, if
you're fortunate enough to be playing as a Wizard or Sorcerer. GLITCH
ALERT: Don't go near any walls in the chiefs den or you may get stuck
to one; thus forcing you to load your last save. When the chief is
finally dead, take his head from his remains. Return to Akulatraxas
and give her the head, she will reward you 1,000 gold and 750 XP.
Now that you gave her the chief's head, and want some eggs to give
to Klauth, attack Akulatraxas. She is a formidable oponnent,
obviously, and has a powerful Knockdown and Disarm attack, not to
mention her extremely lethal acidic breath. Casters of the Arcane
shouldn't have too many difficulties taking her down, but Fighters and
melee type characters are going to have their hands full. Akulatraxas
has many spell immunites so examine it to find out what it's resistant
and immune to, and plan what kind stratagy you're going to attack with.
For melee dualers, if she Disarms you she may stand over your weapon so
you can't get to it, lure it away from the weapon if this happens to
you so you can recover your blade. If you're a Fighter or Barbarian I
hope you've been building up your Discipline skill for this Dragon is a
lot tougher to slay than the White Dragon and a henchman might be a
good idea for this take down. When you've slain the foul beast you'll
earn a decent ammount of XP. Go into the egg room and take a Green
Dragon Egg out of the incubator; open the chests in this egg room to
find a decent ammount of gold.
_______________________________________________________________________
---------------------------------------~ SIDE QUEST: GORGOTHA THE GOLD DRAGON ~
----------------------------------------
<><><><><><><><> C3-4
~ FORT ILKARD ~
<><><><><><><><>
-- AREAS IN FORT ILKARD:
- Northern Homesteads
- The Ruins
-- QUESTS:
- Main Quest: The Words of Power
An Old One Commander will begin attacking you as soon as you exit
the sun dial so take care of this minor threat. You will *NOT* be able
to use the Stone of Recall while in the past, you must return to
present time in order for the stone to work again. Immediately head to
the north-east corner room and speak with the leader of the slaves,
Lokar, he will give you a ring so you can persuade the Slave Workers
assigned to the three Golems guarding the Riddle Rooms more easily.
You'll be fighting more Creator Race Lizard things while you're in here
and the commanders can be tough but they give you a decent ammount of
XP, you'll probably find a scroll of Temple Defenses in their remains.
When you get Lokar's Ring, slip it on your finger and speak to the
Slave Worker standing in the room with the bridge leading to the Riddle
of Smoke. Ask him about the Golems and persuade him by telling him
you'll free him or give him lots of gold if he can build a faulty
Golem. He'll agree to it whether your persuasion skill check fails or
not if you're wearing Lokar's Ring. He'll offer you four ways he can
weaken the Golem he's assigned to build, you can pick Fire, Cold, Blunt
Weapons, and Slashing and Piercing Weapons. Pick one of the choices
and when you fight the Golem in present time, it will be weak to the
kind of damage you've picked so whatever you do, remember what choice
you pick for the Golem's weakness. Wander around the rest of the ruins
and speak to the other two Slave Workers by the Riddle of Sound and
Riddle of Light rooms, they will offer you the same four choices for
weakening the Golems they are constructing so remember your choices for
the future battles. If you want to plant that tree for Sapphira go
into the garden and Queen Morag will be in there and speak with you,
you can't kill her but you can slay all of the Lizards around her.
Plant the seeds (must interact with the Dirt and Weeds and choose to
plant the seeds) and explore every room in the past to find some items
and gain some more XP. When finished, return to the Sun Dial and use
the Time Crystal to warp back to the future.
Go to the south-east Golem Room and kill the Golem, remember to
slay it via the weakness you've chosen for it in the past, the Golem is
invincible if you try to slay it any other way than the specific
weakness you've chosen for it. When the mighty construct falls to its
knees and croaks, search its remains and take the key to use on the
gate it was guarding, head on through into the Riddle of Light room.
In the middle of the room you will see two fountains lableb Pool of
Secondary Colors, two wells labled Pool of Primary colors, and a well
in the middle of these four labled Pool of Swirling Colors. Search the
Pool of Swirling Colors in the middle and take the two PURPLE gems out
of it. Now approach the wells on either side of this middle one (Pools
of Primary Colors) and choose to press the red gem in one of them and
choose to press the blue gem in the other (red mixed with blue makes
purple). Approach the fountains (Pools of Secondary Colors) and place
a purple gem in each (must SPLIT the gems, right-click on the gem in
your inventory, select split and type in 1). When you place the purple
gems the four pools of color will vanish and one seal on the Door of
Three will be released.
Head to north Golem Guardian and kill the next big Golem via the
weakness you have chosen for it in the past, search its remains when it
dies and take the key. Open the door it was guarding to enter the
Riddle Sound of room. Kill the Bodack and then take the Fairy Bottle
out of its remains, use the bottle to release the fairy inside. Speak
to the fairy to find out some information, this fairy holds the answer
to this riddle. You'll see four gongs in the room, follow the fairy
to each gong she leads you to and bang it (just left-click the gong and
your character will bang it) to solve this riddle. Explaining this
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Gong |
B | S
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Gong
Gong | H
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---------- entrance ----------into room
Gong
A
get it near death or you'll die right along side it if you're at low HP
when the beast is slain. When the Baalor Lord is no more, take the key
from its remains and search the altar it was guarding to find another
piece to the Words of Power. Haedraline will appear once again and
give you all sorts of good information so pay close attention. When
all of the side quests for this chapter are complete, return to Aarin
Gend and give him the piece to the mighty words and more of this
intriguing story will unfold. You will be rewarded 5,000 gold and
1,500 XP for your valiant effort and triumph, then you will proceed to
the fourth and final chapter.
_______________________________________________________________________
---------------------------------------~ SIDE QUEST: THE SIEGE OF FORT ILKARD ~
---------------------------------------In the Commander's Lodge Damas tells you of a siege on the fort
and gives you the duty of destroying the catapualts. Exit the lodge
and go behind the main barraks and aid in the fight against an Elk
Tribe Subchief and a Catapault Commander. Leave the fort area and
destroy the first catapault on the left, just approach it and leftclick on it, spells or bashing isn't neccessary. Go to the right and
destroy the ballista and the catapault behind it. There's some more
catapults and a ballista right still so go destroy them and take the
enemies out. Now all of the catapaults been destroyed (4 catapaults, 2
ballistas) return to the lodge and speak with Damas. Now he wants you
to go and collect Arness's head and bring it to him. For destroying
the catapaults Damas will reward you 500 gold and 312 XP.
Go to the Urthgardt Command Post just above where you destroyed the
catapaults to kill Arness. This guy's a joke and you should have no
problems whatsoever taking him down. Scoop up his head from his
remains and return to Damas, who will reward you 1,000 gold and 312 XP.
This guy must have some sort of sick head fetish 'cause now in order to
complete this quest you must bring him the head of the Elk Tribe
Leader, Zokan. The rest of this quest ties in with the investigate the
Elk Tribe one.
Go into the Northern Homesteads and head towards the Urthgardt
Fort, talk to the guard in front of the fort and tell him you're there
to see Zokan, he'll open the gates for you. Enter the fort, you'll see
a lot of plague victims around and notice this place is pretty big.
While you're in here be sure to look in the small room in the center of
the north corridor, look inside the urn to find the Ashes of Running
Wolf, these ashes are for Tomi's Tale so don't discard them. Zokan is
in the room furthest east, in the room before him open the two steel
doors to find some prisoners, speak to them and send them on their way
to gain 200 XP. Go into the room Zokan is in, you can kill him now and
take his back to Damas to be rewarded 625 XP and 1,000 gold. On his
remains you'll find an Urthgardt Ceremonial Spear, this is for Daelan's
Tale so don't discard it. If you'd rather spare Zokan and save his
tribe, speak to him and he'll tell you how Damas gave his tribe this
disease from infected blankets. He'll ask you to find a cure and that
Damas might have one. Go speak to Damas and buy the cure from him, or
just kill him and take it. Damas wants 3,000 gold but you may persuade
him to lower the price. Take the cure and give it to Zokan, who will
reward you with the Urthgardt Ceremonial Spear, 625 XP, and a
Dreamcatcher.
_______________________________________________________________________
-----------------------------------~ SIDE QUEST: DELIVER ECKEL'S NOTE ~
-----------------------------------Go into the Settlers Barracks and speak with Eckel, he will go on
and on about how he hates Damas, say to him "wow, you really don't like
Damas," then ask him if you can help to aquire this quest. Eckel gives
you a note he wants you to deliver to his wife. Go into the Northern
Homesteads, located left of the Urthgardt Command Post, and head
straight up the road to Eckel's Homestead. To the right is an Elk
Tribe Brute trying to bash in a door to a house, kill him before he
enters the house or it'll kill Eckel's wife. Go into the house and
give the note to Eckel's wife, Galia, to be rewarded on the spot 300
gold and 375 XP.
_______________________________________________________________________
------------------------------------------~ SIDE QUEST: PLANT THE ULTARG TREE SEEDS ~
------------------------------------------This side quest is threaded into the main quest so I refer you to
that section if you need more specific information. In the present day
Creator Race Ruins speak to Sapphira in the garden. Ask her if there
are any tasks you can do for her and she'll ask you to plant some
Ultarg Seeds for her, agree to do so to aquire this quest. While in
the past Creator Race Ruins, go into the garden and Queen Morag will
approach and speak to you, she'll then summon three Old One Commanders,
kill them and plant the seeds in the Dirt and Weeds in the red circle.
Return to the present day ruins and go into the garden to speak with
Sapphira standing by the tree you've planted, she'll reward you some
Rubies and 350 XP, and maybe a Phantasmal Killer spell scroll if you
can persuade her.
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#20E ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER FOUR ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
<><><><><><><><><><>
~ NEVERWINTER CITY ~
<><><><><><><><><><>
-- QUESTS:
- Main Quest: The Final Battle
- Side Quest: Neverwinter Under Siege
- Side Quest: Rescue Leesa
--------------------------------
and speak
in the
the
Waste
some Frost Giants and you'll see another Siege Golem wandering around,
immediately head to the house with the glowing purple door near the
locked gate. Kill the Balor Lord and Luskan Wizard in here and the
Siege Golem will deconstruct upon the Wizard's demise. Your journal
should've been updated that the Neverwinter Siege quest got completed
and you'll receive 520 XP for completing it. Leave the house and in
the corner you'll see a Strange Courtyard, enter the house above it
kill a couple more Luskan Wizards and a really tough little Luskan
Assassin. Leave the house through the right door to be in the Strange
Courtyard, kill the Half-Dragon Baalor, this thing is pretty weak but
it has that nasty fire vortex death spell and breathes extremely lethal
acid all over you. When the Baalor falls victim to your mighty or
infernal wrath, step into the portal it leaves behind to enter
Maugrim's Sanctuary.
>>> MAUGRIM'S SANCTUARY
Leave the tiny room you're in to have a run-in with the traitor
mystery Cultist we've been chasing after for the past chapter and a
half. If you're playing the game then you obviously know who it is, if
you were reading this guide and decided to jump ahead, there will be no
spoilers here. The mystery guest will speak to you, you can try to
talk this person into giving themselves up and face the music for the
treachery and betrayal they've commited, but, it won't work and the
inevitable battle insues. This enemy is surprisingly easy, I don't
know if it's just because my character is so well developed at this
point in the game (level 18, human Fighter 6/Sorcerer 12) or if BioWare
actually gave us a break after the many previous tough foe that have
fallen to our wrath. This enemy will cast the extremely deadly fire
vortex insta-kill spell and I think you know how to avoid by now; they
will also cast a Clarity spell on themselves so mind-affecting spells
are pretty much useless to try and cast upon this foe. Other than the
fire vortex spell, this enemy is mediocre at best and you shouldn't
have too many difficulties taking this opponent down. When you beat
this traitor down to Badly Wounded they will speak to you, again you
can try to talk this person into giving up and turning themselves in
but they insist on fighting to the death so give them their wish. This
time the battle will be a little more difficult but nothing to fear,
this opponent is still really easy to take down. They will cast more
offensive spells (for this character's class I don't understand how
they get to cast these spells but if you're playing the character class
this enemy is then you can't possibly cast these spells) and will heal
themselves a lot but again, this battle is laughably easy. After this
person dies, search their remains and take their sword, this is useless
for all characters unless you're a Lawful Evil Paladin, which again is
useless because I don't know any Paladin who would suffer an alignment
shift just to use a weapon that isn't that great to weild. You'll also
pick up an Inner Sanctum key from the remains.
Go through the door in the room where you've just slain the
traitor to finally meet Maugrim. Go speak with him and he'll rant and
rave how you would expect a madman to and you'll get to slay this
whacko-loon. Maugrim is considerably tougher than the traitor you've
just slain and has an arsenal of extremely deadly spells, including
Time Stop, which renders you absolutely helpless for a few rounds while
Maugrim rips you a good one. Maugrim will also resurrect a couple of
Servants of Flesh to aid him in the task of killing you. Overall,
Maugrim isn't really that difficult to slay and you shouldn't have too
much of a problem killing him (the spell Tenser's Transformation worked
Return to Castle Never and speak to Aarin to find out some more
information; tell him of Maugrim's defeat and that you have the final
piece to the Words of Power, then head down to the dungeon. Speak with
Haedraline once again to find out your final task if Neverwinter is to
be saved so head down into the Castle Caverns. Explore the cavern and
speak with Esmerelda, Master Ford and Cletus; ask about the Source
Stone to find out some more information. Go through the door in this
room and approach the Source Stone entrance. There are four Word of
Power Pedestals in front of the entrance, place the Word of Power onto
any one of the four pedestals to open up the way, step into the
entrance to enter the Source Stone Sanctuary.
>>> SOURCE STONE SANCTUARY
Some Old One Warriors will attack you immediately upon entering
this place, they're a lot tougher than Maugrim if you ask me, they have
a devistating double damage attack that will deplete your HP faster
than Star Jones will regain her weight beware. Keep pushing your way
further into this sanctuary and kill a lot more Old One Warriors,
including a few that can cast spells so venture forth stealthily, it is
better to take out one lizard at a time as opposed to charging through
the cave and being overwhelmed. You'll run into a woman named Asheera
standing in front of a door, help her kill some lizards and then speak
with her to be reminded of someone and find out some information about
Queen Morag. You can decide to whack this chic if you want or you can
just let her be, if you kill her then search her remains for Asheera's
Amulet, if you let her live she'll give you the amulet, equip it for it
will aid your character in the destruction of these wretched reptiles.
The door behind Asheera is locked so head further into the cave and
you'll come across another door that is locked. Keep fighting your way
to the end of the cavern and pass another locked door, make your way
past a fourth locked door and enter the Inner Sanctum.
You're now in the Source Stone Guardian Lair and there will be TWO
Dragons attacking you, a Silver Dragon and a Copper Dragon. Melee
fighting characters are definitely going to have their hands full
during this insane battle, you might want to think about using a ranged
weapon, and if you were smart you've been saving all of the special
arrows and bolts you've been finding all over the place. You have to
kill both Dragons to aquire two keys if you want to conquer the game
and dethrone Queen Morag. As you know by now Dragons possess a very
powerful Knockdown and Disarm attack so have fun trying to kill two
Dragons with your blade if you're a Fighter or Barbarian, I hope you're
Discipline and Parry skills are adequate by now. The battle arena is
huge so casters of the Arcane will have it made Hasted trying to kill
these two viscious opponents. Examine the Dragons strengths and
weaknessess and then plan out your method of attack. You might want to
buy an insane ammount of potions of heal if you plan on attacking the
beasts head-on in a melee dual. A really annoying problem that a
spellcasting character may encounter is that because the Dragons are so
big that when you're running around the area your character may attack
the Dragons melee because you can't maneveur around them very well,
make sure that when running around the cave that the attack icon isn't
listed in this guide? Have you developed any good stratagies or have
found some secrets you would like to share with the NWN gaming
community? If so, then e-mail me and let me know so I can add them to
my guide, I will of course credit you for any information you provide
that I use in this guide. Please do not send me cheats and hacks
because I refuse to put that kind of crap in my guide, let alone use
them in my personal journeys.
================================================================ #21 ==
--------------------------------------------* 21) CREDITS, E-MAIL RULES AND LEGAL STUFF *
-------------------------------------------->>> CREDITS <<<
- BioWare Corporation for creating the best RPG video game ever
- Atari for publishing this instant classic
- Wizards of the Coast (they own D & D)
- Sections 3-14 (and section 18) of this guide were copied from the
instruction manual and is a copyright of the BioWare Corp.
>>> CONTRIBUTOR CREDITS <<<
- Lord Brooks for letting me know what the item is you can persuade
Belial into handing over (Robe of Fire resistance).
- Al Morin for sending me the Crossbow of Accuracy for the origional
campaign.
- Alit Anggara for the weapons and items he sent me and the best
possible way to do the Rolgan's Trial quest to gain the most XP.
- Seagrave for sending in the specifics for the Druid Circle quest.
- Josh Gagnier for sending in the Gemsword and the Shining Light of
Lathander.
- Alfred Jereza for letting me know how to summon the Guardian of Helm
in Helm's Hold and for letting me know what spell to cast on that
apparatus in the Host Tower of the Arcane.
---->>> E-MAIL RULES <<<
My address: randym1375@yahoo.com
- DO NOT SOLICITE! I don't care what your crappy product is all
about or how cheap you're selling it, I don't want it!
- NO CHAIN E-MAIL LETTERS! I will not send them on and if I go
bankrupt, get a horrible disesase, an anvil drops on my head, I die,
blah, blah, blah, because I don't send the letter on, oh well. I'm
not a superstitious fool.
- NO FAN CLUB STUFF! I don't care what your little club is all
about, I will not join. This includes D&D fanclubs since I don't play
the actual board/roleplay game and don't ever plan to.
- NO MONEY MAKING SCHEMES! That means you EXCEL (not Microsoft
affiliated for all of you who don't know about this scam artist
company Excel) and all of you other scam artists out there. Earn $500
a week by simply mailing letters from the comfort of your home...yeah
right!
- NO JUNK MAIL! If you write a crappy newsletter, send me political
jargon asking for money instead of my vote (the nerve of these
people), ask me to join some pathetic singles website for only $59.00
a month (that means YOU E-Harmony), send me offers for cheap
medication (like someone my age needs Viagra), send me celebrity news
that 95% of the U.S. doesn't care about (get a life for those of you
who do), or just feel like sending out trash to me DO NOT FEEL FREE TO
DO SO! If you do then I'll give you a virus. How does that appeal to
your server?
- If the answer to your e-mail is in this guide you will most
likely not get a response from me. I know this guide is really long
but do your research and look for the answer before you decide to email a question that has been clearly answered. For example, if you
want to know how a certain spell works, then look up that spells
description in the Spells section of this guide, or better yet read
the complete spell description and its effects in the game. Also keep
in mind that some websites aren't able to keep up with the latest
versions of my guide and your question may be answered in my latest
update. You can ALWAYS find the latest version of my guide(s) at
www.gamefaqs.com.
- As long as we're talking about e-mail I'll most likely ignore,
please write ledgible e-mail without all these modern day acronyms all
you tennie boppers, and adults who still think you are, IM and text
eachother with.
- If you've found an item, weapon, or suit of armor not listed in
the appropriate section way above, please "print screen" of the stats
and e-mail them to me so I can add them to this guide. To print the
screen, examine the item and press the "prt scr" key (located to the
left on the number pad, sysrq should be on the same key); open up Word
Pad or Note Pad and right click; then click Paste - this will paste
the game screen in word or note pad. Simply attach the Word Pad or
Note Pad document to your e-mail and send it to me. Make sure you get
the full stats if you do this, I don't really care about the items
description, I just want to know what it does. This may seem like a
pain in the neck but if you don't send the stats then I will *NOT* add
the item, weapon, or whatever to this guide. Being an experienced FAQ
writer, I learned long ago not to just take peoples word for it,
especially for a game like this. I will of course credit you for the
find. If you want your e-mail address posted with any items you send
me then you must specifically state that you want your e-mail address
posted, otherwise I'll just post your e-mail user name when I credit
you for the find(s). As long as we're on this subjet, if you send me
cetain rituals that can be performed throughout the campaign, and
don't see them added in my guide immediately, this means I'm doing
research on this "ritual" or whatever because again, I don't just take
peoples word for it and refuse to add unconfirmed things to my guide.
When I'm satisfied that the ritual or whatever does in fact work, then
I'll add it to my guide, with all the credit to you of course.