Your Account
    Log into your account here:
       Forgot Password

    Not registered? Sign Up for free
    Registration allows you to keep track of all your content and comments, save bookmarks, and post in all our forums.

FAQ

by RMurtha


                      WELCOME TO RANDY MURTHA'S

                        --------------------
                        ~ FORGOTTEN REALMS ~
                        --------------------

|\   |'----        '----'----'           ---|\   |-----'----'----'
| \  ||    \      /|    |    |\        /  | | \  |  |  |    |    |
|  \ ||---- \    / |----'----' \      /   | |  \ |  |  |----'----'
|   \||      \  /  |    | \     \    /    | |   \|  |  |    | \
      '----   \/   '----|  \     \/\/    ---           '----|  \

       |\    |  -------  '------  |    |  -------  '-----
       | \   |     |     |        |    |     |     |
       |  \  |     |     |   --'  |----|     |     '----'
       |   \ |     |     |     |  |    |     |          |
       |    \|  -------  '-----'  |    |     |      ----'

________________________ HORDES OF THE UNDERDARK ______________________


               ULTIMATE GAMERS GUIDE FOR THE PC GAME


Version 2.5
August 2008
E-Mail: [email protected]

=======================================================================
This document is Copyrighted by Randy Murtha January 2008 and may not
be reproduced in part or in full without the written consent of the
author.  Nor shall this be posted on a website or printed in a magazine
without my consent.  This document shall in no way be used to make a
profit.  All Rights Reserved.
=======================================================================


---------------------
* TABLE OF CONTENTS *
---------------------

   Legal Notice
1) Introduction to Walkthrough..................................... #1
2) More Walkthroughs by me, Version History........................ #2
3) Gameplay Basics................................................. #3
    - Abbreviations
    - In-Game Screens
    - Main Gameplay Screen
    - Character Sheet
    - Inventory Panel
    - Conversation Panel
    - Map Panel
    - Journal Panel
    - Stores and Barter Panel
    - Options Panel
    - Common Interactions
    - Time and Resting
4) Character Creation.............................................. #4
    - Gender
    - Race
    - Portrait
    - Class
    - Alignment
    - Ability Scores
    - Recommended Statistics
    - Packages
    - Spells, Domains and Familiars
5) Race............................................................ #5
6) Core Character Classes.......................................... #6
    - Attaining Epic Status
7) Prestige Character Classes...................................... #7
8) Multiclass Characters........................................... #8
    - Character vs. Class Level
    - Multiclass Experience
    - Multiclass Restrictions
    - Alignment Shifts
9) Skills........................................................... #9
10) Feats.......................................................... #10
     - Epic Feats
11) Combat......................................................... #11
     - Real-Time Decisions
     - NPC Reactions
     - Factions
     - Targeting an Opponent
     - The Attack Roll
     - Movement
     - Flat-Footed
     - Attacks of Opportunity
     - Saving Throws
     - Injury and Death
12) Associates..................................................... #12
13) Experience and Gaining Levels.................................. #13
14) Spells......................................................... #14
     - Introduction
     - Spell Schools
     - Domains
     - Effect Descriptions
     - Spell Tactics
     - Spell Descriptions
     - Spell Summaries:
        - Bard Spells............................................. #14A
        - Cleric Spells........................................... #14B
        - Druid Spells............................................ #14C
        - Paladin Spells.......................................... #14D
        - Ranger Spells........................................... #14E
        - Sorcerer Spells......................................... #14F
        - Wizard Spells........................................... #14G
15) Items.......................................................... #15
     - Potions
     - Books
     - Reagents and Components
     - Gems
     - Miscellaneous
16) Weapons........................................................ #16
     - Simple
     - Martial
     - Exotic
     - Found Weapons
     - Wands and Rods
17) Clothing and Armor (including found)........................... #17
     - Clothing
     - Armor
     - Shields
     - Cloaks
     - Boots
     - Belts
     - Braces, Gloves and Gauntlets
     - Rings
     - Amulets
18) Enemies........................................................ #18
19) Multiplayer.................................................... #19
     - 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
20) Hints and Stratagies........................................... #20
21) Game Walkthrough: Hordes of the Underdark...................... #21
     - Chapter One................................................ #21A
     - Chapter Two................................................ #21B
     - Chapter Three.............................................. #21C
22) Credits, E-Mail Rules and Legal Stuff.......................... #22


NOTE:  If you've downloaded my guide, to navigate your way through it a
little easier use the Control F feature.  Press and hold "Ctrl" and "F"
and a window will pop up, simply type in the number of the section
located above you wish to jump to (e.g. #22) and click "Find Next" to
jump to that section of the guide, you may have to click find next two
times.  This navigation process is really quick and it sure beats
scrolling all the way down this insanely long document to get to the
section you want to be in.  This works on most of the walkthroughs out
there so remember it and use it on all of the guides you download.

=======================================================================

                          ----------------
                          * LEGAL NOTICE *
                          ----------------

The only websites this is legally posted on are:

Game FAQ's - www.gamefaqs.com
Neoseeker - www.neoseeker.com
Game Spot - www.gamespot.com
Super Cheats - www.supercheats.com
Honest Gamers - www.honestgamers.com
Sorcerer's Place - www.sorcerers.net
Game Radar - www.gamesradar.com
Cheat Planet - www.cheatplanet.com

   ONLY THESE EIGHT SITES MAY POST MY GUIDE!  If you have viewed this
on any other site than the ones listed, or have seen this plagerised,
please e-mail me and let me know which site you viewed this on, I will
highly appreciate it.  If you've seen this plagerised or on a website
this isn't supposed to be on, there is a $CASH$ reward for informing me
of who the violator is.


================================================================= #1 ==

----------------------------------
* 1) INTRODUCTION TO WALKTHROUGH *
----------------------------------

     Welcome to my very in-depth and extensive Walkthrough for Neverwinter
Nights: Hordes of the Underdark.  This series is without a doubt, in my
opinion, the best RPG video game series ever made.  It took Bio Ware over
six years to make this series 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.

     A bunch of new things were added to this campaign, you can now attain
the Epic Status with your Player Character to enable a bunch of new
bonuses, skills and feats; you can take your PC all the way to the 40th
level.  New Skills, feats, spells, items, weapons, armor, shields, etc.
were added in also.  You now have better control over your henchman and
can choose what spells they use, weapons they wield, and so forth.  In
this campaign you can hire two henchman at a time as well.  A bunch of new
Prestige Classes were also introduced into this campaign, some of them are
really excellent like the Palemaster or Weapons Master.


================================================================= #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
4) Neverwinter Nights: Shadows of Undrentide
5) Neverwinter Nights Gold Edition
6) Nenerwinter 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.


Version 1.5
April 2008
   Added in some more weapons, armor, rings and what not that I found
during my latest adventure.  Also fixed a bunch of typos.


Version 2.0
April 2008
    Added in a litlle more details about the final battle against
Mephistopheles, I've gotten some complaints that I was too vague.


Version 2.5
August 2008
     Fixed some typos and added in some more weapons that I found.


================================================================= #3 ==

----------------------
* 3) GAMEPLAY BASICS *
----------------------

>>> ABBREVIATIONS USED THROUGHOUT THIS GUIDE AND GAME:

- D&D: Dungeons and Dragons

- NWN: Neverwinter Nights

- SOU: Shadows of Undrentide

- HOU: Hordes of the Underdark

- 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

- 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).

-----------------------------------------------------------------------


>>> 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 top-
left).

-----------------------------------------------------------------------


>>> 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 in-
game 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 singleplayer 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 one 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,
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
Portrait or clicking the Character Sheet in the Options Box.  The
Character Sheet panel shows all of the vital statistics and abilities
of your character.  Along the top of the Character Sheet panel are tabs
for accessing other information about your character.


SKILLS PANEL
------------
The Skills panel displays all of your character's skills and his
modifier in each.  The Skill Modifier that is listed here equals total
ranks in the skill plus Ability Score Modifiers.  Select any skill to
get more information about it, including its key ability and what is
costs to upgrade.


FEATS PANEL
-----------
The Feats panel dispalys all of your character's Feats, as well as
racial and class abilities.


SPELLS PANEL
------------
You may also access your Spell panel by clicking on the appropriate
button in the Options Box or by opening up the Radial Menu.  The Spells
panel is composed of two panels: Spellbook and Spell Preparation.
Wizards, Clerics, Druids, Paladins, and Rangers are required to prepare
their spells before casting them, while Bards and Sorceres do not.

To prepare a spell first select the spellcasting class and spell level
within the Spellbook screen.  A tree of all available spells is shown
below the selected level.  If your character has any Metamagic Feats he
can enhance prepared spells by selecting the small arrow icon on the
left.  This icon opens to display those spells that can be enhanced.
Get information on any spell by clicking the Inspect button to the
right of the spell name.

Once you have selected the spell you wish to prepare, either click on
the small arrow on the right or drag the spell icon into a prepared
slot.  Multiclass spellcasters may need to repeat this process for each
of their spellcasting classes.  When all slots are filled, press "Rest"
from the Radial Menu or from the Options Box.  Once your character is
rested he can cast his prepared spells.

-----------------------------------------------------------------------


>>> INVENTORY PANEL <<<

    The Inventory panel displays all of your character's equipment.
The area at the top of the screen shows those items that are currently
equipped, and the grid at the bottom of the screen displays your
character's total inventory.

     Select an item by left-clicking on it, or click and hold the left
mouse button and drag the item between inventory slots.

     On the lower-right side of the inventory are a number of small
tabs that allow you to access all the panes of your inventory.  The
weight your character is carrying is displayed above the maximum weight
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 can place your own map pins by clicking in the pin box on the
top-left and then clicking on the map where you wish to place the pin.
Once the pin is placed a dialogue window pops up and you can enter the
text you wish to associate with that pin.

-----------------------------------------------------------------------


>>> JOURNAL PANEL <<<

     The Journal panel displays the status of the adventure and the
status of various quests you have undertaken.  The tabs at the top of
the screen toggle between three specific journals.

     The first tab on the left displays your character's personal
journal.  The personal journal tracks information about quests you have
accepted and characters you have spoken with.  The personal journal is
very important, be sure to read it often to check your progress on
quests.

     The next tab displays your completed quests.  Any quests from your
personal journal that are completed will be automatically moved to this
tab.

     The third tab is empty; this is provided for you to jot down notes
and impressions during the game.

-----------------------------------------------------------------------


>>> STORES AND BARTER PANEL <<<


STORES PANEL
------------
Buying items from a store is very similar to using a container.  The
store appears on the left side and your inventory is on the right.  To
buy an item, drag in into your inventory.  A dialogue box will pop up
asking if you wish to purchase the item.  If you agree and have enough
money, the exchange is made and the item is placed into your inventory.


BARTER PANEL
------------
This panel is available for multiplayer only.  The Barter panel
functions in a manner similar to the container panel.  On the left side
are the other player's offered items and the right side holds any items
you wish to offer for trade.  When you are happy with the items on both
sides, click the Offer button.  When an offer is made the other player
has two choices, he can accept or refuse - either by changing the items
in his slots or clicking the Cancel button.  This system requires that
both players agree to a trade before it can happen.

-----------------------------------------------------------------------


>>> OPTIONS PANEL <<<

     Neverwinter Nights has a large number of options available for
customizing the game to suit your playing style.  To change any option
in the game open the Options panel by pressing the "Esc" or "O" keys,
or by clicking the appropriate button in the Options Box.

     To load a game click on the Load button and then pick the game you
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 1-
3.  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.

-----------------------------------------------------------------------


>>> COMMON INTERACTIONS <<<


CREATURES
---------
Hostile creatures turn red when you mouse over them and the mouse
cursor will change to the Attack icon.  You can gauge the difficulty of
a creature by examining it.  Right-click to bring up the Radial Menu
and select the "Examine" option in the top-center.

Non-hostile creatures appear blue (or green if they are in your party)
when you mouse over them, and the mouse cursor changes to the talk
cursor.


ITEMS
-----
Right-click to open the Radial Menu and select the "Examine" option to
get more information about an item.  If an item is unidentified it may
be magic; use the Lore skill or the Identify spell to identify magic
items (or bring it to a shopkeeper who can identify the item for a
price).

Items and weapons can be equipped directly from the ground using the
Radial Menu.  Items and weapons can also be assigned to the Quickbar,
where they would be used normally when selected.  Right-click on a
Quickbar item with multiple uses and select "Assign Special Use" to
define the default use of the item.

Some items (such as gems and arrows) can be stacked.  To stack items
just drag like items onto eachother, most of the time the game will
stack these items for you if you have a like item in your inventory.
Different item types have various maximum stack sizes.  Also, you can
seperate stacks by right-clicking on the item to open the Radial Menu,
select the "Split" option and then type in how many items you want in
the second stack.


CONTAINERS
----------
Containers are handled in much the same way as ordinary inventory.  The
bottom of the panel contains inventory and the top represents the
contents of the container.  You can drag items back and forth, click on
the item, or use the Radial Menu to pick them up.

Open containers by left-clicking them, or select the "Use" option from
the Radial Menu.  Locked containers can be picked, bashed open, or
opened with a spell.  Select "Lockpick" and "Bash" from the Radial Menu
on the container, or cast a spell such as Knock, on the container.

You can activate levers and other special-use devices by left-clicking
them, or by selecting "Use" option from the Radial Menu.


DOORS
-----
If you have the right key you can unlock a door.  Otherwise, you can
pick, bash open, or open most doors with a spell.  If you have the key,
left-click on the door or select "Use" from the Radial Menu.  Select
"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:

          ---------------------------------------
         |BASE ABILITY SCORE | COST | TOTAL COST |
         |-------------------|------|------------|
         |        8          |  0   |     0      |
         |-------------------|------|------------|
         |        9          |  1   |     1      |
         |-------------------|------|------------|
         |        10         |  1   |     2      |
         |-------------------|------|------------|
         |        11         |  1   |     3      |
         |-------------------|------|------------|
         |        12         |  1   |     4      |
         |-------------------|------|------------|
         |        13         |  1   |     5      |
         |-------------------|------|------------|
         |        14         |  1   |     6      |
         |-------------------|------|------------|
         |        15         |  2   |     8      |
         |-------------------|------|------------|
         |        16         |  2   |     10     |
         |-------------------|------|------------|
         |        17         |  3   |     13     |
         |-------------------|------|------------|
         |        18         |  3   |     16     |
          ---------------------------------------

-----------------------------------------------------------------------


>>> PACKAGES <<<

     Packages are for players who wish to jump in and play the game
without going through the customization required to build a character
from scratch.  A package automatically selects skills, feats and spells
tailored for the character of the class and race you have chosen, and
assigns basic equipment so that you can begin playing immediately.
Each class has a default package which is automatically selected when
you click on the Recommended button.

     To customize your character with specific Skills, Feats, and
spells, click on a package and then click on the Configure Packages
button.  This will take you through the following screens:

SKILLS
------
Each character will receive points with which to buy starting skills.
Look in the section below titled Skills for more specific Skill
information.


FEATS
-----
Your character can choose a number of starting Feats depending on his
or her class.  Look in the section below titled Feats for more specific
Feats information.

-----------------------------------------------------------------------


>>> SPELLS, DOMAINS AND FAMILIARS <<<

     If you choose a spellcasting character you will need to choose
your starting spells.  Clerics will need to pick a Domain.  See the
section below titled Spells for more information on Domains.  Wizards
and Sorcerers will have to choose a Spell School and a Familiar.  See
the section below titled Associates for more information on Familiars.
See the section below titled Spells for more information on Spell
Schools.

-----------------------------------------------------------------------


>>> APPEARANCE <<<

     Select from a variety of heads, body types, clothing, and tattoos
for your character.  You may also change skin, hair, and tattoo color.


>>> CHARACTER INFORMATION <<<

     To finish Character Creation enter a name or choose a random one
and fill in a short character description that other players will see
when they examine your character.  Finally, choose your character's
voice which they will use in response to certain actions in the game
and when giving Quickchat commands.  Congratulations on creating your
character, it is a daunting task and now you are ready to begin you
adventures.


================================================================= #5 ==

-----------
* 5) RACE *
-----------


>>> HUMAN <<<

     Humans are the most adaptable of the common races.  Short
generations and a penchant for migration and conquest have made them
very physically diverse as well.  Skin shades range nearly black to
very pale, hair from black to blond, and facial hair (for men) from
sparse to thick.  Humans are often unorthodox in their dress, sporting
unusual hairstyles, fanciful clothes, tattoos, and the like.

- Favored Class: Any.  When determining whether a multiclass human
suffers an XP penalty his highest-level class does not count.

- Quick to Master: One extra feat at first level.

- Skilled: Four extra skill points at first level, plus one additional
skill point at each level up.

-----------------------------------------------------------------------


>>> DWARF <<<

     Dwarves are known for their skill in warfare, their ability to
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

- Favored Class: Wizard.  A multiclass gnome's wizard class does not
count when determining whether he suffers an XP penalty for
multiclassing.

- Special Abilities: Small Stature, Hardiness vs. Illusions, Offensive
Training vs. Reptilians, Offensive Training vs. Goblinoids, Defensive
Training vs. Giants, Skill Affinity (Listen), Skill Affinity
(Concentration), Spell Focus (Illusion), Low-light Vision.

-----------------------------------------------------------------------


>>> HALF-ELF <<<

     Half-elves have the curiosity and ambition of their human parent,
with the refined senses and love of nature of their elven parent,
although they are outsiders among both cultures.  To humans half-elves
look like elves.  To elves they look like humans.  Half-elves are
paler, fairer and smoother-skinned than their human parents, but their
actual skin tones and other details vary just as human features do.
Half-elves tend to have green elven eyes and they live to be about 180.

- Favored Class: Any.  When determining whether a multiclass half-elf
suffers an XP penalty his highest-level class does not count.

- Special Abilities: Immunity to Sleep, Hardiness vs. Enhancements,
Partial Skill Affinity (Listen), Partial Skill Affinity (Search),
Partial Skill Affinity (Spot), Low-light Vision.

-----------------------------------------------------------------------


>>> HALF-ORC <<<

     Half-orcs are the short-tempered and sullen result of human and
orc pairings.  They would rather act than ponder and would rather fight
than argue.  They love simple pleasures, such as feasting, boasting and
wild dancing.  They are an asset at the right sort of party, but not at
the dutchess's grand ball.  Half-orcs are as tall as humans but their
brutish features betray their lineage.  They also regard scars as
tokens of pride and things of beauty.  They rarely reach 75 years old.

- Ability Adjustments: +2 Str, -2 Int, -2 Cha

- Favored Class: Barbarian.  A multiclass half-orcs barbarian class
does not count when determining whether he suffers an XP penalty for
multiclassing.

- Special Abilities: Darkvision

-----------------------------------------------------------------------


>>> HALFLING <<<

     Halflings are clever, capable and resourceful survivors.  They are
notoriously curious and show a daring that many larger people can't
match.  They can be lured by wealth but tend to spend rather than
hoard.  Halflings have ruddy skin, hair that is black and straight, and
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) CORE 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 non-lawful

- 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

- Bonuses: +4 to Str; +4 to Con; +2 morale bonus to will saving throws

- Penalties: -2 to AC

- Notes: Lasts for 3 rounds + Adjusted Constitution modifier.  At 15th
level the Rage ability becomes Greater Rage, giving the Barbarian +6 to
Str and Con and a +3 bonus to will saves (the -2 penalty to AC still
applies).


BARBARIAN FAST MOVEMENT: Barbarians gain a 10% bonus to their movement
speed.

- Gained: 1st level

- Use: Automatic


UNCANNY DODGE: Barbarians are quick on their feet and can react more
quickly to danger than others.  This ability improves as the Barbarian
gains levels.

- Gained: Level 2:  Retain Dex bonus to AC, even if flat-footed
          Level 5:  +1 to reflex saves made to avoid traps
          Level 10: +2 to reflex saves made to avoid traps
          Level 13: +3 to reflex saves made to avoid traps
          Level 16: +4 to reflex saves made to avoid traps
          Level 19: +5 to reflex saves made 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

-----

EPIC BARBARIAN:

     The Epic Barbarian is a furious warrior who can cut his opponents
to ribbons with awe-inspiring ease.  He is the very incarnation of
rage.

- Hit Die: d12

- Skill Points at Each Additional Level: 4 + Int Modifier

- Bonus Feats: The Epic Barbarian gains a bonus feat every four levels
after 20th

- Epic Barbarian Bonus Feats: Armor Skin, Epic Damage Reduction,
Devestating Critical, Epic Toughness, Epic Prowess, Mighty Rage, Epic
Weapon Focus, Overwhelming Critical, Superior Initiative, Terrifying
Rage, Thundering Rage

-----------------------------------------------------------------------


>>> 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

- Proficiencies: Simple weapons, light armor, medium armor, shields

- Skill Points: Int Modifier x 4 at 1st level; 4 + Int Modifier each
additional level

- Spellcasting: Arcane (Charisma-based, no spell preperation, spell
failure from armor is a factor).  Bards begin the game knowing all
cantrips

- Ex-Bards: Bards cannot gain levels of experience while they are of
any lawful alignment

- Prestiage Class Tips: Bards are best suited to become Shadowdancers
or Harper Scouts.  Combat-oriented Bards may enjoy becoming a Dragon
Disciple.

-----

BARD SPECIAL ABILITIES:

BARDIC KNOWLEDGE: The Bard is able to identify items more easily than
other classes.

- Gained: 1st level

- Use: Automatic

- Bonuses: Apply Bard levels as a bonus to any Lore skill checks


BARDIC MUSIC: Bards are able to sing songs to bolster their allies.

- Gained: 1st level

- Use: Selected

- Bonuses: Deafened creatures are not affected by the Bards singing.
The Bardsong may be sung once per day per class level.  The song
affests all aliies within 30 feet and lasts for 10 rounds.  The higher
the bards Perform skill the better the Bardsong.  Bard song bonuses do
not stack.

Perform 3 and Bard level 1: +1 to attack and damage rolls

Perform 6 and Bard level 2: +1 to Will Saves

Perform 9 and Bard level 3: +1 to damage rolls, +1 to fortitude saves

Perform 12 and Bard level 6: +1 to reflex saves, +1 to skills

Perform 15 and Bard level 8: +1 to attack rolls, +8 temporary hit
points

Perform 21 and Bard level 12: +2 to dodge armor class, +1 to skills

Perform 24 and Bard level 15: +1 will saves, +1 reflex saves, +1
fortitude saves, +1 dodge armor class, +1 to skills

Perform 25 and Bard level 16: +1 will saves, +4 temporary hit points,
+1 dodge armor class, +1 to skills

An additional +2 temporary hit points and +1 to skills is granted for
each additional 5 Perform and 1 Bard level.  At Perform 45 and Bard
level 20 Bardsong grants +6 temporary hit points and +3 to skills.

-----

EPIC BARD:

     The Epic Bard's music is beyond inspiring, beyond heartening,
beyond perfection.  With just a song the Bard can weaken the crulest
creature or inspire allies to the heights of power and bravery.

- Hit Die: d6

- Skill Points at Each Additional Level: 4 + Int Modifier

- Bonus Feats: The Epic Bard gains a bonus feat every three levels past
20th

- Epic Bard Bonus Feats: Curse Song, Epic Skill Focus, Epic Will, Great
Charisma, Great Dexterity, Improved Combat Casting, Lasting
Inspiration, Epic Spell Focus

-----------------------------------------------------------------------


>>> CLERIC <<<

     Clerics act as intermediaries between the earthly and the Divine
(or Infernal) worlds.  A good Cleric helps those in need, while an evil
Cleric seek to spread his patron's vision of evil across the world.
All Clerics can heal wounds and bring people back from the brink of
death and powerful Clerics can even raise the dead.  Likewise, all
Clerics have authority over undead creatures and they can turn away or
even destroy these creatures.  Clerics can use simple weapons and all
forms of weapons and shields without penalty, since armor does not
interfere with the casting of Divine Spells.  In addition to his normal
complement of spells, every Cleric chooses to focus on two of his
deity's domains.  These domains grants the Cleric special powers and
give him access to spells that he might otherwise never learn.  A
Cleric's Wisdom score should be high since this determines the maximum
spell level that he can cast.

- Alignment: Any

- Hit Die: d8

- Profifiencies: All simple weapons, all armor and shields

- Skill Points: Int Modifier x 4 at 1st level; 2 + Int Modifier each
additional level

- Spellcasting: Divine (Wisdom based, armor related chance of spell
failure is ignored)

- Prestige Class Tips: Militant Clerics should consider becoming a
Champion of Torm.  Evil Clerics make powerful Blackguards.

-----

CLERIC SPECIAL ABILITIES:


SPONTANEOUS CAST: Able to replace any spell and cast a Healing variety
of the same spell instead.

- Gained: 1st level

- Use: Automatic

- Bonus: If an "S" appears in the upper left-hand corner of the spell
icon, a Cleric can cast that spell spontaneously.  This will use up
another spell of the same level as the spell cast.


TURN UNDEAD: The Cleric can cause undead to flee

- Gained: 1st level

- Use: Three times per day, plus the Cleric's Charisma Modifier

- Bonuses: The Cleric's level and Charisma are used to determine how
many Hit Die of undead are turned.  If the Cleric has twice as many
level as the undead have Hit Die, the undead are instantly destroyed.

-----

EPIC CLERIC:

   The Epic Cleric is among the most elite of his deity's servants,
spreading the word and acting as emissary for the church.  The Epic
Cleric commands great power and respect.

- Hit Die: d8

- Skill Points at Each Additional Level: 2 + Int Modifier

- Bonus Feats: The Epic Cleric gains a bonus feat every three level
after 20th.

- Epic Cleric Bonus Feats: Armor Skin, Automatic Quicken Spell,
Automatic Silent Spell, Automatic Still Spell, Epic Spell Focus, Epic
Spell Penetration, Greater Wisdom, Improved Combat Casting, Planar
Turning

-----------------------------------------------------------------------


>>> DRUID <<<

     Druids gain power not by ruling nature but by being one with it.
Druids hate the unnatural, including aberrations or undead, and destroy
them where possible.  Druids receive Divine Spells from nature, not the
gods, and can gain an array of powers as they gain experience,
including the ability to take the shapes of animals. A Druid is often
accompanied by an animal companion.  The weapons and armor of a Druid
are restricted by their traditional oaths, not simply training.  A
Druid's Wisdom score should be high as this determines the maximum
spell level that they can cast.

- Alignment: Must be neutral good, lawful neutral, true neutral,
chaotic neutral, or neutral evil

- Hit Die: d8

- Proficiencies: Club, Dagger, Dart, Sickle, Scimitar, Spear, Sling,
Quarterstaff, shields, light and medium armor

- Skill Points: Int Modifer x 4 at 1st level, 4 + Int Modifier each
additional level

- Spellcasting: Divine (Wisdom based, armor related chance of spell
failure is ignored)

- Ex-Druids: A Druid that is no longe neutral cannot gain levels

- Prestige Class Tips: The most effective prestige class that expands
the Druid's abilities is the Shifter

-----

DRUID SPECIAL ABILITIES:

NATURE SENSE: The Druid gains a +2 bonus to all attacks made while
fighting in wilderness areas.

- Gained: 1st level

- Use: Automatic


ANIMAL COMPANION: Druids may summon a stalwart animal companion.

- Gained: 1st level

- Use: Once per day, until killed or summoned

- Bonuses: Animal companions are chosen at Character Creation and can
be changed with each new Druid class level


WOODLAND STRIDE: Druids may walk with ease through magical and non-
magical impediments to movement.

- Gained: 2nd level

- Use: Automatic

- Bonuses: Grants +4 Competence bonus to Hide and Move Silently checks
when in wilderness areas


RESIST NATURES LURE: Due to their inherent understanding of nature,
Druids can avoid the most common dangers that the natural world
presents

- Gained: 4th level

- Use: Automatic

- Bonuses: Grants +2 Insight bonus to Saving Throws against all Fear
spells and effects


WILD SHAPE: The Druid gains the ability to shape shift into various
animal forms

- Gained: 5th level

- Use: Once per day at 5th level, twice per day at 6th level, three
times per day at 7th level, four times per day at 10th level, five
times per day at 14th level, and six times per day at 18th level.  This
ability lasts for one hour per level.

- Bonuses: The Druid may choose among several animal forms (these forms
improve as the Druid gains levels)


VENOM IMMUNITY: The Druid is able to resist the effects of most
poisons.

- Gained: 9th level

- Use: Automatic

- Bonuses: Immune to poison


ELEMENTAL SHAPE: The Druid gains the ability to shape shift into
various elemental forms

- Gained: 16th level

- Use: Once per day at 16th level, twice per day at 17th level, and
three times per day at 19th level.  This ability lasts for one hour per
level.

- Bonuses: Huge elements at 16th level and elder elements at 20th level

-----

EPIC DRUID:

     Powerful primal forces dominate nature and the Epic Druid is a
mighty symbol of the natural world and the balance demands that he use
his great powers responsibly.

- Hit Die: d8

- Skill Points at Each Additional Level: 4 + Int Modifier

- Bonus Feats: A Druid gains a bonus feat every four levels after 20th

- Epic Druid Bonus Feats: Automatic Quicken Spell, Automatic Silent
Spell, Automatic Still Spell, Dragon Form, Energy Resistance, Epic
Spell Focus, Epic Spell Penetration, Greater Wisdom, Improved Combat
Casting

-----------------------------------------------------------------------


>>> 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.

-----

EPIC FIGHTER:

     Having advanced from the ranks of seasoned warriors, the Epic
Fighter knows how to defeat his opponents in any arena.  Though his
journey to achieve this goal has been long and hard, the Epic Fighter
is just starting out on another path - a fledging in the realm of gods
and other powerful beings.

- Hit Die: d10

- Skill Points at Each Additional Level: 2 + Int Modifier

- Bonus Feats: The Epic Fighter gains a bonus feat every two levels
after 20th

- Epic Fighter Bonus Feats: Armor Skin, Damage Reduction, Devestating
Critical, Epic Prowess, Epic Toughness, Epic Weapon Focus, Epic Weapon
Specialization, Overwhelming Critical, Superior Initiative

-----------------------------------------------------------------------


>>> 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

- Proficiencies: Club, Dagger, Handaxe, Light Crossbow, Heavy Crossbow,
Kama, Quarterstaff, Shuriken, Sling

-Skill Points: Int Modifier x 4 at 1st level, 4 + Int Modifier each
additional level

- Prestige Class Tips: Shadowdancer is a good choice for a stealthy
Monk.  Pious Monks may want to consider becoming the Champion of Torm.

-----

MONK SPECIAL ABILITIES:

BONUS FEATS: The Monk receives several bonus feats from the standard
feat list, including Cleave, Improved Unarmed Strike and Stunning Fist
at 1st level, Deflect Arrows at 2nd level, and Knockdown and Improved
Knockdown at 6th level.

SPECIALTY WEAPON: The Monk retains his unarmed attack bonus when
fighting with a Kama

MONK ARMOR CLASS BONUS: Monks add both their Wisdom Modifier and their
Dexterity Modifier to their Armor Class.


FLURRY OF BLOWS: The Monk receives an extra attack per round when
fighting unarmed or with a Kama.

- Gained: 1st level

- Use: Selected

- Penalties: The Monk suffers a -2 penalty to all attack rolls made as
part of a Flurry of Blows


EVASION: Monks are able to escape petentionally deadly situations

- Gained: 1st level

- Use: Automatic

- Bonuses: In situations where a successful Reflex saving throw would
allow others to take half damage, the Monk escapes unscathed


MONK SPEED: Manks gain the ability to move quickly

- Gained: 3rd level

- Use: Automatic

- Bonuses: Monks move faster than other classes and this ability
improves with experience


STILL MIND: Monks gain a +2 competence bonus on saving throws vs. mind-
affecting spells

- Gined: 3rd level

- 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

- Gained: 12th level

- Use: Automatic

- Bonuses: Spell resistance equal to the number of level the character
has in the Monk class +10


QUIVERING PALM: Harnessing his Ki, the Monk is able to deliver quick
death with an unarmed strike

- Gained: 15th level

- Use: Once per day

- Bonuses: If the attack succeeds and does damage, the target must make
a Fortitude save (DC 10 + 1/2 the Monk's level + the Monk's Wisdom
Modifier).  Failure results in the targets immedite death


EMPTY BODY: Mastering his Ki can allow the Monk to fade from sight

- Gained: 18th level

- Use: Twice per day

- Bonuses: The Monk gains a 50% concealment bonus


PERFECT SELF: So complete is the Monk's mastery over his body and
spirit that he becomes a supernatural being, able to shrug off ordinary
weapons and many spells

- Gained: 20th level

- Use: Automatic

- Bonuses: Immune to all mind-affecting spells; gains damage reduction
20/+1

-----

EPIC MONK:

     An Epic Monks speed, power, grace, and force of will are unmatched
by mortal beings.  His powers continue to multiply as he steps away
from the mortal shell and accepts an inner tranquility that lesser
characters cannot even dream of.

- Hit Die: d8

- Skill Points at Each Additional Level: +4 Int Modifier

- Bonus Feats: The Epic Monk gains a bonus feat every five levels after
20th

- Special: Every three levels, the Monk's movement speed will increase
by an additional 10%

- Bonus Feats: Armor Skin, Damage Reduction, Enegy Resistance, Epic
Toughness, Improved Ki Strike, Improved Spell Resistance, Improved
Stunning Fist, Self-Concealment

-----------------------------------------------------------------------


>>> PALADIN <<<

     Paladins take their adventures seriously, and even a mundane
mission is, in the heart of the Paladin, a personal test - an
oppurtunity to demonstrate bravery,, to learn tactics and to find ways
to do good.  Divine power protects these warriors of virtue, warding
off harm, protecting from disease, healing and guarding against fear.
The Paladin can also direct this power to help others, healing wounds
or curing diseases and also use it to destroy evil.  Experienced
Paladins can smite evil foes and turn away undead.  A Paladin's Wisdom
score should be high, as this determines the maximum spell level that
he can cast.  Many of the Paladin's special abilities also benefit from
a high Charisma score.

- Alignment: Lawful good only

- 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

- 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

- Gained: 2nd level

- Use: Once per day

- Bonuses: The Paladin applies his Charisma Modifier (if positive) to
his next melee attack roll, and adds a damage bonus equal to his
Paladin level.  If the target of this attack is not evil, Smite Evil
has no effect


TURN UNDEAD: When Paladins reach 3rd level, she can channel the might
of her patron deity to scateer or destroy undead

- Gained: 3rd level

- Use: Three times per day, plus the Paladins Charisma Modifier

- Bonuses: The Paladins level and Charisma are used to determine how
many Hit Die of undead are turned.  If the Paladin has twice as many
levels as the undead have Hit Die, the undead are instantly destroyed


REMOVE DISEASE: Her access to the divine allows the Paladin to remove
disease from herself or her companions

- Gained: 3rd level

- Use: Once per day

- Bonuses: As the Cleric spell Remove Disease

-----


EPIC PALADIN:

     Standing at the forefront of the battle against chaos and evil in
the world, the Epic Paladin shines as the beacon of hope to all who
fight the good fight.

- Hit Die: d10

- Skill Points at Each Additional Level: 2 + Int Modifier

- Bonus Feats: The Epic Paladin gains a bonus feat every three levels
after 20th

- Epic Paladin Bonus Feats: Armor Skin, Devestating Critical, Epic
Toughness, Epic Weapon Focus, Epis Prowess, Epic Reputation, Great
Smiting, Improved Combat Casting, Overwhelming Critical, Perfect
Health, Planar Turning

-----------------------------------------------------------------------


>>> RANGER <<<

     Rangers are skilled stalkers and hunters who make their home in
the woods.  A Ranger's martial skill is nearly the equal the fighter's,
but angers lack the latter's dedication to the craft of fighting.
Instead, the Ranger focuses his skills and training on a specific enemy
- a type of creature he bears a vengeful grudge against and hunts above
all others.  Rangers often accept the role of protector, aiding those
who live in or travel through the woods.  His skills allow him to move
quietly and stick to the shadows, especially in natural settings, and
he also has special knowledge of certain types of creatures.  Finally,
an experienced Ranger has such a tie to nature that he can actually
draw on natural power to cast Divine spells, much as a Druid does.
Like a Druid, a Ranger is often accompanied by animal companions.  A
Ranger's Wisdom should be high, as this determines the maximum spell
level that he can cast.

- Alignment: Any

- Hit Die: d10

- Proficiencies: All simple and martial weapons, light armor,
 medium armor, shields

- Skill Points: Int Modifier x 4 at 1st level, 4 + Int Modifier each
additional level

- Spellcasting: Divine (Wisdom based, armor-related chance of spell
failure is ignored)

- Prestige Class Tips: Combined with Wizard or Sorcerer levels, the
Ranger makes the perfect Arcane Archer

-----

RANGER SPECIAL ABILITIES:

TRACKLESS STEP: Rangers move stealthily through wooded areas.

- Gained: 1st level

- Use: Automatic

- Bonuses: The Ranger gains a +4 competence bonus to Hide and Move
Silently checks when in outdoor areas


FAVORED ENEMY: Rangers study their enemies and develop a keen
understanding of the weaknesses of various creatures.

- Gained: 1st level and every 5 levels thereafter

- Use: Automatic

- Bonuses: Rangers gain a +1 bonus to Listen, Spot and Taunt checks
against their favored enemy, as well as a +1 bonus to any physical
damage dealt to the enemy.  These bonuses improve by +1 every five
levels.


DUAL WIELD: Rangers can fight using two weapons while wearing light
armor or less.

- Gained: 1st level

- Use: Selected

- Bonuses: Dual Wield simulates the Ambidexterity and Two-Weapon
Fighting feats

- Note: Dual Wield does not count as Ambidexterity and Two-Weapon
Fighting when used to qualify for Improved Two-Weapon fighting.  In
other words, you can't be a Ranger for just one level and then qualify
for Improved Two-Weapon Fighting once your base attack bonus reaches
+9.


BONUS FEATS: Rangers automatically gain the Improved-Two Weapon
Fighting feat at 9th level.


ANIMAL COMPANION: Rangers may summon a stalwart animal companion.

- Gained: 6th level

- Use: Once per day, until killed or unsummoned

- Bonuses: Animal companions may be changed with each new Ranger class
level

-----


EPIC RANGER:

     The Epic Ranger moves through the natural world with a deadly
grace and a keen mind.  The Epic Ranger is both a protector and a
hunter, and his power reflects this.

- Hit Die: d10

- Skill Points at Each Additional Level: 4 _ Int Modifier

- Bonus Feats: The Epic Ranger gains a bonus feat every three levels
after 20th

- Epic Ranger Bonus Feats: Bane of Enemies, Blinding Speed, Epic
Toughness, Epic Prowess, Epic Weapon Focus, Favored Enemy, Improved
Combat Casting

-----------------------------------------------------------------------


>>> 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


EVASION: Rogues are able to escape potentially dangerous situations

- Gained: 2nd level

- Use: Automatic

- Bonuses: In situations where a successful Reflex saving throw would
allow others to take only half damage, a Rogue escapes unscathed


UNCANNY DODGE: Rogues are quick on their feet and can react more
quickly to danger than others.  This ability improves as the Rogue
gains levels.

- Gained: Level 3:  Retain Dex bonus to AC, even if flat-footed
          Level 6:  +1 to Reflex saving throws made to avoid traps
          Level 11: +2 to Reflex saving throws made to avoid traps
          Level 14: +3 to Reflex saving throws made to avoid traps
          Level 17: +4 to Reflex saving throws made to avoid traps
          Level 20: +5 to Reflex saving throws made 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.

-----


EPIC ROGUE:

     The ultimate thief with legendary skills and many a tale of
daring-do, the Epic Rogue is the master of cunning, deceit and stealth.

- Hit Die: d6

- Skill Points at Each Additional Level: 8 + Int Modifier

- Bonus Feats: The Epic Rogue gains a bonus feat every four levels
after 20th

- Epic Rogue Bonus Feats: Blinding Speed, Crippling Strike, Defensive
Roll, Epic Dodge, Epic Reputation, Epic Skill Focus, Improved Evasion,
Improved Sneak Attack, Oppurtunist, Self-Concealment, Skill Mastery,
Slippery Mind, Superior Initiative

-----------------------------------------------------------------------


>>> 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, armor-
related 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

-----


EPIC SORCERER:

     The Epic Sorcerer is a near mythic being.  But still need for
ever-greater power never ceases and the Sorcerer pushes on, exploring
and mastering the magical.

- Hit Die: d4

- Skill Points at Each Additional Level: 4 + Int Modifier

- Bonus Feats: The Epic Sorcerer gain a bonus feat every three levels
after 20th

- Epic Sorcerer Bonus Feats: Automatic Quicken Spell, Automatic Silent
Spell, Automatic Still Spell, Energy Resistance, Epic Spell Focus, Epic
Spell Penetration, Improved Combat Casting

-----------------------------------------------------------------------


>>> 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.

-----


EPIC WIZARD:

     Knowledge is the power and the quest for knowledge never ends.
There is an everlasting supply of arcane lore for the Epic Wizard to
discover.

- Hit Die: d4

- Skill Points at Each Additional Level: 2 + Int Modifier

- Bonus Feats: The Epic Wizard gains a bonus feat every three levels
after 20th

- Epic Wizard Bonus Feats: Automatic Quicken Spell, Automatic Silent
Spell, Automatic Still Spell, Epic Spell Focus, Epic Spell Penetration,
Great Intelligence, Improved Combat Casting

-----------------------------------------------------------------------


>>> ATTAINING EPIC STATUS <<<

     For your character to be able to reach Epic Status he or she must
be at level 21, that's a total of 21 character levels.  So, if you're
playing a multi-classed character such as a Rogue 11/Wizard 10 you'll
have a total of 21 character levels and BOTH of those classes will
attain the "Epic" status, this is a big advantage for multi-classed
characters.  If you're playing the game with a character that has three
classes such as a Rogue 3/Fighter 8/Sorcerer 10 you'll attain the
"Epic" status in those three classes.  Along with the new title comes
new spells, feats, and some other nice bonuses.


================================================================= #7 ==


---------------------------------
* 7) PRESTIGE CHARACTER CLASSES *
---------------------------------


     Prestige classes are like regular classes, except that they have
requirements that must be met before one can attain the class.  These
powerful classes grant characters unique new abilities unavailable to
the base classes.  Some classes may require a certain number of ranks
in one or more skills, others may require the ability to cast Arcane or
Divine spells.

     Each class has a range of abilities that make it substantially
different from the other classes.  These abilities are an integral part
of your character's class, and mastering them will aid you.

     Unlike Core Class characters where they have to be level 21 to
attain Epic status, these Prestige Class characters will attain Epic
status once they reach level 11.

     Note that if you don't have the Shadows of Undrentide expansion
pack installed on your PC then these following Prestige Classes won't
be available: Arcane Archer, Assassin, Blackguard, Harper Scout or
Shadowdancer.  All other Prestige Classes can be attained in this
campaign.


>>> ARCANE ARCHER <<<

     Master of the Elven war bands, the Arcane Archer is a warrior
skilled in using magic to supplement his combat prowess.  Fighters,
Rangers, Paladins and Barbarians become Arcane Archers to add a little
magic to their combat abilities.  Conversely, Wizards and Sorcerers may
adopt this prestige class to add combat capabilities to their
repertoires.

- Hit Die: d8

- Proficiencies: All simple and martial weapons, light and medium
armors, and shields.

- Skill Points: 4 + Int Modifier

-----

REQUIREMENTS:

To qualify as an Arcane Archer, a character must fulfill all of the
following criteria:

- Alignment: Any

- Race: Elf or Half-Elf

- Base Attack Bonus: +6

- Feats: Weapon Focus in Longbow or Weapon Focus in Shortbow, Point
Blank Shot

- Spellcasting: Ability to cast Arcane spells

-----

ARCANE ARCHER SPECIAL ABILITIES:

- ENCHANT ARROW: The Arcane Archer is able to shoot arrows with
increased precision and damage.  This ability is automatically applied
to all arrows fired and increases with experience: +1 at 1st level; +2
at 3rd level; +3 at 5th level; +4 at 7th level; +5 at 9th level.

- IMBUE ARROW: Beginning at 2nd level, the Arcane Archer is able to
shoot a Fireball Arrow 3 times per day.

- SEEKER ARROW: At 4th level the Arcane Archer can fire one arrow per
day that cannot miss.  At 6th level he can fire two Seeker Arrows per
day.

- HAIL OF ARROWS: At 8th level and beyond, the Arcane Archer is able to
fire an arrow at each and every target within range.

- ARROW OF DEATH: This ability, gained at the 10th level, allows the
Arcane Archer to, once per day, fire an arrow that can instantly kill
an opponent.

-----

EPIC ARCANE ARCHER:

     The Epic Arcane Archer is the living extension of her bow.  Lesser
beings can only gape in awe at the wonders she can achieve.

- Hit Die: d8

- Skill Points at Each Additional Level: 4 + Int Modifier

- Bonus Feats: The Epic Arcane Archer gains a bonus feat every four
levels

- Epic Arcane Archer Bonus Feats: Devastating Critical(Shortbow,
Longbow), Epic Prowess, Epic Reflexes, Epic Toughness, Epic Weapon
Focus (Shortbow, Longbow), Great Dexterity, Improved Combat Casting,
Overwhelming Critical (Shortbow, Longbow).


SPECIAL:

- ENCHANT ARROW: For every two levels beyond 9th, the potency of the
arrows fired by the Arcane Archer increases by +1

-----------------------------------------------------------------------


>>> ASSASSIN <<<

     The Assassin is a master of dealing quick, lethal blows.
Assassins often function as spies, informants, killers for hire, or
agents of vengeance.  The Assassin's skill in a variety of dark arts
allows him to carry out missions of death with shocking, terrifying
precision.  Rogues, Monks and Bards are ideal candidates for training
as Assassins.

     Unlike the Blackguard, the Assassin is not evil due to devotion to
an evil power, but rather due to a complete lack of morals or ethics.
These ruthless and avaricious killers have but one requirement other
than a predisposition for evil and a penchant for stealth.  They must
kill another intelligent being for no other reason but pay.

- Hit Die: d6

- Proficiencies: Simple Weapons, Light Armor

- Skill Points: 4 + Int Modifier

-----

REQUIREMENTS:

To qualify as an Assassin, a character must fulfill all of the
following criteria:

- Alignment: Any Evil

- Skills: Hide 8 ranks, Move Silently 8 ranks

-----

ASSASSIN SPECIAL ABILITIES:

- DEATH ATTACK:  This special sneak attack  has a chance of paralyzing
the opponent.  Death Attack damage increases with experience: +1d6 at
1st level; +2d6 at 3rd level; +3d6 at 5th level; +4d6 at 7th level; and
+5d6 at 9th level.

- UNCANNY DODGE: The Assassin is able to avoid and deflect incoming
attacks.  At 2nd level, the Assassin retains his or her Dexterity Bonus
to Armor Class, even if flat-footed.  At 5th level, the Assassin gains
a +1 to Reflex saving throws.  At 10th level, the Assassin gains a +2
to Reflex saving throws.

- SPELLS: At 2nd level, the Assassin gains the ability to cast Ghostly
Visage once per day.  At 5th level, the Assassin gains the ability to
cast Darkness once per day.  At 6th level, the Assassin gains the
ability to cast Invisibility once per day.  At 9th level, the Assassin
gains the ability to cast Improved Invisibility once per day.

- POISON RESIST: The Assassin's expertise with deadly toxins gives the
Assassin an unnatural resistance to poisons of all types.  This ability
improves with experience: +1 Fortitude save vs. poison at 2nd level; +2
at 4th level; +3 at 6th level; +4 at 8th level; and
+5 at 10th level.

-----

EPIC ASSASSIN:

     The Epic Assassin is capable of sliding from shadow to shadow;
lying in wait until his target is vulnerable, then striking like a
Cobra, leaving only a cold corpse behind.

- Hit Die: d6

- Skill Points at Each Additional Level: 4 + Int Modifier

- Bonus Feats: The Epic Assassin gains a bonus feat every four levels

- Epic Assassin Bonus Feats: Epic Reflexes, Epic Skill Focus (Hide),
Epic Skill Focus (Move Silently), Great Dexterity, Improved Combat
Casting, Improved Sneak Attack, Self Concealment, Superior Initiative


SPECIAL:

- SNEAK ATTACK: Improves by +1d6 every two levels after 9th

- POISON SAVING THROWS: An additional +1 for every two levels after
10th on the Assassin's saving throws against poison

-----------------------------------------------------------------------


>>> BLACKGUARD <<<

     A Blackguard epitomizes evil.  He is nothing short of a mortal
fiend, a black knight with the foulest sort of reputation.  A
Blackguard is an evil villain of the first order, equivalent in power
to the righteous Paladin, but devoted to the powers of darkness.  No
one class makes the best Blackguard - all that is required is a
willingness to serve the forces of darkness.

- Hit Die: d10

- Proficiencies: All Simple and Martial Weapons, all types of Armor and
Shields

- Skill Points: 2 + Int Modifier

-----

REQUIREMENTS:

To qualify as a Blackguard, a character must fulfill all of the
following criteria:

- Alignment: Any Evil

- Feat: Cleave

- Skills: Hide 5 ranks

- Base Attack Bonus: +6 or higher

-----

BLACKGUARD SPECIAL ABILITIES:

- SMITE GOOD: Beginning at 2nd level, the Blackguard adds his Charisma
Modifier to attack roll vs. good

- DARK BLESSING: Beginning at 2nd level, the Blackguard adds his
Charisma Modifier to all saving throws

- TURN UNDEAD: Beginning at 3rd level, the Blackguard can mak Undead
flee

- SUMMON FIEND: Beginning at 5th level, the Blackguard can summon a
fiendish ally

- SNEAK ATTACK: The Blackguard gets a damage bonus that increases with
experience: +1d6 at 4th level; +2d6 at 7th level; and +3d6 at 10th
level.

- SPELLS: At 2nd level, the Blackguard gains the ability to cast Bull's
Strength once per day.  At 6th level, the Blackguard gains the ability
to cast Inflict Serious Wounds once per day.  At 7th level, the
Blackguard gains the ability to cast Contagion once per day.  At 8th
level, the Blackguard gains the ability to cast Inflict Critical Wounds
once per day.

-----

EPIC BLACKGUARD:

     The Epic Blackguard is a twisted reflection of the Epic Paladin,
radiating evil powers from every pore in his or her body.

- Hit Die: d10

- Skill Points at Each Additional Level: 4 + Int Modifier

- Bonus Feats: The Epic Blackguard gains a bonus feat every three
levels

- Epic Blackguard Bonus Feats: Armor Skin, Devastating Critical, Epic
Toughness, Epic Fiend, Epic Prowess, Epic Reputation, Epic Weapon
Focus, Great Smiting, Improved Combat Casting, Improved Sneak Attack,
Overwhelming Critical, Perfect Health, Planar Turning.


SPECIAL:

- SNEAK ATTACK: Increases by +1d6 every three levels after 10th

- SUMMON FIEND: For every five Blackguard levels above 10th, the
summoned fiend gains +2 bonus Hit Dice, its natural armor increases by
+2, and its Strength and Intelligence each increase by +1

-----------------------------------------------------------------------


>>> CHAMPION OF TORM <<<

     Champions of Torm are mighty warriors who dedicate themselves to
Torm's cause, defending holy ground, destroying enemies of the church
and slaying mythical beasts.

- Hit Die: d10

- Proficiencies: All Simple and Martial Weapons, Light and Medium Armor
and Shields

- Skill Points: 2 + Int Modifier

-----

REQUIREMENTS:

     To qualify as a Champion of Torm, a character must fulfill all of
the following criteria:

- Alignment: Non-evil

- Base Attack Bonus: +7

- Feat: Weapon Focus in in a melee weapon

-----

TIPS ON BECOMING A CHAMPION OF TORM:

     Paladins gain some of the Fighter's combat abilities by choosing
to become a Champion of Torm.  Conversely, Fighters gain Paladin like
abilities by playing this prestige class.

-----

CHAMPION OF TORM SPECIAL ABILITIES:

- BONUS FEAT: Every two level (2, 4, 6, etc.) the Champion of Torm
gets a bonus feat like Fighters, with the exception of the Weapon
Specialization feat

- LAY ON HANDS: Beginning at 1st level a Champion of Torm can heal
damage equal to class level multiplied to their Charisma Modifier; this
can also deal out damage to Undead creatures.  This ability stacks with
the Paladin's Lay on Hands ability.

- SACRED DEFENSE: Beginning at 2nd level, a Champion of Torm will gain
+1 to all saving throws, this increases by an additional +1 every 2
levels.

- SMITE EVEL: Beginning at 3rd level the Champion of Torm, once per
day, can add their Charisma bonus to the Attack Roll and do +1 point of
damage per level of the Champion of Torm

- DIVINE WRATH: Beginning at 5th level, once per day, a Champion of
Torm can add +3 to attack, damage and saving throws, and gain damage
reduction +1/5 for a number of rounds equal to their Charisma bonis

-----

EPIC CHAMPION OF TORM:

     Torm guides the Epic Champion of Torm on her life journey.  She
has ascended through the ranks of holy warriors to become a symbol of
Torm's might.

- Hit Die: d10

- Skill Points at Each Additional Level: 2 + Int Modifier

- Bonus Feats: The Epic Champion of Torm gains a bonus feat everu three
levels

- Epic Champion of Torm Bonus Feats: Automatic Quicken, Automatic
Silence Spell, Automatic Still Spell, Armor Skin, Damage Reduction,
Devestating Critical, Epic Toughness, Epic Prowess, Epic Spell
Penetration, Epic Weapon Focus, Great Wisdom, Improved Combat Casting,
Improved Stunning Fist, Improved Whirlwind Attack, Overwhelming
Critical, Planar Turning, Spell Focus, Superior Initiative


SPECIAL:

- SACRED DEFENSE: Saving throws continue to improve by +1 for every 2
levels

- DIVINE WRATH: Every 5 levels the attack, damage and saving throw
bonuses increase by a further +2

-----------------------------------------------------------------------


>>> DWARVEN DEFENDER <<<

     The Dwarven Defender is a sponsored champion of a dwarven cause, a
dwarven deity, a dwarven aristocrat or the dwarven way of life.  As the
name might imply, this character is a skilled combatant trained in the
arts of defense.  A line of Dwarven Defenders is a far better defense
than a 10-foot thick wall of stone and much more dangerous.

- Hit Die: d12

- Proficiencies: Simple and Martial Weapons, Light, Medium and Heavy
Armor and Shields

- Skill Points: 2 + Int Modifier

-----

REQUIREMENTS:

     To qualify as a Dwarven Defender, a character must fulfill all of
the following criteria:

- Alignment: Any lawful

- Base Attack Bonus: +7

- Feats: Dodge and Toughness

-----

TIP ON BECOMING A DWARVEN DEFENDER:

     A dwarven Fighter can become a very powerful Dwarven Defender.  To
gain the Dodge prerequisite that the Dwarven Defender requires, your
character will need a Dexterity of 13 or higher.

-----

DWARVEN DEFENDER SPECIAL ABILITIES:

- DEFENSIVE STANCE: Beginning at 1st level, a Dwarven Defender gain a
+4 Strength and Constitution, +2 on all saving throws and a +4 Dodge
bonus on AC.  This can be used once per day and gains an additional use
every 2 levels

- DEFENSIVE AWARENESS: Beginning at 1st level, the Dwarven Defender can
retain their Dexterity bonus to AC even when flat-footed.  At level 6
they can no longer be flanked and at level 10 they gain a
+1 bonus saving throw bonus vs. traps

- DAMAGE REDUCTION: Beginning at 6th level the Dwarven Defender ignores
3 points of damage whenever they are hit in combat.  At level 10 they
are able to shrug off 6 points of damage

-----

EPIC DWARVEN DEFENDER:

     The Epic Dwarven Defender has become the very definition of
immoveable object.  He is a stalwart warrior that can stand against
virtually any foe imaginable.

- Hit Die: d12

- Skill Points at Each Additional Level: 2 + Int Modifier

- Bonus Feats: The Epic Dwarven Defender gain a bonus feat every 4
level

- Epic Dwarven Defender Bonus Feats: Armor Skin, Damage Reduction,
Devestating Critical, Energy Resistance, Epic Toughness, Epic Prowess,
Epic Weapon Focus, Overwhelming Critical, Perfect Health


SPECIAL:

- DEFENSIVE STANCE: An additional use per day is gained for every two
levels past 9th

- DAMAGE REDUCTION: The damage reduction increases by 3 points for
every four levels past 10th

-----------------------------------------------------------------------


>>> HARPER SCOUT <<<

     Harpers are members of a secret society dedicated to holding back
evil, preserving knowledge, and maintaining the balance between
civilization and the wild.  Harpers learn Arcane spells and many skills
to help them in their duties of espionage, stealth, and reporting
information.

     Many Harpers are Bards, but by no means all.  Ranger, Rogue,
Sorcerer and Wizard are common vocations for Harpers, as these classes
tend to have versatility and mobility.  All have some skill at
manipulating others, a resistance to outside mental influences, acute
abilities of perception, and a talent for solving problems.

     Not all Harpers are members of the Harper Scout prestige class,
and rank within the organization does not depend upon a character's
level in this or any other class.  However, most of the higher-ranked
Harpers have at least one level in the Harper Scout prestige class.

     The highest-ranked Harpers are called the High Harpers, and they
are responsible for most of the long-term planning for the
organization.  The High Harpers are voted into their positin by a
secret ballot among the other High Harpers, with the criteria being
experience, exceptional service, and discretion in implementing the
Harpers' plans.

- Hit Die: d6

- Proficiencies: Simple Weapons, Light Armor

- Skill Points: 4 + Int Modifier

-----

REQUIREMENTS:

To qualify to become a Harper Scout, a character must fulfill all of
the following criteria:

- Alignment: Any Non-Evil

- Feats: Alertness, Iron Will

- Skills: Search 4 ranks, Persuade 8 ranks, Lore 6 ranks, Discipline 4
ranks

-----

HARPER SCOUT SPECIAL ABILITIES:

- HARPER KNOWLEDGE: Like a Bard, a Harper Scout has a knack for picking
up odds and ends of knowledge.  This ability works exactly like the
Bardic Knowledge ability of the Bard class.  If a Harper Scout has Bard
levels, the character's Harper Scout levels and Bard levels stack for
Bardic Knowledge.

- FAVORED ENEMY: A Harper Scout selects a favored enemy just as a
Ranger does.  Upon reaching 4th level as a Harper Scout, the bonus
against the Harper Scout's first favored enemy increases to a +2, and
he or she gains a new favored enemy at +1.

- DENEIR'S EYE: At 2nd level, the Harper Scout gains a +2 holy bonus to
saving throws against traps.  This is a supernatural ability.

- TYMORA'S SMILE: At 3rd level, once per day, the Harper Scout or a
target receives a +2 saving throw bonus on all saving throws for 5
turns.  This is a supernatural ability.

- LLIIRA'S HEART: At 4th level, the Harper Scout gains a +2 holy bonus
to saving throws against mind-affecting spells.  This is a supernatural
ability.

- SPELLS: These spells are cast as Arcane spells, so they are subject
to Arcane spell failure if the Harper Scout is wearing armor.  At 2nd
level, the Harper Scout gains the ability to cast the spell Sleep once
per day.  At 3rd level, the Harper Scout gains the ability to cast the
spell Cat's Grace once per day.  At 4th level, the Harper Scout gains
the ability to cast Eagle's Splendor once per day.  At 5th level, the
Harper Scout gains the ability to cast the spell Invisibility once per
day.

- CRAFT HARPER ITEM: At 5th level, the Harper Scout gains the ability
to create two types of potions.  The Harper Scout can create one potion
per day, either a Cat's Grace potion or Eagle's Splendor.  To create
either potion, the Harper Scout must spend 60 gold and 5 Experience
Points.  These potions allow a Harper Scout to better support her
agents and allies.

-----

EPIC HARPER SCOUT:

     Harper Scouts are only able to attain five levels and may never
become "epic" in the Harper Scout class.  They can, of course, gain
epic levels in other classes.

-----------------------------------------------------------------------


>>> PALE MASTER <<<

     Necromancy is usually a poor choice for Arcane spellcasters.
Those who really want to master the deathless arts almost always pursue
divine means.  However, an alternative exists for those who desire
power over the Undead, without losing too much of their Arcane power.
Enter the Pale Master, who draws on a font of special lore that
provides a macabre power all its own.

- Hit Die: d6

- Proficiencies: No additional proficiencies are gained

- Skill Points: 2 + Int Modifier

-----

REQUIREMENTS:

To qualify to become a Pale Master, a character must fulfill all of the
following criteria:

- Alignment: Any Non-good

- Arcane Spellcasting: Level 3 or higher

-----

TIP ON BECOMING A PALE MASTER:

     Sorcerers and Wizards make powerful Pale Masters.  Additional
spellcasting ability is sacrificed for a stronger melee presence.

-----

PALE MASTER SPECIAL ABILITIES:

- BONE SKIN: At 1st level the Pale Master gains a +2 to Natural AC.
Every four levels this increases by +2

-  ANIMATE DEAD: Beginning at 2nd level, a Pale Master may, once per
day, summon an Undead Servant

- DARKVISION: Beginning at 3rd level the Pale Master is able to see
better in dark areas

- SUMMON UNDEAD: Beginning at 4th level a Pale Master can summon more
powerful Undead creatures

- DEATHLESS VIGOR: When a Pale Master reaches level 5 they gain 3
additional Hit Points per level

- UNDEAD GRAFT: At level 6 the Pale Master replaces their arm with an
Undead version that twice per day can paralyze opponents.  At level 8
an additional use per day is gained

- TOUGH AS BONE: At level 7 the Pale Master becomes immune to Hold,
Paralyze and Stun speel effects

- SUMMON GREATER UNDEAD: Beginning at level 9 the Pale Master can
summon a very powerful Undead creature once per day

- DEATHLESS MASTERY: At level 10 the Pale Master becomes immune to
Critical hits

- DEATHLESS MASTER TOUCH: When the mighty Pale Master reaches level 10,
the Undead Graft arm can kill with just a touch.  This ability can be
used 3 times per day

- Every 2 levels the Pale Master gains additional spells per day, as if
they had leveled in their previous spell caster class.  This gain only
applies to spell per day and not caster level.

-----

EPIC PALE MASTER:

     The Pale Master's bond with the Undead continues to grow, as he
becomes the Epic Pale Master.

- Hit Die: d6

- Skill Points at Each Additional Level: 2 + Int Modifier

- Bonus Feats: The Epic Pale Master gains a bonus feat every three
levels

- Epic Pale Master Bonus Feats: Automatic Quicken Spell, Automatic
Silence Spell, Automatic Still Spell, Energy Resistance, Epic Spell
Focus, Epic Spell Penetration, Improved Combat Casting


SPECIAL:

- BONE SKIN: Improves by +2 for every four levels past 8

- UNDEAD GRAFT: Can use this supernatural attack an additional time per
day for every three levels gained

- DEATHLESS VIGOR: Every five levels an additional +5 permanent Hit
Points are gained

-----------------------------------------------------------------------


>>> RED DRAGON DISCIPLE <<<

     It is rumored that the magical powers of Sorcerers and Bards are
somehow connected to the prescence of dragon blood in their family
tree.  Red Dragon Disciples are Sorcerers, and sometimes Bards, who use
thier magical power as a catalyst to ignite their red dragon blood,
realizing its fullest potential.  They prefer a life of exploration to
a cloistered existence.  Already adept at magic, many pursue adventure,
especially if it furthers their goal of finding out more about their
draconic heritage.  They often feel drawn to areas known to harbor
dragons.

- Hit Die: d6, special (see below)

- Proficiencies: No additional proficiencies are gained

- Skill Points: 2 + Int Modifier

-----

REQUIREMENTS:

     To qualify as a Red Dragon Disciple, a character must fulfill the
following criteria:

- Alignment: Any

- Class: *ONLY* Sorcerer or Bard

- Skill: 8 ranks in Lore

-----

RED DRAGON DISCIPLE SPECIAL ABILITIES:

- DRACONIC ARMOR: At 1st level the Red Dragon Disciple gains a +1 to
Natural AC.  At levels 5, 8 and 10 this increases by an additional +1

- DRACONIC ABILITY SCORES: When a Disciple reaches level 2 they gain a
+2 to Strength, another +2 to Strength is gained at level 4.
Constitution increases by +2 at level 7 and Intelligence increases by
+2 at level 9.  At level 10 Strength is increased by a further
+4 and Charisma by +2

- BREATH WEAPON: At 3rd level the Red Dragon Disciple can use the
breath weapon of a Red Dragon, doing 2d10 points of damage.  At level 7
the damage increases to 4d10 and finally 6d10 at level 10

- HIT DICE D8: At leve 4 the Red Dragon Disciple will gain d8 Hit
Points per level

- HIT DIE D10: At level 6 the Disciple will gain d10 Hit Points per
level

- WINGS: At 9th level the Red Dragon Disciple gains wings

- HALF-DRAGON: At level 10 the Red Dragon Disciple gains the ability to
become a Half-Dragon.  The Half-Dragon is immune to Sleep, Paralysis
and Fire and gains Darkvision

-----

EPIC RED DRAGON DISCIPLE:

     Embracing his draconic heritage is but one stop on the Disciple's
life journey.  His quest to understand, command and harness his
draconic energies has taken him into the realm of Epic.

- Hit Die: d12

- Skill Points at Each Additional Level: 2 + Int Modifier

- Bonus Feats: The Epic Red Dragon Disciple gains a bonus feat every
four levels

- Epic Red Dragon Disciple Bonus Feats: Armor Skin, Automatic Quicken
Spell, Automatic Silent Spell, Automatic Still Spell, Damage Reduction,
Epic Reputation, Epic Spell Focus, Epic Prowess, Epic Spell
Penetration, Epic Toughness, Improved Combat Casting


SPECIAL:

- BREATH WEAPON:  Damage potential increases by 1d10 for every three
levels past 10th

- The save DC creatures must perform against the Breath Weapon
increases by +1 every four levels past 10th

-----------------------------------------------------------------------


>>> SHIFTER <<<

   A Shifter has no form that they call their own.  Instead, they
clothe themselves in whatever shape is most expidient at the time.
While others base their identities largely on their external forms, the
Shifter actually comes closer to their true self through all of their
transformations.  Of necessity, their sense of self is based not on
their outward form, but on their soul, which is truly the only constant
about them.  It is the inner strength of that soul that enables them to
take on any shape and remain themselves within.

- Hit Die: d8

- Proficiencies: No additional proficiencies are gained.

- Skill Points: 4 + Int Modifier

-----

REQUIREMENTS:

     To qualify as a Shifter, a character must fulfill the following
criteria:

- Alignment: Any

- Class: *ONLY* Druid

- Feat: Alertness

- Spellcasting: Level 3 or higher

- Alternate Form: Must have a natural alternate form such as Wildshape.

-----

SHIFTER SPECIAL ABILITIES:

- GREATER WILDSHAPE I: At 1st level a Shifter can change into either a
red, gree, black, white or blue Wyrmling

- GREATER WILDSHAPE II: At level 3 the Shifter gains the ability to
change into a Minotaur, a Harpy or a Gargoyle

- GREATER WILDSHAPE III: At 5th level the Shifter may change themself
into a Manticor, a Basilisk or a Drider

-HUMANOID SHAPE: At level 7 the Shifter can polymorph into a variety of
humanoid forms

- GREATER WILDSHAPE IV:  At level 10 the Shifter can change themselves
into either a Medusa, a Huge Dire Tiger or a Mind Flayer

- Several of these forms grant the Shifter the ability to use the
form's inner powers.  For example, a Shifter changing into a White
Wyrmling can breath a Cone of Cold as often as they want.  These
special powers are located on the Radial Menu under "Spell."  Some of
these powers can be used an infinite number of times per day, while
some other forms are restricted.

-----

EPIC SHIFTER:

     The Epic Shifter is a true master of shapeshifting and is able to
become virtually any creature imaginable by choosing epic bonus feats.

- Hit Die: d8

- Skill Points at Each Additional Level: 4 + Int Modifier

- Bonus Feats: The Epic Shifter gain a bonus feat every three levels.

- Epic Shifter Bonus Feats: Automatic Quicken Spell, Automatic Silent
Spell, Automatic Still Spell, Construct Form, Dragon Form, Energy
Resistance, Epic Spell Focus, Epic Spell Penetration, Improved Combat
Casting, Great Wisdom, Outsider Shape, Undead Shape

-----------------------------------------------------------------------


>>> SHADOWDANCER <<<

  Operating in the border between light and darkness, Shadowdancers are
nimble artists of deception.  They are mysterious and unknown, never
completely trusted but always inducing wonder when met.

  Rogues, Bards and Monks make excellent Shadowdancers, but Fighters,
Barbarians, Rangers and Paladins also find that Shadowdancer abilities
allow them to strike at their opponents with surprise and skill.
Wizard, Sorcerer, Cleric and Druid Shadowdancers employ the defensive
capabilities inherint in the prestige class to allow them to cast their
spells from safety and move away quickly.  Despite their link with
shadows and trickery, Shadowdancers are as often good as evil.  They
may use their incredible abilities as they wish.

  Shadowdancers often work in troupes, never staying in one place too
long.  Some use their abilities to entertain.  Others operate as
thieves, using their abilities to infiltrate past defenses and dupe
others.  All Shadowdancer troupes maintain an aura of mystery among the
populace, who never know whether to think well or ill of them.

- Hit Die: d8

- Proficiencies: Simple Weapons, Light Armor

- Skill Points: 6 + Int Modifier

-----

REQUIREMENTS:

To qualify to become a Shadowdancer, a character must fulfill all of
the following criteria:

- Alignment: Any

- Feats: Dodge, Mobility

- Skills: Move Silently 8 ranks, Hide 10 ranks, Tumble 5 ranks

-----

SHADOWDANCER SPECIAL ABILITIES:

- HIDE IN PLAIN SIGHT: The Shadowdancer is able to use the Hide skill
even while being observed.

- SHADOW DAZE: Once per day, the Shadowdancer may inflict an illusory
daze upon a target.  This daze lasts for 5 rounds.

- SUMMON SHADOW: Once per day, the Shadowdancer can summon a Shadow.
This Shadow is extremely difficult to turn and becomes more powerful as
the Shadowdancer gains levels.

- SHADOW EVADE: Three times per day, the Shadowdancer can call upon the
shadows in the area to help conceal her.  The Shadowdancer gains a
concealment bonus, damage reduction and an AC bonus that improves with
experience.

-----

EPIC SHADOWDANCER:

     The Epic Shadowdancer is almost indistinguishable from the
darkness that cloaks her.

- Hit Die: d8

- Skill Points at Each Additional Level: 6 + Int Modifier

- Bonus Feats: The Epic Shadowdancer gains a bonus feat every three
levels

- Epic Shadowdancer Bonus Feats: Epic Blinding Speed, Epic Skill Focus,
Epic Dodge, Epic Reflexes, Epic Shadow Lord, Improved Whirlwing Attack,
Self-Concealment, Superior Initiative.

SPECIAL:

- SUMMON SHADOW: The summoned creature will gain an additional +2 Hit
Dice for every three levels after 9th that the Shadowdancer earns

- SHADOW EVADE: Gains an additional +2 to its damage reduction amount
and an additional +1 to its ability to resist magical weapons for every
five levels (i.e., a 15th level Shadowdancer has a 12/+4 damage
reduction).

-----------------------------------------------------------------------


>>> WEAPON MASTER <<<

     For a Weapon Master, perfection is found in the mastery of a
single melee weapon.  A Weapon Master seeks to unite this weapon of
choice with the body, to make them one and to use the weapon as
naturally and without thought as any other limb.

- Hit Die: d10

- Proficiencies: No additional proficiencies are gained

- Skill Points: 2 + Int Modifier

-----

REQUIREMENTS:

To qualify to become a Weapon Master, a character must fulfill all of
the following criteria:

- Alignment: Any

- Base Attack Bonus: +5

- Feats: Weapon Focus in melee weapon, Dodge, Mobility

- Skills: Intimidate 4 ranks

-----

TIP ON BECOMING A WEAPON MASTER:

     A Fighter makes a very strong candidate for becoming a Weapon
Master.  The Weapon Master requires access to several feats, so make
certain that your character has at least a Dexterity of 13 and an
Intelligence of 13.

-----

WEAPON MASTER SPECIAL ABILITIES:

- WEAPON OF CHOICE: At 1st level the Weapon Master forms a powerful
bond with one type of melee weapon.  Whenever wielding this weapon
type, he will get many additional benefits, which improve as he gains
experience

- KI DAMAGE: At 1st level the Weapon Master, once per day, can deal out
the maximum damage allowed by the Ki Strike

- INCREASED MULTIPLIER: At 5th level the Weapon Master's weapon of
choice gains an additional 1x to its critical damage multiplier

- SUPERIOR WEAPON FOCUS: At level 5 the Weapon Master gains an
additional +1 bonus to all attack rolls made while wielding their
weapon of choice

- KI CRITICAL: When the Weapon Master reaches level 7, a +2 bonus will
be added to the weapon of choices threat range

-----

EPIC WEAPON MASTER:

     The Weapon Master's bond with his weapon of choice becomes
stronger and devastatingly effective as he becomes the Epic Weapon
Master.

- Hit Die: d10

- Skill Points at Each Additional Level: 2 + Int Modifier

- Bonus Feats: The Epic Weapon Master gains a bonus feat every three
levels

- Epic Weapon Master Bonus Feats: Armor Skin, Blinding Speed, Damage
Reduction, Devastating Critical, Epic Prowess, Epic Toughness, Epic
Weapon Focus, Improved Whirlwind Attack, Overwhelming Critical,
Superior Initiative


SPECAIL:

- SUPERIOR WEAPON FOCUS: For every 5 levels gained an additional +1 to
attack is grated to the Epic Weapon Master's weapon of choice


================================================================= #8 ==

----------------------------
* 8) 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 <<<

     The cost of raising a level is based on the overall "character
level," not individual "class levels."  Character level is the total
level of the character, the sum of all of his class levels.  A 10th-
level Fighter and a 5th-level Rogue/5th-level Wizard both have 10
character levels.

     Character level is used to determine when feats and ability score
bonuses are gained, and it is the character level that sets the XP cost
for gaining a level.  For example, a 10th-level Fighter/2nd-level
Cleric requires the same amount of XP to raise his Fighter class to
level 11 as he would to raise his Cleric class to level 3.

     A multiclass character gains Hit Die from each class as he gains
levels, and the individual bonuses of each class for base attack and
saving throws are cumulative.  Also the character retains and can
access skills from all his classes.  When a multiclass gains a level in
a class, he spends that level's skill points as a member of that class.
Feats are received evey three character levels, regardless of
individual class level, while ability increases are received every
four.

     NOTE: Some class features don't work well with skills or class
features of other classes.  For example, although Rogues are proficient
with light armor, a Rogue/Wizard still suffers spell failure chances if
wearing armor.

-----------------------------------------------------------------------


>>> MULTICLASS EXPERIENCE <<<

     If your multiclass character's classes are nearly the same level
(all within 1 level of eachother), then he can balance the needs of his
classes.  Your multiclass character suffers a -20% XP penalty for each
class that is not within 1 level of his most experienced class.  These
penalties apply from the moment the character adds a class or raises a
class's level too high.  For instance, a 4th-level Wizard/3rd-level
Rogue gets no penalty, but if that character raises his Wizard level to
5th then he receives the -20% XP penalty from that point on until his
levels are nearly even again.

     RACE AND MULTICLASS XP:  A racially favored class does not count
against the character for purpose of the -20% XP penalty.  For example,
an 11th-level Gnome character (a 9th-level Rogue/2nd-level Illusionist)
suffers no XP penalty because he has only one non-favored class (Wizard
is favored for Gnomes).  Suppose then he achieves 12th-level and adds a
level of Fighter to his classes, becoming a 9th-level Rogue/2nd-level
Illusionist/1st-level Fighter.  He suffers a -20% XP penalty on future
XP he earns because his Fighter class is so much lower than his Rogue
level.

     A Dwarven 7th-level Fighter/2nd-level Cleric suffers no penalty,
nor does he when he adds 1st-level Rogue to his classes since his
Cleric and Rogue classes are only one level apart, and Fighter is a
favored class for Dwarves.

     A Human or Half-Elf's highest-level class is always considered his
or her favored class for purposes of the multiclass penalty.

-----------------------------------------------------------------------


>>> MULTICLASS RESTRICTIONS <<<

     A character cannot multiclass if doing so would present an
alignment conflict.  For example, a character cannot be a
Druid/Paladin, as a Druid must remain neutral and a Paladin must be
lawful good.

     Likewise, a character cannot continue to gain levels in a class
that he no longer has the appropriate alignment for.  For example, a
Barbarian whose alignment becomes lawful neutral can no longer gain
levels as a Barbarian until his alignment becomes nonlawful again.

-----------------------------------------------------------------------


>>> ALIGNMENT SHIFT <<<

     If your character acts outside of what would be appropriate for
his or her alignment those actions can cause a shift in alignment, from
good to evil, lawful to chaotic, and so on.  The severity of the shift
varies with the deed and can sometimes have extreme consequences.  For
example, if a Paladin performs an overtly evil or chaotic act which
changes his or her alignment from lawful good, he or she will no longer
be a Paladin.

     Most out-of-character actions only create slight shifts in
alignment.  A good character can have a bad day and threaten to rough
up a shopkeeper with little consequence (don't make a habit of it and
threaten all people you talk to or your alignment WILL shift to
chaotic).  If, however, that good character acts on the threat and
kills the clerk then a significant shift toward evil will occur.  Good-
aligned characters will take a bigger alignment hit from performing an
evil act than a neutral character.  Likewise, for evil-aligned
characters who perform good deeds.


================================================================ #9 ==

-------------
* 9) SKILLS *
-------------


     Skills represent the individual areas of practical knowledge
possessed by a character.  These are in addition to the base abilities
of the character's class and race, and serves to further customize and
differntciate one character from others of the same class or race.


>>> SKILL CHECHS<<<

     A skill check is made when your character applies a skill to a
task.  This roll is made with a d20, plus any skill ranks and ability
modifiers.  The skill check is successful if it equals or exceeds the
Difficulty Class (DC) of the task.  DC can either be the static
property of an object, such as a trap, or it may be determined by the
skill check result of another character.  This last type of skill check
is also called an opposed test, since you are opposing another
character's skill check.

     Several miscellaneous modifiers can also apply to a skill check,
including racial abilities, feats, armor check penalties, and spell
effects.  In every case these modifiers are grouped together and added
to a d20 roll, as shown here: Skill Check = d20 + skill ranks +
miscellaneous modifiers.

     NOTE: Because of DC and skill rank modifiers, a natural "1" is not
always a failure, and a natural "20" is not always a success.  For
example, a moderately skilled Rogue might have 6 ranks in Pick Pocket
and a Dexterity bonus of +3, for a total Pick Pocket modifier of +9.
Given that a plain container only has a DC of 10, if there were no
extenuating circumstances it would be immpossible for the character to
fail such a simple task, as the lowest he could roll would be 1 + 9=10
(success).  However, picking the pocket of a hostile creature has a DC
of 30, and the highest he could roll with no additional modifiers woul
be 20 + 9=29 (failure).


>>> RANKS <<<

     Skill ranks are purchased with skill points, which are awarded
both at Character Creation and with each new class level.  Every skill
has a rank, from 0 (no training) to 23 (maximum ranks for a 20th level
character).  Ranks are added into every check made with the skill, so
the more ranks a character has, the better his skill checks will be.


>>> CLASS SKILLS <<<

     Class skills represent skills that fall within the expertise and
training of a given class.  Each skill point spent on a class skill
adds 1 rank in the skill.  The maximum rank in any class skill is
character level +3.


>>> CROSS-CLASS SKILLS <<<

     Cross-class skills represent skills that a given class has little
experience with or that fall outside their expertise.  Each skill point
spent on a cross-class skill adds a half rank in that skill.  The
maximum rank in any cross-class skill is equal to (character level
+3)/2, or half that of his class skill.  Half ranks do not improve a
skill check, but two half ranks add up to one full rank.


>>> EXCLUSIVE SKILLS <<<

     Some skills are exclusive to a given class, and represent skills
that can only be learned by members of the given class.  For the
purpose of skill points and maximum ranks, exclusive skills are treated
as class skills.


>>> SKILL SYNERGY <<<

     Some skills work well togrther.  In general, having five or more
ranks in one of these skills grants a +2 Synergy bonus on skill checks
with the corresponding skill, as noted in the skill description.
Disable Traps and Set Traps have a synergistic relationship.


>>> TYPES OF SKILL CHECKS <<<

     UNTRAINED CHECKS: Some skills allow a character to attempt skill
checks with 0 ranks in the skill.  If a skill allows untrained checks,
this will be indicated in the skill description.

     OPPOSED CHECKS: Opposed checks are made against the skill check
result of another character.  For example, to sneak up behind a guard,
a character needs to beat the guard's Listen check result with his Move
Silently check result.  As he approaches, the game makes a Move
Silently check for the sneaking character, and a Listen check for the
guard.  Whichever character's skill check is higherwins the contest.
In the case of a tie, both checks are re-rolled until a winner is
determined.

     DIFFICULTY CLASS: Many checks are made against a task's DC.  The
DC is a target for character skill checks.  These are set by Bio Ware,
or in some cases by a module designer.  For example, a certain type of
trap kit may have a DC of 15.  To set the trap, the character must get
a result of 15 or better on a Set Traps skill check.  Note that certain
circumstances may modify a character's skill modifier (armor penalties
and the like), while others may modify the DC of the task (the trap may
be faulty).

     TAKING 20: Outside of combat, all skill checks are made as if the
character had "Taken 20," or rolled a natural 20 on his skill check.
This means that no roll is made; the skill modifier is simply added to
20 to determine the check result,  In combat rolls are made as normal.


>>> SKILLS LIST <<<

     There are a wide array of skills in Neverwinter Nights, far too
many for any one character to master.  With that in mind, you should
focus your character on skills that best accent his capabilities and
role.


DETECT MODE
-----------
The Listen, Spot, and Search skills are part of the Detect modal action
and, when active, it reduces the normal movement rates and makes the
character perform active Search, Spot and Listen checks.


STEALTH MODE
------------
The Hide and Move Silently skills are part of the Stealth modal action.
Select the "Stealth" option from the "Special Abilities" heading in the
Radial Menu.  Characters automatically enter Stealth mode when they
become invisible.  Characters in Stealth mode move more slowly than
others.


ANIMAL EMPATHY
--------------
A successful check allows a character to charm or dominate certain
creatures.

- Ability: Charisma
- Classes: Druid or Ranger
- Untrained: No
- Check: Animals and dire animals have a DC of 20 + the creature's HD.
For beasts and magical beasts, the DC is 24 + the creature's HD.  If
the check succeeds, the creature is charmed, or, if the check exceeds
the DC by 6 or greater, the creature is dominated.  Dominated creatures
can be commanded as henchmen.
- Special: If the character fails his or her check by five or more, the
creature will become hostile
- Use: Select this skill and then select the target creature.  The
creature will remain charmed or dominated for one round per level of
the character using the skill.


APPRAISE
--------
The higher the character's skill, the more money that character can
expect to receive when selling goods, and the less that character will
have to pay when buying goods.

- Ability: Intelligence
- Classes: All
- Untrained: No
- Check: None
- Use: Automatic in stores


BLUFF
-----
The chaacter can make the outrageous or the untrue seem plausible.  The
skill encompasses acting, conning, fast talking, misdirection and
misleading body language.

- Ability: Charisma
- Classes: All
- Untrained: Yes
- Check: The more difficult the con, the more difficult the check
- Use: Selected in dialog


CONCENTRATION
-------------
Concentration checks are made whenever a character is distracted during
the act of casting a spell.  It is also used to avoid the effects of a
Taunt skill.

- Ability: Constitution
- Classes: All
- Untrained: Yes
- Check: The DC is equal to 10 plus the damage received plus the level
of the spell you're trying to cast.  The caster receives a -4 penalty
to the check if casting within three meters of the enemy.
- Use: Automatic


CRAFT ARMOR
-----------
The character knows how to create all types of armor from different
materials.

- Ability: Intelligence
- Classes: All
- Untrained: Yes
- Check: Based on the difficulty to craft this particular item
- Use: Use crafting component


CRAFT TRAP
----------
The character using this skill can combine raw components to form
various trap kits.  Some traps require the use of new grenade like
weapons.

- Ability: Intelligence
- Classes: All
- Untrained: Yes
- Check: The DC is determined by the type of trap being created
- Use: Selected

Here are some traps you can create and the components required to make
them:

FIRE TRAP: Alchemist's Fire Flask
TANGLE TRAP: Tanglefoot Bag
SPIKE TRAP: Caltrops
HOLY TRAP: Holy Water
ELECTRICAL TRAP: Quartz
GAS TRAP: Choking Powder
FROST TRAP: Coldstone
NEGATIVE TRAP: Skeleton Knuckles
SONIC TRAP: Thunderstone
ACID SPLASH TRAP: Acid Flask


CRAFT WEAPON:
-------------
The character knows how to create all types of weapons from different
materials.

- Ability: Intelligence
- Classes: All
- Untrained: Yes
- Check: Based on the difficulty to craft this particular item
- Use: Use crafting component


DISABLE TRAP
------------
This skill allows the character to perform a variety of actions on a
trap.

- Ability: Intelligence
- Classes: All
- Untrained: No
- Check: There are four progressively difficult actions that a
character may perform on a trap; the base DC is determined by the
difficulty rating of the trap and the difficulty of the action.
Disable Trap can be used to: examine the trap to determine the
difficulty is disarming it (base DC -7), flag the trap so that other
party members know to avoid the trap (base DC -5), recover the trap
(base DC +10), or disarm it (base DC).
- Special: Only Rogues may disarm traps with a DC of 35 or greater.
With 5 or more ranks in Set Traps a character gains a +2 synergy bonus
on Disable Trap checks.
- Uses: Assess, Flag, Disarm, and Recover are Radial Menu options off
of a detected trap.


DISCIPLINE
----------
A successful check allows the character to resist the effects of any
combat feats (Disarm, Called Shot or Knockdown).

- 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


INTIMIDATE
----------
The character can use this skill to get a bully to back down or make a
prisoner give him the information he wants.

- Ability: Charisma
- Classes: All
- Untrained: Yes
- Check: The more difficult the intimidation, the more difficult the
check
- Use: Selected in dialog


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
number of attacks available to the character.
- Special: If the Parry is succesful and the difference between the
roll and the DC is ten points or greater, a counterattack occurs, which
is a bonus attack made by the character parrying against the parried
opponent.
- Use: Select the Parry mode.  The character will remained in Parry
mode until the mode is exited.


PERFORM
-------
A Bard using Perform can perform the Bardsong, which improves their
alliy's ability to fight in combat and withstand mind-affecting
enemies.  Perform is essential for any Bard who wants to use Bardsong.

- Ability: Charisma
- Classes: Bard
- Untrained: Yes
- Check: None.  The higher the rank in this skill, the better the
Bardsong.
- Use: Select the skill and it will affect a 30 foot radius of allies
around the singer


PERSUADE
--------
The character has the option to persuade others to reveal additional
information about plots or to give bonus treasure.

- Ability: Charisma
- Classes: All
- Untrained: Yes
- Check: The DC is determined by the NPC being spoken to.
- Special: The diplomacy skill wasbroken in two skills, Persuade and
Taunt
- Use: Used in conversation


PICK POCKET
-----------
The character can steal items from another's backpack.

- Ability: Dexterity
- Classes: All
- Untrained: No
- Check: There are two steps to picking pockets.  First the item must
be aquired and then the targeted creature must not notice the theft.
To steal the item, the base DC from a neutral or tolerant creature is
20, and a hostile creature is 30.  This roll is affected by armor check
penalties.  The targeted creature makes an opposed Spot check vs. the
Pick Pocket check of your character.  Hostile creatures gain a +10
bonus to their Spot checks against Pick Pocket.  If the opposed roll
succeeds, they have detected your character's attempt to steal.  An NPC
who detects the attempt will become hostile, whereas a PC will be
informed that you have attempted to Pick Pocket from them.  If,
however, both checks succeed for your character, then he or she
successfully managed to steal the item without being detected.
- Use: Select skill, then select valid target


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


TUMBLE
------
The character can roll away from attacks during combat, positioning
himself safely at all times.

- Ability: Dexterity
- Classes: All
- Untrained: No
- Check: None
- Special: Any time the character might receive an attack of
oppurtunity for moving past enemies, the character will automatically
attempt a Tumble check against a DC of 15.  If successful, the attack
is avoided.  For every five ranks in this skill (not including
Dexterity bonus) the character's AC is also improved by +1.
- Use: Automatic


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.


================================================================ #10 ==

-------------
* 10) 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.


ARTIST
------
Character gains a +2 bonus to Perform checks and a +2 bonus to Spot
checks.

- Type of Feat: General
- Prerequisite: Perform skill, can only be taken at 1st level.
- Use: Automatic


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.

- Type of Feat: General
- Prerequisite: Int 13+
- Required for: Improved Disarm
- Use: Selected.  A disarm attempt provokes an attack of oppurtunity.


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.

- Type of Feat: General
- Prerequisite: Int 13+
- Required for: Improved Expertise
- Use: Combat mode


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.

- Type of Feat: General
- Prerequisite: Bardic Music
- Use: Automatic


EXTRA STUNNING ATTACKS
----------------------
The character gains three extra stunning attacks per day.

- Type pf Feat: General
- Prerequisite: Base attack bonus +2, Stunning Fist
- Use: Automatic


EXTRA TURNING
-------------
This divine ability allows the character to turn undead six additional
times per day.

- Type of Feat: Special
- Prerequisite: Exclusive to Paladin and Clerics
- Use: Automatic


GREAT CLEAVE
------------
Same as the Cleave feat, except that there is no limit to the number of
additional attacks that the character may make after killing an
opponent.

- Type of Feat: General
- Prerequisite: Str 13+, Power Attack, Cleave, base attack bonus of +4
or higher
- Use: Automatic


GREAT FORTITUDE
---------------
A character with this feat is very hardy, gaining a +2 bonus to all
Fortitude saving throws.

- Type of Feat: General
- Prerequisite: None
- Use: Automatic


GREATER SPELL FOCUS
-------------------
A character becomes even more adept with spells of a particular school
of magic.  The character gains a +4 bonus to the spell save DC for all
spells of the chosen school.

- Type of Feat: General
- Prerequisite: Spell Focus (of the appropriate school).
- Use: Automatic.  This feat may be selected multiple times, but the
effects do not stack.  It applies to a different school of magic in
each case.  This overlaps (does not stack with) the bonus from Spell
Focus.


GREATER SPELL PENETRATION
-------------------------
A +4 bonus to caster level checks is granted to the character, when
trying to beat a creature's spell resistance.

- Type of Feat: General
- Prerequisite: Spell Penetration
- Use: Automatic.  This overlaps (does not stack with) the bonus from
Spell Penetration.


IMPROVED CRITICAL
-----------------
Combat ability doubles the critical threat range with a given weapon.
A longsword that normally threatens a critical on a roll of 19-20 would
now threaten a critical on a roll of 17-20.

- Type of Feat: General
- Prerequisite: Proficiency with the chosen weapon, base attack bonus
of +8 or higher.
- Use: Automatic.  The threat range of a Keen weapon is already
doubled, increasing to triple with this feat.  This feat can be
selected multiple times, applying a new weapon catagory each time.


IMPROVED DISARM
---------------
A character with this feat has learned not to provoke an attack of
oppurtunity when attempting to disarm an opponent.  Success knocks the
opponent's weapon away from them.  The penalty to make a disarm attempt
is reduced by -4.

- Type of Feat: General
- Prerequisite: Int 13+, Disarm
- Use: Selected


IMPROVED EXPERTISE
------------------
A character with this feat can make defensive attacks, gaining a +10
bonus to AC but receiving a -10 penalty to attack rolls.

- Type of Feat: General
- Prerequisite: Int 13+, Expertise
- Use: Combat Mode


IMPROVED INITIATIVE
-------------------
The character gains a +4 to initiative.

- Type of Feat: General
- Prerequisite: None
- Use: Automatic


IMPROVED KNOCKDOWN
------------------
Characters with this feat have learned to use the Knockdown ability as
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.

- Type of Feat: General
- Prerequisite: None
- Required For: Rapid Shot
- Use: Automatic


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.

- Type of Feat: General
- Prerequisite: Str 13+
- Required For: Cleave, Improved Power Attack
- Use: Combat Mode


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 with a ranged weapon, gaining an
extra attacke per round while using them.  When a rapid attack round is
attempted, the extra attack is made at the highest base attack bonus,
though all attacks within the round suffer a -2 penalty.

- Type of Feat: General
- Prerequisite: Dex 13+, Point Blank Shot
- Use: Selected.  Rapid Shot does not work with crossbows.


RESIST DISEASE
--------------
Character gains a +4 bonus to Fortitude saving throws to resist the
effects of disease.

- Type of Feat: General
- Prerequisite: None
- Use: Automatic


RESIST POISON
-------------
Character gains a +4 bonus to Fortitude saving throws against poison.

- Type of Feat: General
- Prerequisite: None
- Use: Automatic


RESISTANCE TO ENERGY
--------------------
Character gains a +5 resistance against the chosen type of energy
(first five points of damage of this type of energy is ignored).

- Type of Feat: General
- Prerequisite: Base Fortitude save bonus +8
- Use: Automatic


SHIELD PROFICIENCY
------------------
A character with this feat has the basic knowledge of how to
effectively use a shield.

- Type of Feat: General
- Prerequisite: None
- Use: All classes except Monks, Rogues, Sorcerers, and Wizards
automatically receive this feat


SILENT SPELL
------------
Magical expertise allows the casting of certain spells without using a
verbal component.

- Type of Feat: Metamagic
- Prerequisite: Ability to cast 1st-level spells
- Use: Silenced spells occupy spell slots one level higher than normal


SILVER PALM
-----------
Character gains a +2 bonus to Appraise and Persuade checks.

- Type of Feat: General
- Prerequisite: Can only be taken at 1st level
- Use: Automatic


SKILL FOCUS
-----------
A character with this feat is adept to a certain skill, gaining a
+3 bonus on all checks with it.

- Type of Feat: General
- Prerequisite: Able to use the skill
- Use: Automatic.  This feat may be selected multiple times, but the
effect does not stack.  It applies to a different skill in each case.


SNAKE BLOOD
-----------
Character gains a +2 bonus to Fortitude saving throws against poison
and a +1 Reflex saving throw bonus to all saves.

- Type of Feat: General
- Prerequisite: Can only be taken at 1st level
- Use: Automatic


SPELL FOCUS
-----------
A character with this feat is adept in a certain school of magic,
granting a +2 bonus to spell save DC for all spells that the character
casts from that school.  This makes it more difficult for enemies to
resist the effects of spells of this school when the caster casts them.

- Type of Feat: General
- Prerequisite: Ability to cast 1st-level spells
- Use: Automatic. This feat may be selected multiple times, but the
effect does not stack.  It applies to a different school of magic in
each case.


SPELL PENETRATION
-----------------
A character with this feat can use magic to better pierce the defenses
of his opponents, gaining a +2 bonus to caster level checks to beat a
creature's spell resistance.

- Type of Feat: General
- Prequisite: Ability to cast 1st-level spells
- Use: Automatic


SPRING ATTACK
-------------
Enemies do not get attacks of oppurtunity against the character when
the character is moving around in combat.

- Type of Feat: General
- Prerequisite: Dex 13+, Dodge, Mobility, base attack bonus of +4 or
higher
- Use: Automatic


STEALTHY
--------
Character gains a +2 bonus to Hide and Move Silently checks.

- Type of Feat: General
- Prerequisite: None
- Use: Automatic


STILL SPELL
-----------
Magical expertise allows certain spells to be cast without gestures,
ignoring their somatic component.  Any penalties incurred from casting
is armor do not apply to a spell that has been prepared by this feat.

- Type of Feat: Metamagic
- Prerequisite: Ability to cast 1st-level spells
- Use: Stilled spells occupy spell slots one level higher than normal.


STRONG SOUL
-----------
Character gains a +1 bonus to Fortitude and Will saving throws, as well
as a +1 bonus to any saving throw versus Death magic.

- Type of Feat: General
- Prerequisite: Can only be taken at 1st level
- Use: Automatic


STUNNING FIST
-------------
A character with this feat can attempt a disabling strike with a -4
attack penalty and a -4 damage penalty.  If successful they have hit a
vulnerable spot, and the target must make a Fortitude save (DC 10 + 1/2
the attacker's level + the attacker's Wisdom modifier) or be held for
three rounds.  This attack may be used once per day for every four
levels of the character.

- Type of Feat: General
- Prerequisite: Dex 13+, Wis 13+, base attack bonus +8 or higher,
Improved Unarmed Strike
- Use: Selected.  Monks receive this feat at 1st level, even if they do
not meet the prerequisites.  As well, Monks suffer no attack/damage
penalties when using this feat and may use it once per day per level.
Constructs and Undead are immune to this attack, as are any creatures
that are immune to critical hits.


THUG
----
Character gains a +2 bonus on Initiative checks and a +2 bonus on
Persuade checks.

- Type of Feat: General
- Prerequisite: Can only be taken at 1st level
- Use: Automatic


TOUGHNESS
---------
A character with this feat is tougher than normal, gaining one bonus
Hit Point per level.  HP are gained retroactively when choosing this
feat.

- Type of Feat: General
- Prerequisite: None
- Use: Automatic


TWO-WEAPON FIGHTING
-------------------
A character with this feat reduces the penalties suffered when using a
weapon in each hand.  The normal penalty of -6 to the primary hand and
a -10 to the off-hand becomes a -4 for the primary hand and -8 to the
off-hand.

- Type of Feat: General
- Prerequisite: None
- Required For: Improved Two-Weapon Fighting
- Use: The Ambidexterity feat further reduces the attack penalty for
the second weapon by 4 (-4/-4).  Best results are achieved if the off-
hand weapon is light, further reducing the penalty for both the primary
and off-hand by 2 (-2/-2).  Rangers receive this feat for free at 1st
level.


WEAPON FINESSE
--------------
A character with this feat is adept using light weapons subtly and
effectively, allowing him to calculate attack rolls with his Dexterity
modifier bonus instead of his Strength bonus (if his Dex is higher than
his Str).

- Type of Feat: General
- Prerequisite: Base attack bonus of +1 or higher
- Use: Automatic when using any of the following weapons: Dagger,
Handaxe, Kama, Kukri, Light Hammer, Mace, Rapier, Short Sword, Sickle
and Unarmed Strike.


WEAPON FOCUS
------------
A character with this feat is particularly skilled with a specific
weapon, gaining a +1 attack bonus with them.

- Type of Feat: General
- Prerequisite: Proficiency with the chosen weapon type, base attack
bonus of +1 or higher.
- Required For: Weapon Specilization (Fighters only)
- 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.

- Type of Feat: General
- Prerequisite: Base attack bonus +3 or higher, Wis 13+
- Use: Automatic

-----------------------------------------------------------------------


>>> EPIC FEATS <<<

     This next list of feats will only become available when your
character reaches level 21 and attains Epic Status.


ARMOR SKIN
----------
The character gains a +2 bonus to AC

- Type of Feat: General
- Prerequisite: 21st level
- Use: Automatic


AUTOMATIC QUICKEN SPELL
-----------------------
The character may cat 0-3rd level spells as quickened spells without
using higher level spell slots.  This feat may be taken multiple times
and will quicken spells in this way up to 9th level spells.

- Type of Feat: Metamagic
- Prerequisite: 21st level, Spellcraft 30 ranks, Quicken Spell,
ability to cast 9th level spells
- Use: Automatic


AUTOMATIC SILENT SPELL
----------------------
The character may cast 0-3rd level spells as silent spells without
using higher level spell slots.  This feat may be taken multiple times
and will silence spells in this way up to 9th level spells.

- Type of Feat: Metamagic
- Prerequisite: 21st level, Spellcraft 24 ranks, Silent Spell, ability
to cast 9th level spells
- Use: Automatic


AUTOMATIC STILL SPELL
---------------------
This feat allows the character to cast all spells of 0-3 as still
spells automatically.  These spells may be cast while wearing armor.
This feat may be taken multiple times and will still spells in this way
up to 9th level spells.

- Type of Feat: Metamagic
- Prerequisite: 21st level, Spellcraft 24 ranks, Still Spell, ability
to cast 9th level spells
- Use: Automatic


BANE OF ENEMIES
---------------
Any weapon the character wields against any of their favored enemies is
treated as a Bane Weapon for that creature type (+2 to hit and it deals
+2d6 damage).

- Type of Feat: General
- Prerequisite: 21st level, 5 or more Favored Enemies
- Use: Automatic


BLINDING SPEED
--------------
Upon activating this feat the character gains all the benefits of Haste
for a short time.  This is a supernatural ability.

- Type of Feat: General
- Prerequisite: 21st level, Dexterity 25+
- Use: Selected


CONSTRUCT SHAPE
---------------
The character can shapeshift into the following construct forms: Iron
Golem, Stone Golem or Demonflesh Golem.

- Type of Feat: General
- Prerequisite: Epic Shifter, Wisdom 27+
- Use: Selected.


DAMAGE REDUCTION
----------------
The character gains damage reduction 3/-.  This means that three points
of damage are ignored every time the character takes damage.  This feat
may be taken multiple times to gain damage reduction 6/- and 9/-.

- Type of Feat: General
- Prerequisite: 21st level, Constitution 21+
- Use: Automatic


DEVASTATING CRITICAL
--------------------
Whenever scoring a critical hitwith the chosen weapon, the character's
target must make a Fortitude save or die instantly.  Creatures who are
immune to critical hits are not affected by this feat.

- Type of Feat: Combat
- Prerequisite: 21st level, Cleave, Great Cleave, Improved Critical on
the weapon to be chosen, Overwhelming Critical of the weapon to be
chosen, Weapon Focus of the weapon to be chosen, Power Attack, Strenght
25+
- Use: Automatic


DRAGON SHAPE
------------
The character may use Wildshape to change into an Ancient Dragon and
gains access to the Dragon's signature breath weapon.

- Type of Feat: General
- Prerequisite: 21st level, Wildshape 6x/day or Greater Wildshape IV,
Wisdom 30+
- Use: Selected


ENERGY RESISTANCE
-----------------
The character gains resistance 10 to one particular type of elemental
damage (choose either fire, cold, sonic, acid ore electrical
resistance).  This feat can be taken multiple times to a maximum
resistance of 100.

- Type of Feat: General
- Prerequisite: 21st level
- Use: Automatic


EPIC DODGE
----------
The character avoids all damage from the first attack each round.

- Type of Feat: General
- Prerequisite: 21st level, Dodge, Improved Evasion, Defensive Roll,
Tumble 30 ranks, Dexterity 25+
- Use: Automatic


EPIC FIEND
----------
The character's evil and hatred grow strong enough to attract the
attention of an Epic Vrock when summoning a fiendish servant from the
outer planes.  This vile creature is a master in the arts of melee
combat and, fueled by its master's evil soul, grows in strength and
power as the Blackguard gains new levels.

- Type of Feat: General
- Prerequisite: 21st level, Blackguard level 15
- Use: Selected


EPIC FORTITUDE
--------------
The character gains a +4 to all Fortitude saves.

- Type of Feat: General
- Prerequisite: 21st level
- Use: Automatic


EPIC PROWESS
------------
The character gains a +1 to all attacks.

- Type of Feat: General
- Prerequisite: 21st level
- Use: Automatic


EPIC REFLEXES
-------------
The character gains a +4 tp all Reflex saves.

- Type of Feat: General
- Prerequisite: 21st level
- Use: Automatic


EPIC REPUTATION
---------------
The character gains a +4 to all Bluff, Intimidate, Persuasion and Taunt
checks.

- Type of Feat: General
- Prerequisite: 21st level
- Use: Automatic


EPIC SKILL FOCUS
----------------
The character gains a +10 on all skill checks with the chosen skill.

- Type of Feat: General
- Prerequisite: 21st level, 20 ranks in the chosen skill
- Use: Automatic


EPIC SHADOWLORD
---------------
The character's Summon Shadow ability is reinforced, allowing him to
call an Epic Shadowlord to his side.  Unlike a non-epic Shadowlord, an
Epic Shadowlord is a potent fighter, reinforced by his master's
lifeforce, making him stronger each time the Shadowdancer gains a
level.

- Type of Feat: General
- Prerequisite: Epic Shadowdancer
- Use: Automatic


EPIC SPELL FOCUS
----------------
The charcter gains a +6 to the Difficulty Class for all saving throws
against spell from the chosen school of magic.

- Type of Feat: General
- Prerequisite: 21st level, Spell Focus or Greater Spell Focus in the
chosen school
- Use: Automatic


EPIC SPELL PENETRATION
----------------------
The character gains a +6 bonus on caster level checks to beat a
creatures spell resistance.

- Type of Feat: Metamagic
- Prerequisite: 21st level, Spell Penetration or Greater Spell
Penetration
- Use: Spell


EPIC TOUGHNESS
--------------
The character gains +20 Hit Points.  This feat may be taken multiple
times, up to a maximum of 200 Hit Points.

- Type of Feat: General
- Prerequisite: 21st level
- Use: Automatic


EPIC WEAPON FOCUS
-----------------
The character gains a +2 bonus to all attack rolls with the chosen
weapon.

- Type of Feat: Combat
- Prerequisite: 21st level, Weapon Focus in the chosen weapon
- Use: Combat


EPIC WEAPON SPECIALIZATION
--------------------------
The character gains a +4 to all damage they deal with the chosen
weapon.

- Type of Feat: General
- Prerequisite: 21st level, Weapon Focus, Epic Weapon Focus and Weapon
Specialization in the chosen weapon
- Use: Automatic


EPIC WILL
---------
The character gains a +4 to all Will saves.

- Type of Feat: General
- Prerequisite: 21st level
- Use: Automatic


GREAT CHARISMA
--------------
The character gains a +1 to their Charisma.  This feat may be taken
multiple times, to a maximum of +10.

- Type of Feat: General
- Prerequisite: 21st level
- Use: Automatic


GREAT CONSTITUTION
------------------
The character gains a +1 to their Constitution.  This feat may be taken
multiple times, to a maximum of +10.

- Type of Feat: General
- Prerequisite: 21st level
- Use: Automatic


GREAT DEXTERITY
---------------
The character gains a +1 to their Dexterity.  This feat may be taken
multiple times, to a maximum of +10.

- Type of Feat: General
- Prerequisite: 21st level
- Use: Automatic


GREAT INTELLIGENCE
------------------
The character gains a +1 to their Intelligence.  This feat may be taken
multiple times, to a maximum of +10.

- Type of Feat: General
- Prerequisite: 21st level
- Use: Automatic


GREAT STRENGTH
--------------
The character gains a +1 to their Strength.  This feat may be taken
multiple times, to a maximum of +10.

- Type of Feat: General
- Prerequisite: 21st level
- Use: Automatic


GREAT WISDOM
------------
The character gains a +1 to their Wisdom.  This feat may be taken
multiple times, to a maximum of +10.

- Type of Feat: General
- Prerequisite: 21st level
- Use: Automatic


IMPROVED COMBAT CASTING
-----------------------
The character does not incur attacks of oppurtunity for casting spells
while threatened.

- Type of Feat: Spell
- Prerequisite: 21st level, Combat Casting, Concentration 25+
- Use: Automatic


IMPROVED KI STRIKE
------------------
This feat (when taken for the first time) grants the character a +4
enhancement bonus when attacking unarmed.  Choosing this feat a second
time extends the bonus to +5.

- Type of Feat: General
- Prerequisite: 21st level, Wisdom 21+, Ki Strike +3
- Use: Automatic


IMPROVED SNEAK ATTACK
---------------------
Adds +1d6 to your sneak attack damage.  This feat may be taken multiple
times, to a maximum of +10d6.

- Type of Feat: General
- Prerequisite: 21st level, Sneak Attack 8d6
- Use: Automatic


IMPROVED SPELL RESISTANCE
-------------------------
The character gains a +2 to spell resistance.  This feat may be taken
multiple times, to a maximum of +20.

- Type of Feat: General
- Prerequisite: 21st level
- Use: Automatic


IMPROVED STUNNING FIST
----------------------
Adds +2 to the DC of the character's stunning attack.  This feat may be
taken multiple times, to a maximum of +20.

- Type of Feat: General
- Prerequisite: 21st level, Improved Unarmed Strike, Stunning Fist,
Dexterity 19+, Wisdom 19+
- Use: Automatic


IMPROVED WHIRLWIND ATTACK
-------------------------
The character performs a full attack action and makes one melee attack
at full base attack bonus against all opponents within range of the
character's weapons.

- Type of Feat: Combat
- Prerequisite: 21st level, Dodge, Expertise, Spring Attack, Whirlwind
Attack, Intelligence 13+, Dexterity 23+
- Use: Selected


LASTING INSPIRATION
-------------------
This feat allows the effects of Bardic Music to last ten times longer
than normal after the character stops singing.

- Type of Feat: General
- Prerequisite: 21st level, Bardic Music class feature, Perform 25+
- Use: Automatic


MIGHTY RAGE
-----------
When the character rages, they gain +8 to Strength and Constitution and
a +4 morale bonus to Will saves.  These bonuses replace the normal rage
bonuses.

- Type of Feat: General
- Prerequisite: 21st level, Greater Rage, Strength 21+, Con 21+
- Use: Automatic while in a Rage


OUTSIDER SHAPE
--------------
The character can assume different outsider shapes three times per day:
either an Azer Chieftan, a Rakshasa or a Death Slaad.

- Type of Feat: General
- Prerequisite: Epic Shifter, Wisdom 25+
- Use: Selected.  After choosing the ability, the character must select
the type of outsider to change into


OVERWHELMING CRITICAL
---------------------
When using the chosen weapon, the character deals +1d6 points of damage
on a successful critical hit.  If the weapon's critical multiplier is
x3, add +2d6 and if the multiplier is x4, add +3d6.

- Type of Feat: Combat
- Prerequisite: 21st level, Cleave, Great Cleave, Improved Critical of
the weapon to be chosen, Weapon Focus of the weapon to be chosen, Power
Attack, Strength 23+
- Use: Automatic


PERFECT HEALTH
--------------
This feat makes the character immune to all diseases and poisons.

- Type of Feat: General
- Prerequisite: 21st level, Great Fortitude, Constitution 25+
- Use: Automatic


PLANAR TURNING
--------------
This feat allows outsiders to be turned like Undead.

- Type of Feat: General
- Prerequisite: 21st level, Turn Undead, Wisdom 25+, Charisma 25+
- Use: Selected.  If the character has twice as many levels as the
outsiders have Hit Die, the outsiders are instantly destroyed


SELF CONCEALMENT
----------------
The character gains a 10% concealment bonus.  This feat may be taken
multiple times, to a maximum of 50%.

- Type of Feat: General
- Prerequisite: 21st level, Improved Evasion, Dex 30+, Hide 30+ ranks,
Tumble 30+ ranks
- Use: Automatic


SUPERIOR INITIATIVE
-------------------
The character gains a +8 bonus to initiative checks.

- Type of Feat: General
- Prerequisite: 21st level, Improved Initiative
- Use: Automatic


TERRIFYING RAGE
---------------
While the Barbarian is raging, any enemy that comes close to him must
make a Will save opposed by the Barbarian's Intimidate check.  If the
enemy fails the check, he panics for 1d6 rounds.  Opponents with up to
twice the Barbarian's Hit Dice will not flee but will receive a -2
penalty to attack and saving throw rolls.  Creatures with more than 2x
the Barbarian's Hit Dice are not affected by the rage.

- Type of Feat: General
- Prerequisite: Epic Barbarian, Intimidate 25+
- Use: Automatic while in a Rage


THUNDERING RAGE
---------------
Any weapon the Barbarian wields while in a rage does an additional 2d8
points of damage on a critical hit.

- Type of Feat: General
- Prerequisite: Epic Barbarian, Strength 25+
- Use: Automatic while in a Rage


UNDEAD SHAPE
------------
The character with this ability can transform into a selection of
powerful Undead creatures.

- Type of Feat: General
- Prerequisite: Epic Shifter
- Use: Selected.  After choosing the ability, the character must select
the type of Undead creature to change into


================================================================ #11 ==


--------------
* 11) COMBAT *
--------------


>>> REAL-TIME DECISIONS <<<

     Neverwinter Nights is a real-time game overlaid on top of the
turnbased Dungeons & Dragons 3rd Edition rules.  This means that your
decisions are played out during the progress of a combat round.  You
manipulate your character by giving them orders.  These orders appear
in the Action Queue (upper-left corner of your screen).  You may stack
certain orders (known as tasks), such as picking up items, opening
doors or casting spells.  Modal orders - like movement and combat -
clear any tasks still in the stack.

     As you learn the Neverwinter Nights combat system, you will find
it useful to plan out you tactical combat as you fight.  This may
involve choosing the next three spells you want to cast, or entering a
combat mode like Knockdown or Parry.

     The Action Queue is a quick and easy visual reference about what
your character's current and future actions are or will be. A wise
player uses this to his full advantage.

-----------------------------------------------------------------------


>>> NPC REACTIONS <<<

     NPCs can react to you in a variety of ways, varying from hostility
to friendship, and your actions in the game can affect this reaction.
A good friend may be lost if you attack innocents, while more nefarious
allies might be made by helping out an evil power group.  Your
character will have a different default action to each of these
reaction types:


HOSTILE
-------
Hostile creatures will normally attack you on sight and will fight to
the death.  You CANNOT talk to hostile creatures.

Default Action: Attack


NEUTRAL
-------
Most of the world begins neutral to you.  You may speak with these
people, learning information about the world and of future adventures.
Neutral characters will become hostile if attacked.

Deafult Action: Talk


FRIENDLY
--------
Friendlw characters behave exactly like neutral characters, except that
those who are friendly to you may help you, usually by healing, for no
charge.  If you are attacked while in the prescence of friendly
characters, they may assist you.

Default Action: Talk


BUSY
----
At certain times, normally after or during combat when you try to speak
with a character, you may be told it is busy.  This means that the
character cannot speak with you until the combat is resolved.  If you
ever see this message with someone who is not in combat, wait one
combat round and then try talking to them again.

Default Action: They cannot interact with you until they are no longer
busy.


INVULNERABLE
------------
Some characters cannot be hurt.  These are usually powerful characters
that can help advance the plot.  Attacking will not anger them, nor
will it injure them.

Default Action: Talk

-----------------------------------------------------------------------


>>> FACTIONS <<<

     Every creature in the world belongs to a faction (one example of
which is the "Hostile" faction, to which monsters belong). There are a
variety of factions in every city (like a commoner, merchant, or
guard).  These factions are often split into various sub-factions
(prison guard, pirate guard).  Every faction has a like or dislike for
every other faction (and for your character).  Some factions may defend
other factions; other factions may attack any other faction on sight.

     This is why, when you attack a commoner, the town guard attacks
you if he sees you attacking the commoner.  They belong to different
factions (commoner and defender, respectively).  However, defenders
must protect commoners - this is detailed in their faction
relationship.

     So what does this mean to you as a player?  Be aware that
attacking certain groups may affect your standing with other groups.
If you constantly attack innocents, you will get a bad reputation and
may find yourself harassed by the town guard.  It also means that at
times you can decimate two rival groups - simply by luring them to each
other, they suffer the carnage and you can reap the benefits of looting
their corpses.

-----------------------------------------------------------------------


>>> TARGETING AN OPPONENT <<<


RADIAL MENU TARGETING
---------------------
Whenever you open the Radial Menu on an object, you enter Target-Action
mode.  Any option you choose will be directed at the object you have
targeted.  For example, if you were a Monk and opened the Radial Menu
over an enemy Bugbearthat was rushing you, selecting the "Flurry of
Blows" option will launch the attack against the creature.


ALTERNATIVE TARGETING METHODS
-----------------------------
The Radial Menu is not the only method of targeting.  You may also put
weapons, special attacks, and spells in your Quickbar.  You can use
these in Action-Target mode, whereby you choose what you want to do and
to whom you want to do it to.  For example, again you are playing a
Monk, and you have placed the Flurry of Blows attack icon on the
Quickbar.  This time when the Bugbear appears, you can click on Flurry
of Blows on you Quickbar or press the hotkey assigned to that slot.
You then click on the Bugbear and your Monk attacks the Bugbear with
the Flurry of Blows.

-----------------------------------------------------------------------


>>> THE ATTACK ROLL <<<

     When an attack is made, the attacker rolls a d20 (resulting in a
number between 1 and 20).  All attack bonuses that the character may
have are added to the roll to determine whether he or she hits.  This
value is then compared against the Armor Class (AC) of the creature
being attacked.  If the attack roll is equal to or greater than the
creatures AC, a hit is scored.

-----------------------------------------------------------------------


>>> MOVEMENT <<<

     Many factors, including class, encumberance, magic items and spell
effects all influence movement in Neverwinter Nights.  No character may
move slower than 10% of their base movement speed (unless held or
paralyzed) or faster than 150% of their base movement speed.


DETECT AND STEALTH MODES
------------------------
Being in either Detect or Stealth Mode will prevent your character from
running.  If your character is in both, movement speed is reduced to
50%.


ENCUMBERED
----------
A lightly encumbered character cannot run.  Heavily encumbered
characters move at 50% of their current movement speed.


MOVEMENT SPEED PENALTIES CHART:

         -----------------------EFFECTIVE-----ABLE-
        |    SITUATION       |MOVEMENT SPEED|TO RUN|
        |--------------------|--------------|------|
        |Not in Active Detect|              |      |
        |or Stealth Mode; not|              |      |
        |encumbered          |    100%      | Yes  |
        |--------------------|--------------|------|
        | Active Detect      |    100%      | No   |
        |--------------------|--------------|------|
        | Stealth            |    100%      | No   |
        |--------------------|--------------|------|
        | Lightly-encumbered |    100%      | No   |
        |--------------------|--------------|------|
        | Two of: Stealth,   |              |      |
        | Detect or lightly- |              |      |
        | encumbered         |    50%       | No   |
        |--------------------|--------------|------|
        |Stealth, Detect, and|              |      |
        |lightly-encumbered  |    25%       | No   |
        |--------------------|--------------|------|
        | Heavily-encumbered |Additional 50%| No   |
         ------------------------------------------

-----------------------------------------------------------------------


>>> FLAT-FOOTED <<<

     Flat-footed characters do not add their Dexterity bonus (if any)
to their Armor Class.  Flat-footed characters are also susceptible to
to a Rogue's deadly Sneak Attack.  The Uncanny Dodge extraordinary
ability allows the Barbarin and Rogue classes to avoid losing their
Dexterity bonus to AC when they are caught flat-footed.  A character is
considered flat-footed only when: They are performing a non-combat
task, or they are in redy mode, or they move outside of the combat
radius.

-----------------------------------------------------------------------


>>> ATTACKS OF OPPURTUNITY <<<

     Sometimes, a melee combatant lets her guard down to execute a non-
combat action.  In these circumstances, combatants near her can take
advantage of her lapse in defense to make a free attack on her.  These
attacks are called Attacks of Oppurtunity.


THREATENED AREA
---------------
You threaten the area into which you can make a melee attack.
Generally, that's everything that's in your 120-degree forward arc and
within 5 feet of you.  An enemy that takes certain actions while in a
threatened area provekes an attack of oppurtunity.


PROVOKING AN ATTACK OF OPPURTUNITY
----------------------------------
If you move into, within, or out of a threatened area, you usually
provoke an attack of oppurtunity.  If you are performing a retreat
action while moving, you do not provoke an attack of oppurtunity.
Some actions themselves provoke attacks of oppurtunity: Making a ranged
attack, making an unarmed attack (without the Improved Unarmed Strike
feat), casting a spell, activaing a 'spell completion' magic item
(scroll, wand, etc), using a spell-like ability, or running.  Some
feats provoke an attack of oppurtunity.


MAKING AN ATTACK OF OPPURTUNITY
-------------------------------
An attack of oppurtunity is a single melee attack made at your normal
attack bonus.  You can only make one attack of oppurtunity per round.

----------------------------------------------------------------------


>>> SAVING THROWS <<<

     Saving throws are a measure of a character or creature's
resistance to special types of attacks - poisons, magic, and effects
like a Dragon's Breath weapon.  If a succussful saving throw is made,
it may reduce or prevent the effects of the spell or attack.

     Saving throws are improve as your character gains levels.  Many
magic items also improve saving throws while they are equipped.
Several spells can temporarily improve saving throws, but beware, other
spells can lower them.


FORTITUDE
---------
This measures your character's ability to stand up to massive physical
punisment, such as poison, paralysis,and instant death magic.  A
character's Constitution modifier is added to his or her Fortitude
saving throw.


REFLEX
------
The higher this is, the better a character is at dodging attacks, such
as a Wizard's fireball or a Dragon's lethal breath.  Any Dexterity
modifier is added to a Reflex saving throw.


WILL
----
This save reflects resistance to mental influence and domination, as
well as many magical effects.  Any Wisdom modifier is added to a Will
saving throw.

-----------------------------------------------------------------------


>>> INJURY AND DEATH <<<

    Adventurers lead exciting lives, but their lifestyle comes with
risks - namely injury and possible death.  When an attack roll is
successful, damage is delivered.


WOUNDS
------
When your character is damaged, he loses Hit Points.  he Hit Points are
reuced yo 0, your character dies.  There are a variety of ways to
restore these Hit Points.

The most common wy to recover lost HP is to rest by selecting the
"Rest" option from the Radial Menu or Options Box.  Resting takes time,
hwever, and you should make sure that you are in a safe place before
you rest.  You cannot rest during combat or shortly after combat.

Healing spells (such as Cure Light Wounds), healing potions, and the
Heal skill can also be used to restore lost HP, even during battle.


DEATH AND RESPAWNING
--------------------
Your character will die if HP reach 0 or less.  When your character
dies he is transported to the nearest temple of healing.  There, his
lost HP are restored, and you can transport him back to the place where
he died.  If the palyer chooses to respawn, they will a small number of
XP and gold.  A character can never lose a level due to death after
respawing.

Warning: Whatever killed your character may still be there when you
return, and you may find yourself thrust back into combat again.

Raising the Dead: Two spells, Raise Dead and Resurrection, can actually
bring a player back from the dead.  Only high-level Clerics have access
to these spells.


================================================================ #12 ==

------------------
* 12) ASSOCIATES *
------------------


     Associates are creatures who respond to your direct commands.
Animal companions and familiars are considered associates, as are
summoned and dominated monsters and henchmen.  These allies can be
invaluable in overcoming the myriad of obstacles to survival in
Neverwinter Nights.


ANIMAL COMPANIONS
-----------------
Animal companions are special creatures with powers typically far
beyond those of natural creatures.  Many animal companions are quite
formidable in combat.  As your character gains levels, so will your
animal companion.  Each time you gain a level in a class with the
animal companion feature, you may change the type of companion that
accompanies you.


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          |
      ----------------------------------------------------


================================================================ #13 ==

-------------------------------------
* 13) 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.


================================================================ #14 ==

--------------
* 14) 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
WATER: Can turn elements

-----------------------------------------------------------------------


>>> EFFECT DESCRIPTIONS <<<

     Game effects help to describe the results of a character's
interaction with the game enviornment, creatures, and items.  Effects
can be as complex as being stuck in a mass of webbing or as simple as a
bonus to attack.  Defined below are all of the game effects that can be
applied to characters in Neverwinter Nights.  The effects are displayed
on the character's State Bar.

     The most common sources of game effects are spells, spell-like
abilities, and equipped magic items.  Bonuses from various sources can
stack with eachother but the same bonus or negative modifier from the
same source can never be applied twice.  For example the spell Bull's
Strength provides a temporary bonus to Strength.  The character can
never have two bonuses applied from Bull's Strength at the same time
even if the same caster cast the spell twice.  However, if the
character had a +3 bonus to Strength from Bull's Strength and a +2
bonus from a magic ring than these would stack to give the character a
+5 total bonus to Strength.  Bonuses applied from the same source do
not stack but the higher is applied.  So, if the character had Bull's
Strength cast on them twice for a bonus of +5 and +2 respectively then
the +5 would apply even if it were not the last spell cast.


ABILITY SCORE MODIFIED
----------------------
Modifier Range: -10 to +10

A single ability score is raised or lowered, possibly affecting the
ability modifier.  Ability damage falls under this effect catagory.


AC MODIFIED
-----------
Modifier Range: -5 to +5

An AC bonus is applied to the character.  There are five types of AC
bonuses in Neverwinter Nights, armor enhancement, shield enhancement,
Dodge, natural, and deflection.  Only Dodge bonuses can stack, up to a
maximum of +10.  For all other types of bonus the single highest
modifier is applied.


COMBAT ENHANCEMENT MODIFIED
---------------------------
Modifier Range: -5 to +5

The character gains a non-cumulative bonus to attack and damage.


BLINDNESS
---------
Blinded creatures have a 50% chance to miss entirely and a -4 penalty
to all attack rolls.


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
to or greater than the damage reduction.  Damage reduction is listed
along with the ammount of damage ignored and the power of the weapon
needed to penetrate the effect.  Thus a creature with 20/3+ damage
reduction ignores the first 20 points of damage from any weapon that
does not have an enhancement of +3 or greater.  Non-melee damage, such
as from elemental or magical attacks, is not affected by damage
reduction.

Creatures that have damage reduction are considered to have natural
attacks equal to that damage reduction.  For example, a Red Dragon has
a damage reduction of 20/+3.  When attacking other opponents with
damage reduction, it is considered an innate enhancement bonus of +3.


DAMAGE RESISTANCE
-----------------
Creatures with this ability are able to ignore damage of a specific
type up to a specified ammount.  Unlike damage reduction, damage
resistance cannot be overcome with weapons that have a higher
enhancement bonus.  Like damage reduction, the ammount of damage
resisted is listed as a value and a damage type, such as Fire 20/-.
This means that the first 20 points of fire damage dealt to the
character is ignored entirely.


DARKNESS
--------
When a character is surrounded by magical darkness, he is considered
blinded when trying to see other creatures and invisible when other
creatures attempt to see him.


DEAF
----
Deafened creatures are unable to make Listen chacks and cannot receive
calls of warning from allies.  They also have a 20% chance to fail any
Arcane spell cast.


DAZED
-----
Dazed creatures are in a partial state of stupor.  They are unable to
iniate attacks, cast spells ore use spells and feats.  They can flee
from combat.


DEATH
-----
Death can come about as a result of physicla damage or of some horrible
spell.  In the case of Player Characters, death is merely a chance to
return and adventure again.  Most other creatures in the game are not
so lucky, and death is a permanent state that cannot be reversed.


DISEASED
--------
Diseases are one hazard that can deplete an adventurer's abilities and
leave him weak and damaged.  When a character first comes into contact
with a disease, he makes a Fortitude saving throw.  If this is
successful, then the disease is resisted.  Otherwise, it begins to
incubate within the character.  After a specified number of in-game
hours or the character's next rest, the disease will manifest itself in
the form of ability damage.  Each time the character rests after the
incubation period, he or she is required to make a Fortitude saving
throw to resist further ability score damage.  If the character
successfully makes two of these saving throws in a row, the disease is
removed.  Ability damage incurred from disease heals while resting.
Certain diseases have special carrier-effects, such as blindness or
more nasty surprises, which canoccur after the incubation period ends
or after 24 game hours have passed.


DOMINATED
---------
A dominated creature comes under the mental control of an outside
agent.  NPCs in this state are considered part of the PC's party and
will fight and die for that PC.  Player Character dominated by outside
agents are wracked with horrible mental anguish and are considered
dazed.  A character may only dominate one creature at a time.


ENTANGLED
---------
Entangled creatures are unable to move and are considered flat-footed.


FIRGHTENED
----------
Creatures struck with fear are forced to flee from the source af the
fear and lose the ability to control their own actions.  Creatures have
a _2 penalty to all saving throws while feared.


HASTED
------
Hasted creatures gain a 50% bonus to movement speed and a +4 Dodge
bonus to AC and an additional attack every round.  All spellcasting
times are cut in half for hasted creatures.


IMMUNITY
--------
Characters can be immune to any of the negative effects described in
this section.  For example, a character with disease immunity will
never need to fear the negative effects of disease.


INCREASED ATTACKS
-----------------
Increases the number of base attacks a character is capable of making.


INVISIBILITY
------------
Invicible attacking creatures get a 50% Concealment bonus against enemy
attacks and can ignore the Dexterity Modifier of any opponent, unless
that opponent has the Uncanny Dodge feat.


MAGIC IMMUNITY
--------------
Creatures can obtain or have specific immunities to magical spells and
spell-like abilities of the following types: Individual spells,
Specific Spell Schools, a spell of a particular level and below.


MISS CHANCE
-----------
When ths effect is applied the afflicted character has a percentage
chance of missing on any attack roll before his or her normal attack
roll is made.


MOVEMENT SPEED MODIFIED
-----------------------
Increases or decreases the character's movement speed by the given
percentage.


NEGATIVE LEVELS
---------------
Certain monsters are able to sap the life essence of other creatures.
The draining effect of each negative level applies a -1 modifier to
attack rolls, skill checks and saving throws.  If a creature's negative
levels ever meets or exceeds its current level, they die.


PARALYSIS
---------
Paralyzed individuals are unable to move or take actions af any kind
and are considered prone.  A paralyzed NPC with 4HD or less will be
killed instantly if attacked.


POISON
------
Poison afflicts the character by delivering ability damage in two
stages.  When initially struck, the character makes a Fortitude saving
throw to resist the poison outright.  If this roll fails, the character
takes a specified ammount of ability damage.  After one minute has
passed, the character must make another Fortitude saving throw or take
additional ability damage.  It is possible to remove poison before the
second round of ability damage is delivered by using the Healing skill
or the Neutralize Poison spell (however, any ability damage already
suffered is not healed when the poison is cured).  The ability damage
received from poison can be removed by resting or the successful use of
a Healing Kit.


PRONE
-----
Prone creatures are considered flat-footed and lose their Dexterity
bonus to AC.  All creatures attacking a prone individual gets a +4
attack bonus.


REGENERATE
----------
This determines how much damage a character heals over a given period
of time.


SAVING THROW MODIFIED
---------------------
Modifier Range: -10 to +10

Saving throws can be improved or reduced individually or as a whole.
They can also be modified versus only certain effects, such as poison
or mind-affecting spells or abilities.


SANCTUARY
---------
Sanctuary allows a character to become artifically silent and hidden as
long as those around him fail a Will saving throw.


SILENCE
-------
Creatures under the effects of silence make no noise while moving but
are also unable to hear anything.  Spellcasters are unable to cast
spells with verbal components if silenced.


SKILL MODIFIED
--------------
Modifier Range: -20 to +20

Skill modifiers can be increased or decreased in effectiveness.  This
effect can apply to single skills or the entirety of a character's
skill.


SLEEP
-----
Creatures who are sleeping are considered flat-footed and all attacks
made against them are made at a +4 attack bonus.  A creature attacked
while sleeping will wake up.  A sleeping NPC with 4HD or less will be
killed instantly if attacked.


SLOW
----
Slowed creatures will move at 50% of their current speed.  They will
also suffer a -2 penalty to AC, Reflex saves, and attack rolls, along
with the loss of one attack per round.  The slow effect can be
countered with the Haste effect.


SPELL RESISTANCE
----------------
Creatures with a spell resistance have the equivalent of armor versus
spells.  A caster level check (1d20 + caster level) must equal or
exceed the spell resistance score or the spell has no effect.


STUNNED
-------
Stunned creatures stand helplessly in a motionless stupor and are
considered prone.


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,
the more difficult it will be to remove his spells.


COUNTERSPELLING
---------------
If a spellcaster enters Counterspell mode, he can prevent enemy casters
from casting spells.  To counter a spell, the countering Mage must
sacrifice a spell they are able to cast at the present time.  The mor
Mages that counter an single enemy Mage's spell, the higher thier
chances of successfully negating the spell during its conjure phase.
Lesser Dispel Magic, Dispel Magic and Greater Dispel Magic and
Mordenkainen's Disjunction are universal counterspells and are able to
counter any spell of the same level or lower.  Any spell can be
countered by itself if both the casting and countering Mage have the
spell.  Many spells also have specific counters that are usable as
counterspells.  For example, Haste can always be countered by using
Slow, and vise-versa.

-----------------------------------------------------------------------


>>> SPELL DESCRIPTIONS <<<

     The game contains spell descriptions for every spell - simply
examine a spell to read its description.  Below is a summary of what
the fields in the spell description describes.

CASTER LEVEL: Specifies the various classes that can use the spell and
the level of the spell for that class.

INNATE LEVEL: The level at which the spell is countered using the
universal counterspells and the level at which  the spell is used for
the creation of magic items within the NWNToolset.

SCHOOL: The school the spell belongs to determine its usage by
specialty Wizards and Sorcerers.

DESCRIPTION: This provides a general classification of the spell for
the purposes of what immunities and protections can ignore or hamper
the spell.

COMPONENTS: Spells can have both Verbal and Somatic components, which
are required to successfully cast the spell.  Certain spells require
only one component.  The Silence effect prevents the use of spells that
require the Verbal component.

RANGE: Spells have the following ranges: Touch, Short, Medium and Long.

AREA OF EFFECT: Spells have to following areas of effect: Personal,
Single, Small, Medium, Large, Huge and Colossal.

DURATION: Defines how long the spell will last in Rounds, Turns and
Hours.

ADDITIONAL COUNTER SPELLS: The spell or spells that can counter the
specified spell in addition to the universal counters and itself.

SAVES: Specifies whether the spell has a saving throw and the results
of making the save.

SPELL RESISTANCE: Specifies whether magic resistance is effective
against the spell.


-----------------------------------------------------------------------


>>> SPELL SUMMARIES <<<

Below is a quick summary of all the spells, grouped by class and level.
Full descriptions appear in the game.  Note that this list is from the
Neverwinter Nights Gold Edition instruction manual, there may be a few
spells in this list that may not be available to your character *IF*
you don't have any expansion packs installed.


------------------
#14A  BARD SPELLS:
------------------


0-LEVEL BARD SPELLS
-------------------

- Cure Minor Wounds: Heals 4 points of damage.

- Daze: If 5 HD or less, target is dazed.

- Flare: -1 penalty to attack rolls.

- Light: Create small light source.

- Resistance: +1 bonus to all saving throws.


1st-LEVEL BARD SPELLS:
----------------------

- Amplify: Decreases the DC of hearing sounds in the caster's area by
20.

- Balagarn's Battle Horn: Every creature that fails a Strength check is
knocked down for one round.

- Balagarn's Iron Horn: The character creates a deep, resonent
vibration that shakes all creatures in the area of effect from their
feet if they fail a Strength check.  Every creature that falls will be
knocked down for one round.

- Charm Person: 50% bonus in targets personal reputation to caster.

- Cure Light Wounds: 1d8 points of damage +1/level healed.

- Grease: Slows or knocks down opponents.

- Identify: Gains 25 + 1 per caster level bonus to Lore skill.

- Lesser Dispel: Weak version of Dispel Magic.

- Mage Armor: +4 AC bonus

- Magic Weapon: Add a +1 enhancement bonus to one weapon.

- Protection From Alignment: Target receives a +2 AC bonus, +2 saving
throw bonus against creatures of a particular alignment.

- Scare: Causes fear for weak creatures.

- Sleep: Causes 2d4 HD of creatures to fall asleep.

- Summon Creature I: Summons a Dire Badger.


2nd-LEVEL BARD SPELLS:
----------------------

- Blindness/Deafness: The target creature is struck blind and deaf.

- Bull's Strength: Target creatures Strength is increased by 1d4+1.

- Cat's Grace: The target creatures Dexterity is increased by 1d4+1

- Clarity: Removes sleep, confusion, stun, and charm effects and
protects against same.

- Cloud of Bewilderment: Enemies in the area of effect are stunned and
blinded for 1d6 rounds.

- Cure Moderate Wounds: Heals 2d8 points of damage + 1/level.

- Darkness: Cover creatures in a shroud of darkness.

- Eagle's Splendor: Target's Charisma is increases by 1d4 + 1.

- Fox's Cunning: Target's Intelligence is increases by 1d4 + 1.

- Ghostly Visage: 10/+2 damage reduction; immune to level 1 spells and
lower.

- Hold Person: Target humanoid is paralyzed.

- Invisibility: Taget is invisible until attacks or casts a spell.

- Owl's Wisdom: Target's Wisdom increases by 1d4 + 1.

- See Invisibility: Target creature is able to see all invisible
creatures.

- 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 BARD SPELLS
---------------------

- Bestow Curse: Lowers all of the target creature's ability scores by
2.

- Charm Monster: Make monster believe it's you ally.

- Clairaudience/Clairvoyance: Target gains +10 bonus to Spot and Listen
checks.

- Confusion: Target behaves erratically.

- Cure Serious Wounds: Heals 3d8 points of damage +1/level.

- Dispel Magic: Remove magical effects from creatures.

- Fear: Make enemies run away.

- Find Traps: +10 to Search checks

- Greater Magic Weapon: One weapon gains a +1 enhancement bonus per 3
caster levels (maximum of +5).

- Haste: One extra attack action per round and movement is increased by
50%.

- Invisibility Sphere: Self and allies hidden in a sphere of
invisibility.

- Keen Edge: The critical threat range of one weapon is extended.

- 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.

- Remove Curse: All curses removed from target.

- Remove Disease: All diseases removed from target.

- Slow: Target movement rate lowered to 50%.

- Summon Creature III: Summons a Dire Wolf.

- Wounding Whispers: 1d6 (+1 per level) sonic damage to any creature
that hits the caster.


4th-LEVEL BARD SPELLS:
----------------------

- Cure Critical Wounds: Heals 4d8 points of damage +1 per caster level.

- Dismissal: All associates of target are unsummoned.

- Dominate Person: Target temporarily becomes under the caster's
control.

- Hold Monster: Target monster is paralyzed.

- Improved Invisibility: Attack and cast spells while remaining
invisible.

- Legend Lore: +10 bonus to Lore checks, +1 per 2 caster levels.

- Neutralize Poison: Target cured if poisoned.

- Summon Creature IV: Summons a Dire Spider.

- War Cry: +2 bonus to attack and damage for allies; all enemies are
stricken with fear.


5th-LEVEL BARD SPELLS:
----------------------

- Etheral Visage: 20/+3 damage reduction and immunity to spells of 2nd-
level 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.

- Inflict Light Wounds: If the caster succeeds in striking an opponent
with a touch attack, the target suffers 1d8 points of damage, +1 point
per caster level (to a maximum of +5).  Inflict spells have a reverse
effect when used on Undead, healing instead of harming them.

- Magic Weapon: Add a +1 enhancement bonus to one weapon.

- 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.

- Stone Bones: The target Undead gains a +3 natural AC bonus, due to
the thickening of its bones.

- 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.

- Darkfire: The caster immolates a non-magical weapon so that it does
1d6 points of fire damage, +1 per two caster levels (maximum of +10).

- Dispel Magic: Removes magical effects from creatures.

- Glyph of Warding: The caster creates a small magical zone that can
detect the passage of enemy creatures.  When the field is activated, it
explodes doing 1d8 points of sonic damage per two caster levels to all
within the area of effect (to a maximum of 5d8).

- 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 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.

- Magic Vestment: One suit of armor or a shield gains a +1 AC bonus per
three caster levels (maximum of +5).

- 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
1d8 per 2 caster levels.

- Summon Creature III: Summons a Dire Wolf.


4th-LEVEL CLERIC SPELLS:
------------------------

- Cure Critical Wounds: Heals 4d8 points of damage +1 per caster level.

- Death Ward: Targt becomes immune to any death spells or effects.

- Dismissal: All associates of target are unsummoned.

- Divine Power: Cleric gains bonus HP, Strength becomes 18 and attack
bonus improves.

- Freedom of Movement: Target becomes immune from paralysis.

- Greater Magic Weapon: One weapon gains a +1 enhancement bonus per 3
caster levels (maximum of +5).

- Hammer of the Gods: 1d8 damage per 2 caster levels.

- Inflict Critical Wounds: Target suffers 4d8 points of damage, +1
point per caster level to a maximum of +20.  Inflict spells have a
reverse effect when used on undead.

- Neutralize Poison: Target cured if poisoned.

- Poison: Inflict poison on target.

- Restoration: Removes most effects, including level drain and
blindness.

- Summon Creature IV: Summons a Dire Spider.


5th-LEVEL CLERIC SPELLS:
------------------------

- Battletide: The caster creates an aura that steals energy from its
enemies.  They suffer a -2 circumstance penalty on saves, attack rolls
and damage rolls, once entering the aura.  The caster gains a +2
circumstance bonus to saves, attack rolls and damage rolls.

- Circle of Doom: Carpet of insects attacks at your command.

- Flame Strike: 1d6 fire damage and divine damage/level.

- Healing Circle: All friends nearby heal for 1d8 +1 point per caster
level.

- Monstrous Regeneration: Target creature gains the ability to
regenerate 3 HP every round.

- Raise Dead: Returns one taget corse to life.

- Slay Living: Target must make Fortitude save or die.

- Spell Resistance: 12 + 1 per caster level spell resistance.

- Summon Creature V: Summons a Dire Tiger.

- True Seeing: Can see through Sanctuary and Invisibility spells.


6th-LEVEL CLERIC SPELLS:
------------------------

- Banishment: Destroys a number of summoned creatures equal to twice
the caster's level in HD.

- Blade Barrier: Creates a wall of blades; 1d6/level damage.

- Control Undead: Dominate one undead creature.

- Create Undead: Creates one undead creature.

- Greater Dispelling: More powerful version of Dispel Magic.

- Greater Sanctuary: Caster becomes ethereal and can't be detected.
Attacking or performing a hostile action will dispel Greater Sanctuary.

- Harm: Target reduced to 1d4 HP.

- Heal: Target is fully healed.

- Planar Ally: Summons an outsider whose type varies with the caster's
alignment.

- Summon Creature VI: Summons a Dire Bear.

- Undeath to Death: This spell slays 1d4 HD worth of Undead creatures
per caster level (maximum 20d4).  This spells affects creatures with
the lowest hit-dice first.


7th-LEVEL CLERIC SPELLS:
-----------------------

- Destruction: Target must save or die.

- Greater Restoration: Removes most temporary and all permanent
negative effects.

- Regenerate: 6 HP every round regenerated.

- Ressurection: Return a single target corpse to life with full HP.

- Summon Creature VII: Summons a Huge Elemental of a random type.

- Word of Faith: Enemies stunned or killed.


8th-LEVEL CLERIC SPELLS:
-----------------------

- Aura Versus Alignment: +4 AC, immunity to mind-affecting spells, and
SR 25 against creatures of the specified alignment.

- Create Greater Undead: Creates a powerful undead creature.

- Earthquake: 1d6 points of damage per caster level (to a maximum of
10d6) to all creatures in the area of effect except the caster.

- Fire Storm: Rain of fire; 1d6 damage/level

- Mass Heal: All allies nearby are fully healed.

- Summon Creature VIII: Summons a Greater Elemental of a random type.

- Sunbeam: 1d6 damage/level to undead; 3d6 damage to others.


9th-LEVEL CLERIC SPELLS:
------------------------

- Energy Drain: Taget temporarily gains 2d4 negative levels.

- Gate: Summon forth a Balor.

- Implosion: Kill all living things within the area of effect.

- Storm on Vengeance: 3d6 acid damage each round.

- Summon Creature IX: Summons an Elder Elemental of a random type.

- Undeath's Eternal Foe: Grants immunity to negative damage, immunity
to level/energy drain, immunity to ability score decreasers, immunity
to poisons and diseases to all allies.


CLERIC SPELLS PER DAY:
----------------------

        ----------------Base Spells Per Day----------
       | Lvl | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  1  | 3 | 1 | - | - | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  2  | 4 | 2 | - | - | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  3  | 4 | 2 | 1 | - | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  4  | 5 | 3 | 2 | - | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  5  | 5 | 3 | 2 | 1 | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  6  | 5 | 3 | 3 | 2 | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  7  | 6 | 4 | 3 | 2 | 1 | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  8  | 6 | 4 | 3 | 3 | 2 | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  9  | 6 | 4 | 4 | 3 | 2 | 1 | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  10 | 6 | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  11 | 6 | 5 | 4 | 4 | 3 | 2 | 1 | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  12 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  13 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  14 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  15 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  16 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  17 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  18 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  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.

- Flame Lash: 2d6 fire damage + 1d6per caster level above 3.

- Hold Animal: Target animal is paralyzed.

- 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.

- One With the Land: +4 competence bonus to Animal Empathy, Hide, Move
Silently and Set Trap skills.

- Resist Elements: 20/- damage against all elemental forms of damage.

- Summon Creature II: Summons a Dire Boar.


3rd-LEVEL DRUID SPELLS:
-----------------------

- Call Lightning: 1d6/level damage from bolt of lightning.

- Contagion: Random disease inflicts target.

- Cure Moderate Wounds: Heals 2d8 points of damage + 1/level.

- Dominate Animal: Target animal temporarily becomes under the caster's
control.

- Greater Magic Fang: +1 to hit and +1 to damage to animal companion
for every 3 levels of the caster (maximum of +5).

- Healing Sting: Inflict 1d6 points of damage, +1 per caster level, to
the living creature touched and gain an equal amount of HP to your
character.

- Infestation of Maggots: The caster infests one target with maggot
like creatures.  They deal 1d4 points of temporary Constitution damage
each round.

- Neutralize Poison: Target cured if poisoned.

- Poison: Inflict poison on target.

- Protection from Elements: 30/- damage resistane against all elemental
forms of of damage.

- Quillfire: Inflicts 1d8 points of damage (+1 per 2 caster levels, to
a maximum of +5), plus Scorpoion Venom on target.

- Remove Disease: All diseases removed from target.

- Spike Growth: 1d4 points of damage each round that an opponent
remains within the afflicted area.

- Summon Creature III: Summons a Dire Wolf.


4th-LEVEL DRUID SPELLS:
-----------------------

- Cure Serious Wounds: Heals 3d8 points of damage +1/level.

- Dispel Magic: Remove magic effects from creatures.

- Flame Strike: 1d6 fire damage and divine damage/level.

- Freedom of Movement: Target becomes immune to paralysis.

- Hold Monster: Target monster is paralyzed.

- Mass Camouflage: +10 bonus to all allies' Hide skills.

- Stoneskin: 10/+5 points damage reduction.

- Summon Creature IV: Summons a Dire Spider.


5th-LEVEL DRUID SPELLS:
-----------------------

- Awaken: Animal companion is temporarily improved.

- Cure Critical Wounds: Heals 4d8 points of damage +1 per caster level.

- Death Ward: Target becomes immune to any death spells or effects.

- Ice Storm: 3d6 bludgeoning and 2d6 cold damage.

- Inferno: Each round, the target will suffer 2d6 points of fire
damage.

- Owl's Insight: Target gains an enhancement bonus to Wisdom equal to
half the caster's level.

- Slay Living: Target must make Fortitude save or die.

- Spell Resistance: 12 + 1 per caster level spell resistance.

- Summon Creature V: Summons a Dire Tiger.

- Vine Mine: The caster creates sinious vines, capable of performing
one of three actions: entangle (as the spell); hamper movement
(movement speed is halved); camouflage (add +4 competence bonus on Hide
checks).

- Wall of Fire: 4d6 points of fire damage.


6th-LEVEL DRUID SPELLS:
-----------------------

- Crumble: This spell inflicts 1d6 points of damage per two caster
levels to a selected Construct (to a maximum of 15d6).

- Drown: Any target failing its saving throw will take 90% of its HP in
damage.  Golems and other nonliving creatures cannot be drowned.

- Energy Buffer: Target gais damage resistance 40/- against elemental
damage.

- Greater Dispelling: More powerful version of Dispel Magic.

- Greater Stoneskin: 20/+5 damage reduction.

- Healing Circle: All friends nearby heal for 1d8 + 1 point per caster
level.

- Regenerate: 6 HP every round regenerated.

- Stonehold: Creates a cloud that paralyzes any creature inside of it,
encasing them in stone for 1d6 rounds.

- Summon Creature VI: Summons a Dire Bear.


7th-LEVEL DRUID SPELLS:
-----------------------

- Aura of Vitality: All allies within the area of effect receives a +4
bonus to Strength, Constitution, and Dexterity.

- Creeping Doom: Carpet of insects attack at your command.

- Fire Storm: Rain of fire, 1d6 damage/level.

- Harm: Target reduced to 1d4 HP.

- Heal: Target is fully healed.

- Summon Creature VII: Summons a Huge elemental of a random type.

- True Seeing: Can see through Sanctuary and Invisibility spells.


8th-LEVEL DRUID SPELLS:
-----------------------

- Bombardment: 1d8 points of damage per caster level (max. 10d8) to all
enemies in the area.

- Finger of Death: Target dies.

- Nature's Balance: Lowers enemies spell resistance by 1d4 per 5 caster
levels of the caster.  Heals allies.

- Premonition: Damage reduction of 30/+5.

- Summon Creature VIII: Summons a Greater elemental of random type.

- Sunbeam: 1d6 damage/level to undead; 3d6 damage to others.

- Sunburst: 1d6 points of damage per caster level to all undead
creatures, to a maximum of 25d6 (6d6 points of damage to creatures that
are not undead).  Vampires are destroyed instantly if they fail a
Reflex saving throw.  Any enemy who fails a Reflex saving throw will be
blinded permanently.


9th-LEVEL DRUID SPELLS:
-----------------------

- Earthquake: 1d6 point of damage per caster level (to a maximum of
10d6) to all creatures in the area of effect except the caster.

- Elemental Swarm: One 24 HD Elemental under control of Druid.

- Mass Heal: All allies nearby are fully healed.

- Shapechange: Able to transform into a Dragon, Giant, Balor, Slaad, or
Golem.

- Storm of Vengeance: 3d6 acid damage each round.

- Summon Creature IX: Summons an Elder elemental of random type.


DRUID SPELLS PER DAY:
---------------------

        ----------------Base Spells Per Day----------
       | Lvl | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  1  | 3 | 1 | - | - | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  2  | 4 | 2 | - | - | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  3  | 4 | 2 | 1 | - | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  4  | 5 | 3 | 2 | - | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  5  | 5 | 3 | 2 | 1 | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  6  | 5 | 3 | 3 | 2 | - | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  7  | 6 | 4 | 3 | 2 | 1 | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  8  | 6 | 4 | 3 | 3 | 2 | - | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  9  | 6 | 4 | 4 | 3 | 2 | 1 | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  10 | 6 | 4 | 4 | 3 | 3 | 2 | - | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  11 | 6 | 5 | 4 | 4 | 3 | 2 | 1 | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  12 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | - | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  13 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  14 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  15 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  16 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | - |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  17 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  18 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  19 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 |
       |-----|---|---|---|---|---|---|---|---|---|---|
       |  20 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 |
        ---------------------------------------------


---------------------
#14D  PALADIN SPELLS:
---------------------


1st-LEVEL PALADIN SPELLS:
-------------------------

- Bless: +1 attack and damage for all allies near caster.

- Bless Weapon: One melee weapon gains a +1 enhancement bonus and a 2d6
damage bonus vs. Undead.

- Cure Light Wounds: Heals 1d8 points of damage +1/level.

- Deafening Clang: The caster empowers a weapon with a +1 attack bonus
and a +3 sonic damage bonus.  Also, the weapon gains the ability to
deafen the creature that it is struck with.

- Divine Favor: Caster gains +1 bonus to attack and weapon damage for
every three caster levels (to a maximum of +5).

- Endure Elements: 10/- damage resistance against all elemental forms
of damage.

- Protection From Alignment: Target receives a +2 AC bonus, +2 saving
throw bonus against creatures of a particular alignment.

- Resistance: +1 bonus to all saving throws.

- Virtue: 1 temporary HP.


2nd-LEVEL PALADIN SPELLS:
-------------------------

- Aid: Target receives +1 bonus to attacks and saving throws vs. fear;
+1d8 HP.

- Aura of Glory: +4 Charisma bonus.  All allies gain a +4 bonus to
saving throws vs. Fear.

- Bull's Strength: Target creatures Strength is increased by 1d4+1.

- Eagle's Splendor: Target's Charisma is 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.


3rd-LEVEL PALADIN SPELLS:
-------------------------

- Cure Moderate Wounds: Heals 2d8 points of damage + 1/level.

- Dispel Magic: Remove magic effects from 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.

- Prayer: Allies gain +1 to attack, damage, skill, and saving throw
rolls; enemies receive -1 penalty to same.

- Remove Blindness/Deafness: All nearby allies cured if blinded or
deafness.


4th-LEVEL PALADIN SPELLS:
-------------------------

- Cure Serious Wounds: Heal 3d8 points of damage +1/level.

- Death Ward: Target becomes immune to any death spells or effects.

- Freedom of Movement: Target becomes immune to paralysis.

- Holy Sword: The Paladin's melee weapon becomes a powerful Holy
Avenger.

- Neutralize Poison: Target cured if poisoned.


PALADIN SPELLS PER DAY:
-----------------------

               -------Base Spells Per Day---
              | Lvl |  1  |  2  |  3  |  4  |
              |-----|-----|-----|-----|-----|
              |  1  |  -  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  2  |  -  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  3  |  -  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  4  |  0  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  5  |  0  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  6  |  1  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  7  |  1  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  8  |  1  |  0  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  9  |  1  |  0  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  10 |  1  |  1  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  11 |  1  |  1  |  0  |  -  |
              |-----|-----|-----|-----|-----|
              |  12 |  1  |  1  |  1  |  -  |
              |-----|-----|-----|-----|-----|
              |  13 |  1  |  1  |  1  |  -  |
              |-----|-----|-----|-----|-----|
              |  14 |  2  |  1  |  1  |  0  |
              |-----|-----|-----|-----|-----|
              |  15 |  2  |  1  |  1  |  1  |
              |-----|-----|-----|-----|-----|
              |  16 |  2  |  2  |  1  |  1  |
              |-----|-----|-----|-----|-----|
              |  17 |  2  |  2  |  2  |  1  |
              |-----|-----|-----|-----|-----|
              |  18 |  3  |  2  |  2  |  1  |
              |-----|-----|-----|-----|-----|
              |  19 |  3  |  3  |  3  |  2  |
              |-----|-----|-----|-----|-----|
              |  20 |  3  |  3  |  3  |  3  |
               -----------------------------


--------------------
#14E  RANGER SPELLS:
--------------------


1st-LEVEL RANGER SPELLS:
------------------------

- Camouflage: +10 bonus to any Hide checks.

- Cure Light Wounds: Heals 1d8 points of damage +1/level.

- Entangle: Traps enemies with clinging vegetation.

- Grease: Slows or knocks down opponents.

- Magic Fang: +1 to hit and +1 to damage to caster's animal companion.

- Resist Elements: 20/- damage rsistance against all elemental forms of
damage.

- Summon Creature I: Summons a Dire Badger.

- Ultravision: Darkvision and low-light vision.


2nd-LEVEL RANGER SPELLS:
------------------------

- Cat's Grace: The target creature's Dexterity increased by 1d4 +1.

- Hold Animal: Target animal is paralyzed.

- One With the Land: +4 competence bonus to Animal Empathy, Hide, Move
Silently and Set Trap skills.

- Protection from Elements: 30/- damage resistane against all elemental
forms of of damage.

- Sleep: Causes 2d4 HD of creatures to fall asleep.

- Summon Creature II: Summons a Dire Boar.


3rd-LEVEL RANGER SPELLS:
------------------------

- Aid: Target receives +1 bonus to attacks and saving throws vs. fear;
+1d8 HP.

- Blade Thirst: One slashing weapon gains a +3 enhancement bonus.

- Cure Moderate Wounds: Heals 2d8 points of damage +1/level.

- Greater Magic Fang: +1 to hit and +1 to damage to animal companion
for every 3 levels of the caster (maximum of +5).

- Invisibility Purge: Removes all invisibility from nearby creatures.

- Neutralize Poison: Target cured if poisoned.

- Remove Disease: All diseases removed from target.

- Summon Creature III: Summons a Dire Wolf.


4th-LEVEL RANGER SPELLS:
------------------------

- Cure Serious Wounds: Heal 3d8 points of damage +1/level.

- Freedom of Movement: Target becomes immune to paralysis.

- Mass Camouflage: +10 bonus to all allies' Hide checks.

- Polymorph Self: Caster is able to turn himself into a Pixie, Troll,
Umber Hulk, Giant Spider or Zombie.

- Summon Creature IV: Summons a Dire Spider.


RANGER SPELLS PER DAY:

               -------Base Spells Per Day---
              | Lvl |  1  |  2  |  3  |  4  |
              |-----|-----|-----|-----|-----|
              |  1  |  -  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  2  |  -  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  3  |  -  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  4  |  0  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  5  |  0  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  6  |  1  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  7  |  1  |  -  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  8  |  1  |  0  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  9  |  1  |  0  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  10 |  1  |  1  |  -  |  -  |
              |-----|-----|-----|-----|-----|
              |  11 |  1  |  1  |  0  |  -  |
              |-----|-----|-----|-----|-----|
              |  12 |  1  |  1  |  1  |  -  |
              |-----|-----|-----|-----|-----|
              |  13 |  1  |  1  |  1  |  -  |
              |-----|-----|-----|-----|-----|
              |  14 |  2  |  1  |  1  |  0  |
              |-----|-----|-----|-----|-----|
              |  15 |  2  |  1  |  1  |  1  |
              |-----|-----|-----|-----|-----|
              |  16 |  2  |  2  |  1  |  1  |
              |-----|-----|-----|-----|-----|
              |  17 |  2  |  2  |  2  |  1  |
              |-----|-----|-----|-----|-----|
              |  18 |  3  |  2  |  2  |  1  |
              |-----|-----|-----|-----|-----|
              |  19 |  3  |  3  |  3  |  2  |
              |-----|-----|-----|-----|-----|
              |  20 |  3  |  3  |  3  |  3  |
               -----------------------------


----------------------
#14F  SORCERER SPELLS:
----------------------


0-LEVEL SORCERER SPELLS (CANTRIPS):
-----------------------------------

- Acid Splash: 1d3 points of acid damage.

- Daze: If 5 HD or less, target is dazed.

- Electric Jolt: 1d3 points of electrical damage.

- Flare: Dazzles one creature (-1 penalty to attack rolls).

- Light: Creates a small light source.

- Ray of Frost: 1d4 points of cold damage.

- Resistance: +1 bonus to all saving throws.


1st-LEVEL SORCERER SPELLS:
--------------------------

- Burning Hands: 1d4/level fire damage from cone of fire.

- Charm Person: Makes one person your friend.

- Color Spray: Knocks unconscious, blinds, or stuns creatures.

- Endure Elements: 10/- damage resistance to all forms of elemental
damage.

- Expeditious Retreat: Caster's speed increases by 150%.  This spell
has no effect if character is already Hasted.

- Grease: Slows or knocks down opponents.

- Horizikaul's Boom: The target takes 1d4 points of sonic damage per
two caster levels (maximum 5d4) and must make a Will save or be
deafened for 1d4 rounds.

- Ice Dagger: The caster creates a dagger shaped piece of ice that
flies forward the target and deals 1d4 points of cold damage per caster
level (maximum of 5d4).

- Identify: Gain 25 + 1 per caster level bonus to Lore skill checks.

- Iron Guts: The target gains a +4 circumstance bonus on Fortitude
saves against all poisons.

- Mage Armor: +4 AC bonus.

- Magic Weapon: Add a +1 enhancement bonus to one item.

- Magic Missle: 1 missle every 2 caster levels and each missle does 1d4
+ 1 damage.

- Negative Energy Ray: 1d6 points of damage from negative energy ray.

- Protection From Alignment: Target receives a +2 AC bonus, +2 saving
throw bonus against creatures of a particular alignment.

- Ray of Enfeeblement: 1d6 Strength damage.

- Scare: Causes fear in weak creatures.

- Shelgarn's Persistant Blade: The caster summons a dagger that acts as
a faitful and loyal servant.

- Shield: Gives +4 bonus to AC, blocks Magic Missle spells.

- Sleep: Causes 2d4 HD of creatures who fall asleep.

- Summon Creature I: Summons a Dire Badger.

- True Strike: +20 bonus on next attack roll.


2nd-LEVEL SORCERER SPELLS:
--------------------------

- Balagarn's Battle Horn: Every creature that fails a Strength check is
knocked down for one round.

- Blindness/Deafness: The target creature is struck blind and deaf.

- Bull's Strength: Target creature's Strength is increased by 1d4+1

- Cat's Grace: The target creature's Dexterity is increased by 1d4 +1.

- Continual Flame: Creates a magical flame that burns like a torch
until dispelled.

- Darkness: Cover creatures in a shroud of darkness.

- Eagle's Splendor: Target's Charisma is increased by 1d4 + 1.

- Endurance: Target's Constitution is increased by 1d4 + 1.

- Fox's Cunning: Taget's Intelligence is increased by 1d4 + 1.

- Ghostly Visage: 10/+2 damage reduction; immune to 0- and 1st level
spells.

- Ghoul Touch: Paralyze target with touck attack.

- Invisibility: Target invisible untill attacks or casts a spell.

- Knock: Able to unlock doors and containers.

- Lesser Dispel: Weak version of Dispel Magic.

- Melf's Acid Arrow:  Acid bolt does 3d6 damage plus 1d6 per round
until spell expires.

- Owl's Wisdom: Target's Wisdom increased by 1d4+1.

- Resist Elements: 20/- damage resistance against all elemental forms
of damage.

- Summon Creature II: Summons a Dire Boar.

- Tashs'a Hideous Laughter: Target begins laughing hysterically and is
unable to defend themslef until the spell wears off.

- Ultravision: Darkvision and low-light vision.

- Web: Trap enemies in a web.


3rd-LEVEL SORCERER SPELLS:
--------------------------

- Clairaudience/Clairvoyance: Target gains +10 bonus to Spot and Listen
checks,

- Clarity: Removes sleep, confusion, stun and charm effects and
protects against same.

- Dispel Magic: Removes magical effects from creature.

- Displacement: Attacks miss subject 50%.

- Find Traps: +10 to Search checks.

- Fireball: 1d6 fire damage/level.

- Flame Arrow: 4d6 damage per fire arrow; 1 arrow every four levels.

- Gust of Wind: Blast of air knocks down creatures and disperses
effects such as Cloudkill.

- Haste: One extra attack action per round and movement is increased by
50%.

- Hold Person: Target humanoid is paralyzed.

- Invisibility Sphere: Self and allies hidden in a sphere of
invisibility.

- Lightning Bolt: 1d6 points of electricity damage/level.

- 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 Burst: 1d8 points of negative energy damage + 1 per
level.

- Protection from Elements: 30/- damage resistane against all elemental
forms of of damage.

- Slow: Target movement rate lowered by 50%.

- Stinking Cloud: Creatures are dazed and nauseated.

- Summon Creature III: Summons a Dire Wolf.

- Vampire Touch: 1d6 damage for every two caster levels.


4th-LEVEL SORCERER SPELLS:
--------------------------

- Bestow Curse: Lowers all of the target creature's ability scores by
two.

- Charm Monster: Make monster believe it's your ally.

- Confusion: Target behaves erratically.

- Contagion: Random disease inflicts target.

- Elemental Shield: A ring of fire damages attackers and grants 50%
cold/fire resistance to caster.

- Enervation: Target temporarily gaind 1d4 negative levels.

- Evard's Black Tentacles: Trap and attack enemies with tentacles.

- Fear: Make enemies run away.

- Ice Storm: 3d6 bludgeoning and 2d6 cold damage.

- Improved Invisibility: Attack and cast spells while remaining
concealed.

- Isaac's Lesser Missle Storm: One missle (1d6 damage) per caster level
(maximum of 10 missles).

- Lesser Spell Breach: Strips an enemy Mage of up to three defenses.

- Minor Globe of Invulnerability: Prevents all 3rd-level and lower
spells from affecting caster.

- Phantasmal Killer: Kills the target.

- Polymorph Self: Caster is able to turn himself into a Pixie, Troll,
Umber Hulk, Giant Spider or Zombie.

- Remove Blindness/Deafness: All nearby allies cured of blindness and
deafness.

- Remove Curse: All curses removed from target.

- Shadow Conjuration: Able to conjure one of Darkness, Invisibility,
Mage Armor, Magic Missle, or Summon Shadow.

- Stoneskin: 10/+5 points of damage reduction.

- Summon Creature IV: Summons a Dire Spider.

- Wall of Fire: 4d6 points of fire damage.


5th-LEVEL SORCERER SPELLS:
--------------------------

- Animate Dead: Summons forth an undead minion.

- Bigby's Interposing Hand: Hand provides cover against one opponent,
who suffers -10 attack penalty.

- Cloudkill: Kill 3 HD or less creatures; 4-6 HD creatures must save or
die.

- Cone of Cold: 1d6 cold damage/level.

- Dismissal: All associates of target are unsummoned.

- Dominate Person: Target temporarily becomes under the caster's
control.

- Energy Buffer: Target gains damage resistance 40/- against elemental
damage.

- Feeblemind: 1d4 points of Intelligence damage/level to target.

- 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.


7th-LEVEL SORCERER SPELLS:
--------------------------

- Banishment: Destroys 2 HD/level of summoned creatures.

- Bigby's Grasping Hand: Hand provides cover, pushes and grapples.

- Control Undead: Dominate one undead creature.

- Delayed Blast Fireball: 1d8 fire damage/level; can delay blast until
target enters zone.

- Finger of Death: Target dies.

- Mordenkainen's Sword: Summon a powerful sword-weilding creature.

- Power Word, Stun: Automatically stuns a single target.

- Prismatic Spray: Random effects from damage to death.

- Protection from Spells: +8 bonus on all saving throws against spells.

- Shadow Shield: Gain +5 AC bonus, 10/+3 damage reduction; immunity to
death and negative enrgy effects.

- Spell Mantle: Absorbs up to 1d8 + 8 spell levels.

- Summon Creature VII: Summons a huge elemental of a random type.


8th-LEVEL SORCERER SPELLS:
--------------------------

- Bigby's Clenched Fist: Large hand causes 1d8+11 points of damage and
stuns target.

- Create Undead: Creates one undead creature.

- Greater Planar Binding: Paralyze outsider or summon outsider.

- Horrid Wilting: 1d8 negative energy damage per caster level.

- Incendiary Cloud: 4d6 fire damage to all within cloud.

- Mass Blindness/Deafness: All nearby enemies are struck blind and
deaf.

- Mass Charm: All creatures nearby gain a 50% improvement in their
personal reputation towards the caster.

- Mind Blank: Renders all nearby allies immune to mind-affecting spells
and effects.

- Premonition: Damage reduction of 30/_5.

- Summon Creature VIII: Summons a greater elemental of a random type.


9th-LEVEL SORCERER SPELLS:
--------------------------

- Bigby's Crushing Hand: Large hand provides cover, pushes or crushes
foes.

- Dominate Monster: Target monster temporarily becomes under the
caster's control.

- Energy Drain: Target temporarily gains 2d4 negative levels.

- Gate: Summon forth a Balor.

- Greater Spell Mantle: Absorb 1d12 + 10 level of spells.

- Meteor Swarm: 20d6 damage to all in area.

- Mordenkainen's Disjunction: Very powerful version of Dispel Magic.

- Power Word, Kill: Creatures with less than 100 HP dies.

- Shapechange: Able to transform into a Dragon, Giant, Balor, Slaad or
Golem.

- Summon Creature IX: Summons an elder elemental of a random type.

- Time Stop: Caster may attack and cast spells while the rest of the
world is frozen in time.

- Wail of the Banshee: All enemies in area must save or die.

- Weird: Kill enemies in area.



SORCERER KNOWN SPELLS AND SPELLS PER DAY:
-----------------------------------------

 ----------Base Spells Per Day-----|---------Known Spells--------
|Lvl | 0| 1| 2| 3| 4| 5| 6| 7| 8| 9| 0| 1| 2| 3| 4| 5| 6| 7| 8| 9|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 1  | 5| 3| -| -| -| -| -| -| -| -| 4| 2| -| -| -| -| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 2  | 6| 4| -| -| -| -| -| -| -| -| 4| 2| -| -| -| -| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 3  | 6| 5| -| -| -| -| -| -| -| -| 4| 3| -| -| -| -| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 4  | 6| 6| 3| -| -| -| -| -| -| -| 4| 3| 1| -| -| -| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 5  | 6| 6| 4| -| -| -| -| -| -| -| 4| 4| 2| -| -| -| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 6  | 6| 6| 5| 3| -| -| -| -| -| -| 4| 4| 2| 1| -| -| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 7  | 6| 6| 6| 4| -| -| -| -| -| -| 4| 5| 3| 2| -| -| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 8  | 6| 6| 6| 5| 3| -| -| -| -| -| 4| 5| 3| 2| 1| -| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 9  | 6| 6| 6| 6| 4| -| -| -| -| -| 4| 5| 4| 3| 2| -| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 10 | 6| 6| 6| 6| 5| 3| -| -| -| -| 4| 5| 4| 3| 2| 1| -| -| -| -|
|----|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|--|
| 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.

- Expeditious Retreat (Transmutation): Caster's speed increases by
150%.  This spell has no effect if character is already Hasted.

- Grease: (Conjuration): Slows or knocks down opponents.

- Horizikaul's Boom (Evocation): The target takes 1d4 points of sonic
damage per two caster levels (maximum 5d4) and must make a Will save or
be deafened for 1d4 rounds.

- Ice Dagger (Conjuration): The caster creates a dagger shaped piece of
ice that flies forward the target and deals 1d4 points of cold damage
per caster level (maximum of 5d4).

- Identify (Divination): Gain 25 + 1 per caster level bonus to Lore
skill checks.

- Iron Guts (Abjuration): The target gains a +4 circumstance bonus on
Fortitude saves against all poisons.

- Mage Armor (Conjuration): +4 AC bonus.

- Magic Weapon (Abjuration): Add a +1 enhancement bonus to one item.

- Magic Missle (Evocation): 1 missle every 2 caster levels and each
missle does 1d4 + 1 damage.

- Negative Energy Ray (Necromancy): 1d6 points of damage from negative
energy ray.

- Protection From Alignment (Abjuration): Target receives a +2 AC
bonus, +2 saving throw bonus against creatures of a particular
alignment.

- Ray of Enfeeblement (Necromancy): 1d6 Strength damage.

- Scare (Necromancy): Causes fear in weak creatures.

- Shelgarn's Persistant Blade (Conjuration): The caster summons a
dagger that acts as a faitful and loyal servant.

- Shield (Abjuration): Gives +4 bonus to AC, blocks Magic Missle
spells.

- Sleep (Enchantment): Causes 2d4 HD of creatures who fall asleep.

- Summon Creature I (Conjuration): Summons a Dire Badger.

- True Strike (Divination): +20 bonus on next attack roll.


2nd-LEVEL WIZARD SPELLS:
------------------------

- Balagarn's Battle Horn (Enchantment): Every creature that fails a
Strength check is knocked down for one round.

- Blindness/Deafness (Enchantment): The target creature is struck blind
and deaf.

- Bull's Strength (Transmutation): Target creature's Strength is
increased by 1d4 + 1.

- Cat's Grace (Transmutation): The target creature's Dexterity is
increased by 1d4 + 1.

- Continual Flame (Evocation): Creates a magical flame that burns like
a torch until dispelled.

- Darkness (Evocation): Cover creatures in a shroud of darkness.

- Eagle's Splendor (Transmutation):Target's Charisma is increased by
1d4 + 1.

- Endurance (Transmutation): Target's Constitution is increased by 1d4
+ 1.

- Fox's Cunning (Transmutation): Taget's Intelligence is increased by
1d4 + 1.

- Ghostly Visage (Illusion): 10/+2 damage reduction; immune to 0- and
1st level spells.

- Ghoul Touch (Necromancy): Paralyze target with touck attack.

- Invisibility (Illusion): Target invisible untill attacks or casts a
spell.

- Knock (Transmutation): Able to unlock doors and containers.

- Lesser Dispel (Abjuration): Weak version of Dispel Magic.

- Melf's Acid Arrow (Conjuration) Acid bolt does 3d6 damage plus 1d6
per round until spell expires.

- Owl's Wisdom (Transmutation): Target's Wisdom increased by 1d4+1.

- Resist Elements (Abjuration): 20/- damage resistance against all
elemental forms of damage.

- Summon Creature II (Conjuration): Summons a Dire Boar.

- Tashs'a Hideous Laughter (Enhcantment): Target begins laughing
hysterically and is unable to defend themslef until the spell wears
off.

- Ultravision (Transmutation): Darkvision and low-light vision.

- Web (Conjuration): Trap enemies in a web.


3rd-LEVEL WIZARD SPELLS:
------------------------

- Clairaudience/Clairvoyance (Divination): Target gains +10 bonus to
Spot and Listen checks,

- Clarity (Necromancy): Removes sleep, confusion, stun and charm
effects and protects against same.

- Dispel Magic (Abjuration): Removes magical effects from creature.

- Displacement (Illusion): Attacks miss subject 50%.

- Find Traps (Divination): +10 to Search checks.

- Fireball (Evocation): 1d6 fire damage/level.

- Flame Arrow (Conjuration): 4d6 damage per fire arrow; 1 arrow every
four levels.

- Gust of Wind (Evocation): Blast of air knocks down creatures and
disperses effects such as Cloudkill.

- Haste (Transmutation): One extra attack action per round and movement
is increased by 50%.

- Hold Person (Enchantment): Target humanoid is paralyzed.

- Invisibility Sphere (Illusion): Self and allies hidden in a sphere of
invisibility.

- Lightning Bolt (Evocation): 1d6 points of electricity damage/level.

- Magic Circle Against Alignment (Abjuration): Caster and all nearby
allies gain a +2 AC, +2 saving throws and immunity to mind-affecting
spells from the specified alignment.

- Negative Energy Burst (Necromancy): 1d8 points of negative energy
damage + 1 per level.

- Protection from Elements (Abjuration): 30/- damage resistane against
all elemental forms of of damage.

- Slow (Transmutation): Target movement rate lowered by 50%.

- Stinking Cloud (Conjuration): Creatures are dazed and nauseated.

- Summon Creature III (Conjuration): Summons a Dire Wolf.

- Vampire Touch (Necromancy): 1d6 damage for every two caster levels.


4th-LEVEL WIZARD SPELLS:
------------------------

- Bestow Curse (Transmutation): Lowers all of the target creature's
ability scores by two.

- Charm Monster (Enchantment): Make monster believe it's your ally.

- Confusion (Enchantment): Target behaves erratically.

- Contagion (Necromancy): Random disease inflicts target.

- Elemental Shield (Evocation): A ring of fire damages attackers and
grants 50% cold/fire resistance to caster.

- Enervation (Necromancy): Target temporarily gaind 1d4 negative
levels.

- Evard's Black Tentacles (Conjuration): Trap and attack enemies with
tentacles.

- Fear (Necromancy): Make enemies run away.

- Ice Storm (Evocation): 3d6 bludgeoning and 2d6 cold damage.

- Improved Invisibility (Illusion): Attack and cast spells while
remaining concealed.

- Isaac's Lesser Missle Storm (Evocation): One missle (1d6 damage) per
caster level (maximum of 10 missles).

- Lesser Spell Breach (Abjuration): Strips an enemy Mage of up to three
defenses.

- Minor Globe of Invulnerability (Abjuration): Prevents all 3rd-level
and lower spells from affecting caster.

- Phantasmal Killer (Illusion): Kills the target.

- Polymorph Self (Transmutation): Caster is able to turn himself into a
Pixie, Troll, Umber Hulk, Giant Spider or Zombie.

- Remove Blindness/Deafness (Divination): All nearby allies cured of
blindness and deafness.

- Remove Curse (Abjuration): All curses removed from target.

- Shadow Conjuration (Illusion) Able to conjure one of Darkness,
Invisibility, Mage Armor, Magic Missle, or Summon Shadow.

- Stoneskin (Abjuration): 10/+5 points of damage reduction.

- Summon Creature IV (Conjuration): Summons a Dire Spider.

- Wall of Fire (Evocation): 4d6 points of fire damage.


5th-LEVEL WIZARD SPELLS:
------------------------

- Animate Dead (Necromancy): Summons forth an undead minion.

- Bigby's Interposing Hand (Evocation): Hand provides cover against one
opponent, who suffers -10 attack penalty.

- Cloudkill (Conjuration): Kill 3 HD or less creatures; 4-6 HD
creatures must save or die.

- Cone of Cold (Evocation): 1d6 cold damage/level.

- Dismissal (Abjuration): All associates of target are unsummoned.

- Dominate Person (Enchantment): Target temporarily becomes under the
caster's control.

- Energy Buffer (Abjuration): Target gains damage resistance 40/-
against elemental damage.

- Feeblemind (Divination): 1d4 points of Intelligence damage/level to
target.

- Firebrand (Evocation): Balls of flame (one per caster level) explode
for 1d6 points of damage per caster level (to a maximum of 15d6).

- Graeter Shadow Conjuration (Illusion): Conjure a shadow varient of a
variety of spells.

- Hold Monster (Enchantment): Target monster is paralyzed.

- Lesser Mind Blank (Abjuration): Renders a target immune to mind-
affecting spells; removes any current mind-affecting spells.

- Lesser Spell Mantle (Abjuration): Absorb up to 164 + 6 levels of
spells.

- Mind Fog (Enchantment): -10 penalty on Will saving throws while in
the fog.

- Summon Creature V (Conjuration): Summons a Dire Tiger.


6th-LEVEL WIZARD SPELLS:
------------------------

- Acid Fog (Conjuration): Slows creatures within fog and deals acid
damage.

- Bigby's Forceful Hand (Evocation): Hand pushes creature away.

- Chain Lightning (Evocation): 1d6 damage/level; secondary bolts.

- Circle of Death (Necromancy): Kills 1d4 creatures/level.

- Etheral Visage (Illusion): 20/+3 damage reduction and immunity to
spells 2nd or lower level.

- Globe of Invulnerability (Abjuration): Immunity to spells of 4th or
lower level.

- Greater Dispelling (Abjuration): More powerful Dispel Magic.

- Greater Spell Breach (Abjuration): Strips an enemy Mage of up to six
magical defenses.

- Greater Stoneskin (Transmutation): 20/+5 damage reduction.

- Isaac's Greater Missle Storm (Evocation): One missle (3d6 damage) per
caster level (maximum 20 missles) randomly hit hostile creatures in
area of effect.

- Legend Lore (Divination): +10 bonus to Lore checks, +1 per two caster
levels.

- Mass Haste (Enchantment): All nearby allies gain one extra attack
action per round and a 50% increase in movement speed.

- Planar Binding (Conjuration): Summon or control outsider.

- Shades (Illusion): Able to conjure a shadow variant of Cold of Cone,
Fireball, Stoneskin, Wall of Fire or Summon Shadow.

- Summon Creature VI (Conjuration): Summons a Dire Bear.

- Tenser's Transformation (Transmutation): Caster becomes physically
powerful.

- True Seeing (Divination): Can see through Sanctuary and Invisibility
spells.


7th-LEVEL WIZARD SPELLS:
------------------------

- Banishment (Abjuration): Destroys 2 HD/level of summoned creatures.

- Bigby's Grasping Hand (Evocation): Hand provides cover, pushes and
grapples.

- Control Undead (Necromancy): Dominate one undead creature.

- Delayed Blast Fireball (Evocation): 1d8 fire damage/level; can delay
blast until target enters zone.

- Finger of Death (Necromancy): Target dies.

- Mordenkainen's Sword (Transmutation): Summon a powerful sword-
weilding creature.

- Power Word, Stun (Divination): Automatically stuns a single target.

- Prismatic Spray (Evocation): Random effects from damage to death.

- Protection from Spells (Enchantment): +8 bonus on all saving throws
against spells.

- Shadow Shield (Illusion): Gain +5 AC bonus, 10/+3 damage reduction;
immunity to death and negative enrgy effects.

- Spell Mantle (Abjuration): Absorbs up to 1d8 + 8 spell levels.

- Summon Creature VII (Conjuration): Summons a huge elemental of a
random type.


8th-LEVEL WIZARD SPELLS:
------------------------

- Bigby's Clenched Fist (Evocation): Large hand causes 1d8+11 points of
damage and stuns target.

- Create Undead (Necromancy): Creates one undead creature.

- Greater Planar Binding (Conjuration): Paralyze outsider or summon
outsider.

- Horrid Wilting (Necromancy): 1d8 negative energy damage per caster
level.

- Incendiary Cloud (Evocation): 4d6 fire damage to all within cloud.

- Mass Blindness/Deafness (Illusion): All nearby enemies are struck
blind and deaf.

- Mass Charm (Enchantment): All creatures nearby gain a 50% improvement
in their personal reputation towards the caster.

- Mind Blank (Abjuration): Renders all nearby allies immune to mind-
affecting spells and effects.

- Premonition (Divination): Damage reduction of 30/_5.

- Summon Creature VIII (Conjuration): Summons a greater elemental of a
random type.


9th-LEVEL WIZARD SPELLS:
------------------------

- Bigby's Crushing Hand (Evocation): Large hand provides cover, pushes
or crushes foes.

- Dominate Monster (Enchantment): Target monster temporarily becomes
under the caster's control.

- Energy Drain (Necromancy): Target temporarily gains 2d4 negative
levels.

- Gate (Conjuration): Summon forth a Balor.

- Greater Spell Mantle (Abjuration): Absorb 1d12 + 10 level of spells.

- Meteor Swarm (Evocation): 20d6 damage to all in area.

- Mordenkainen's Disjunction (Abjuration): Very powerful version of
Dispel Magic.

- Power Word, Kill (Divination): Creatures with less than 100 HP dies.

- Shapechange (Transmutation): Able to transform into a Dragon, Giant,
Balor, Slaad or Golem.

- Summon Creature IX (Conjuration): Summons an elder elemental of a
random type.

- Time Stop (Transmutation): Caster may attack and cast spells while
the rest of the world is frozen in time.

- Wail of the Banshee (Necromancy): All enemies in area must save or
die.

- Weird (Illusion): Kill enemies in area.


WIZARD SPELLS PER DAY:
----------------------

          ----------------Base Spells Per Day----------
         | Lvl | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  1  | 3 | 1 | - | - | - | - | - | - | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  2  | 4 | 2 | - | - | - | - | - | - | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  3  | 4 | 2 | 1 | - | - | - | - | - | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  4  | 4 | 3 | 2 | - | - | - | - | - | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  5  | 4 | 3 | 2 | 1 | - | - | - | - | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  6  | 4 | 3 | 3 | 2 | - | - | - | - | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  7  | 4 | 4 | 3 | 2 | 1 | - | - | - | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  8  | 4 | 4 | 3 | 3 | 2 | - | - | - | - | - |
         |-----|---|---|---|---|---|---|---|---|---|---|
         |  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 |
          ---------------------------------------------


================================================================ #15 ==

-------------
* 15) 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
caused by a mind-affecting spell.

- POTION OF SPEED: Temporarily makes your character's base speed
increase to 150%.

- POTION OF INVISIBILITY: Makes your character invisible until you cast
a spell or attack.

- POTION OF BULL'S STRENGTH: Temporarily raises your character's
Strength.

- POTION OF FOX'S CUNNING: Temporarily raises your character's
Intelligence.

- POTION OF EAGLE'S SPLENDOR: Temporarily raises your character's
Charisma.

- POTION OF CAT'S GRACE: Temporarily raises your character's Dexterity.

- POTION OF OWL'S WISDOM: Temporarily raises your character's Wisdom.

- POTION OF ENDURANCE: Temporarily raises your character's
Constitution.

- HEALER'S KIT +1, +3, +6, & +10: A successful use will cure your
character of poison and disease (plus remove any negative effects
caused by the poison or disease); this kit also heals lost HP
regardless of whether you're poisoned or diseased.

-----------------------------------------------------------------------


>>> BOOKS <<<

     I decided to make a list of all the books that can be found
throughout the game, I excluded Notes and Letters.  If you find a BOOK
not listed, please "print screen" of the book and e-mail it to me, I
will of course credit you for the find.


>>> HORDES OF THE UNDERDARK CAMPAIGN BOOKS:


1) Waterdeep                   | 2) Religion's of the Sword Coast
                               |
3) Worn Book                   | 4) Burned Book
                               |
5) Lexicon Arcana              | 6) Scriptures of the Created
                               |
7) Lab Notes                   | 8) Magics of Golem Enhancements
                               |
9) The Guardian Guide          | 10) the Swordcoast
                               |
11) Vix'thrite Tome            | 12) Tome of the Vix'thrite Elders
                               |
13) Dessarian River            | 14) Uthgardt Barbarians

-----------------------------------------------------------------------


>>> REAGENTS AND COMPONENTS <<<

    Reagents and components are required for enhancing weapons and for
making traps and other items; they are also used to complete a few
rituals you'll venture across in your journeys.

- DRAGON BLOOD               - ADAMANTINE

- FAIRY DUST                 - SPECIAL HOLY WATER

- BODAK'S TOOTH              - GARGOYLE SKULL

- FIRE BEETLE BELLY          - FENBERRIES

- IRONWOOD                   - QUARTZ CRYSTAL

- SLAAD TONGUE               - BELLADONNA

- RAGS                       - ETTERCAP SILK GLAND

- LARGE BONE                 - SKELETON KNUCKLE

-----------------------------------------------------------------------


>>> GEMS <<<

    Gems are required for making rings and amulets, or to complete
certain rituals; here's a list of them all:

- DIAMOND           - RUBY              - MALACHITE

- SAPPHIRE          - AMETHYST          - FIRE OPAL

- TOPAZ             - PHENALOPE         - AVENTURINE

- EMERALD           - GREENSTONE        - GARNET

- FLOURSPAR         - FIRE AGATE        - ALEXANDRITE

-----------------------------------------------------------------------


>>> MISCELLANEOUS <<<

     I know I missed a bunch of items so if you find any you don't see
in this list, "print screen" of the items specs and e-mail it to me
please, I will of course credit you for the find.  And remember to only
send items in the Hordes of the Underdark campaign.


>>> HORDES OF THE UNDERDARK CAMPAIGN ITEMS <<<

- GEM OF BRIGHTNESS:               - LESSER IUON STONE DUSTY ROSE:
  Special Properties: Charges: 50    Special Properties: Use:
  Use: Blindness/Deafness Single     Dusty Rose 1 Time Per Day
  Use, Light 1 Charge Per Use,
  Sunbeam 5 Charges Per Use


- LESSER IUON STONE BLUE:          - LANTERN OF REVEALING:
  Special Properties: Use:           Special Properties: Use:
  Blue 1 Time Per Day                Invisibility Purge Unlimited
                                     Times Per Day


- GEM OF SEEING:                   - BRANCH OF GIVING:
  Special Properties: Use:           Special Properties: Use:
  True Seeing 1 Time Per Day         Flameberry 1 Time Per Day,
                                     Iceberry 1 Time Per Day;
                                     Only Useable by: Druid or
                                     Ranger


- DUST OF APPEARANCE:              - DUST OF DISSAPPEARANCE:
  Special Properties: Use:           Special Properties: Use:
  Invisibility Purge Single Use      Improved Invisibility Single
                                     Use


- MIRROR OF ALL-SEEING:            - CANAITH MANDOLIN:
  Special Properties: Use:           Special Properties: Use:
  Clairaudience/Clairvoyance         Cure Serious Wounds 1 Time
  5 Times Per Day, Ethereal          Per Day, Dispel Magic 1 Time
  Visage 1 Time Per Day,             Per Day, Sumon Creature III
  Feeblemind 2 Times Per Day,        1 Time Per Day; Only Useable
  See Invisibility 5 Times Per       by Bard
  Day, True Seeing 2 Times Per Day


- HARP OF HAUNTING:                - CHIME OF OPENING:
  Charges: 50; Use: Animate          Charges: 50; Use: Knock
  Dead 3 Charges Per Use,            1 Charge Per Use
  Fear 2 Charges Per Use,
  Scare 1 Charge Per Use; Only
  Useable by Bard

================================================================ #16 ==


---------------
* 16) 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:                          - CLUB:
  Base Damage: 1d4                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Bludgeoning
  Feat: Simple; Druid, Monk,         Feat: Simple; Druid, Monk,
  Rogue, Wizard                      Wizard


- MACE:                            - SICKLE:
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Slashing
  Feat: Simple; Rogue                Feat: Simple; Druid


- QUARTERSTAFF:                    - MORNING STAR:
  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;
  Rogue, Wizard                      Rogue


- SPEAR:
  Base Damage: 1d8
  Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing
  Feat: Simple; Druid


>>> SIMPLE RANGED WEAPONS <<<

- SLING:                           - DARTS:
  Base Damage: 1d4                   Base Damage: 1d4
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Piercing
  Ammunition: Bullets                Feat: Simple; Druid, Rogue
  Feat: Simple; Druid, Monk


- LIGHT CROSSBOW:                  - HEAVY CROSSBOW:
  Base Damage: 1d8                   Base Damage: 1d10
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Piercing
  Ammunition: Bolts                  Ammunition: Bolts
  Feat: Simple; Rogue, Monk,         Feat: Simple; Monk, Rogue,
  Wizard                             Wizard

>>> All of the above weapons also come in +1 - +10. They have the
Special Property of Enhancement Bonus of +1 - +10.

-----

>>> MARTIAL MELEE WEAPONS <<<


- HANDAXE:                         - LIGHT HAMMER:
  Base Damage: 1d6                   Base Damage: 1d4
  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


- WAR HAMMER:                      - LIGHT FLAIL:
  Base Damage: 1d8                   Base Damage: 1d8
  Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
  Feat: Martial                      Feat: Martial


- HEAVY FLAIL:                     - BATTLEAXE:
  Base Damage: 1d10                  Base Damage: 1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x3
  Base Damage Type: Bludgeoning      Base Damage Type: Slashing
  Feat: Martial                      Feat: Martial


- SHORTSWORD:                      - LONGSWORD
  Base Damage: 1d6                   Base Damage: 1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Slashing
  Feat: Martial; Rogue               Feat: Martial; Elf


- SCIMITAR:                        - RAPIER:
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 18-20/x2     Base Critical Threat: 18-20/x2
  Base Damage Type: Slashing         Base Damage Type: Piercing
  Feat: Martial; Druid               Feat: Martial; Rogue, Elf


- GREAT SWORD:                     - GREATAXE:
  Base Damage: 2d6                   Base Damage: 1d12
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x3
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Martial                      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:                    - SHORTBOW:
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x3
  Base Damage Type: Slashing         Base Damage Type: Piercing
  Feat: Martial                      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 - +10. They have the
Special Property of Enhancement Bonus of +1 - +10.

-----


>>> RANGED WEAPONS AMMUNITION <<<


- ARROW:                           - PIERCING ARROW:
  Base Damage: 1d6 or 1d8            Base Damage: 1d6 or 1d8
                                     Damage Bonus: Piercing 1d6

- LIGHTNING ARROW:                 - ACID ARROW:
  Base Damage: 1d6 or 1d8            Base Damage: 1d6 or 1d8
  Damage Bonus: Electrical 1d6       Damage Bonus: Acid 1d6

- ICE ARROW:                       - FIRE ARROW:
  Base Damage: 1d6 or 1d8            Base Damage: 1d6 or 1d8
  Damage Bonus: Cold 1d6             Damage Bonus: Fire 1d6

- BOLT:                            - PARALYTIC BOLT:
  Base Damage: 1d8 or 1d10           Base Damage: 1d8 or 1d10
                                     Damage Bonus: Stun DC-14
                                     50%/2 Rounds

- LIGHTNING BOLT:                  - BOLT OF FROSTBITE:
  Base Damage: 1d8 or 1d10           Base Damage: 1d8 or 1d10
  Damage Bonus: Electrical 1d4       Damage Bonus: Cold 1d4

- FIRE BOLT:                       - BOLT OF PIERCING:
  Base Damage: 1d8 or 1d10           Base Damage: 1d8 or 1d10
  Damage Bonus: Fire 1d4             Damage Bonus: Piercing 1d10

- ACID BOLT:                       - BULLET:
  Base Damage: 1d8 or 1d10           Base Damage: 1d4
  Damage Bonus: Acid 1d4

- BULLET OF SMITING:               - GIANTS BANE:
  Base Damage: 1d4                   Base Damage: 1d4
  Damage Bonus: Bludgeoning 1d6      Damage Bonus vs. Giant:
                                     Bludgeoning 1d6; Damage Bonus:
                                     Piercing 1d6

- ICE BULLET:                      - LIGHTNING BULLET:
  Base Damage: 1d4                   Base Damage: 1d4
  Damage Bonus: Cold 1d6             Damage Bonus: Electrical 1d6

- FIRE BULLET:                     - BULLET OF SCREAMING:
  Base Damage: 1d4                   Base Damage: 1d4
  Damage Bonus: Fire 1d6             Damage Bonus: Sonic 1d4
                                     On Hit: Silence DC-14 50%/
                                     2 Rounds


- FAREL'S GOLD (BULLET):
  Base Damage: 1d4
  Damage Bonus: Acid 1d4
  On Hit: Slow DC-14 50%/
  2 Rounds

>>> All of the above ammo also comes in +1 - +10.

-----


>>> EXOTIC MELEE WEAPONS <<<


- KUKRI:                           - KAMA:
  Base Damage: 1d4                   Base Damage: 1d6
  Base Critical Threat: 18-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Exotic                       Feat: Exotic


- KATANA:                          - DOUBLE AXE:
  Base Damage: 1d10                  Base Damage: 1d8/1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x3
  Base Damage Type: Slashing         Base Damage Type: Piercing and
  Feat: Exotic                       Slashing, Feat: Exotic


- DIRE MACE:                       - TWO-BLADED SWORD:
  Base Damage: 1d8/1d8               Base Damage: 1d8/1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Slashing
  Feat: Exotic                       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 - +10.  They have an
Enhancement Bonus of +1 - +10.

>>> 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(s).  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 specify what campaign you've found the weapon in.


>>> FOUND SIMPLE MELEE WEAPONS <<<


- TAGGET'S TALON (DAGGER):         - ICE TALON (DAGGER):
  Base Damage: 1d4                   Base Damage: 1d4
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Piercing
  Feat: Simple; Druid, Monk,         Feat: Simple; Druid, Monk,
  Rogue, Wizard; Special             Rogue, Wizard; Special
  Properties: Enhancement            Properties: Enhancement
  Bonus +1, Keen                     Bonus +2; Damage Bonus:
                                     Cold 1d6


- PIXIE LANCE (DAGGER):            - COURTESAN BLADE (DAGGER):
  Base Damage: 1d4                   Base Damage: 1d4
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Piercing
  Feat: Simple; Druid, Monk,         Feat: Simple; Druid, Monk,
  Rogue, Wizard; Special             Rogue, Wizard; Special
  Properties: Enhancement            Properties: Enhancement
  Bonus +2; On Hit: Sleep DC-14      Bonus +2; Keen; On Hit: Stun
  50%/2 Rounds                       DC-14 50%/2 Rounds


- NEGASTAFF:                       - FIERY POWER QUARTERSTAFF:
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
  Feat: Simple; Druid, Monk,         Feat: Simple; Druid, Monk
  Rogue, Wizard; Special             Rogue, Wizard; Special
  Properties: Enhancement Bonus      Properties: Enhancement
  +1; On Hit: Level Drain            Bonus +5 Use: Delayed Fireball
  DC-14 25%/3 Rounds                 Blast 1 Time Per Day, Meteor
                                     Swarm 1 Time Per Day, Summon
                                     Creature IX 1 Time Per Day,
                                     Wall of Fire 1 Time Per Day


- STAFF OF POWER:                  - BLACKFOREST STAFF:
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
  Feat: Simple; Sorcerer or          Feat: Simple; Druid, Monk,
  Wizard; Special Properties:        Rogue, Wizard; Special
  Charges: 50; Uses:                 Properties: Enhancement Bonus
  Fireball 3 times per day,          vs. Good +1; Uses: Protection
  Magic Missle 2 times per day       from Alignment 3 times per day
  Ray of Enfeeblement 1 time         Vampire Regeneration +1
  per day; Only Useable by
  Sorcerer or Wizard


- STAFF OF THE HOLY:               - STAFF OF DEFENSE:
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
  Feat: Simple; Cleric; Special      Feat: Simple; Sorcerer,
  Properties: Uses: Aid 2 times      Wizard; Special Properties:
  per day, Cure Light Wounds 1       Charges: 50; Armor Bonus +2
  time per day, Cure Moderate        (AC Armor Modifier); Uses:
  Wounds 3 times per day; Only       Ghostly Visage 2 times per day
  Useable by Cleric                  Mage Armor 1 time per day,
                                     Protection from Alignment 3
                                     times per day; Only Useable by
                                     Sorcerer or Wizard


- STAFF OF COMMAND:                - WITHERING STAFF:
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
  Feat: Simple; Druid, Monk,         Feat: Simple; Druid, Monk,
  Rogue, Wizard; Special             Rogue, Wizard; Special
  Properties: Charges: 50            Properties: Enhancement
  Immunity: Mind-Affecting Spells;   Bonus +6; Use: Animate Dead
  Uses: Charm Monster 5 times per    3 Times Per Day; Only Useable
  day, Charm Person 2 times per      by Palemaster
  day, Dominate Person 5 times
  per day


- STAFF OF ASCENSION:              - LAVOREA'S WRATH (MACE):
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
  Feat: Simple; Druid, Monk,         Feat: Simple; Rogue
  Rogue, Wizard; Special             Special Properties: Armor
  Properties: Armor Bonus +1 (AC     Bonus vs. Undead +10 (AC
  Deflection Modifier); Bonus        Deflection Modifier); On Hit:
  Spell Slots: Druid Level 1,        Slay Racial Group DC-20 Undead
  Druid Level 2, Druid Level 3;      Enhancement Bonus +3; Bonus vs
  Enhancement Bonus +4; Damage       Undead +6; Only Useable by:
  Bonus: Electrical 1d6 Damage;      Good or Outsider
  Regeneration +1; Use: Call
  Lightning 1 Time Per Day,
  Entangle 1 Time Per Day


- PLANAR MACE:                     - KISS OF SUNE (MACE):
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
  Feat: Simple; Rogue; Special       Feat: Simple; Rogue; Special
  Properties: Enhancement Bonus      Properties: Enhancement Bonus
  +2; Enhancement Bonus vs.          +1; On Hit: Hold DC-14 50%/
  Outsider +4                        2 Rounds


- TETHIR-WOOD CUDGEL (CLUB):       - CLUB OF SMITING:
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
  Feat: Simple; Druid, Monk,         Feat: Simple; Druid, Monk,
  Rogue, Wizard; Special             Wizard; Special Properties:
  Properties: Enhancement            Enhancement Bonus +1; On Hit:
  Bonus +2; Damage Bonus:            Slay Racial Group DC-20
  Acid 1d6 Damage                    Construct


- ONE OF MANY (MORNINGSTAR):       - RENEWAL (SICKLE):
  Base Damage: 1d8                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgoening &    Base Damage Type: Slashing
  Piercing; Feat: Simple; Rogue      Feat: Simple; Druid
  Special Properties: Damage         Special Properties: Damage
  Bonus: Electrical 1 Damage;        Bonus: Fire 2d6 Damage;
  Enhancement Bonus +1; Skill        Damage Resistance: Fire Resist
  Bonus: Discipline +3               10/-; Enhancement Bonus +3


- RISKTAKER (DAGGER):              - DROW DAGGER:
  Base Damage: 1d4                   Base Damage: 1d4
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Piercing
  Feat: Simple; Druid, Monk,         Feat: Simple; Druid, Monk,
  Rogue, Wizard; Special             Rogue, Wizard; Special
  Properties: Enhancement Bonus      Properties: Damage Bonus:
  +8; Haste; Skill Bonuses: Hide     Acid 1d6 Damage
  +10, Move Silently +10; Ability
  Score Penalty: Int -4, Wis -4;
  Only Useable by Assassin


- YAWNING PORTAL DAGGER:           - SPEAR OF WITHERING:
  Base Damage: 1d4                   Base Damage: 1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Piercing
  Feat: Simple; Druid, Monk,         Feat: Simple; Druid
  Rogue, Wizard; Special             Special Properties: On Hit:
  Properties: Damage Penalty -1;     Ability Drain DC-14 Con;
  Enhancement Bonus +2               Enhancement Bonus +1


- STONE COLD CLUB:                 - AIEDO WITHER-STICK +8:
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type:
  Feat: Simple; Druid, Monk,         Feat: Simple; Druid, Monk,
  Wizard; Special Properties:        Rogue, Wizard; Special
  Attack Bonus +3; Damage Bonus:     Properties: Enhancement Bonus
  Cold 1d6 Damage; On Hit: Fear      +8; On Hit: Ability Drain
  DC-14 50%/2 Rounds                 DC-14 Strength


- GLADIATOR'S CLUB +8:             - DRONE +8 (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
  Wizard; Special Properties:        Rogue; Special Properties:
  Charges: 50; Immunity:             Enhancement Bonus +8, On Hit:
  Mind-Affecting Spells;             Slow DC-14 50%/2 Rounds;
  Enhancement Bonus +8               Damage Bonus: Sonic 1d6 Damage


- LEECH +8 (DAGGER):               - MACE OF DISRUPTION +8:
  Base Damage: 1d4                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Bludgeoning
  Feat: Simple; Druid, Monk          Feat: Simple; Rogue
  Rogue, Wizard; Special             Special Properties: Damage
  Properties: Enhancement Bonus      Bonus vs. Undead 1d10 Fire
  +8; Vampiric Regeneration +5       Damage; Enhancement Bonus +8;
                                     Enhancement Bonus vs Undead +8
                                     On Hit: Slay Racial Group
                                     DC-20 Undead


- BLOODSUCKER (DAGGER):            - STAFF OF BLAPHERON:
  Base Damage: 1d4                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Bludgeoning
  Feat: Simple; Druid, Monk          Feat: Simple; Sorcerer, Wizard
  Rogue, Wizard; Special             Special Propeties: Charges: 50
  Properties: Enhancement            Enhancement Bonus +6; Haste;
  Bonus +6; Keen; Vampiric           Use: Ball Lightning 2 Charges
  Regeneration +6                    Per Use, Energy Buffer 1 Charg
                                     Per Use, Premonition 5 Charges
                                     Per Use, Scintillating Sphere
                                     1 Charge Per Use; Only Useable
                                     by Sorcerer or Wizard


- NEMESIS (MORNINGSTAR):
  Base Damage: 1d8
  Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning &
  Piercing; Feat: Simple; Rogue;
  Special Properties: Damage
  Bonus: Divine 1d8 Damage;
  Enhancement Bonus +6; On Hit:
  Slow DC-26 50%/2 Rounds


-----


>>> FOUND SIMPLE RANGED WEAPONS <<<


- CROSSBOW OF THE HIGH FOREST:     - FEYWARDEN CROSSBOW:
  Base Damage: 1d8                   Base Damage: 1d10
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Piercing
  Ammunition: Bolts; Feat:           Ammunition: Bolts; Feat:
  Simple; Druid, Monk, Rogue         Simple; Druid, Monk, Rogue
  Wizard; Special Properties:        Wizard; Special Properties:
  Attack Bonus +4;                   Attack Bonus vs. Orc +5;
  Regeneration +1                    Attack Bonus +2


- RUBY CROSSBOW:                   - SLING OF FORCE:
  Base Damage: 1d8                   Base Damage: 1d4
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Bludgeoning
  Ammunition: Bolts                  Ammunition: Bullets
  Feat: Simple; Monk, Rogue,         Feat: Simple; Druid, Monk,
  Wizard; Special Properties:        Special Properties: Attack
  Attack Bonus +3; Use: Scare        Bonus +3 Mighty +3; Enhancemnt
  Once Per Day                       Bonus: Str +2


- CROSSBOW OF MURDER:              - CROSSBOW OF AFFLICTION:
  Base Damage: 1d8                   Base Damage: 1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing         Base Damage Type: Piercing
  Ammunition: Bolts                  Ammunition: Bolts
  Feat: Simple; Monk, Rogue,         Feat: Simple; Monk, Rogue,
  Wizard; Special Properties:        Wizard; Special Properties:
  Attack Bonus +5; Massive           Attack Bonus +4; Mighty +3;
  Criticals: 2d6 Damage              Massive Criticals: 1d4 Damage


- CROSSBOW OF LIGHTNING STRIKE:
  Base Damage: 1d8
  Base Critical Threat: 19-20/x2
  Base Damage Type: Piercing
  Ammunition: Bolts
  Feat: Simple; Monk, Rogue,
  Wizard; Special Properties:
  Attack Bonus +8; Haste;
  Unlimited Ammo: +1d6 Lightning
  Bolts


-----


>>> 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


- HOPE SLAYER (LONGSWORD):         - ENSERRIC THE LONGSWORD:
  Base Damage: 1d8                   Base Damage: 1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Martial; Elf                 Feat: Martial; Elf
  Special Properties: Vampiric       Special Properties: Vampiric
  Regeneration +1; Enhancement       Regeneration +5; Enhancement
  Bonus +3; Only Useable by          Bonus +4; On Hit: Intelligent
  Lawful Evil                        Weapon Level 1; Use: Talk to
                                     Sword Unlimited Times Per Day


- SHIMMERING BLADE (SCIMITAR):     - UNMAKING (SHORTSWORD):
  Base Damage: 1d6                   Base Damage:
  Base Critical Threat: 18-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Piercing
  Feat: Martial; Druid               Feat: Martial; Rogue
  Special Properties: Enhancement    Special Properties: Damage
  Bonus +2; Skill Bonus: Parry +5    Bonus vs. Construct 1d8 Damage
                                     Enhancement Bonus +5;
                                     Enhancement Bonus vs Construct
                                     +8; Enhancement Bonus: Dex +3;
                                     Only Useable by Rogue


- FLESH RIPPER (HALBRED):          - ICHTHIA'S NECK-KNIFE
  Base Damage: 1d10                  (SHORTSWORD):
  Base Critical Threat: 19-20/x2     Base Damage: 1d6
  Base Damage Type: Piercing         Base Critical Threat: 19-20/x2
  and Slashing; Feat: Martial        Base Damage Type: Piercing
  Special Properties: Attack         Feat: Martial; Rogue
  Bonus +1; Damage Bonus:            Special Properties: Vampiric
  Slashing 1 Damage; Massive         Regeneration + 3; Enhancement
  Criticals: 1 Damage                Bonus +2


- FLAIL OF DESTRUCTION:            - COLD IRON BLADE (LONGSWORD):
  Base Damage: 1d8                   Base Damage: 1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Slashing
  Feat: Martial                      Feat: Martial; Elf
  Special Properties: Damage         Special Properties: Damage
  Bonus: Fire 1d8 Damage;            Bonus: Cold 1d6 Damage;
  Enhancement Bonus +3               Enhancement Bonus +1;
                                     Improved Saving Throw:
                                     Fortitude +1


- GRUUMSH HAND (GREATAXE):         - BREATH OF THE MAIDEN
  Base Damage: 1d12                  Base Damage: 1d6
  Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Piercing
  Feat: Martial                      Feat: Martial; Rogue
  Special Properties: Damage         Special Properties: On Hit:
  Bonus vs. Human 1d6 Acid           Poison DC-14 1d2 Con Damage;
  Damage; Skill Bonus: Parry +3;     Enhancement Bonus +1
  Enhancement Bonus +2


- THE SANDSTORM (GREATAXE):        - WOODCUTTER'S AXE:
  Base Damage: 1d12                  Base Damage: 1d6
  Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Martial                      Feat: Martial; Monk
  Special Properties: Decreased      Special Proprties: Enhancement
  AC Dodge Modifier -1; On Hit:      Bonus +2; Enhancement Bonus vs
  Blindness DC-16 10%/4 Rounds;      Shapechanger +3
  Enhancement Bonus +2


- MERKIL'S HAMMER:                 - SABAL'S FLAIL:
  Base Damage: 1d8                   Base Damage: 1d8
  Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
  Base Damage Type: Bludgeoning      Base Damage Type: Bludgeoning
  Feat: Martial                      Feat: Martial
  Special Properties: Damage         Special Properties: Damage
  Bonus vs. Construct 2d6 Sonic      Bonus: 2d6 Fire Damage; Use:
  Damage; Massive Criticals 1d8      Flame Lash 3 Times Per Day;
  Damage; Enhancement Bonus +3;      Enhancement Bonus +5
  Enhancement Bonus vs. Construct +6


- REAVER +8 (HEAVY FLAIL):         - STONEFIRE GREATAXE +8:
  Base Damage: 1d10                  Base Damage: 1d12
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x3
  Base Damage Type: Bludgeoning      Base Damage Type: Slashing
  Feat: Martial; Special             Feat: Martial; Special
  Properties: Enhancement Bonus      Properties: Enhancement Bonus
  +8; Damage Bonus: Cold 2d6         +8; Damage Bonus: Fire 2d6
  Damage                             Damage


- RAVAGER +8 (HALBERD):            - SENTINEL +8 (BATTLEAXE):
  Base Damage: 1d10                  Base Damage: 1d8
  Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x3
  Base Damage Type: Piercing &       Base Damage Type: Slashing
  Slashing; Feat: Martial;           Feat: Martial; Special
  Special Properties: Damage         Properties: Enhancement Bonus
  Bonus: Sonic 1d6 Damage;           +8; Light Low (10m) White;
  Enhancement Bonus +8; On Hit:      Skill Bonuses: Listen +6, Spot
  Daze DC-14 50%/2 Rounds            +6; Use: True Seeing 2 Times
                                     Per Day


- HARBRINGER KIN +8 GREATSWORD):   - FOUNDATION +8 (LIGHT FLAIL):
  Base Damage: 2d6                   Base Damage: 1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Bludgeoning
  Feat: Martial; Special             Feat: Martial; Special
  Properties: Enhancement Bonus      Properties: Enhancement Bonus
  +8; Damage Bonus: Fire 2d6         +8; On Hit: Knockdown DC-22
  Damage


- ARAMIL'S BLADE (LONGSWORD):      - STORM +8 (LIGHT HAMMER):
  Base Damage: 1d8                   Base Damage: 1d4
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Bludgeoning
  Feat: Martial; Elf                 Feat: Martial
  Special Properties: Ability        Special Properties: Damage
  Score Penalty: Dex -4; Keen;       Bonus: Electrical 1d8 Damage;
  Enhancement Bonus: Str +8;         Enhancement Bonus +8; Damage
  Enhancement Bonus +6; On Hit:      Resistance: Electrical Resist
  Vorpal DC-14; Use: Call            10/-
  Lightning 1 Time Per Day


- FEYDUSTER +8 (SHORTSWORD):       - DEVIL'S STING (RAPIER):
  Base Damage: 1d6                   Base Damage: 1d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 18-20/x2
  Base Damage Type: Piercing         Base Damage Type: Piercing
  Feat: Martial; Rogue               Feat: Martial; Rogue, Elf
  Special Properties:                Special Properties: Damage
  Enhancement Bonus +8; On Hit:      Bonus: Acid 1d6 Damage;
  Daze DC-14 75%/1 Round             Enhancement Bonus +6; On Hit:
                                     Poison DC-26 1d2 Con Damage,
                                     Poison DC-26 1d2 Str Damage


- SLASHER OF KOTH (GREATAXE):      - HAMMER OF THE GLACIER:
  Base Damage: 1d12                  Base Damage: 1d8
  Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x3
  Base Damage Type: Slashing         Base Damage Type: Bludgeoning
  Feat: Martial                      Feat: Martial
  Special Properties: Damage         Special Properties: Damage
  Bonus: Electrical 1d10             Bonus: Cold 20 Damage; On Hit:
  Damage; Keen; Enhancement          Stun DC-14 75%1 Round;
  Bonus +5                           Enhancement Bonus +5


- LAUGHING BLADE (SCIMITAR):       - FIENDFOE (WARHAMMER):
  Base Damage: 1d6                   Base Damage: 1d8
  Base Critical Threat: 18-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Bludgeoning
  Feat: Martial; Druid               Feat: Martial
  Special Properties: Enhancement    Special Properties: Armor Bonus
  Bonus +2; Damage Bonus: Cold 1     vs. Outsider +5 (AC Deflection
  Damage; On Hit: Confusion DC-14    Modifier); Enhancement Bonus vs.
  50%/2 Rounds                       Outsider +10; Enhancement Bonus
                                     +5; Only Useable by Champion
                                     of Torm


- DEEPSTONE PROGENY (BATTLEAXE):   - BLADE OF SHADOWS (GREATSWORD):
  Base Damage: 1d8                   Base Damage: 2d6
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Martial                      Feat: Martial
  Special Properties: Enhancement    Special Properties: Enhancement
  Bonus +2; Immunity: Death Magic    Bonus +4; On Hit: Ability Drain
                                     DC-22 Str


-----


>>> FOUND MARTIAL RANGED WEAPONS <<<


- ELVEN COURT BOW:                 - ASSANTI (SHORTBOW):
  Base Damage: 1d8                   Base Damage: 1d6
  Base Critical Threat: 19-30/x3     Base Critical Threat: 19-20/x3
  Base Damage Type: Piercing         Base Damage Type: Piercing
  Ammunition: Arrows                 Ammunition: Arrows
  Feat: Martial; Elf                 Feat: Martial; Rogue, Elf
  Special Properties: Attack         Special Properties: Attack
  Bonus +3; Mighty +3                Bonus +5; Mighty +5; Use:
                                     Lightning Bolt 3 Times Per
                                     Day; Unlimited +1d6 Lightning
                                     Damage Arrows


- FOREVER (LONGBOW):               - LONGARM (LONGBOW):
  Base Damage: 1d8                   Base Damage: 1d8
  Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x3
  Base Damage Type: Piercing         Base Damage Type: Piercing
  Ammunition: Arrows                 Ammunition: Arrows
  Feat: Martial; Elf                 Feat: Martial; Elf
  Special Properties: Attack         Special Properties: Attack
  Bonus +6; Mighty +5; Unlimited     Bonus +2; Enhancement Bonus
  +1d6 Fire Damage Arrows; Only      Strength +2; Extra Ranged
  Useable by Arcane Archer           Damage: +1d6 Bludgeoning


- BATTLE LEGION BOW:               - NORTH WIND BOW +8:
  Base Damage: 1d6                   Base Damage: 1d8
  Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x3
  Base Damage Type: Piercing         Base Damage Type: Piercing
  Ammunition: Arrows                 Ammunition: Arrows
  Feat: Martial; Rogue, Elf          Feat: Martial; Rogue, Elf
  Special Properties: Attack         Special Properties: Attack
  Bonus +8; Bonus Feat: Point        Bonus +8; Mighty +8; Damage
  Blank Shot; Damage Reduction:      Resistance: Cold Resist 20/-;
  +2 Soak 10 Damage; Freedom         Unlimited +1d6 Cold Damage
                                     Arrows


- TANSHERON'S BOW:
  Base Damage: 1d6
  Base Critical Threat: 19-20/x3
  Base Damage Type: Piercing
  Ammunition: Arrows
  Feat: Martial; Rogue, Elf
  Special Properties: Attack
  Bonus +1; Unlimited +1d6
  Lightning Arrows


-----


>>> FOUND EXOTIC MELEE WEAPONS <<<


- KROTAN'S SKULLCRUSHER            - DEATH'S HANDMAIDEN (SCYTHE):
  (DIRE MACE):                       Base Damage: 2d4
  Base Damage: 1dd8/1d8              Base Critical Threat: 19-20/x4
  Base Critical Threat: 19-20/x2     Base Damage Type: Piercing &
  Base Damage Type: Bludgeoning      Slashing; Feat: Exotic
  Feat: Exotic                       Special Properties: Keen;
  Special Properties: Damage         Enhancement Bonus +4;
  Bonus vs. Goblinoid 1d6 Cold,      Vampiric Regeneration +3
  Damage Bonus vs. Half-Orc 1d6
  Cold, Damage Bonus vs. Orc 1d6
  Cold; Enhancement Bonus +1


- HATRED (KUKRI):                  - STRIFE (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; Special              Feat: Exotic; Special
  Properties: Enhancement Bonus      Properties: Enhancement Bonus
  +4; Keen; On Hit: Poison DC-22     +4; Keen; On Hit: Doom DC-22
  1d2 Strength Damage                50%/2 Rounds


- NAMELESS LIGHT (BASTARD SWORD):  - HONOR & DEATH (2-BLADE SWORD):
  Base Damage: 1d10                  Base Damage: 1d8/1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Exotic; Special:             Feat: Exotic; Special
  Properties: Damage Bonus vs.       Properties: Attack Bonus vs.
  Evil 1d6 Electrical Damage;        Chaotic +5; Attack Bonus +3;
  Enhancement Bonus vs Evil +5;      Damage Bonus vs. Chaotic 1d10
  Enhancement Bonus +2               Electrical Damage; Only
                                     Useable by Lawful


- SPELLMASHER (DWARVEN WARAXE):    - BLOODLETTER (BASTARD SWORD):
  Base Damage: 1d10                  Base Damage: 1d10
  Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Exotic; Special:             Feat: Exotic; Special
  Properties: Ability Score          Properties: Enhancement Bonus
  Penalty: Int -4; Enhancement       +4; Vampiric Regeneration +2;
  Bonus +6; On Hit: Silence          On Hit: Wounding DC-24
  DC-26 5%/5 Rounds; Only Useable
  by Dwarven Defender


- IRONWOOD MACE +8:                - SEA REAVER SCYTH +8:
  Base Damage: 1d8/1d8               Base Damage: 2d4
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x4
  Base Damage Type: Bludgeoning      Base Damage Type: Piercing &
  Feat: Exotic; Special              Slashing; Feat: Exotic;
  Properties: Enhancement Bonus      Special Properties: Damage
  +8; Weight Reduction 60%;          Bonus vs. Elemental 2d6 Sonic
  On Hit: Wounding DC-14             Damage; Enhancement Bonus +8;
                                     Keen; Use: Resist Elements
                                     5 Times Per Day


- DOUBLEAXE OF TALL KIN +8:        - IMASKARI KAMA +8:
  Base Damage: 1d8/1d8               Base Damage: 1d6
  Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Exotic; Special              Feat: Exotic; Special
  Properties: Enhancement Bonus      Properties: Enhancement Bonus
  +8; Damage Bonus: Fire 1d6         +8; Damage Bonus: Acid 1d6
  Damage; Keen; Light Normal         Damage; Skill Bonus:
  (15m) White                        Discipline +5


- HARVEST AXE:                     - AXE OF THE DWARF LORD:
  Base Damage: 1d10                  Base Damage: 1d10
  Base Critical Threat: 19-20/x3     Base Critical Threat: 19-20/x3
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Exotic; Special              Feat: Exotic; Special
  Properties: On Hit: Vorpal         Properties: Enhancement Bonus
  DC-18; Enhancement Bonus +8        +7; Damage Bonus: Sonic 1d10
                                     Damage; Enhancement Bonus:
                                     Cha +2; Improved Saving Throw:
                                     Fear +5


- SWORD SAINT LEGACY +8 (KATANA):  - ANDUVIR (2-BLADED SWORD):
  Base Damage: 1d10                  Base Damage: 1d8/1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Exotic; Special              Feat: Exotic; Special
  Properties: Enhancement Bonus      Properties: Enhancement Bonus
  +8; Damage Bonus vs. Evil:         +5; Damage Bonus: Electrical
  Sonic 2d6 Damage                   1d8 Damage; Damage Resistance:
                                     Electrical Resist 10/-; Use:
                                     Chain Lightning 1 Time Per Day


- RADIANT DEATH (KATANA):          - BRIMSTONE (BASTARD SWORD):
  Base Damage: 1d10                  Base Damage: 1d10
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Exotic; Special              Feat: Exotic; Special
  Properties: Enhancement Bonus      Properties: Enhancement Bonus
  +12; Keen; Massive Criticals:      +7; Damage Bonus: Fire 2d6
  5 Damage; Only Useable by          Damage; On Hit: Daze DC-26
  Weapon Master                      75%/1 Round


- DEATH COIL (WHIP):               - SWORD OF LYONS (2 BLADED SWORD):
  Base Damage: 1d2                   Base Damage: 1d8/1d8
  Base Critical Threat: 19-20/x2     Base Critical Threat: 19-20/x2
  Base Damage Type: Slashing         Base Damage Type: Slashing
  Feat: Exotic                       Feat: Exotic
  Special Properties: Enhancement    Special Properties: Skill Bonus:
  Bonus +5; Bonus Feat: Disarm;      Persuade +2; Enhancement Bonus +2;
  Damage Bonus: Negative Energy      Enhancement Bonus: Str +2, Cha +2
  1d10 Damage; Use: Negative Energy
  Burst 1 Time Per Day; Only Useable
  by Blackguard
                                       --------------------------------
---------------------------------------


>>> WANDS AND RODS <<<


>>> WANDS <<<

- WAND OF MISSLES:                 - WAND OF FIRE:
  Only Useable by: Bard,             Only Useable by: Bard,
  Sorcerer or Wizard                 Sorcerer or Wizard
  Charges: 50                        Charges: 50
  Use: Magic Missle,                 Use: Fireball,
  1 Charge Per Use                   5 Charges Per Use


- WAND OF NEGATIVE ENERGY:         - WAND OF STINKING CLOUD:
  Only Useable by: Bard,             Only Useable by: Bard,
  Sorcerer or Wizard                 Sorcerer or Wizard
  Charges: 50                        Charges: 50
  Use: Negative Energy Ray,          Use: Stinking Cloud,
  2 Charges Per Use                  3 Charges Per Use


- WAND OF SUMMONING:               - WAND OF PARALYZATION:
  Only Useable by: Bard,             Only Useable by: Bard,
  Sorcerer or Wizard                 Sorcerer or Wizard
  Charges: 50                        Charges: 50
  Use: Summon Creature IV,           Use: Hold Monster,
  5 Charges Per Use                  5 Charges Per Use


- WAND OF SLEEP:                   - WAND OF FEAR:
  Only Useable by: Bard,             Only Useable by: Bard,
  Sorcerer or Wizard                 Sorcerer or Wizard
  Charges: 50                        Charges: 50
  Use: Sleep,                        Use: Fear,
  1 Charge Per Use                   3 Charges Per Use


- WAND OF ARCANE DISJUNCTION:      - WAND OF LIGHTNING:
  Only Useable by: Bard,             Only Useable by: Bard,
  Sorcerer or Wizard                 Sorcerer or Wizard
  Charges: 50                        Charges: 50
  Use: Dispel Magic,                 Use: Lightning Bolt,
  2 Charges Per Use                  5 Charges Per Use


- WAND OF THE HEAVENS:             - TRANSMOGRIFYING WAND:
  Only Useable by: Cleric            Only Useable by: Cleric
  or Paladin                         or Paladin
  Charges: 50                        Charges: 50
  Use: Flame Strike,                 Use: Transmogrifying,
  5 Charges Per Use                  1 Charge Per Use

-----


>>> RODS <<<

*** Unlike Wands, any character class may use a Rod

- ROD OF REVERSAL:                 - ROD OF BEGUILING:
  Charges: 50                        Charges: 50
  Use: Dispel Magic, 3               Use: Charm Person, 1
  Charges Per Use                    Charge Per Use
  Use: Greater Dispelling, 5         Use: Dominate Person, 2
  Charges Per Use                    Charges Per Use


- ROD OF TERROR:                   - ROD OF RESURRECTION:
  Charges: 50                        Charges: 50
  Use: Fear, 3                       Use: Resurrection,
  Charges Per Use                    5 Charges Per Use
  Use: Scare, 1
  Charge Per Use


================================================================ #17 ==


--------------------------
* 17) 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:


- 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

- NOBLE GUARDSMAN'S TUNIC      - WIZARD'S ROBE

- NOBLE'S OUFIT                - WOODSMAN OUTFIT

- NOBLE'S TUNIC                - NECROMANCER'S ROBE

-----


>>> PROTECTIVE 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 (although some of them are only
available for a specific class), and offers only protection against the
stated damage type:


>>> PROTECTIVE CLOTHING FOUND <<<


- ROBE OF LIGHT:                    - ROBE OF COLD RESISTANCE:
  Special Properties: Light           Special Properties: Cold
  Normal (15m) White                  Damage Resist 15/-


- ROBE OF ELECTRICAL RESISTANCE:    - ROBE OF FIRE RESISTANCE:
  Special Properties: Electrical      Special Properties: Fire
  Damage Resist 15/-                  Damage Resist 15/-


- ROBE OF ACID RESISTANCE:          - MASTER ADVENTUREER'S ROBE:
  Special Properties: Acid            Special Properties: Damage
  Damage Resist 15/-                  Reduction: +3 Soak 10 Damage;
                                      Only Useable by Sorcerer or
                                      Wizard


- MAGE'S BATTLE ROBE:               - GREATER BATTLE ROBE:
  Special Properties: Light Low       Special Properties: Armor
  (10m) Purple; Skill Bonuses:        Bonus vs. Evil +2 (AC Armor
  Concentration +2, Spellcraft +2;    Modifier); Light Low (10m)
  Spell Resistance: 10; Only          Purple; Skill Bonuses:
  Useable by Sorcerer or Wizard       Concentration +3, Spellcraft
                                      +3; Only Useable by Sorcerer
                                      Wizard; Spell Resistance: 10


- ROBE OF VECNA:                    - ROBES OF THE DARK MAIDEN:
  Special Properties: Armor           Special Properties: Armor Bonus
  Bonus +1 (AC Armor Modifier);       +5 (AC Armor Modifier); Spell
  Bonus Feats: Spell Focus in         Immunity: Fear; Darkvision;
  Abjuration, Conjuration,            Only Useable by Elf
  Enchantment, Illusion,
  Necromancy; Spell
  Resistance: 10; Only Useable
  by: Sorcerer or Wizard


- LAST WORDS:                       - GREY ROBES OF THE ARCHMAGI:
  Special Properties: Armor Bonus     Special Properties: Armor Bonus
  +5 (AC Armor Modifier); Skill       +5 (AC Armor Modifier); Bonus
  Bonuses: Hide +20, Move Silently    Feat: Spell Penetration; Improved
  +20; Use: Fear 1 Time Per Day       Saving Throws: Universal +1;
                                      Spell Resistance 10; Only Useable
                                      by Sorcerer, Wizard, True Neutral
                                      Lawful Neutral, Chaotic Neutral


- ISAAC'S SEQUENCER ROBE:
  Special Properties: Armor Bonus
  +7 (AC Armor Modifier); Uses:
  Clear Sequencer Unlimitied Times
  Per Day; Sequencer (3 Spells) 1
  Time Per Day


-----------------------------------------------------------------------


>>> ARMOR <<<


- PADDED ARMOR:                     - LEATHER ARMOR:
  Base AC: 1                          Base AC: 2
  Max. Dex Bonus: 8                   Max. Dex Bonus: 8
  Armor Check Penalty: 0              Armor Check Penalty: 0
  Arcane Spell Failure: 5%            Arcane Spell Failure: 10%
  Feat Required: Light Armor          Feat Required: Light Armor

- STUDDED LEATHER:                  - HIDE ARMOR:
  Base AC: 3                          Base AC: 3
  Max. Dex Bonus: 4                   Max. Dex Bonus: 4
  Armor Check Penalty: -1             Armor Check Penalty: -1
  Arcane Spell Failure: 20%           Arcane Spell Failure: 20%
  Feat Required: Light Armor          Feat Required: Light Armor

- CHAIN SHIRT:                      - SCALE MAIL:
  Base AC: 4                          Base AC: 4
  Max. Dex Bonus: 4                   Max Dex Bonus: 4
  Armor Check Penalty: -2             Armor Check Penalty: -2
  Arcane Spell Failure: 20%           Arcane Spell Failure: 20%
  Feat Required: Medium Armor         Feat Required: Medium Armor

- CHAIN MAIL:                       - BANDED MAIL:
  Base AC: 5                          Base AC: 6
  Max. Dex Bonus: 2                   Max. Dex Bonus: 1
  Armor Check Penalty: -5             Armor Check Penalty: -7
  Arcane Spell Failure: 30%           Arcane Spell Failure: 40%
  Feat Required: Medium Armor         Feat Required: Heavy Armor

- SPLINT MAIL:                      - HALF PLATE:
  Base AC: 6                          Base AC: 7
  Max. Dex Bonus: 1                   Max. Dex Bonus: 1
  Armor Check Penalty: -7             Armor Check Penalty: -7
  Arcane Spell Failure: 40%           Arcane Spell Failure: 40%
  Feat Required: Heavy Armor          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 - +8.  These armors have
the same specs as above and are enhanced with the special property of
Armor Bonus +1 - +8 (AC Armor Modifier).

-----------------------------------------------------------------------


>>> This next list is for all of the special armor found throughout the
games.  If you've found a suit not listed in here, "print screen" of
the specs and e-mail them to me please, I will of course credit you for
the find.  And remember to only send armor found in the Hordes of the
Underdark campaign.


>>> FOUND ARMOR <<<


- CHAINMAIL OF SPEED:              - ADAMANTINE BREASTPLATE
  Base AC: 5                         Base AC: 5
  Max. Dex Bonus: 2                  Max. Dex Bonus: 2
  Armor Check Penalty: -5            Armor Check Penalty: -5
  Arcane Spell Failure: 30%          Arcane Spell Failure: 30%
  Feat Required: Medium Armor        Feat Required: Medium Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +2 (AC Armor Modifier)       Bonus +2 (AC Armor Modifier)
  Enhancement: Haste                 Damage Reduction: +1 Soak 5
                                     Damage


- ARMOR OF FREEDOM:                - DRAGON ARMOR:
  Base AC: 8                         Base AC: 5
  Max. Dex Bonus: 1                  Max. Dex Bonus: 2
  Armor Check Penalty: -8            Armor Check Penalty: -5
  Arcane Spell Failure: 45%          Arcane Spell Failure: 30%
  Feat Required: Heavy Armor         Feat Required: Medium Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +3 (AC Armor Modifier)       Bonus +5 (AC Armoe Modifier);
  Enhancement: Freedom               Improved Saving Throws:
                                     Universal +3; Use: Battletide
                                     1 Time Per Day


- STORM ARMOR:                     - KUMAKAWA:
  Base AC: 3                         Base AC: 3
  Max. Dex Bonus: 4                  Max. Dex Bonus: 4
  Armor Check Penalty: -1            Armor Check Penalty: -1
  Arcane Spell Failure: 20%          Arcane Spell Failure: 20%
  Feat Required: Light Armor         Feat Required: Light Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +3 (AC Armor Modifier);      Bonus +3 (AC Armor Modifier);
  Damage Resistance: Fire Resist     Improved Evasion
  5/-, Sonic Resist 5/-; Spell
  Resistance: 10


- MIRRORED ARMOR:                  - SEARING ARMOR:
  Base AC: 1                         Base AC: 8
  Max. Dex Bonus: 8                  Max. Dex Bonus: 1
  Armor Check Penalty: 0             Armor Check Penalty: -8
  Arcane Spell Failure: 5%           Arcane Spell Failure: 45%
  Feat Required: Light Armor         Feat Required: Heavy Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +3 (AC Armor Modifier)       Bonus +5 (AC Armor Modifier);
  Spell Resistance: 14               Light Bright (20m) Yellow; On
                                     Hit: Searing Light Level 5;
                                     Only Useable by Elf, Half-Elf,
                                     Half-Orc, Human


- RED DRAGON ARMOR                 - DUERGAR FULL PLATE +5:
  Base AC: 8                         Base AC: 8
  Max. Dex Bonus: 1                  Max. Dex Bonus: 1
  Armor Check Penalty: -8            Armor Check Penalty: -8
  Arcane Spell Failure: 45%          Arcane Spell Failure: 45%
  Feat Required: Heavy Armor         Feat Required: Heavy Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +5 (AC Armor Modifier)       Bonus  +5 (AC Armor Modifier)
  Damage Resistance: Fire
  Resist 20/-, Weight
  Reduction: 80%


- ARMOR OF COMMAND:                - WARLORD'S BREASTPLATE:
  Base AC: 4                         Base AC: 5
  Max. Dex Bonus: 4                  Max. Dex Bonus: 2
  Armor Check Penalty: -2            Armor Check Penalty: -5
  Arcane Spell Failure: 20%          Arcane Spell Failure: 30%
  Feat Required: Medium Armor        Feat Required: Medium Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +3 (AC Armor Modifier);      Bonus +6 (AC Armor Modifier;
  Skill Bonus: Persuade +5;          Enhancement Bonus: Cha +6
  Enhancement Bonus: Charisma +2


- CASIEL'S SOUL                    - ROBE OF LEATHERS
  Base AC: 8                         Base AC: 2
  Max. Dex Bonus: 1                  Max. Dex Bonus: 6
  Armor Check Penalty: -8            Armor Check Penalty: 0
  Arcane Spell Failure: 45%          Arcane Spell Failure: 10%
  Feat Required: Heavy Armor         Feat Required: Light Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +6 (AC Armor Maodifer);      Bonus +7 (AC Armor Modifier);
  Damage Immunity: Bludgeoning       Armor Bonus vs. Bludgeoning
  100% Immune; Regeneration +1       +3 (AC Armor Modifier); On
  Only Useable by Evil               Hit: Infestation of Maggots
                                     Level 15; Use: Caltrops 3
                                     Times Per Day, Cat's Grace 1
                                     Time Per Day, Poison Weapon
                                     Unlimited Times Per Day;
                                     Only Useable by Assassin,
                                     Bard, Rogue, Shadowdancer


- INVISIBLE DEATH                  - BLOOD PLATE:
  Base AC: 2                         Base AC: 8
  Max. Dex Bonus: 6                  Max. Dex Bonus: 1
  Armor Check Penalty: 0             Armor Check Penalty: -8
  Arcane Spell Failure: 10%          Arcane Spell Failure: 45%
  Feat Required: Light Armor         Feat Required: Light Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +7 (AC Armor Modifier);      Bonus +6 (AC Armor Modifier);
  Skill Bonuses: Hide +10,           Ability Score Penalty: Con -2;
  Move Silently +10; Use:            Regeneration +3; Weight
  Improved Invisibility 1            Reduction 60% of Weight
  Time Per Day


- ARMOR OF FAITH:                  - FLETCHER'S FRIEND:
  Base AC: 6                         Base AC: 2
  Max. Dex Bonus: 1                  Max. Dex Bonus: 6
  Armor Check Penalty: -7            Armor Check Penalty: 0
  Arcane Spell Failure: 40%          Arcane Spell Failure: 10%
  Feat Required: Heavy Armor         Feat Required: Light Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +5 (AC Armor Modifier);      Bonus +6 (AC Armor Modifier);
  Armor Bonus vs. Evil +8 (AC        Arcane Spell Failure -10%; Only
  Armor Modifier); Only Useable      Useable by Arcane Archer
  by Paladin or Champion of Torm


- THE GUILDED DEFENDER:            - SPELLCHAIN:
  Base AC: 7                         Base AC: 5
  Max. Dex Bonus: 1                  Max. Dex Bonus: 2
  Armor Check Penalty: -7            Armor Check Penalty: -5
  Arcane Spell Failure: 40%          Arcane Spell Failure: 30%
  Feat Required: Heavy Armor         Feat Required: Medium Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +8 (AC Armor Modifier);      Bonus +4 (AC Armor Modifier);
  Ability Score Penalty: Dex -2;     Arcane Spell Failure -20%;
  Only Useable by Dwarf              Weight Reduction 40% of Weight


- DANCER'S SILHOUETTE:             - LESSER GOLEM ARMOR:
  Base AC: 3                         Base AC: 5
  Max. Dex Bonus: 4                  Max. Dex Bonus: 2
  Armor Check Penalty: -1            Armor Check Penalty: -5
  Arcane Spell Failure: 20%          Arcane Spell Failure: 30%
  Feat Required: Light Armor         Feat Required: Medium Armor
  Special Properties: Armor          Special Properties: Armor
  Bonus +6 (AC Armor Modifier);      Bonus +5 (AC Armor Modifier);
  Skill Bonus: Move Silently         Enhancement Bonus: Str +5;
  +30; Use: Silence 1 Time Per       Immunity: Level/Ability Drain
  Day; Only Useable by Shadowdancer


-----------------------------------------------------------------------


>>> SHIELDS <<<


- SMALL SHIELD:                    - LARGE SHIELD:
  Base AC: +1                        Base AC: +2
  Armor Check Penalty: -1            Armor Check Penalty: -2
  Arcane Spell Failure: 5%           Arcane Spell Failure: 15%
  Feat Required: Shields             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 - +8.  They all have the
same specs as above and are enhanced with the special property of Armor
Bonus  +1 - +8 (AC Shield Modifier).  All of these shields are in each
campaign; in Hordes of the Underdark these shields also come in +6 -
+8.

-----

>>> 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 Hordes of the
Underdark.


>>> FOUND SHIELDS <<<


- HEARTH SHIELD:                   - MIRROR SHIELD:
  Base AC: +1                        Base AC: +2
  Armor Check Penalty: -1            Armor Check Penalty: -2
  Arcane Spell Failure: 5%           Arcane Spell Failure: 15%
  Feat Required: Shields             Feat Required: Shields
  Special Properties: Armor          Special Properties: Armor
  Bonus +3 (AC Shield Modifier);     Bonus +3 (AC Shield Modifier);
  Damage Resistance: Fire            Spell Resistance: 12
  Resist 15/-


- SHIELD OF PRATOR                 - GOBLIN SHIELD OF NULBISH
  Base AC: +2                        Base AC: +3
  Armor Check Penalty: -2            Armor Check Penalty: -10
  Arcane Spell Failure: 15%          Arcane Spell Failure: 50%
  Feat Required: Shields             Feat Required: Shields
  Special Properties: Armor          Special Properties: Armor
  +% (AC Shield Modifier);           Bonus vs. Goblinoid +3 (AC
  Damage Resistance: Acid            Shield Modifier); Armor Bonus
  Resist 10/-, Electrical            +1 (AC Shield Modifier);
  Resist 10/-, Fire Resist 10/-,     Darkvision
  Cold Resist 10/-, Sonic Resist
  10/-; Enhancement Bonus: Cha +3;
  Spell Resistance: 14


- DEMONFLESH SHIELD:
  Base AC: +2
  Armor Check Penalty: -2
  Arcane Spell Failure: 15%
  Feat Required: Shields
  Special Properties: Armor
  Bonus +6 (AC Shield Modifier);
  Spell Resitance: 14; Damage
  Resistance: Acid Resist 10/-,
  Cold Resist 10/-, Electrical
  Resist 10/-, Fire Resist 10/-,
  Sonic Resist 10/-; Only Useable
  by Cleric, Druid, Fighter,
  Paladin



-----------------------------------------------------------------------


>>> HELMETS <<<


     Helmets have no Base AC value and offer no protection for your
character, but they are enhanced with skill bonuses, ability score
bonus, or some other kind of special bonuses.  If you've found a helmet
in the game that isn't in this list, please "print screen" of the specs
and e-mail them to me, I will of course credit you for the find.


- SPIKE HELMET:                  - POT HELMET:
  Skill Bonus:                     Skill Bonus:
  Concentration +1                 Concentration +1


- HORSE HAIR HELMET:             - WINGED HELMET:
  Skill Bonus:                     Skill Bonus:
  Concentration +1                 Concentration +1


- STAG HELMET:
  Skill Bonus:
  Concentration +1

-----


>>> FOUND HELMETS <<<


- GOGGLES OF MINUTE SEEING:     - THAYVIAN CIRCLET:
  Special Properties: Skill       Special Properties: Enhancement
  Bonuses: Lore +5, Search +5     Bonus: Intelligence +2; Improved
                                  Saving Throws: Universal +1;
                                  Skill Bonus: Concentration +1


- WATCHMAN'S HELM:              - EYES OF PETRIFICATION:
  Special Properties:             Special Properties: Use: Flesh
  Low Light (10m) Blue            to Stone 1 Time Per Day
  Skill Bonuses: Listen +8,
  Search +8, Spot +8


- COPPER HELMET:                - HEADBAND OF INTELLECT:
  Special Properties: Damage      Special Properties: Enhancement
  Resistance: Fire Resist         Bonus: Int +6
  10/-; Enhancement Bonus:
  Dex +1; Use: Haste 2 Times
  Per Day


- COWL OF WARDING:              - MAJOR CIRCLET OF BLASTING:
  Special Properties: Freedom;    Special Properties: Use: Searing
  Immunity: Mind-Affecting        Light 3 Times Per Day
  Spells


- SEARING HELMET:               - MERKIL'S HELMET:
  Special Properties: Skill       Special Properties: Immunity:
  Bonus: Concentration +6;        Critical Hits; Use: Mind
  Use: Firebrand 1 Time Per Day   Blank 1 Time Per Day


- HELM OF BRILLIANCE:           - CROWN OF THORNS:
  Special Properties: Charges:    Special Properties: Damage
  50; Damage Resistance: Fire     Reduction: +5 Soak 10 Damage;
  Resist 10/-; Light Low (10m)    Damage Resistance: Divine Resist
  Blue; Use: Fireball 2 Charges   10/-, Negative Energy Resist 10/-
  Per Use, Flame Lash 3 Charges   Positive Energy Resist 10/-,
  Per Use, Prismatic Spray 5      Sonic Resist 10/-; Decreased
  Charges Per Use, Wall of Fire   Skill Modifier: Move Silently -6;
  3 Charges Per Use               Regeneration +5; Use: Wounding
                                  Whispers 1 Time Per Day


- LICH SKULL:
  Special Properties: Skill
  Bonuses: Concentration +12,
  Spellcraft +12; Spell
  Resistance: 18; Only Useable
  by Pale Master, Red Dragon
  Disciple, Sorcerer, Wizard


-----------------------------------------------------------------------


>>> 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 send cloaks only found
in Hordes of the Underdark.


- CLOAK OF FORTIFICATION +1:     - NYMPH CLOAK +1:
  Special Properties: Armor        Special Properties: Enhancement
  Bonus +1 (AC Deflection          Bonus: Cha +3
  Modifier); Improved Saving
  Throws: Universal +1


- CLOAK OF PROTECTION +1:
  Special Properties: Armor
  Bonus +1 (AC Deflection
  Modifier)

>>> All of the above cloaks also come in +2 - +10.  They all have the
stated enhancement bonuses of +2 - +10.

-----

>>> FOUND CLOAKS <<<


- CLOAK OF ELVENKIND:            - CLOAK OF THE BAT:
  Special Properties:              Special Properties: Armor
  Skill Bonus: Hide +10            Bonus +5 (AC Deflection
                                   Modifier); Skill Bonus
                                   Hide +15


- NASHER"S CLOAK OF PROTECTION: - MANTLE OF GREAT STEALTH:
  Special Properties: Armor       Special Properties: Skill
  Bonus +3 (AC Deflection         Bonuses: Hide +30, Move
  Modifier)                       Silently +30


- CAPE OF FIRE BREATH:          - ROBE OF BALPHERON:
  Special Properties: Damage      Special Properties: Damage
  Resistance: Fire Resist 10/-    Resistance: Cold Resist 10/-,
  Improved Saving Throws:         Electrical Resist 10/-, Fire
  Universal +2                    Resist 10/-; On Hit: Negative
                                  Energy Burst DC-24 50% 1/Round;
                                  Regeneration +5; Only Useable
                                  by Sorcerer or Wizard


- SHROUD OF KINGS:
  Special Properties: Ability
  Score Penalty: Cha -4; Armor
  Bonus +5 (AC Deflection
  Modifier); Immune 100% to
  Cold Damage; Enhancement
  Bonuses: Str +2, Con +2,
  Int +2, Wis +2, Dex +2

-----------------------------------------------------------------------


>>> BOOTS <<<

     Boots are fortified with some kind of bonus.  If you've found some
boots 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 send boots only found in Hordes of the Underdark.


- BOOTS OF THE SUN SOUL +1:       - BOOTS OF REFLEXES +1:
  Special Properties: Armor         Special Properties:  Improved
  Bonus +1 (AC Dodge Modifier);     Saving Throw: Reflex +3
  Only Useable by: Monk


- BOOTS OF STRIDING +1:
  Special Properties:
  Enhancement Bonus:
  Constitution +1


>>> All of the above boots also come in +2 - +10.  They all have the
stated bonus of +2 - +10.

-----


>>> FOUND BOOTS <<<


- BOOTS OF ELVENKIND:             - GARGOYLE BOOTS:
  Special Properties:               Special Properties: Armor
  Enhancement Bonus:                Bonus +2 (AC Dodge Modifier);
  Dexterity +2; Skill               Improved Saving Throw:
  Bonus: Move Silently +10          Fortitude +3; Charges: 50;
                                    Use: Stoneskin 5 Charges
                                    Per Use


- BOOTS OF SPEED:                 - DRAGON SLIPPERS:
  Special Properties:               Special Properties: Enhancement
  Enhancement: Haste                Bonus: Dex +2; Spell
                                    Resistance: 10; Immunities:
                                    Fear & Knockdown


- BOOTS OF THE SHIFTING SANDS:    - NASHER'S NIMBLE BOOTS:
  Special Properties: Ability       Special Properties: Enhancement
  Score Penalty: Dexterity -1;      Bonus: Dex +3
  Use: Earthquake 1 Time Per Day;
  Enhancement: Haste

-----------------------------------------------------------------------


>>> BELTS <<<

     Belts are fortified with some kind of bonus.  If you've found a
belt 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 oinly send boots from the Hordes of the Underdark campaign.



>>> FOUND BELTS <<<


- BELT OF HILL GIANT STRENGTH:   - BELT OF FIRE GIANT STRENGTH:
  Special Properties:              Special Properties:
  Enhancement Bonus: Str +3        Enhancement Bonus: Str +5


- BELT OF INERTIAL BARRIER:      - GREATER BELT OF GUIDING LIGHT:
  Special Properties: Armor        Special Properties: Light
  Bonus +1 (AC Deflection          Normal (15m) Purple; Immunities:
  Modifier); Damage Resistance:    Death Magic and Fear; Skill
  Bludgeoning Resist 5/-,          Bonuses: Lore +4, Listen +4,
  Slashing Resist 5/-; Damage      Spot +4, Search +4
  Vulnerability: Piercing 25%
  Vulnerability


- GREATER ARCHER'S BELT:         - BELT OF AGILITY +4:
  Special Properties: Damage       Special Properties: Freedom;
  Resistance: Piercing             Enhancement Bonus: Dex +4
  Resist 20/-


- GREATER BRAWLER'S BELT:        - KOSSUTH BELT OF PRIESTLY MIGHT:
  Special Properties: Damage       Special Properties: Armor Bonus
  Resistance: Bludgeoning          +2 (AC Deflection Modifier);
  Resist 20/-                      Enhancement Bonus: Str +3; Only
                                   Useable by Neutral

- GREATER SWORDSMAN'S BELT:      - MYSTRAN BELT OF PRIESTLY MIGHT
  Special Properties: Damage       AND WARDING:
  Resistance: Slashing             Special Properties: Armor Bonus
  Resist 20/-                      +2 (AC Deflection Modifier);
                                   Enhancement Bonus: Str +4;
                                   Use: Magic Circle Against
                                   Alignment 1 Time Per Day; Only
                                   Useable by good


- BELT OF STORM GIANT STRENGTH:  - LATHAR'S LAST BELT:
  Special Properties: Str +10      Special Properties: Spell Immunity
                                   Finger of Death and Power Word, Kill

-----------------------------------------------------------------------


>>> BRACES, GLOVES AND GAUNTLETS <<<

     Braces, Gloves and Gauntlets are fortified with some kind of
bonus.  If you've found some Braces, Gloves, or Gauntlets that aren'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 seng gauntlets
found in Hordes of the Underdark.


- BRACES OF ARMOR +1:            - BRACES OF DEXTERITY +1:
  Special Properties: Armor        Special Properties:
  Bonus +1 (AC Armor               Enancement Bonus: Dex +1
  Modifier)


- GLOVES OF THE YELLOW ROSE +1:
  Special Properties: Attack
  Bonus +1; Damage Bonus:
  Electrical 1 Damage; Only
  Useable by Monk

>>> All of the above items also come in +2 - +10.  They have the stated
bonuses of +2 - +10.

-----


>>> FOUND GAUNTLETS IN HOU CAMPAIGN <<<


- WONDROUS GLOVES:               - GREATER GLOVES OF ANIMAL
  Special Properties: Ability      HANDLING:
  Score Penalty: Wis -1; Bonus     Special Properties: Skill
  Spell Slots: Bard Level 0,       Bonus: Animal Empathy +6;
  Bard Level 1, Bard Level 2,      Only Useable by Druid or
  Bard Level 3; Only Useable       Ranger
  by: Bard


- TWIN FISTS OF FIRE:           - GLOVES OF THE LONG DEATH +6:
  Special Properties: Attack      Special Properties: Attack
  Bonus +4; Damage Bonus:         Bonus +6; Damage Bonus:
  Fire 4 Damage; Use: Flame       Cold 2 Damage; Only Useable
  Twin 1 Time Per Day; Only       by: Monk
  Useable by: Monk


- GREATER GLOVES OF SWORDPLAY:  - NASHER'S GLOVES OF DISCIPLINE:
  Special Properties: Skill       Special Properties: Skill
  Bonus: Parry +6                 Bonus: Discipline +5


- EPIC GLOVES OF CONCENTRATION: - GLOVES OF BALANCED HANDS:
  Special Properties: Skill       Special Properties: Bonus Feats:
  Bonus: Concentration +6         Ambidexterity, Two-Weapon
                                  Fighting


- GREAT WYRM GAUNTLETS:
  Special Properties: Ability
  Score Penalty: Dex -4;
  Attack Bonus +6; Damage
  Bonus: Fire 2d6 Damage: Only
  Useable by Red Dragon Disciple

-----------------------------------------------------------------------


>>> RINGS <<<

     Rings are fortified with some kind of bonus.  If you've found a
ring 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 rings found in the Hordes of the Underdark campaign.


- RING OF CLEAR THOUGHT +1       - RING OF FORTITUDE +1:
  Special Properties:              Special Properties: Improved
  Enhancement Bonus: Int +1        Saving Throws: Fortitude +1


- RING OF RESISTANCE +1:         - RING OF PROTECTION +1:
  Special Properties:              Special Properties: Armor
  Light Normal (15m) Orange;       Bonus +1 (AC Deflection
  Improved Saving Throws:          Modifier)
  Universal +1


- RING OF CYAN:                  - RING OF JADE:
  Special Properties: Light        Special Properties: Light
  Normal (15m) Blue                Normal (15m) Green


- RING OF CRIMSON:
  Special Properties: Light
  Noral (15m) Red

>>> All of the above rings also come in +2 - +10.  They all have the
stated enhacement bonus of +2 - +10.

-----


>>> FOUND RINGS IN HORDES OF THE UNDERDARK CAMPAIGN <<<


- RING OF SCHOLARS:              - RING OF POWER:
  Special Properties: Light        Special Properties: Damage
  Normal (15m) White); Skill       Resistance: Cold Resist 15/-,
  Bonus: Lore +5                   Electrical Resist 15/-, Fire
                                   Resist 15/-; Regeneration +1;
                                   Freedom


- RING OF ELEMENTAL RESISTANCE:  - RING OF MAGIC DEFENCES:
  Special Properties: Damage       Special Properties: Spell
  Resistance: Acid Resist 15/-,    Resistance 14; Skill Bonus:
  Cold Resist: 15/-, Electrical    Spellcraft +2; Use Dispel
  Resist 15/-, Fire Resist 15/-    Magic Once per day


- COMMANDER'S RING:              - PURPLE DRAGON RING:
  Special Properties: Armor        Special Properties: Immunity:
  Bonus +2 (AC Deflection          Poison; Use: Light Unlimited
  Modifier); Improved Saving       Times per day.
  Throws: Universal +2; Use:
  Knock 1 Time Per Day


- RING OF MAJOR ACID RESIST:     - BONE RING:
  Special Properties: Damage       Special Properties: Immunity:
  Resistance: Acid Resist          Level/Ability Drain
  30/-


- IRONSKIN RING:                 - RING OF MAJOR ELECTRIC RESIST:
  Special Properties: Damage       Special Properties: Damage
  Reduction: +5 Soak 10 Damage     Resistance: Electrical Resist
                                   30/-


- STONEEATERS RING:              - RING OF THE SPELL BATTLE:
  Special Properties: Use:         Special Properties: Skill Bonus:
  Stone to Flesh 1 Time            Spellcraft +10; Use: Dispel
  Per Day                          Magic 1 Time Per Day


- RING OF FORCE SHIELD:          - RING OF NINE LIVES:
  Special Properties: Armor        Special Properties: Charges 9;
  Bonus +2 (AC Deflection          Use: Heal 1 Charge Per Use
  Modifier)

-----------------------------------------------------------------------


>>> AMULETS <<<

     Amulets and necklaces are fortified with some kind of bonus.  If
you've found an amulet or necklace 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 send amulets found in the Hordes of
the Underdark campaign.


- AMULET OF NATURAL ARMOR +1:    - PERIAPT OF WISDOM +1:
  Special Properties: Armor        Special Properties: Enhancement
  Bonus +1 (AC Natuaral            Bonus: Wisdom +1
  Modifier)


- SCARAB OF PROTECTION +1:       - AMULET OF THE WILL +1:
  Special Properties:              Special Properties: Improved
  Improved Saving Throws:          Saving Throws: Will +1
  Universal +1

>>> All of the above amulets also come in +2 - +10.  They all have the
stated enhancement bonus of +2 - +10.

-----

>>> FOUND AMULETS IN HOU CAMPAIGN <<<


- AMULET OF THE MASTER:          - NECKLACE OF PRAYER BEADS:
  Special Properties:              Special Properties: Charges: 50
  Spell Resistance: 16;            Use: Bless, 0 Charges Per Use
  Skill Bonuses: Lore +6,          Use: Cure Serious Wounds,
  Disabvle Trap +6,                3 Charges Per Use
  Open Lock +6, Persuade +6,       Use: Remove Blindness/Deafness,
  Search +6                        3 Charges Per Use
                                   Use: Remove Disease,
                                   3 Charges Per Use; Only Useable
                                   by: Cleric, Druid, Paladin or
                                   Ranger


- AMULET OF HEALTH:              - AMULET OF DIVINE RADIANCE:
  Special Properties:              Special Properties: Bonus Feat:
  Immunities: Disease, Poison,     Extra Turning; Enhancement Bonus
  Level/Ability Drain              Cha +6; Light Bright (20m) White
                                   Only Useable by Cleric, Paladin


- AMULET OF POWER:               - CRYSTAL OF UNDEATH:
  Special Properties: Bonus Feat:  Special Properties: Ability
  Spell Penetration; Bonus Spell   Score Penalties: Con -4, Dex -4,
  Slots: Wizard Level 3, Wizard    Str -4; Damage Resistance:
  Level 4, Wizard Level 5;         Negative Energy Resist 20/-;
  Only Useable by Wizard           Use: Control Undead 1 Time Per
                                   Day, Create Greater Undead 1
                                   Time Per Day, Energy Drain 1
                                   Time Per Day, Negative Energy
                                   Burst 3 Times Per Day, Negative
                                   Energy Ray 5 Times Per Day,
                                   Shadow Shield 2 Times Per Day


- AMULET OF UNDEAD TURNING:      - TALISMAN OF PURE EVIL:
  Special Properties: Bonus        Special Properties: Enhancement
  Feat: Extra Turning; Light       Bonuses: Cha +3, Wis +3; Spell
  Bright (20m) White; Only         Resistance: 12; Only Useable by
  Useable by Cleric, Paladin,      Evil
  Chaotic Good, Chaotic
  Neutral, Lawful Good, Lawful
  Neutral, True Neutral


- CONTROLLING AMULET:
  Special Properties: Armor
  Bonus +4 (AC Natural
  Modifier); Improved Saving
  Throw: Reflex +4; Only
  Useable by Sorcerer or Wizard


================================================================ #18 ==


---------------
* 18) ENEMIES *
---------------

*** I may be expanding this section some time soon, I'm just going to
list the basic enemies found throughout the game and won't be listing
their special powers and immunities.  If anyone else out there wants to
find that all out for me and e-mail me, I will credit you for any
information you send me that I use in this guide.  There are so many
different enemies found throughout the game that I know I missed a few
here and there in this list, I'll add them in when I figure out exactly
which ones I missed. Talk about variety and never being bored of
slaying the same enemies, great job on the abundance of different
monsters BioWare.


>>> HORDES OF THE UNDERDARK CAMPAIGN ENEMIES <<<


UNDEAD:
-------

- Skeleton           - Skeleton Mage      - Skeleton Warrior

- Skeleton Priest    - Skeleton Bomb      - Zombie

- Zombie Warrior     - Zombie Protector   - Zombie Lord

- Mummy              - Mummy Lord         - Skeletal Devourer

- Shadow Fiend       - Succubus           - Bone Golem

- Wight              - Cult Monk          - Cult Elder Monk

-Cult Knight         - Skeletal Minions   - Walking Bone Mass


GENERAL:
--------

- Drow Thief         - Drow Wizard        - Drow Sorcerer

- Drow Priestess     - Drow Elder Soldier - Drow House Guard

- Drow Commando      - Drow Magus         - Drow Archer

- Drow Diviner       - Drow Marksman      - Drow Veteran Scout

- Dueregar Warrior   - Duergar Spellbinder- Duergar Infantryman

- Duergar Cleric     - Hook Horror        - Noxious Ogre

- Frienzied Harpy    - Evil Fairy         - Raging Ogre

- Orc Dartmaster     - Orc Shaman         - Dire Spider

- Sword Spider       - Wraith Spider      - Queen Spider

- Malevolent Grig    - Ogre Hasteran      - Troll Bodyguard

- Rakshasa           - Rakshasa Firstborn - Rakshasa Adept

- Goblin Warrior     - Goblin Shaman      - Goblin Elite

- Goblin Picket      - Minataur Brute     - Minogon

- Red Sister Warrior - Red Sister Cleric  - Beholder

- Beholder Mage      - Intellect Ravager  - Intellect Devourer

- Battle Devourer    - Manticore          - Illithid Mind Flayer

- Illithid Mind Flayer Darkener  - Illithid Mind Flayer Venerator

- Drider             - Drider Cleric      - Drider Wizard

- Vrock              - Balor Lord         - Quasit

- Red Slaad          - Green Slaad        - Death Slaad

- Ice Troll          - Hellfrost Worg     - Azer Gem Miner

- Stone Golem        - Guardian Golem     - Steel Golem

- Mithral Golem      - Clay Golem         - Iron Golem

- Flesh Golem        - Bronze Golem       - Harpy

- Umber Hulk


================================================================ #19 ==

-------------------
* 19) MULTIPLAYER *
-------------------

>>> Note: This game is one of the best RPG multiplayer games around and
I recommend that you adventure online, it's free and you can build your
character all the way up the 40th level.  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
long as you are also in the game.

     When starting a new game there are a large number of options
available to you if you want to customize the enviornment your players
will be adventuring in.  Some simple options are how many players you
wish to allow into the game and whether you wish to password protect
your game or not.  If you put in a player password no players will be
able to join unless they know the password.  If a DM password is
entered then only players with this password can connect to the game
server with the DM client.  The next important option is the Player vs.
Player (PvP) settings.  These settings are described below in the
Player vs. Player section.

-----------------------------------------------------------------------


>>> JOINING A MULTIPLAYER GAME <<<

     If you wish to just play in a game, you click Multiplayer at the
Main Menu and then choose the Join option.  A listing of games will
appear in a Game Browser window.  If you are playing without an
Internet connection, the game may pause at this screen for a moment.
You can click the LAN tab at the top of the panel to scan your local
network for games instead of scanning the Internet matching service.
If you have an Internet connection, you will see a listing of the games
currently available.  You can sort the games using the filters at the
top of the matching page by clicking the filter name.  You can also
click the Gameplay Types toggle on the bottom-left to display games of
a certain type.  When you find a game you want to join, click it and
then click on the Connect button.  At the top of the screen, you will
also see a History tab.  The History tab tracks the last game sessions
you were playing and where those sessions are located.  If you wish to
re-join a game you were playing, click the History tab, select the game
you wish to play and click the Connect button.

-----------------------------------------------------------------------


>>> PICKING A CHARACTER <<<

     Once you have joined a game you will be presented with the Choose
Character page.  ON the left you will see a list of available
characters.  Pick a character and click on the Play button to start
playing.  Sometimes some of the characters will be diabled.  This means
that these characters are not allowed to play on the current server,
possibly because of module restrictions (level or class restrictions
for example), or because the server may only accept server characters.

-----------------------------------------------------------------------


>>> LOCAL AND SERVER CHARACTERS <<<

     There are two types of characters in Neverwinter Nights, local
characters and server characters.  A local character is a character
that is stored on your own computer.  You can use a local character to
play on many different game servers, in a single-player game or a
multiplayer game that you are hosting.  You can think of this as taking
your character home with you when you finish playing.

     A server character is a character that is only stored on the game
server that you are joining.  You will only have access to this
character while you are connected to that server.  Think of this a
leaving your character with the person who is hosting the game.  This
is the recommended system for people who are playing as a regular
group, since the players cannot alter their characters while offline.

     The server itself can be set to accept either local or server
characters.  When you connect to a server, you will be informed as to
what type of characters it allows.  If you are connecting to a server
that allows server characters only, you can create a new character on
that server by pressing the New Character button on the Character List
page.

-----------------------------------------------------------------------


>>> MOVING CHARACTERS BETWEEN GAMES <<<

     In Neverwinter Nights there is no difference between single-palyer
and multiplayer characters.  At any time you can save a character from
a game, play with that character online and then continue playing with
that character in a single-player game.

     To save a character from a game, open the Options panel and click
on the Save Character button.  This creates a local character that is a
duplicate of the character in the game.  Now if you go back to the Main
Menu and join a multiplayer game, you'll be able to choose this
character.  The character is automatically saved when you complete a
multiplayer adventure.

     If you load the origional saved game from which you saved the
character, you will continue to play where you left off with the
character that is stored in the save game.  If you wishe to use a
different character, go to the Load Game screen, select the saved game
that you desire and click on the Import Character button instead of the
Load button.  You will then see the Pick Character screen.  Pick any
local character and click on Play.  The saved game will be loaded with
the new character.  Anytime you save after this point will store the
new character with the saved game.

-----------------------------------------------------------------------


>>> FORMING A PARTY <<<

     To form a party in a multiplayer game you must invite a player to
join you, and the player must agree to join.  You can invite someone to
join your party using the "Socialize" Radial Menu option.  Right-click
on the player you wish to invite and select "Socialize," then click on
"Invite" and the other player will receive a message advising them you
have issued an invintation to form a party.  You can disband a party to
the same location in the Radial Menu after your party is formed and
clicking on "Disband."

-----------------------------------------------------------------------


>>> PLAYER VERSUS PLAYER <<<

     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
prevented from connecting to your server, even if they try to be slick
and create a new character.  Gotta love Game Spy!


================================================================ #20 ==

----------------------------
* 20) 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 mid-
battle, 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
your character's portrait, equip any ability score enhancing items.
For example, if you have a Cloak or Ring or whatever in your inventory
that raises your Constitution ability score by +4, equip that item so
you can gain maximum HP when leveling-up.  If you don't want to wear
the Constitution or other ability score enhancing items after you
level-up, simply unequip them; you won't lose any HP or other benefits
you've gained during the level-up process by unequipping the item(s).
A Wizard will definitely want to equip any Intelligence enhancing items
for this process so that they may be able to cast more spells per day.


   - MAP PINS are very, very useful.  If you ever come across a door
that requires a special key, want to stop playing the game and jot down
what you were doing so you're not lost the next time you play, or come
across a point of interest then stick a map pin on the map.  When you
place a map pin you can type in whatever text you want to describe that
particular pin.


   - When you enter an area that gets LOADED and get bombarded by
enemies make sure you stay near the exit through the door which you
entered the area.  If you get overwhelmed or are fighting a tough
opponent and are getting knocked through a loop, you can go back into
the previous area to rest and then go back in there to take out the
enemies a couple at a time.  Make sure you save after you rest if using
this stratagy so you won't have to fight all of the enemies again if
you die.  Be aware though, in some rare cases an enemy will chase after
you through the exit.


   - This stratagy also applies to being bombarded by enemies.  When
you come across a large group of enemies that you know is going to put
a difficult fight, lure them to you a couple at a time by letting them
see you and running away.  In most cases the whole group will not chase
after you, just a few of them will.


   - Something you will most definitely want to avoid is backing your
character up into a corner.  If there are several tough opponents
around you and you're trapped in a corner death is almost guaranteed
since you can't flee from your attackers.


   - DEATH: If you die it is better to choose Load Game rather than
Respawn, the game will load to the last save if you choose Load Game.
If you respawn then you will be hit with a 50 XP loss penalty PER
character level and you'll also lose a whopping 10% of your gold.  No
matter how skilled at video games you proclaim to be, you WILL die
OFTEN in the Forgotten Realms land of Neverwinter.  Although, if you
were in a tough battle and got the enemy near death and happen to die,
then you may want to choose to respawn so you don't have to go through
the tough battle again and that enemy will still be near death the next
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
or 15 in your Constitution score so you can better resist damage,
poison, and disease and gain maximum HP when leveling up.  Wisdom and
Charisma doesn't matter AT ALL to Fighters or Barbarians so don't worry
about those ability scores.  You want at least an 11 in your
Intelligence score or you will have trouble talking with people and
quickly come to be known as the Charwood Village idiot if you have less
than 11 points in Intelligence.  When choosing skills it is better to
concentrate on your Class Skills like Discipline (this skill will make
you more resistant to Knockdown, Disarm and Called Shot attacks), and
Parry (this skill enables you to fend off blows from the enemy more
easily in combat).  DO NOT waste valuable skill points on Open Lock
since you can bash open doors and containers.  You may want to get
Disable Trap up to at least an 8.  Also keep this in mind, the Craft
Armor and other Crafting Skills are absolutely useless so don't waste
valuable Skill Points on any "crafting" skills - even though they're
class skills.  When choosing feats you should aquire Cleave as soon as
you can, Cleave gives you one free attack on an opponent when you kill
another.  Note that the Cleave feat only pertains while you are engaged
in melee combat (not ranged) and is used automatically.  Other feats
you may want to aquire ASAP are Great Cleave, Weapon Focus, Exotic
Weapon Proficiency, Armor Skin and other armor related feats, Weapon
Specialization, and Two Weapon Fighting (for the Fighter, that feat
comes free for Barbarians).  The Power Attack feat comes free to
Fighters and Barbarians and you'll have it as soon as you start the
game, as well as all Armor Proficiency feats (light, medium, heavy,
Barbarians must purchase heavy).  When you reach level 12 or so while
playing a Fighter or Barbarian, make sure you get the Toughness Feat,
this feat will give you extra HP every level, and you'll also gain HP
retroactively from level 1 so when you take this feat you'll gain a
good 50 HP or so if at levels 10-12 when you take it.  Fighters and
Barabarians will want to equip Strength, Dexterity, and Constitution
enhancing amulets, braces, gauntlets and belts, and Armor enhancing
cloaks and rings.  And also note that if you're wearing Heavy Armor,
especially enhanced with an armor bonus and have good parrying skills,
then equipping a shield is absolutely pointless.  This is a bonus for
Fighters so if playing the game as one here's something that you might
have never noticed: Fighters can read scrolls for Neutralize Poison,
Cure Disease, Lesser Restoration, Restoration, and Greater Restoration.
I had no clue Fighters could read scrolls until recently.  Learn
something new about this game all the time.  I find the Fighter to be
one of the most powerful character classes in the game; if you pick the
right feats for it and wear the right equipment you'll be unstopable
and be able to slay Dragons without even drinking a healing potion.


   - POWER ATTACK AND IMPROVED POWER ATTACK FEATS TIP:  These are nice
feats to have and use occasionally but DO NOT enable it for the
duration of entire battles.  The Power Attack feat will cause an extra
5 points worth of damage to the enemy but you suffer a -5 penalty to
your attack roll; Improved Power Attack deals out an extra 10 points
worth of damage to the enemy but you'll suffer a -10 penalty to your
attack roll.  These penalties to the attack roll may cause your
character to miss the enemy repeatedly and this can make for really
long and health depleting battles.  If this is happening to you then
cancel Power Attack mode to be able to strike your opponents more
frequently.  The most effective way to use  Power Attack mode is when
you get a tough opponent badly wounded or near death.  You will want to
enable Power Attack mode when you are bashing doors and containers.


   - SORCERER AND WIZARD TIPS: If you're a Wizard the most important
ability is Intelligence so get that score as high as you can (16 at
least from the get go), just don't sacrifice other abilitiy scores
lower than 11 except Strength since Strength doesn't matter to
Sorcerers or Wizards because they are spellbased.  Dexterity is also a
score you want at least a 14 in.  The higher a Wizards Intelligence
score, the more spells - and the power of those spells - he or she is
able to cast.  For skills you want to build Concentration and
Spellcraft as high as you can, DO NOT waste valueable skill points on
Open Lock since you'll be able to open doors and containers by casting
spells on them, and DO NOT waste skill points in Lore - even though
it's a Class Skill - since you can cast a spell to identify items.  You
will want to aquire the Empower Spell feat IMMEDIATELY.  Empower Spell
will make the spells you cast even more devistating.  You will also
want to purchase these other Metamagic feats ASAP, Combat Casting,
Maximize Spell (a definite), Quicken Spell, Extend Spell, and Spell
Penetration.  This same stratagy applies to Sorcerers, except Charisma
is your primary ability opposed to a Wizard's Intelligence.  Personally
I find Wizards to be more powerful PCs (Player Characters) than
Sorcerers.  When creating your Wizard it is best to choose the Elf race
because you'll be proficient with bows and the longsword and you won't
have to waste a feat to use better weapons (if you choose a race for
your Wizard besides Elf then you won't be proficient with bows or a
longsword).  And don't forget if you're playing the game as a Wizard
that if you find a Spell Scroll you can learn that spell so it can get
added to your Spellbook.  To learn a spell from a scroll you must be at
the level the scroll is for, and be adept in the school of magic that
particular spell is for.  To add a spell to your Spellbook from a
scroll, right-click on the scroll in your inventory to bring up a
Radial Menu, then choose Learn Spell and it will get added to your
Spellbook.  Sorcerers cannot learn spells from scrolls to add to their
Spellbook so please, no e-mails on this matter.


   - MELEE COMBAT TIPS: When engaged in melee combat you should target
the enemies that are closest to you, not the ones in the back of the
pack.  This is common sense I know, but A LOT of people out there have
not one shred of it.  And you will want to activate any feats or skills
while engaged in melee combat such as Parry Mode, Disarm, Stunning
Fist, Knockdown, etc.  As I stated above, do not engage for durations
of entire battles with the Power Attack feat activated.


   - SPELL CASTING TIPS: When performing the art of casting Arcane
spells, the most effective way is to move your character around the
area, don't just stand in one spot trying to get all Gandolf or you'll
die really quick, especially when you're almost surrounded by tough
enemies, unless the spell is by touch or has an extremely small area of
effect but what Arcane spellcaster do you know that fights enemies head
on all the time?  Cast a spell and run to a different area away from
the enemies, cast another spell and move to a different area and so
forth.  You will want to especially use this stratagy while you are in
the lower-levels (below 10th).  And you should always cast a Haste
spell when you enter an area with a crap load of creatures lurking
around, if they overwhelm you then you'll be able to make a hasty
retreat.


   - SPELL PROPERTIES: Do not stack so it would be pointless to cast
numerous spells that produce the same effect so pay attetion to the
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 weapons, 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, etc.
Most of the game's story unfolds in read dialogue and a lot of the
conversations are very lengthy but it is well worth the time reading
the dialogue.


   - 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.  In the Hordes of the Underdark campaign resting will remove the
Level Drain spell effect (most of the time).


   - 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.


   - ATTACK FROM BEHIND!  If you're able to summon a familar or an
animal companion and are fighting a tough enemy, summon the creature
and make it distract the tough enemy so the enemy is attacking your
ally.  Then move in behind the tough foe to whack him a couple of good
ones without the return blows.


   - HIGHER THE BETTER: The higher your AC (Armor Class), then the
better your character is protected.  THAC0 is a thing of the past so
just let it go and let it rest in peace under the dirt where it
belongs.  In the 3rd Edition rules THAC0 doesn't even exist so quit e-
mailing me getting all bent out of shape about it, e-mail the owners of
D&D and complain to them.  For those of you who don't know what I'm
referring to, in the 2nd Edition D&D rules the lower your characters AC
the better your character is protected (which applied in the Baldur's
Gate I and II game series).  Some people still get confused about this
so I hope I've cleared up this matter for you.


   - ARMOR CLASS TIP: Armor Class properties DO NOT STACK so it would
be pointless to equip items that have the same properties.  For
example, if you find a ring that has an AC Deflection Modifier of +4
and are wearing a cloak that has an AC Deflection Modifier of +4, don't
equip the ring because it will *NOT* raise your AC.  I don't want any
e-mails on this matter for you can simply find this information out by
looking in the Chat Window; if you're wearing numerous items with the
same properties a message will appear in the Chat Window informing you
that these properties DO NOT STACK.


   - QUEST PERTAINING ITEMS: Whenever you try to sell a quest
pertaining item the game won't let you.  This is a major hint that if
you try to sell something and cannot, hang on to that item and don't
drop it anywhere because you need it.  Also note that if you do happen
to drop a quest pertaining item because you didn't know it was, you can
get the item back by taking it out of the Diving Pool at the numerous
locations found in the game.


   - USE THE QUICKBAR!  Do you have any idea how aggrevating it would
be trying to constanly cast spells on enemies through the Radial Menu?
I wonder how many people actually do, someone out there surely is
because they have no clue what that giant bar on the bottom of the game
screen is.  Simply put spells in the Quickbar so you can use them by
left-clicking the spell (or pressing the designated fuction key), then
left-click the enemy and the spell casting process will load into the
Action Queue.  This will save you tons of time and make for less health
depleting battles.  Also put potions and other items in the Quickbar
slots so you don't have to go into your pack every time you want to
drink a potion or use a wand or something.  You can also put activation
required skills, modes, and feats into the Quickbar.  You have two
additional Quickbars you have access to, access them by pressing and
holding "Shift" or "Ctrl."


   - DIAL-UP CONNECTION: If you have dial-up Internet, don't even
bother trying to play online, you'll lag really bad and make other
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.


================================================================ #21 ==

-------------------------------------------------
~ 21) GAME WALKTHROUGH: HORDES OF THE UNDERDARK ~
-------------------------------------------------

---------
~ INTRO ~
---------


     First and foremost before playing the game I advise that you
download the latest version of the game patch.  There are a few bugs
that got fixed, especially for multiplayer, and this will make for a
more pleasent and glitch free gaming experience.  In the main menu
there is an option for downloading the latest patch so just click on
the UPDATE TILE and the patch will begin to download, it only takes a
few minutes if you have high speed internet and a decent computer.  If
you don't have the internet then you're pretty much screwed for any
patches, unless you download the patch at your friends house (or at
school) from http://nwn.bioware.com and put it on a CD/DVD/Floppies so
you can upload the patches to your game at home.

     Hordes of the Underdark is a great campaign and is way more
interesting than Shadows of Undrentide if you ask me; it's even better
than the original campaign in my opinion. It's a lot more challenging
combat wise and some of the puzzles were extremely difficult to figure
out as opposed to the previous two campaigns.  Note that in this guide
I will not give you many battle tactics, try to influence you into
making alignment affecting decisions, give you advice as to how to
build your character, or any other stuff like that.  All of these
things are for you to decide and I don't want to spoil your Hordes of
the Underdark exploration experience.  I only tell you how to aquire
and complete all of the quests found in the game.  Open up your
imagination, have fun, and explore the Forgotten Realms land of
Waterdeep however you wish.  I also fail to mention 99.9% of the traps
found in the game throughout my guide so adventure forth at your own
risk.  I also won't spoil any of the story on you.

     There were a bunch of new things that were added to this campaign
to make your NWN gaming experience even better.  There are six new
Prestige Classes to choose from; new skills; feats; spells; better
weapon, item, and armor crafting abilities; better control of your
henchmen (you can now control what spells they use and can have more
than one fight by your side); even some new weapons were introduced
such as the Whip and Dwarven Battleaxe.  When creating a character from
scratch, when you start the game you'll immediately be able to level
your character up to level 12-15; you can choose to manually level your
character up or you can let the computer level up for you.  When your
core character class reaches level 21 you'll attain Epic status, which
will enable a bunch of bonuses your character will receive (see the
Core Character Classes and Prestige Character Classes sections way
above to learn what bonuses Epic characters receive).  Prestige Class
characters will gain Epic Status at level 11.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#21A ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER ONE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>


CHAPTER ONE "CONTROL F" NAVIGATION CODES:
CHP1-1 Yawning Portal Inn
CHP1-2 Undermountain: Level 1
CHP1-3 Undermountain: Level 2
CHP1-4 Undermountain: Level 3


                      <><><><><><><><><><><> CHP1-1
                      ~ YAWNING PORTAL INN ~
                      <><><><><><><><><><><>


-- QUEST:
   - Main Quest: Descent into Undermountain

------------------------------------------
~ MAIN QUEST: DESCENT INTO UNDERMOUNTAIN ~
------------------------------------------

     After you create your character you'll watch a cut scene, when
it's over you may have the option to level your character up to level
12-15 if you've created him or her from scratch.  If this is the case
then I recommend that you level up manually as opposed to letting the
computer level up your character so you can choose the skills, feats,
and spells that you prefer your character to have, the computer tends
to make poor deciscions in this process.  You may also multiclass your
character during this level-up process.  If you've selected a pre-made
character or are using the character you've used for the previous
campaigns and they were level 12-15 or higher, then you will not get to
level your character up.  After you level up another cut scene will
trigger.

     Kill the Drow Thief and you'll obviously notice that your
character is unclothed and a woman named Tamsil will come into the room
and speak to you.  She will inform you of the situation and give you a
bunch of information as to what's going on around Waterdeep; she also
tells you to head to the Armory for some equipment.  You'll start the
game off with no gear at all (even if you use a pre-made character or
the character you've played other campaigns with), the only things in
your inventory right now is a Worn Book, a Rogue Stone, and the Relic
of the Reaper; search the dead thief's remains to find a couple of more
items to add to your pathetic inventory.  Leave the little room and
search inside of the Armory on the right to find some armor and
weapons.  Search in the other rooms to find some more items and such,
in one of the rooms are two guys named Tanarell and Cyphus, speak with
them to find out more of the situation.

     Head downstairs to see some old friends, Tomi, Daelan, Sharwyn and
Linu.  They again will be your henchmen throughout this campaign and
you may have them fight by your side if you wish. You have a lot more
control over your henchmen than in the previous campaigns.  You can now
decide what spells they get to use for the day, can control their
inventory, and you may let more than one fight alongside you.  Speak
with the four of them to find out some information; they tell you to
seek out Durnan.  You can't hire any of them at this point in the game.
You can speak with some of the other people in this room to find out
some more information and hear some wild tales of adventuring.

     Head into the next room to find Durnan, your henchmen will follow
you in here.  Speak with Durnan to find out more information on what is
requested of you and how the city is under siege by the evil Halaster
and his Drow army.  When the conversation ends some Drows will come
into the house and commense an attack, kill them all and then everbody
will run downstairs.  Check the kitchen for some items and then head
downstairs to the well.

     Help everyone kill some more Drows, when they're disposed of speak
with White Thesta to trigger another cut scene, when it's over speak
with Thesta again.  She will give you a Rod of Resurrection, DO NOT
discard or sell it!  She sells equipment so see what she has in stock
and load up; you can sell her all of the weapons and armor from the
Armory if you don't have much gold.  If you're using a character you've
used for a previous campaign, all of your equipment may be gone but you
still have all of the gold that character aquired during its previous
journeys.  Items are a lot more expensive in this campaign than in the
previous two so it would be wise to be very picky until your gold pouch
gets a little heavier.  White Thesta will heal you if you aske her to,
if your character gets Cursed or Level Drained ask her to be healed and
these wretched spell effects will be no more.  Speak to Durnan to find
out even more information and then pull the Well Lever; step onto the
little platform that rises out of the well and then take a ride down to
enter the dreaded Undermountain.

     A non-hostile Goblin named Grovel will run up and speak with you,
find out some information from him and then you can either tell Durnan
to pull the Goblin out of the well or you can choose to leave him
trapped down here, or you can just kill him if you're an evil sort of
person.  If you let him out of the well go back up there and speak to
it, you can either persuade Durnan to give him a job at the local Inn
or you can try to convince Durnan that this little Goblin is a spy for
Halaster.  Giving this little Goblin a job will earn you 3 alignment
points toward good.  You'll also notice that little twerp Deekin from
the Shadows of Undrentide campaign hanging around the well, you may
hire him as your henchman if you want but he's useless for you'll have
to keep healing him every time he gets hit.

     Before you descend into Undermountain head back up to main floor.
It isn't necessary but you should explore Waterdeep so you can buy
better weapons, armor and equipment.  Speak with Grayban by the door
leading out to Waterdeep, he will tell you that you're not allowed to
leave the building.  Either Bluff, Intimidate, or pay him some gold so
you can leave.  Go into the Argali's Arms and the Little Musings and
Magic Shop in the area to buy some better equipment; you won't be able
to gain access to anywhere else in Waterdeep yet.  When you're stocked
up on items head back down into the well, go through the gate down here
to enter the first level of Undermountain.

_______________________________________________________________________


                  <><><><><><><><><><><><><> CHP1-2
                  ~ UNDERMOUNTAIN: LEVEL 1 ~
                  <><><><><><><><><><><><><>


-- QUEST:
   - Main Quest: Descent into Undermountain

------------------------------------------
~ MAIN QUEST: DESCENT INTO UNDERMOUNTAIN ~
------------------------------------------

>>> LEVEL 1 CENTRAL

     You'll see Sharwyn's corpse lying on the floor, obviously she
befell due to the horrible circumstances that has befallen Waterdeep.
Use the Rod of Resurrection on Sharywn's corpse to bring her back to
life; she'll speak with you and you'll get a lot of information from
her; you can also have her fight by your side or you can tell her to go
back to the Inn.  You'll be rewarded 500 XP for resurrecting Sharwyn.
You'll notice the map pin indicating to level 2 of Undermountain, in
order to get down to that level you'll need to find some Colored Rods;
you'll notice that the bridge to level 2 is blocked by four colored
pillars.  There is an alternate way to level two in the North section
of this level. Be advised that whenever you rest in this game that it
may get interrupted by enemies so don't go to the bathroom or to the
fridge while resting because you may come back to your game and find
your character deceased.

     There are Portals scattered about the dungeon that lead to the
North and South sections, you're currently in the Central section of
the dungeon; the portal will randomly teleport to different sections.
You can also get to the North and South sections through the doors
marked Exit on the map in the North and South.  To fully navigate the
Central, North and South sections you don't need to use the portals
scattered about so don't worry about them.  There are also secret doors
all over the place and if your character has low Spot skills and
doesn't Spot them, then cast a True Seeing spell; they mostly lead to
small rooms with containers to search for items and such.  If you can't
cast that spell, or spells in general, try wandering around in
Search/Detect Mode.

     Head to the north and enter the Hall of Sleeping Kings, it's to
the right of the north-most exit.  You will see some Skeleton Kings
sitting upon their thrones, they're non-hostile for the time being and
you can't talk to or attack them.  Look in the pile of bones on the
throne to the right and take the Blue Rod out of them.  Go to the other
side of the chamber and speak with Chief Urdon to have a chat with his
Black Sword, yes, you'll be talking to a sword.  The sword wants to be
free from its miserable existence with the dead kings so try to take
the sword when offered the option.  Trying to take this sword will
awaken all of the Skeleton Kings in the room so kill 'em all.  This
sword, Enserric the Longsword, will now be in your inventory and has a
few good bonuses so you might want to equip it right away; you can also
talk to Enserric any time you want, sometimes it'll give you good
information as how to proceed in your adventures.  Don't forget to
search all of the dead kings bones to find some good armor and weapons,
you'll also find a Skull Key in the dead Chief Urdon's remains.

     Head into the Hall of Mirrors in the west, you'll find Daelan's
corpse in here so use the Rod of Resurrection on him to bring him back
to life; you'll be rewarded 500 XP for doing so and can either have him
fight by your side or send him back to the Yawning Portal.  You can
look in all of the mirrors in here to gain a lot of items; when you
take an item out of the mirror it will disappear so choose wisely.  One
of the mirrors will summon your "evil twin" so kill it, it isn't as
tough as you are so don't worry all that much.

     Head to the south-west room to get bombarded by Frenzied Harpies
and Noxious Ogres, kill them all and then search a chest in here to
find a White Rod.  Now head to the south-east corner of the map to
enter the Grim Statue Room, kill the Old Blue Dragon in here to gain a
ton of XP; raid the dragon's loot for some good items, including
Halaster's Magnifying Glass, you'll also find another Blue Rod.  Make
your way into the North section via an exit or portal.


>>> LEVEL 1 NORTH

    There are a bunch of Ogres, Orcs and Drow roaming around the area.
In the south-east room is the Maze, go in there and you'll see a maze
of traps on the floor and there are pillars beaming soundwaves in here,
if you step on the trap a wave of Magic Missles will shoot out of the
pillars at you.  You can destroy all of these pillars with spells like
Fireball and Ice Storm.  Navigate your way through tht trap maze (or
just destroy the pillars) and use the levers in the room to disable the
traps; look in the chest in-between the levers for some items.

     In the south-most corridor is a secret door, go through it to be
in a room marked Vanishing Treasure on the map.  If you don't have a
henchman then go to the Yawning Portal Inn and hire Sharwyn or Daelan;
it isn't necessary but you'll gain some good items if you do.  There
are two rugs on the floor on either side of the treasure room, command
your henchman to follow you and maneveur them so that they are standing
on the rug fursthest from the door; then command your henchman to stand
there ground while they are on the rug, this will make a chest appear
on the other rug, go open it up to gain a few good items and a good
amount of gold.  If you don't want your henchman tagging along anymore
just tell them to go back to the inn.  In the corridor above this
treasure room is a corpse, search it for a Green Rod.

     Head to the north-east room and open up the sarcophagus for a
Greater Amulet of Health.  In the large room next to this one are a
bunch of Noxious Ogres, kill them all and search a chest in here for
another White Rod.  In the west you'll find a Red Rod in a room full of
Drows, just search one of their remains for the rod.

     In the north-west room is the Hall of the Ogre Mage, go in there
and fight with the Ogre Halsterean.  He'll surrender when he gets near
death, however your spells might be powerful enough to kill him with
one cast.  If you do happen to kill him it's no big deal, search his
corpse for some good boots and a Crossbow of the High Forest.  If you
do get to speak with the Mage, he'll tell you about the Fairy Queen.
Ask him about how to get to the lower level and he'll tell you a way to
blow up the secret passage leading to level 2 behind him.  Search the
chests in this room for another Red Rod.  If you want to blow up the
debris blocking the passage down to level two instead of collecting
these colored rods then you'll need a Keg of Alchemist Powder, you can
find one in the South section.  Head back into the central section and
make your way to the South section via exit or portal.


>>> LEVEL 1 SOUTH

     In the east is a secret door, go in there and snag another White
Rod off of a corpse in a long corridor.  Head to the south-east corner
of the map to be in the Three Guardians room, on the way there you'll
encouter some Drow and Dureager Spellbinders, search the chest in the
room they're in for another Green Rod. In the Three Guardians room
there are three staues, each with a lever next to it.  Pull the statues
until they are all facing the door and the statues will shoot an
electrical bolt at the door, act quicly or the statues will run out of
juice.  When all three statues zap the door simotaneously it will
crumble; go into the room is was blocking and search the chest for some
good items and 5,000 gold.

   In the north-east is the Bomb Makers Sanctum, go in there via a
secret door and kill the Fairy Bomb Maker; search her remains to find a
Yellow Rod.  In the west-most corridor is a corpse, search it for
another Blue Rod.  In the north-west room is the Tombs of the Sleepers,
go in there and and kill some Malevolent Grigs and Zombie Protectors;
search inside of the coffins to find some items.  In the big room below
this one are a bunch of Raging and Noxious Ogres, along with a bunch of
Frenzied Harpies; clear the room out and search the chests in here for
another White Rod and another Yellow Rod.

     Head to the south-west corner room to be in the Refuge of the
Nymph, start fighting the Fairy Sorcerer and she'll surrender when you
weken her to near death and you'll gain 2,000 bonus XP, speak with her
to find out more of Halaster among other things.  You can kill her or
let her go; if you whack her then search her corpse for some good
items.  Go into the room beyound this one and take the Barrel of
Alchemist fire if you want to blow the passage in the North section
leading to level 2; search the chests in here to find another Yellow
Rod.  The barrel weigs 50 pounds and may encumber your character; a
potion of Bull's Strength or the spell for, in most cases, will un-
ecumber your character so keep this in mind when and if your character
ever becomes encumbered.


>>> ADVANCING TO LEVEL 2

    Now that you have a bunch of Colored Rods or a Barrel of Alchemist
Fire you can advance to level 2; it doesn't matter how you get down
there so take your pick.  If blowing the passage then head to the North
section and place the barrel in front of the debris blocking the way,
shoot an arrow or cast a long range spell on the barrel to clear the
way.  Entering level 2 by means of blowing this passage will give you
2,000 bonus XP.  If you're using the Colored Rods then go to the bridge
blocked by colored pillars in the Central section.  You'll see four
levers in front of the bridge, interact with all the levers and insert
the rods in all of them and then pull the levers to lower the colored
pillars, you have to remove a rod after each use.  When you've finally
created a path across the bridge obviously head on down to level 2.
The colored rods are useless now so just drop all of them from your
inventory.

_______________________________________________________________________


                  <><><><><><><><><><><><><> CHP1-3
                  ~ UNDERMOUNTAIN: LEVEL 2 ~
                  <><><><><><><><><><><><><>


-- QUEST:
   - Main Quest: Descent Into Undermountain

------------------------------------------
~ MAIN QUEST: DESCENT INTO UNDERMOUNTAIN ~
------------------------------------------

>>> LEVEL 2 CENTRAL

     This level also has Central, North and South sections, there's
even an East section now.  On level 2 of Undermountain you're in search
of four Colored Chains so you advance to level 3 of Undermountain.
When you first enter this level, open up the door to see a Fleeing
Goblin get slain, make sure you search its corpse to find a Yellow
Chain and a Small Key.  You'll spot the stairs down to level 3 in the
middle of the map, they are blocked by a gate with a well in front of
it and four colored pillars that require the four colored chains so
don't mess with it yet.  Head through the exit directly across from the
well to be in the South section.


>>> LEVEL 2 SOUTH

     Explore the area, kill a bunch of Duergars and Drows and in the
room with the Drow Veteran Scout make sure you search his remains for a
Small Red Key.  Enter the next room and kill the Drow Sub-Commander,
this guy is pretty tough for melee characters and casters of the Divine
and Arcane shouldn't have too many issues taking him down.  When the
sub-commander dies make sure you take the Green Chain from his remains,
along with a bunch of decent items and his key.  Open up the Drow Chest
on the table to find a Djinni Bottle, this bottle can only be uses
three times per chapter.  If you use it, it will summon forth a Djinni
and it will give you an Activation Stone, this Djinni also sells some
really good items so check out his inventory.

    Tomi's corpse is also in this room, lying on the floor on the
right, resurrect him with the Rod to be rewarded 500 XP; you can have
Tomi fight by your side or you can tell him to go back to the Yawning
Portal Inn.  Head back into the Central area and then go east to the
door marked exit on the map, go through this exit to enter the East
section.


>>> LEVEL 2 EAST

     Explore the east section and kill a bunch of Rakshasas, they're
immune to a variety of spells and are pretty tough, especially the
Rakshasa First Born; when it finally dies search its remains for some
good loot; keep your eye out for a Brass Key that one of them drops.
In the room past the Rakshasas some oldman named Shareesh will run up
and speak with you.  This is a conning and deceitful old timer and he
wants an Activation Stone, you should have one from the Djinni if
you've summoned it yet; you can give it to him if you want.  If you
give him the Activation Stone the slaves in the room will get freed and
your Journal will be updated that you completed the Halaster's Slaves
side quest, but there is no reward.  Shareesh will then become hostile
and you'll be attacked by him, along with his bodyguards so good luck.
If you don't want to give this old man the Activation Stone then cast a
True Seeing spell to reveal that Shareesh is a Rakshasa in disguise;
this will make him become hostile so prepare for a tough battle with
him and his minions, your Journal will get updated for the Halaster's
Slaves side quest; there's no reward for completing it this way either.
When Shareesh is dead search his remains and take the Red Chain and
some other good items, including his two-bladed sword Honor and Death.
If you want you can interact with the Portal Stone in here, just place
the Activation Stone into the portal, step through the portal to visit
Waterdeep.  You should have loads of equipment to sell so go to the
Argali Arms shop and sell all of the good items you've been finding for
a heafty profit.  Step back through the portal to be back in the East
section.

     In the room past where you defeated Shareesh you'll find even more
Rakshasas, including three First Borns, they're not as tough as the
last First Born.  In this room is a sarcophagus, open it up to find
Linu's corpse, bring her back to life to be rewarded 500 XP; you can
let her fight by your side or send her back to the inn.  Head back into
the Central section and go through the exit in the north to be in the
North section.


>>> LEVEL 2 NORTH

     Explore this section and kill a bunch of Goblins, In the room to
the west is a big Ogre named Stoney, kill it and search its remains for
the Boots of Speed and a couple of nice weapons; these boots are
enhanced with Haste so you might want to slip them on right away.  Head
to the south-west room and kill the Goblin leader Argo Blacktooth,
search his remains and take the Purple Chain among the other good
items.  There are three levers in here and I don't know what they're
used for.  Head back to the Central section now that you have the four
colored chains.


>>> ADVANCING TO LEVEL 3

     Now that you have the four chains go to the center of the map to
the well (Pool of Colors) and the four colored pillars.  Put a colored
chain on the appropriate pillar to make four colored chains appear,
Red, Yellow, Purple and Green.  When all four chains are put in place
the well will begin to glow, you will see a color pattern appear above
the pool when you interact with it.  This puzzle took me hours to
figure out so be glad I'm here to guide you through it.  To lower the
gate to advance to level 3 you have to pull the chains in a certain
order, the colors above the well are giving you the correct sequence.
These colors are kind of hard to make out so lower the brightness
through the options menu so you can better make out the correct color
combintaion if you're having trouble seeing the colors.  You have to
*WAIT* for the colors above the pool to *STOP* (by stop I mean
dissappear) before attempting the sequence, you have to pull 6 chains
in the correct order for the door to open.  If you pull the chains out
of sequence then an enemy will appear, when you pull the chains in the
right sequence you will hear something like the sound of a bell.  If
you pull a chain out of order the chains will reset and you'll have to
try again by looking into the well and waiting for the color sequence
to stop.  I advise you to write down the combination as you go so you
don't spend hours on end here, it's going to take you long enough just
to get the right combination.  This color combination is RANDOMLY
generated so don't e-mail me and ask me for it.  I know for a fact that
this color sequence is random because I've played through this campaign
five times, and in each game the combination was different so I just
laid to rest this issue.  When the gate finally lowers head through the
door and speak with a Zombie named Berger, get some information from
him about Halaster being captured and then head on down to
Undermountain level 3.

_______________________________________________________________________


                   <><><><><><><><><><><><><> CHP1-4
                    ~ UNDERMOUNTAIN: LEVEL 3 ~
                   <><><><><><><><><><><><><>


-- QUEST:
   - Main Quest: Descent Into Undermountain

------------------------------------------
~ MAIN QUEST: DESCENT INTO UNDERMOUNTAIN ~
------------------------------------------

>>> LEVEL 3 CENTRAL

       There will be a Central, North and this time a West section on
level 3.  Kill some more Drow and go through the door in the west, try
to open the next door and a friendly Drow named Nathyrra will appear
and speak to you, a side quest An Unexpected Ally will get added to
your Journal.  Nathyrra gives you information about where Halaster is
being held among other things, including some new information on the
Valsharess; she also tells you about a Formian Queen being held
captive.  Go through the door and head into the Drow Camp, kill all the
Drow lurking around in here and search the area for items.

     Leave the camp and go to the south of the map to trigger a cut
scene and to be in the Mines, you'll see the Slave Pens in here too.
After the cut scene clear out the area of Drow and then go to the north
to see the Formian Queen trapped in a magical sphere.  Pull the lever
next to the queen and then speak with her, she'll give you some
information if you talk to her, you can choose to kill her too, but
doing this would earn you some evil points.  If you let her live then
she and the non-hostile Formians in the area will burrow out of here;
you get no reward or anything for freeing the Queen so don't expect
anything.  Head back into the Drow Cap and go through the door marked
to North Passage.


>>> LEVEL 3 NORTH

     Nathyrra will appear right away near the entrance and will speak
tou again, she will tell about a secret passage in the north that you
can use.  You don't have to go into this passage if you don't want to,
but I recommend that melee fighting characters go this secret way
becuase the battle will be easier.  If you go through the secret
passage marked Hidden Tunnel on the map, use the Ballistas to kill all
the Drow and Duergars down below.  Clear the entire map of enemies and
make sure you check the large chest in the Encampment to the south to
find a bunch of equipment.  After the area is cleared out go through
the door marked exit in the south-west.


>>> LEVEL 3 SOUTH

     Nathyrra will appear and speak with you yet again, she will offer
to fight by your side if you'll allow her to, or you can just whack her
if you're an evil character.  It's finally time to free this Halaster
everyone has been talking about.  Open the door to trigger another cut
scene, when it's over an intense battle will commence with an
overwhelming amount of Drow.  When the battle is over you'll see
Halaster trapped by electrical beams, destroy the three energy stones
surrounding him causing the beams and then speak to him.  Halaster
tells you a lot of interesting main story line information so make sure
you read all of his responses.  After this lengthy conversation is over
you will advance to chapter two.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#21B ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER TWO ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>


CHAPTER TWO "CONTROL F" NAVIGATION CODES
CHP2-1 Lith My'athar City Core and Port
CHP2-2 Shaori's Fell
CHP2-3 Isle of the Maker
CHP2-4 Drearing's Deep
CHP2-5 Zorvak'Mur
CHP2-6 Beholder Caves
CHP2-7 Battle with the Valsharess's Army



                      <><><><><><><><><><> CHP2-1
                      ~ CITY CORE & PORT ~
                      <><><><><><><><><><>


-- QUESTS:
   - Main Quest: Defeating the Valsharess
   - Main Quest: Beholders Allied with the Valsharess
   - Main Quest: Undead Army of the Valsharess
   - Main Quest: Illithid Allies of the Valsharess
   - Side Quest: A Daughter's Ambition


>>> EXPLORING CITY CORE & PORT

     You'll start this chapter off in the Temple of Lolth in a town
called Lith My'athar speaking with The Seer, get some information from
her regarding the horrible circumstances that has befallen Lith
My'athar; if you've managed to keep Nathyrra alive then she'll also be
in the conversation.  The camera angle will automatically switch to the
Chase Cam, if you don't like the new camera angle then go into the Game
Options Menu and change it back to the one you prefer.  Speak with
Nathyrra and ask her abouth the Valsharess to get three more main
quests added to your Journal; you can hire Nathyrra as your henchman if
you wish.  And you can also speak to Valen Shdowbreath next to The Seer
and hire him as your henchman as well. During this chapter talk to The
Seer if you need healing from all the nasty spell effects you'll suffer
from during your journeys.

     Leave the Temple of Lolth and explore the area, you should buy
some better equipment from the Armory and Forge.  Rizolvir in the
Armory can upgrade your weapon(s), just ask him to and a list will pop
up with a bunch of enhancements, it costs a lot of gold to enhance a
weapon but it is well worth it; also note that there is a limited
amount of enhancements you can upgrade your weapon with so choose
wisely if you upgrade your weapon(s); the special weapons you find all
over the place can even get enhancements added to them.  I suggest that
if you're going to enhance a regular weapon with no special properties
other than an Enhancement Bonus then choose one with at least a +6
Enhancement Bonus.  I also recommend that that you purchase the Haste
enhancement as soon as you can.  In case you didn't know, Haste will
give you one free attack per round with ranged and melee weapons and
increases your Base Movement Speed up to 150%, and Haste also cuts
spell casting time down to HALF!  So, choosing the Haste enhancement
here would be a very wise decision on your part.  The High Wizard
Gulhrys in the Merchant area sells a lot of magical items so go and
make some purchases before you begin exploring chapter two.  You can
get information on the main quests for this chapter from all of the
Commanders at the various Training Grounds around the area, if you pay
attention to the story line in the game like I do then you will
definitely want to talk to these Commanders to find out more
interesting things.  Before journeying to the Strange Island Town go
into the Maeviir Public House to do the quick side quest below.

_______________________________________________________________________

-------------------------------------
~ SIDE QUEST: A DAUGHTER'S AMBITION ~
-------------------------------------

     Head into the Maeviir Public House and speak with a woman named
Zesyyr, she will inform you that she wants her own mother killed, and
she wants you to do it; agree to do so and she will give you the
Maeviir House Signet Ring.  I know this sounds like an utterly evil
quest geared towards evil characters but it isn't.  Head to House
Maeviir in the north-west corner and speak with the guards out front,
show them the ring Zesyyr gave you and they will let you into the
house.  Speak with the woman you were sent here to whack, Matron Mother
Myrune, and you'll have a choice of attacking her and her Drow Guards
from the get go, killing her is the more lawful choice believe it or
not.  The evil choice here is to inform Myrune of what her daughter has
been planning and she will reward you with an Amulet of the Will +8.
You can also inform her of her daughter's plan to have her killed to
gain the amulet, then just kill Myrune to fulfill the contract after
she gives you the amulet.  If you let Myrune live you'll gain 3
alignment points towards evil; if you kill her then a cut scene will
trigger when she dies and you'll be rewarded 5,000 XP and 20,000 gold.

_______________________________________________________________________


                     <><><><><><><><><> CHP2-2
                     ~ SHAORI'S FELL  ~
                     <><><><><><><><><>


-- QUEST:
   - Main Quest: Avariel Trapped Beneath the Earth

-------------------------------------------------
~ MAIN QUEST: AVARIEL TRAPPED BENEATH THE EARTH ~
-------------------------------------------------

     Go to the Docks in the north-east of the port and speak with
Cavallas; ask him about the Islands and two quests will go into your
Journal, A Strange Island Town and the Golems on an Island quests.  Ask
him to take you across the river to the Strange Island Town.  When you
alight the boat Cavallas will be standing by the shore line, he can
take you back to Lith My'athar at any time - just ask him to take you
back if you find too much equipment and become encumbered, or need to
re-stock on any potions and such.


>>> SHAORI'S FELL

     Procceed slowly and enter the Drow Camp and encounter some new
types of Drow, Red Sisters; there will also be a powerful Sorcereres
named Sabal attacking you and she'll dissappear after you widdle her
health down to injured.  Explore Shaori's Fell and you'll spot numerous
map pins indicating the Drow Camp you're now in, a Temple to the south-
west, a cave to the south-east, a Merchant in the middle of the map, a
Library in the east, a Castle in the west, and finally a Wizard Tower
in the north-east.  The goal here is to find five pieces of a Broken
Mirror.  Near the Merchant some Avariels will approach you, don't do
anything hostile to them and speak with Skaa.  Skaa will inform you of
all the troubles in the area and informs you to go see the Queen, the
Avariel Trapped Beneath the Earth quest will go into your Journal.


>>> SHAORI'S CAVE

    Go to the cave in the south-east, Sabal and her evil Drow followers
will jump you again so kill them all and when Sabal gets injured she'll
teleport herself to safety.  Go into the cave and speak with Shaori,
tell her you're looking for allies to aid in the battle against the
Valsharess; Shaori will then tell you of a magic mirror that must be
fixed.  She will tell you that she gave a piece of the broken mirror to
Sabal; and she'll inform you that you must find a total of five mirror
pieces.  The Shaori's Cave quest will go into your Journal as already
being complete.  You have the option of killing Shaori but I advise you
DON'T.


>>> THE CASTLE

     Go into the Castle in the west and when you are in front of it
Sabal will appear again, along with a bunch of Drow so kill them all;
again Sabal will dissappear when you get her health down to injured.
This will prove to be a really tough fight for melee type characters,
casters of the Divine and Arcane shouldn't have too many difficulties
here.  After the intense battle go into the castle and kill a bunch of
Driders, they're like giant spider/humans and really aren't that tough;
take out the Drider Clerics first or they'll keep on healing the Drider
Chief.  When the chief dies due to your blade/mace/spells or whatever
search its remains for a really good shortbow, Assanti.

     You'll see the Throne Room to the north so head in there before
exploring the rest of the castle; the room is blocked by a web so just
touch the web and it will dissappear.  In here speak with the Fool, he
will tell you more of the mirror that needs to be fixed and that you
must find five pieces for it; ask him about where they can be found and
your Journal Will get the following quests: The Merchant, The Library,
The Temple, and The Wizard's Tower; all of these quests must be
fulfilled to complete the main quest in the area.  Explore the rest of
the castle and kill any remaining Driders to find some good items and
then blow out of this joint to meet the merchant.


>>> THE MERCHANT

     Speak with the Merchant in the middle of the map and he will tell
you that he has a piece of the mirror and he will only trade it for
something of less value.  Of course there's always the option of
killing the Merchant to aquire this piece but this of course is an evil
act, not to mention all of the friendly Avariel creatures will become
hostile towards you; every Winged-Elf killed will give you 5 alignment
points towards evil for EACH one you slay.  That's a significant amount
of evil points so if your character is a Paladin or Druid then DO NOT
kill the Merchant or other Avariel creatures; if you do then you won't
be leveling up any time in the near future.  Offer to make a deal for
the mirror shard (which is a compass, not a shard of glass) and he will
tell you that he wants something worth less, but he never tells you
what he wants for the trade.  To get the piece without resorting to
violence you have to BLUFF or INTIMIDATE him.  Just keep clicking
either the Bluff or Intimidate response over and over, sooner or later
you'll beat the Skill Check required for bluffing or intimidating and
aquire a Merchant Compass, this thing will guide you to the Mirror
Shards.  You don't have to have this compass to find all of the shards,
it just informs your character when you're close to one and makes them
easier to find.  To use the Compass click on it in your inventory and
select use, this will make your character flash bright yellow, the
closer you get to a Mirror Shard the faster your character will flash.
The flashing doesn't make your character suffer any ability losses and
won't interfere with spell casting or other forms of combat.

     The Merchant told you that he has hidden a piece of the mirror
somewhere around the area, go BEHIND the Library and look in the bottom
corner to find a pile of garbage, take Mirror Shard 1/5 out of it,
you'll gain 1,000 XP for finding the shard.  If you're character has
low Spot skills then you may have trouble spotting the pile of garbage
the mirror piece is in, if this is the case then activate the compass
the merchant gave you and the pile of trash will appear.


>>> THE LIBRARY

     Since you're near the Library head on inside.  Speak with Ulithar
as soon as you enter this place, he will tell you that his wife has
turned into a Medusa.  Go through the door to see the Medusa, Quathala,
romaing around in the library.  You can attack her if you'd like, she's
pretty tough and can turn you into stone, there is no alignment penalty
for killing her.  If you want to get the mirror shard without killing
her then go into the little room on the bottom of the map and open up
the armoire to find a potion of Sight Warding; drink the potion, this
will make Quathala non-hostile and you'll be able to speak with her.
Tell her you want the mirror shard and she'll ask you a riddle; the
answer to it is Mud.  You can also try to Bluff or Intimidate her into
handing over the shard.  Whether you kill her, answer her riddle, or
Bluff or Intimidate her you'll aquire Mirror Shard 2/5 and gain 1,000
XP for aquiring the shard.


>>>  THE TEMPLE

     Go to the Temple in the south-west and head on inside.  Speak with
Lomylithrar and he will immediately disease your character and all of
your abilities will be decreased.  To get the next shard and obtain the
cure for this uncureable disease you've been inflicted with you have to
play a little game.  Of course there's always the option of slaying
this evil priest to aquire both the shard and the cure you're in dire
need of, there's no alignment shift if you kill the priest, you'll also
gain some good items if you decide to whack him.

     If you agree to his challenge then just pull one of the chains
hanging from the ceiling to be teleported into "the ring" so to speak
and kill a big Diseased Troll; because your ability scores are really
low right now melee characters will have issues here, as always casters
of the Arcane should breeze right through this round.  When the Troll
is defeated you'll teleport back to Lomylithrar and he will inform you
of another round you must fight, pull one of the chains again to
teleport back into the ring, this time you'll be fighting another
Diseased Troll or a Dire Spider.   When the Troll or Spider dies you'll
go another two rounds with a Diseased Troll or a Dire Spider in each.
For the fifth and final you'll have a go at a Dire Spider, when it dies
you'll have beaten Lomylithrar's challenge; he will reward you with
Mirror Shard 3/5 and Lomylithrar's Antidote; drink it right away to
cure your character, you'll also gain 1,000 XP for aquiring the shard.


>>> THE WIZARD'S TOWER

     Head to the Wizard's Tower in the north-east, before going inside
speak with Petyr, he will tell all about the Archmage Apprentice who
resides in the tower, this apprentice has of piece of the mirror you
are trying to refurbish.  Head into the tower and kill all of the
Vrocks, Drow and the giant Balor in the corner and then go up the
stairs to level 2.  There will be a little magical dust cloud called a
wild magical surge following your character around while you're in this
tower, it can disrupt the casting of spells and I don't think you can
get rid of it.  If you're trying to cast a spell then run out of the
cloud to significantly increase the chance of the successful casting of
the spell.  GLITCH ALERT: I don't know if it's just my copy of the game
but it tended to freeze up a few times while I was in this tower so
don't be surprised if it happens to you.

     Level 2 of the tower is also infested with enemies so slay them
all.  The Balors aren't as tough as they look so don't be intimidated
by their gigantic stature; they can turn your character into a chicken
for a few rounds, the Vrocks can change you into a penguin, it's kind
of funny when this happens.  When the carnage fest is over head up to
level 3.

     This level of the tower is infested with Green, Gray and Death
Slaads, they can do all sorts of nasty things to your character so
beware.  Search this level of the tower and you'll run into Jansil, the
Archmage Apprentice, in a small room in the north-west.  When you get
Jansil's health down to injured he will surrender so speak with him.
He'll give you Mirror Shard 4/5 and you'll also gain 1,000 XP.  You can
also slay him to get the shard and XP, there's no alignment penalty if
you decide to kill him.


>>> BACK IN THE CASTLE

     Now that you have four Mirror Shards go back into the castle in
the west.  Head straight into the Throne Room and speak with the Fool,
Sabal is standing next to him.  The Fool will speak a little but the
inevitable battle with Sabal will insue, this fight is to the end and
she won't teleport elsewhere when you get her health down to injured.
When the battle begins don't attack the Fool because you can't harm
him.  Sabal is a really tough opponent and as you would guess she
summons forth a bunch of Red Sisters to aid her in the slaying of you.
You can use the mirror shards on the glowing Pillars of the Guardian in
the room to polymorph into an Iron Golem if you want.  Sabal will also
use these pillars to polymorph herself into an Iron Golem that can
severely damage your character.  When Sabal is defeated search her
coprse for Mirror Shard 5/5, along with some good items and the 1,000
XP for aquiring this final shard.  Speak with the Fool again and then
you and him will be teleported into Shaori's Cave.


>>> OBTAINING THE MIRROR

     Hopefully you decided to let Queen Shaori live and didn't go on a
chaotic killing spree and killed all of the Avariel creatures.  The
quest Avariel Trapped Beneath the Earth will get completed (even if you
killed her) and you'll be rewarded 5,000 XP and aquire the Mirror of
All-Seeing.  Head back to the boat and tell Cavallas to take you back
to the Seer's Camp to stock up on items and sell all of the good ones
you've been finding for a heafty profit.  The Merchant Compass is now
useless and you can sell it for a decent buck.  I advise you to buy a
ranged weapon if you don't have one and can't cast long range spells
for you are going to need one on the next island, if you don't use
ranged weapons then just buy the cheapest one and the cheapest ammo for
it.  When you're re-stocked and weighed down by all of the gold you've
just aquired, have Cavallas take you to the Isle of the Maker.

_______________________________________________________________________


                    <><><><><><><><><><><> CHP2-3
                    ~ ISLE OF THE MAKER  ~
                    <><><><><><><><><><><>


-- QUESTS:
   - Main Quest: Golems on an Island

-----------------------------------
~ MAIN QUEST: GOLEMS ON AN ISLAND ~
-----------------------------------

     Your goal here is to make an ally with a Golem to assist in the
upcoming battle against Valsharess's Army.  Go into the Duergar
Encampment in the south-east and look for the Merchant in there, speak
with him to find out some information and then check his inventory for
any items you may want; I suggest you purchase a Bag of Holding, not
only does it reduce the weight of the items put into it buy 100%, it
also gives you extra space in your inventory.  Speak with Dahanna who
is also in this encampment, she'll tell you about the Maker and how the
Golems are taking over the island.  You can attack Dahanna and all of
the other Duergars but this wouldn't be for the greater good and not in
your best interest at this point in the game.  Head into the Dungeon in
the middle of the map.


>>> UPPER RUINS

     The Upper Ruins are one big circular/sgaure corridor with a bunch
of small rooms leading off of it; in the main corridor are a bunch of
Iron, Clay and Stone Golems; you'll also see a Scavanger Golem roaming
around, it can't be killed yet and it can resurrect all of the Golems
you slay in the main corridor.  This can get quite aggrevating but if
you're patient then you can gain a lot of XP here, you should be
zooming through the levels and at least level 21 by now with the Epic
Status.  If the resurrecting Golems get too tough for you just make
sure the doors are closed when you leave all of the small rooms you
enter.

     Hang a right in the main corridor and go into the first door on
the right, kill the Minogons in here and search the chest in the back
of the room for some Blue Powder.  Hang a right in the main corridor
and through the next door you get to, kill the Stone Golem in here and
open the chest to find a Magical Crystal.  Go through the next door
down the corridor and kill the three Golems in here, open the chests in
here to find a Golem Head and a Golden Rod; look on the bookshelf in
here and take the two books off of it, Lexicon Arcana and the
Scriptures of the Created.  Take a look at the books, in Lexicon Arcana
there is an answer to a riddle, in the Scriptures book there are
recipes for some items to help you destroy the Golems.  These items are
made in the north-east corner room on the Alchemist's Apparatus but
first you need more ingredients, make sure you take the Yellow and Red
Powders out of the chest in the room.  You should have the items needed
to make a Golem Binder, an item that will slow the Golems down.  To
craft this rod interact with the Alchemist Apparatus and place the
Golden Rod, 1 Yellow Powder, and 1 Blue Powder onto it, this will make
the rod appear on the apparatus.  This rod only has ten charges so make
them count; don't waste them on the normal Golems, save the charges for
the super tough Guardian Golem you'll encounter shortly.

     Go into the room next to this one to fight a really tough Weapon
Spirit, it will disarm your character and posses your melee weapon so
pick up one of the numerous weapon lying on the floor and kill the
spirit to get your weapon back.  When the Spirit Sword is no more make
sure you check the remains of Merkil for some Blue Powder and Merkil's
Plate Armor, a really great suit to wear if your character is able to
wear heavy armor; search near his corpse to find Merkil's Helmet and
Hammer also.

     Continue along through the corrior and you'll come across two
doors alomost directly across from eachother, the north door takes you
to the next level of the ruins and it is guarded by a super tough
Guardian Golem, I advise you search the rest of this level to find the
ingredients to make a rod that will aid you in taking down this Super
Golem.  Go into the door across from the Guardian Golem with the
Control Room sign in front of it.  In here is a little puzzle that
drove me crazy trying to figure it out and then slapped myself in the
forehead when I finally did.  Kill the four Iron Golems in here (a
Maximized Isaac's Greater Missle Storm will take out three of them in
one cast) and then you'll notice a Control Panel in the middle of the
room.  Don't interact with the middle panel, it will zap you pretty
good with a bolt of electricity and might even kill you.  You'll see
two smaller panels to either side of the main one, interact with these
two panels to make the number 54 glow in the middle of the room, now
interact with the middle panel to see something interesting.  The
Scavanger Golem is now dead and you need not worry about those forever
resurrecting Golems anymore.  You probably want to know how I obtained
the solution to this puzzle.  If you were paying attention then you
would have noticed that the Scavanger Golem roaming around says the
words "Sinth Thest" when you walk near it.  If you look in in the book
Lexicon Arcana you will notice that next to the numbers are code words
for them.  Next to number five is the code word Sinth, next to number
four is the code word Thest.  Whalah, puzzle solved.

     Go into the next room along the main corridor to see a Golden
Armor Suit statue in the middle of the room surrouned by a huge trap.
You *CANNOT* disable this trap using that skill so don't waste your
time trying; if you walk onto the trap then the statue will disappear.
Directly behind the statue is a pillar, look behind it to find a lever,
pull it to disable the trap surrounding the statue.  Approach the
statue and it will dissappear, you'll now have the Searing Helmet and
the Searing Armor in your inventory; these are some of the best armor
items in the game.  Go into the room next to the statue and take the
Golem Right Hand out of the chest in there.

     Head into the main corridor and go into the last two rooms and
look in the chests to find a Mithral Statue and two more Blue Powders.
Go to the Alchemist Apparatus so you can craft some more rods.  Place
the Mithral Staue and TWO Blue Powders onto the table and the Golem
Crasher will appear, this will help you kill the really tough Guardian
Golem blocking the passage to the next level.  To create a Golem
Attractor place the Magical Crystal, a Blue Powder and a Red Powder
onto the apparatus, this will make the crystal appear; when used this
will attract Golems to where it is placed.

     When you are ready to battle with the Guardian Golem head into the
north corridor and let the fight begin.  Use the Golem Crasher on him
(about 6-7 charges) to take him out.  Enter the lower ruins when this
gigantic construct gets deconstructed.


>>> LOWER RUINS AND GAINING A GOLEM ALLY

     Upon entering the Lower Ruins a cut scene will trigger, when it's
over you'll be attacked by some Flesh and Bronze Golems.  The Lower
Ruins has two Golem Camps, Aghaaz's camp is in the north and Ferron's
camp is to the south.  Aghaaz is the evil one and Ferron is the good
one.  There are two ways you can do this part.  The evil way would to
be to go to the north, open the chest in the first room to find a Golem
Torso, all the Golem pieces I lead you to will only be there if your
character has the ability to cast ARCANE spells; if you can't cast
Arcane spells then the Golem pieces will not be there.  Open the other
door in here and a Flesh Golem will speak with you so tell it to take
you to his master Aghaaz.  Aghaaz will tell you about Ferron in the
south and how he wants him dead.  Tell Aghaaz about the Valsharess and
he will agree to aid in the battle if you kill Ferron for him.  Don't
attack any of the non-hostile Golems in the north area or they'll all
become hostile.  Go to the south and kill all of the Bronze Golems,
search the area for more Golem Pieces in some chests including a Golem
Left Leg, Golem Left Hand and a Golem Right Leg.  When you get so far a
non-hostile Bronze Golem will speak with you, tell it to take you to
Ferron or attack it.  When you get into Ferron's Camp obviously kill
him, it's going to prove to be quite the battle, especially for melee
type characters.  Search Ferron's corpse and take his head.  Return to
Aghaaz and give him Ferron's Head, you will be rewarded 2,500 XP and
gain Aghaaz and his Fleash Golem followers as allies for the major
upcoming battle.

     The more lawful way to do this part would be to go to Ferron's
camp in the south.  Speak with Ferron and he will tell you about Aghaaz
in the north, and how he wants you to kill him and obtain the Power
Source.  Tell him about the Valsharess and he will offer to assist you
in the battle if you'll whack Aghaaz for him and bring him his precious
Power Source.  Head to the north and kill a bunch of Flesh Golems and
when you reach Aghaaz's Camp obviously kill him.  This will be a tough
battle and melee characters will suffer horribly during it.  When
Aghaaz and the seemingly endless amount of Flesh Golems fall victim to
your wrath, go through the door in here to enter the Power Source room;
walk up to the Power Source and take it.  Return to Ferron and give him
the Power Source to be rewarded 2,500 XP and to gain Ferron and his
Bronze Golem followers as allies in the upcoming major battle against
the Valsharess's Army.


>>> THE MAKER'S SANCTUM

     Go down the stairs in Ferron's Camp to enter the Maker's Sanctum.
You don't have to come down here but will gain some good items and XP
if you do, not to mention you'll get to construct a Golem that will act
as your henchman if your character is a caster of the Arcane.  Walk
forwards onto a square platform and then a magical current will
surround the platform, you'll notice four Magic Mirrors in each corner.
This is what I told you to buy a ranged weapon for if you can't cast
long range spells.  QUICKLY shoot each mirror with an arrow, bolt, or
bullet, or just launch Fireballs or Magic Missles at them, and the
magical current will dissappear so proceed south to a Will-'O-Wisp
named the Keeper.  If you're not quick enough in destroying the mirrors
then they will reset and you'll have to try again, Haste your character
if you're having trouble destroying the mirrors in the short amount of
time alloted.

     If you have the Golem Attractor then DROP it BEFORE you talk with
the Keeper!  Speak with the Keeper and you'll notice two giant Mithral
Golems standing idly in the background.  No matter what response you
choose the Keeper will teleport elsewhere and you'll be attacked by the
two Mithral Golems; if you've dropped the Golem Attractor then they'll
be distracted by it and will go to it; try to keep them near where
you've dropped the Attractor.  They are extremely fast and brutal
opponents, hopefully you still have some charges left in the Golem
Binder and Golem Crasher; if you do then use the Binder to slow them
down a little and then zap them with the remaining charges (if any)
from the Crasher.  Melee type characters will have their hands full
here, especially if they don't have the Golem Attractor; these things
are so brutal that you have to drink a Potion of Heal for every
successful melee blow you deliver.  That's an insane amount of healing
potions and gold spent buying them, I feel bad for your character if
it's a Fighter, Barbarian, Paladin or other melee designed character
class.  If you're a caster of the Arcane then cast the Maximized
Isaac's Greater Missle Storm spell to kill a Mithral Golem with just
one cast.  Divine magic casters may want to summon an Elemental of some
sorts to distract and help you kill these Golems.  When the Golems
finally die search their remains and take the two Golem Seals and Bars
of Mithral; the bars are for crafting weapons and armor.  Place the
Golem Seals on the two Pedestals near the locked gate, this will unlock
it.  I advise you to drink a bunch of potions or cast the spells for
them because you're about to have a difficult battle; more difficult
than the two Mithrals you just took down.  When you're all powered up
via spells or potions head through the gate to enter the Maker's Study.

     The Maker, a floating Demi-lich Skull, will float over and speak
with you.  He will tell you about the perfect Golem race he is trying
to create and he drones on and on for a minute or two so prepare for a
lengthy conversation.  No matter the responses you choose during the
conversation the Maker will attack you sooner or later.  The portal in
the corner of the room will take you to a small room near the entrance
into the Upper Ruins.  First off, the only way to kill this skull is
via spells, you can't damage it at all with a melee weapon.  One of the
characters I've played the game as was a very powerful level 26 Fighter
with a 32 Strength ability score and Epic Weapon Specialization with a
Greatsword, I was using a Greatsword +10 with all kinds of other
bonuses and sat here for half an hour trying to damage The Maker and I
just couldn't break through its resistances so I don't think this thing
can be killed via melee weapons.  This thing is about twice as hard as
Klauth the Ancient Red Wyrm was during the origional campaign, have A
LOT of healing potions on hand for this insanely tough battle.  This
Demi-lich is resistant to a whole array of spells but keep casting them
at him and you'll wear its resistance out sooner or later; it will also
cast a whole arsenal of lethal spells at you.  The Greater Spell
Mantle, Extended Greater Stoneskin, Globe of Invulnerability and
Extended Endurance spells worked out great for me against this thing,
so did, as always, the ever so trusty mega spell, Maximized Isaac's
Greater Missle Storm.  When it finally dies you'll gain a good amount
of XP and make sure you take the Golem Machine Activator key from its
skull.  Search the chests in the corner to find a Lich Skull Helmet and
other items.

     Look on the bookshelf to the left of the Golem Machine to find
some books, the Magics of Golem Enhancements and The Guardian Guide,
these books inform you in the art of constructing a Golem.  Approach
the Golem Machine in the room and use the key on it to make a
Controlling Amulet appear, leave the amulet in the machine.  ONLY
CASTERS OF THE ARCANE CAN DO THIS PART AND CONSTRUCT THE GOLEM!  Now
place all of the Golem Pieces I led you to into the machine (it works
like a chest, just place the parts where you would normally take stuff
from a chest).  The parts include a Golem Left Hand, Golem Right Hand,
Golem Torso, Golem Head, Golem Left Leg and Golem Right Leg.  If you
don't have all of these parts then go up to the previous two levels of
these ruins and look in every container.  Sometimes when you use spells
with large areas of effect such as Fireball or Ice Storm, chests and
crates can get destroyed, leaving behind a tiny bag that's hard to
notice.  Once you place all of these parts into the Golem Machine take
notice of the four Spell Conduit pillars around the machine.  In the
book the Magics of Golem Enhancements it explains these conduits, cast
a spell from the book on each Spell Conduit, interact with the Spell
Conduit and choose the respone "cast a spell," your character will then
read a scroll from your inventory if you have one, if not then just
cast the spell manually on it.  When each conduit gets a spell cast on
it a Shield Guardian Golem will appear so interact with it.  You will
have the option of loading spells into three slots on the Golem, I
recommend that you do this.  When you're done this Golem will now be
your new henchman and will follow you around until it dies.  Each time
you rest you should refill the spell slots in the Golem.  The only way
to get rid of this Golem is if it dies, you can't release it like you
can other henchmen, and you don't have to be wearing the Controlling
Amulet in order for the Golem to follow you.

     Head through the portal in the room and exit the ruins, when you
get outside Dahanna will speak with you, she and her Dwarven followers
will have their weapons drawn at you; you can either attack her, give
her 10,000 gold, and have all sorts of other options here.  If you pay
her the gold she demands then her and her Duergar band of idiots will
leave in peace; you'll be rewarded 500 XP.  If you attack her or choose
a wrong response then you're in for a good fight, there's no alignment
shift if you kill Dahanna and the rest of the Dwarves.  Dahanna is a
tough and mean little Dwarf, her sword inflicts MAJOR wounding damage,
the Golem you just constructed (if you did) comes in very hand right
now.  When Dahanna falls prey to your wrath search her corpse for her
blade, the Bloodletter and some Duergar Full Plate Armor +5, along with
some other good items.  Search all the remains of the fallen Duergars
to find more items and head back to Lith My'athar.

_______________________________________________________________________


                    <><><><><><><><><><> CHP2-4
                    ~ DREARING'S DEEP  ~
                    <><><><><><><><><><>


-- QUEST:
   - Main Quest: Undead Army of the Valsharess
   - Side Quest: Captured Deva

---------------------------------------------
~ MAIN QUEST: UNDEAD ARMY OF THE VALSHARESS ~
~ SIDE QUEST: CAPTURED DEVA                 ~
---------------------------------------------

     Before heading out into the Environs go inform The Seer in the
Temple of Lolth of your progress.  Go restock on items and then head
into the Lith My'athar Environs in the south-west.  Speak with Seargent
Osyyr in front of the gate to find out some information on the Undead,
Illithids and Beholders in the area; tell him to open up the gates and
then go into the north-west passage.

     South of the map is marked to the South Tunnels, west on the map
is marked to West Tunnels, and north-west is marked to North Tunnels.
Explore the area and kill some Umber Hulks and Harpys, when you're done
farting around head into the South Tunnels.


>>> DREARING'S DEEP

     Your goal for this quest is to kill the Valsharess's Undead Army
leader, a Dragon named Vixthra.  You'll see a Rock Gnome named Cordigan
sitting on the ground as soon as you enter this place, speak with him
to find out what's going around here to learn loads of new information
about the Gnomish Council, the Illithids, Beholders and Undead.
Cordigan and the folks around Drearing's Deep are all ex-slaves who
have escaped their evil master, who you will find and kill in a little
bit.

    Explore the area and you'll see a lot of slaves romaing around,
there is a Merchant in the south-west but he only has a minimal
inventory and doesn't sell anything extravagent.  To the north is a
Temple with a gong in front of it, ring the gong and a cut scene will
trigger of you and the slaves storming the Temple.  If you've killed
the two Cult Knights guarding the temple then nothing will happen when
you ring the gong and you'll have to open the door to the temple via
bashing or spell.


>>> CULT TEMPLE

     Kill the two Cult Knights attacking you, search the small rooms to
find a Cult Knight Helmet, it has no special properties.  You'll spot a
door leading up and a door leading down, the door leading down requires
a key you must find so head on up the stairs to level 2.

     Waste some more Cult Knights, Skeletal Devourers and Shadow
Fiends; you'll see an altar covered in black ooze and to use it you
must have a Black Pearl.  Search the two rooms up here to find 2 Black
Pearls and a bunch of random items; you'll also spot some stairs going
up.  Go to the altar and interact with it, since you now have a Black
Pearl your melee weapon will get enhanced with Strength Ability Drain
DC-24.  You can also enhance a second melee weapon since you have an
extra Black Pearl, I don't know if you can enhance a ranged weapon
since I never use them and haven't tried to upgrade one with this
process.  Head on up to level 3.

     As soon as you enter you'll be attacked by an Elite Cult Knight so
kill him, he's signaficantly tougher than the regular knights so
melee'rs beware.  When the elite finally dies search the remains for
some Half Plate Armor +5 and the Blade of Shadows.  Go through the
trapped door up here to see a powerful Vampire High Priest named
Sodalis; he will immediately cast a Time Stop spell and summon a few
Great Fire Elementals and flee elsewhere.  Kill the Elementals and then
chase after Sodalis.  He will continue to use the Time Stop spell on
you and he will also cast a Bigby's Clenched Fist spell that seems to
last an awful long time.  If you're able to, then cast Greater Spell
Mantel, Extended Greater Stoneskin, Extended Globe of Invulerabilty,
Extended Endurance, and Improved Invisibility spells on yourself before
you open the door to meet Sodalis; this will flip the odds for this
battle in your favor.  When Sodalis falls victim to your wrath search
his remains for the Lower Crypt Key, along with a bunch a good items,
including his Staff.  Search the rest of this floor for some more items
and then head back down to the first floor and use the Lower Crypt Key
on the bottom of the stairs and enter the crypt.


>>> INNER SANCTUM

     Approach the edge of the pit and take the rope out of the chest
next to it, use the rope and throw it down into the pit; then climb
down the rope and try not to burn your hands doing so.  A Cult Monk who
is guarded by two Bone Golems will speak with you and no matter your
responses the Monk will attack so kill him and the two Bone Golems,
search the dead Monk's corpse and take the Energy Orb.  Before opening
the door that's behind the now dead Cult member, go to the small room
across from it and BASH the chest in the room and pick up some
Splintered Wood, there should be 3 pieces per wooden container you bash
in.  Across from this room is a sarcophagus, interact with it and
choose the response "drive a piece of wood through the creatures heart"
and you will do so, thus killing the Vampire that was resting inside of
it.  Now head through the door that was previously not so well guarded.

     This part can get frustrating for there are going to be
resurrecting Cult Monks the whole time you're down here so you won't be
able to rest.  These evil little Monks will constantly Level Drain your
character so cast some defensive spells.  If you can't read scrolls or
cast spells then The Seer in the Temple of Lolth can cure you of this
wretched spell effect, just ask her to be healed; it would be a
complete waste of time to get healed by her until you're done exploring
the Inner Sanctum.  In the Central Hall are three doors, one north, one
east and one west.  Notice that in front of the doors are glowing
pedestals, 1 in front of the west door, 2 in front of the east door,
and 3 in front of the north door.  Place the Energy Orb you have onto
the pedestal in front of the west door and the door will get destroyed,
PUT THE ORB BACK INTO YOUR PACK!  Welcome to Hell ladies and gentleman,
this part can get quite aggrevating, especially for melee type
characters.

     If you didn't get your weapon enhanced with Haste then cast the
spell for it or have a bunch of speed potions on hand so you can run
fast.  My advice is to keep making yourself Invisible, if you choose to
do this then this part is really easy, just make sure you close all of
the doors you go through while Invisible and the Cult Monks won't see
you attack their Elders.  When the door gets destroyed and you go
through it five Cult Monks will attack you (if not Invisible). They are
incredibly tough and after you kill them they will keep resurrecting
and you can gain MASSIVE amounts of experience here to gain quite a few
levels.  If you want to gain a couple of levels (it won't take very
long, in a half hour I went up 2 levels) it will pay off, especially
for multiclassed characters.  Remeber that Prestige Classes reach Epic
Status at levell 11 so you may want to stick around for awhile if
you're character has taken on a Prestige Class and keep leveling it up.
If you don't feel like spending too long down here then just Haste
yourself and don't concentrate on killing these whacko culties, just
collect the next Energy Orb as fast as you can and move on.  You'll
notice two large rooms to the north and south, head into the north room
and open the door in there.  Kill the Cult Elder Monk and then QUICKLY
go in the room behind her and interact with the Tomb and drive another
splinter of wood through the resting Vampire's heart.  If you don't do
this fast enough then the Elder Cult Monk will resurrect so make it
quick.  In the south room you'll find a Tome of the Vix'thrite Elders,
this book is enhanced with the Energy Drain spell and any character
class may use it.

     Return to the Central Hall and place the two Energy Orbs on the
pedestals in front of the east door and PUT THE ORBS BACK INTO YOUR
PACK after the door gets destroyed.  If you didn't make yourself
Invisible then the Cult Monks from the west will be chasing after you,
and if you didn't drive a steak through the Vampire's heart in its Tomb
then the Elder Cult Monk will also be in on the chase and making this
adventure not a pleasent one.  Head into the room and kill a few Bone
Golems and their controller, the Shadow Master who is standing by a
Torture Device.  Search the remains of the master for some worthy
items, including his pair of Kukris, Hatred and Strife.  You'll see a
woman named Lavoera trapped inside the Torture Device, speak with her
and she'll inform you of a rod you must obtain if you are to free her;
the side quest Captured Deva will go into your Journal.  Search the
small cells above the torture device and take the Bone Ring out of a
pile of garbage, this ring will make your character immune to
Level/Ability Drain if equipped.  Head through the door just past these
small cells to kill a bunch of Drow and a Bone Golem, when the room is
cleared out search the Drow Handmaiden's corpse to find some decent
items, including a Letter from the Valsharess addressed to Vix'thara.
Head to the large room in the north and approach the door in the far
north, kill the Shadow Master and QUICKLY go through the trapped door
and drive a steak through the Vampire's heart resting in its Tomb, if
you're not fast enough in doing so then the Shadow Master will
resurrect.  Search the chests in the room to find the Nullifier Rod,
Lovana's Wrath (a Mace), and the third and final Energy Orb.  Return to
Lavoera and interact with the Magical Apparatus next to the pillar and
choose to place the Nullifier Rod into it.  Lavoera is now free so
speak with her, you'll gain 1,500 XP for completing the Captured Deva
side quest.  You can hire her as your henchman to have an extra hand in
killing Vix'thara if you want, or you can kill her, or you can send her
on her way.  Make sure you take the Crystal of Undeath (an Amulet with
not so great special properties) off of the ground by Lavoera.  Return
to the Central Hall and use the three Energy Orbs on the pedestals in
front of the north door, the Energy Orbs are useless now so just leave
them in the pedestals.  Head through the door and a cut scene will
trigger.

     Well, well, well, Sodalis isn't dead after all, he is an Undead
creature so I'm not surprised in the least.  I think he's a lot weaker
this time around and you shouldn't have too many issues here.  When he
dies, again, head through the exit but before doing so I recommend that
you make yourself Invisible.


>>> HALL OF THE SACRED ONE

    As soon as you enter this place another cut scene will trigger and
then you'll be attacked by a big Bone Dragon, Vixthra, if you're
Invisible then you will not be getting attacked.  Don't start fighting
Vixthra because this foul beast can't be killed yet. Run to the north-
end of the cave and you'll see something called a Phylactery guarded by
two Bone Golems.  Kill these giant skeletons and then destroy the
Phylactery via bashing or spells, now you may slay Vixthra.  There will
Bone Golems all over the place during this battle and Vixthra has
extremely lethal acidic/electric breath so melee'rs be warned, one
breathe of that not so fresh breath takes away a good 100+ HP.  Casters
of the Arcane with good feats can cast spells like a Maximized Isaac's
Greater Missle Storm on this Undead Dragon, about three casts and it's
toast.  That's gotta be one of the best and most devastating spells in
the game.  When Vixthra falls so does the alliance the Undead had with
the Valsharess for you just whiped them all out and put an abrupt halt
to the Valsharess's evil plan to take over Waterdeep.  You'll gain a
total of 3,500 XP for completing this quest.  Search the cave for TONS
of gold and other good treasures, including Death's Handmaiden Scythe,
Red Dragon Armor and some Great Wyrm Gauntlets.  Exit Drearing's Deep
to be back in the Underdark, go to the North Tunnels.

_______________________________________________________________________


                        <><><><><><><> CHP2-5
                        ~ ZORVAK'MUR ~
                        <><><><><><><>


-- QUEST:
   - Main Quest: Illithid Allies of the Valsharess
   - Side Quest: Female Thrall
   - Side Quest: Thrall Revolt

-------------------------------------------------
~ MAIN QUEST: ILLITHID ALLIES OF THE VALSHARESS ~
~ SIDE QUEST: FEMALE THRALL                     ~
~ SIDE QUEST: THRALL REVOLT                     ~
-------------------------------------------------

     In the Underdark region, to get to the North Tunnels go through
the unmarked passage on the map, it's in the north-east indicated by a
thin green line on the map.  Once through head on into the north to
meet the Illithids.


>>> ZORVAK'MUR

     Upon entering this place you'll be approached by a Duergar Raider
and his gang of thugs, no matter the response you choose you'll fight
them, they're wimps and should prove to be no problem.  When all of
these medieval hoodlums are dealt with the waterfall blocking the path
will vanish.  Search the head raiders remains and take the Helm of
Shielding and equip it, if you don't equip the helm then all of the
Illithids and people roaming around will attack you so put the helm on.
Go to the Stairs to the Inner Ring in the south-east and two Umber
Hulks and an Illithid will approach you.  The Illithid creature will
speak with you, you can choose to attack it outright but first listen
to what it has to say.  It will try to convice you to take off the Helm
of Shielding, you can if you want but everyone in the Quiet Village
will attack you.  Tell this foul Illithid that you're here to buy some
slaves, not to become one and it will leave you be.  When the
conversation is over descend the stairs to enter the Inner Ring.


>>> INNER RING

     You can take the Helm of Shielding off if you want to but I advise
you keep it on.  You'll spot a bunch of map pins, the Poison Chalice
Palace and Merchant Compound in the center of the map; north-west are
the Illithid Chambers; south-west are the Fighting Pits; north-east are
the Slave Auctions and the Slave Pens; in the south-east is the Portal
to the Grand Hall.

     You can buy some goods from Artuur in the Merchant Compund, he
sells some good Robes for Wizards and Sorcerers.  Head to the Fighting
Pits and speak with the Mind Flayer Pit Boss, you can place a bet on an
upcoming fight if you want.  If you decide to place a wager a cut scene
will trigger when you look through the Viewing Port and you'll get to
watch the fight; if the fighter you bet on wins you'll aquire some
extra gold to add to your pouch, just speak with the Pit Boss to
collect your winnings, if any.

     Head to the Slave Auction and speak with the Mind Flayer Slave
Merchant to buy the Female Thrall from it; you'll be bidding against
other buyers and may have to pay up to 5,000 gold for the slave; use
your Intimidate skill and you may be able to buy the slave cheaper if
your Skill Check succeeds.  Speak with the Female Thrall after buying
her and you can either free her or send her to the Fighting Pits.  If
you want to free her then you'll have to lie to her (no alignment
penalty) and give her a fake message to deliver to The Seer.  The
Female Thrall side quest will go into your Journal, to complete it go
to the Temple of Lolth (if you let her live) and speak with her, you'll
be rewarded 500 XP and 3 alignment points towards good.  If you want to
complete this quest make sure you go to the Temple of Lolth BEFORE
completing this main quest and the Beholder main quest.

     Enter the Slave Pens and speak with the Warden, he will tell you
of how this place is where they do horrible things to the slaves before
sending them off to the Fighting Pits.  Kill the Warden if you please
and search his remains for a Prison Master Key.  Search the prison and
look for a Pearl of Bashing in a small room in the north-east with a
Drider in it.  In one of the rooms are a bunch of slaves, you can speak
to their leader and free them if you wish.  Keep in mind that if you
free this group of slaves then all of the Illithids and other creatures
roaming around town will all become hostile.  If you free the slaves
then the side quest Thrall Revolt will go into your Journal as being
completed.  I thank Evi Apostolaki for letting us know about this
little side quest.

     Head to the Portal to the Grand Hall in the south-east corner of
the map and speak with the Mind Flayer Venerator, tell him you must
speak with the Elder Brain.  You can either choose to attack it (no
alignment penalty) or agree to take off the Helm of Shielding and give
it to the Venerator.  After you make your decision head through the
portal to enter the Grand Hall.  If you didn't attack the Venerator
then you will teleport directly to the Elder Brain, speak with it and
ask it to break the alliance with the Valsharess, it will ask you for
the Mirror of All-Seeing; give it to the brain and the alliance between
the Illithids and the Valsharess will be broken.  You will be rewarded
7,500 XP for breaking the alliance.

     If you decided to attack the Venerator then when you go through
the portal a cut scene will trigger, when it's over you will be
attacked by some Umber Hulks.  The Elder Brain's chamber is in the
middle of the map.  Explore the Grand Hall and kill a bunch of
Illithids and Umber Hulks, you'll spot numerous Control Panels all over
the place, they serve no purpose so just ignore them all, most of them
will make an Illithid appear if you interact with them.  You'll wander
across locked doors, to open them just keep guessing the numbers you're
offered (there are only 4 to guess from so it's not like you'll never
figure out the correct reaponse).  In the south-east is the Amplifier
Room, when you get near that room another cut scene will trigger.  Slay
everything in the room and you'll notice the Illithid Mental Amplifier
in the corner, you'll also spot two Illithid Mechanisms.  Interact with
the two Illithid Mechanisms (DO NOT DESTROY THEM!) to activate the
amplifier, and then destroy the Mental Amplifier via bashing or spells.
Go into the Elder Brain Chambers and you will teleport into a peacful
clearing.  Speak with the Charming Young Woman and attempt to
disbelieve your surroundings (DO NOT choose the response "go with the
charming host," if you do then the credits will roll).  Some enemies
will appear so slay them all and you'll teleport back into the Elder
Brain Chambers, speak with the brain and either kill it or negotiate
with it and give it the Mirror of All-Seeing.  If you kill the brain
then you'll only be rewarded 2,000 XP, if you give it the mirror and
break the alliance you'll be rewarded 7,500 XP.  Go back into the
Underdark region and head to the bridge in the west.  *DO NOT* go back
to Lith My'athar before exploring the Beholder Caves.  If you do then
the big battle against the Valsharess will begin and you're screwed as
far as exploring the caves and breaking the alliance the Beholders have
with her; not to mention the massive XP gained and the found items
you'll lose out on also.

_______________________________________________________________________


                     <><><><><><><><><> CHP2-6
                     ~ BEHOLDER CAVES ~
                     <><><><><><><><><>


-- QUEST:
   - Main Quest: Beholders Allied With the Valsharess

----------------------------------------------------
~ MAIN QUEST: BEHOLDERS ALLIED WITH THE VALSHARESS ~
----------------------------------------------------

     Head to the West in the Underdark region to be at a bridge and
interact with the Bridge Control, if you have the Pearl of Bashing from
the Slave Pens in Zorvak'Mur you'll be offered to insert it into the
panel, although doing this helps you in no way, it just gives you a web
address that I never bothered to visit.  To cross this bridge you have
to figure out a mind boggling puzzle, this puzzle took me hours and
hours to figure out so be glad I'm here to tell you the solution.
First you should decipher the text, this requires high Lore so if that
skill is too low and you can't decipher the text then drink a Potion of
Lore.  Read the description and it tells you that this bridge was put
in place by the Illithids to protect them from the Beholders, it also
tells you that the Illithid Merchants have information on how to cross
this bridge.  I've tried to obtain this solution from the Illithid
Slave Merchant, and all of the other Illithids, with no success.  If
you know how to obtain this solution please e-mail me so I can add it
to this guide, I will of course credit you for the information.  This
puzzle drove me bonkers trying to solve, I could've easily looked up
the solution in someone elses posted walkthrough but I refuse to use
game guides for they take the fun and satisfaction out of figuring out
games on my own.  Anyways, when you interact with the Bridge Control
choose to examine the buttons, then a puzzle board will appear in the
text window; to cross this bridge you must make the puzzleboard look
like this:

                     #############
                    #         !   # <-- Row 1
                    #         !   # <-- Row 2
                    #         !   # <-- Row 3
                    #         !   # <-- Row 4
                     #############
            ** Exact replica of puzzleboard **

     To make the puzzleboard look like this follow these instructions
to the letter: first choose response number 2 and move Row 1 to the
right 4 times.  Then choose response number 4 and move Row 2 to the
right 3 times.  Then choose response number 6 and move Row 3 to the
right 1 time.  Then choose response number 7 and move Row 4 to the left
1 time.  And finally, choose to press the button and if all is good and
you didn't screw up then the four Source Lights will activate and the
bridge will appear.  Head on across and enter the Chasm of the Eye
Tyrants.

     Explore the chasm and you'll run into an Elf named Eldath Ra'Sin
who will speak with you, no matter the responses you choose Eldath and
some Drow will attack you.  Kill them all, making sure you take the
Dragon Armor and Anduvir blade from Eldath's corpse, and enter the
Beholder Caves in the north-west.


>>> BEHOLDER CAVES

     Your goal in here is to kill the Beholder leader, the Beholder Eye
Tyrant.  A note on Beholders: they can turn your character into stone
and make you suffer from total spell failure so be careful and kill
them from a distance if you're able to; they also like to disappear
while you're fighting them and then reappear behind you.  Explore this
strange cave and immediately go east, when you go through the first
door you'll run into a little Kobold named Attiz.  Speak with it to
find out some information about the Eye Tyrant and Drow Emissary; Attiz
will ask you to free his friends and informs you of a strange obelisk
in the lower tunnels that can be used to destroy the Eye Tyrant.  You
can kill Attiz if you want but why bother?  You'll see numerous Kobold
Slaves throughout this cave who just run away from you when you try to
speak with them, their tongues have been removed so they can't speak
with you anyways.  You'll wander across the Drow Emiisary and a bunch
of other Drow in a room in the north-east, kill them all and search the
Emissary's remains to find a letter addressed to the Beholders from the
Valsharess.  In the top-center of the map is an entrance into a Hole,
take the Stone Slab out of the chest near the hole and read it, then
head on down into the hole.


>>> LOWER TUNNELS

     Immediately upon entering these lower tunnels your character will
be encumbered and won't be able to cast any spells, OR USE ANY HEALING
POTIONS, or any potions for that matter!  You can use Healing Kits so I
hope you have plenty of them; also the magical properties from your
weapon/armor/shields will be nil.  Don't fully explore the tunnels yet,
immediately make your way to the west by following the thin tunnel,
don't go into any of the large rooms off of the tunnel or you'll be one
sorry mug let me assure you.  This place is loaded with Sword and Dire
Spiders that are absolutely brutal and will constantly poison and
entangle your character.  Things will be very slow going and REALLY
SUCK for the time being so just deal with it and drive on.  Characters
with low HD, like Wizards wielding a Dagger, will suffer horribly down
here (especially without a henchman) so have patience and eventually
you'll prevail.  If things get too bad then go back into Drearing's
Deep and buy a whole bunch of Healing Kits from the merchant and then
head back down here.  Once you reach the door in the west you'll spot
an Ancient Mechanism next to it, interact with the mechanism and try to
decipher the symbols with your Lore or Spellcraft skills, if your Skill
Check succeeds some options will pop up.  Choose the option "touch the
symbols in order of the Knock spell," then the door will open.  If your
Skill Checks in Lore or Spellcraft fail you *CANNOT* bash this door
open.  If you can't decipher the symbols then you'll have to get to the
Obelisk the long way around, and it's going to prove to be quite the
challenge since you'll be slaying all the creatures down here severely
disabled.

     Once through the door you'll be in a large room with an obelisk in
it.  Go to the obelisk and you'll spot rune plates surrounding 4 sides
of the obelisk in rows with a bunch of symbols on them.  In each row
you can only interact with 3 rune plates, so in each row make the
symbols on the plates match the one that can't be interacted with.
When all of the symbols have been correctly matched the obelisk will
turn black; now you can cast spells and drink potions and everything is
back to normal.  Take the Obelisk Core and then head into the large
room past the obelisk.  A cut scene will trigger and a giant spider
called Bebilith will appear.  Kill it and then head back to the upper
level.  If you couldn't make your way through the door that required a
high Lore or Spellcraft skill and are fighting Bebilith disabled it
will prove to be a good fight.  Bebilith has a powerful Knockdown and
Disarm attack and also has the ability to poison your character so be
careful and have tons of Healing Kits on hand.  If you're having
difficulty trying to kill Bebilith disabled then don't engage in a dual
with it, just head straight for the obelisk and quickly disable it to
have everything go back to normal and you'll be able to slay Bebilith
with ease.


>>> DESTROYING THE EYE TYRANT

     Once out of the lower tunnels go into the room directly below the
room with the hole and kill the Eye Tyrant along with a bunch of other
Beholders, you can use the Obleisk Core to injure the tyrant.  I find
the core useless in this situation, you'll damage the Beholder leader
more by hitting it with your melee weapon or casting spells on it.
When the Eye Tyrant dies so did the allaince the Beholders had with the
Valsharess for you just killed them all.  Search the small room below
this one with the Drow Chests in it and then head back into the Lith
My'athar Enviorns.

_______________________________________________________________________


            <><><><><><><><><><><><><><><><><><><> CHP2-7
            ~ BATTLE WITH THE VALSHARESS'S ARMY  ~
            <><><><><><><><><><><><><><><><><><><>


-- QUEST:
   - Main Quest: Defeating the Valsharess

----------------------------------------
~ MAIN QUEST: DEFEATING THE VALSHARESS ~
----------------------------------------

     When all of the alliances the Valsharess previously had have been
broken head back into the Lith My'athar Enviorns, when you approach the
gates Seargent Osyyr will speak with you and you'll teleport to the
Temple of Lolth.  Speak with The Seer and tell her that you will not
let harm come to her or her city, you will then teleport to a small
room with the evil wench you are to destroy.  Speak with the Valsharess
(you can't attack her) to find out a lot of information.  After the
enlightening conversation with this evil Drow is over you'll teleport
back to the Enviorns and be speaking with the Battle Herald, it will
inform you of the upcoming battle and tell you to direct the troops.
When the Herald is done speaking you'll notice a bunch of Drow and a
couple of Battle Golems standing around, speak with the men holding the
flags and tell them to take their posts to defend wherever you send
them.  Speak with the Golems, I'd send them to guard The Seer if I were
you, just a suggestion, you can also direct a couple of Clerics to heal
two troop groups of your choice.

     After you direct the troops to their posts speak with the Battle
Herald and tell it you're ready for battle, a cut scene will trigger of
the Valsharess's Army commencing their attack.  There are a bunch of
Alchemist's Fire Barrels near the gates that can come in very handy if
you choose to use them.  This battle can get quite frustrating at times
and you can easily become overwhelmed by all of the troops running
around, just have patience and fight strategically and you'll prevail,
eventually.  You will not be able to rest during any portion of this
battle so use your spells wisely.  When the evil army breaches the
outer gates start killing and bashing and hacking and casting and
slaying.  *DO NOT* use spells with large areas of effect near the inner
gates leading into Lith My'athar or your allies will turn against you
and you'll be on the Valsharess's side.  I don't know what happens if
you side with her as far as the game plot goes since I've never joined
with her.

     Sooner or later the inevitable will happen and the army will break
through the inner gates and storm into Lith My'athar.  When this
happens another cut scene will trigger and you'll teleport in front of
the temple with The Seer, the Battle Herald informs you that The Seer
must remain safe and no harm must come to her (no duuhh).  When the cut
scene is over head to the city gates and kill all of the troops pouring
through.  After you slay them all yet another annoying cut scene will
trigger of the army attacking from the docks.  Go to the docks and kill
the Drow Wizard Captain and his band of idiots, this wave of troops is
a lot tougher than the previous ones.  When they're all good and dead
speak with The Seer once again and then ANOTHER cut scene will trigger
of some Umber Hulks and Illithids attacking.  What?  Obviously they
renagged on their word to break their alliance with the Valsharess so
kill the lying freaks.  The battle is now finally and officially over,
pat yourself on the back for triumphing over this not-so-easy task and
treat yourself to a cookie.

     When the Illithids are dead what do you know?  Another cut scene
will trigger (for a game series that lacked cut scenes we're obviously
being cut scened to death here) and you'll be in the Valsharess's
Fortress.  If you're a spell caster you'll notice that all of your used
up spells are now restored.  The Valsharess is surprisingly weak and
you will have no difficulty in taking her down.  When she dies a big
demon named Mephistopheles will speak with you, when the conversation
ends he will kill you and you will advance to Chapter Three.


<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>
#21C ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER THREE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>


CHAPTER THREE "CONTROL F" NAVIGATION CODES
CHP3-1 City of Lost Souls
CHP3-2 Wastes of Cania
CHP3-3 The Final Battle


                    <><><><><><><><><><><> CHP3-1
                    ~ CITY OF LOST SOULS ~
                    <><><><><><><><><><><>

-- QUESTS:
   - Main Quest: Escape from the Hells
   - Side Quest: The Devil's Quarry
   - Side Quest: The Scrivener
   - Side Quest: A Lost Leader
   - Main Quest: Five Fold Mysteries
   - Main Quest: Pilgrims of the Sleeping Man


     You will start this chapter off in a Gatehouse in one of the Nine
Hells, this place should look familiar to you 'cause this is where you
end up if you've died during the game and chose to respawn.  Speak with
the Reaper and it will inform you that you are dead and can't return to
the world of mortals since you no longer have the Relic of the Reaper
in your possession.  If you are to return to the land of the living you
must destroy Mephistopheles and learn the Reaper's true name.  You can
ask the Reaper to summon forth your henchman if you choose.

     Exit the Gatehouse through the door by the Pool of Lost Souls to
enter the City of Lost Souls.  If you're character doesn't have Cold
Resistance you'll take minimal damage (1-2 HP) every ten seconds or so,
no big deal.  Speak with the Worried Spirit ahead of you and you'll
aquire three quests in your Journal: A Lost Leader, The Scriviner and A
Spirit Devoured.  Explore the City of Lost Souls and you'll spot
numerous map pins: a Cave in the north with the Scrivener in front of
it, the Carved Post "Elysium" just below the cave, the Carved Post
"Treason" in the center of the map, the Quarry Office just below the
treason post, a Temple in the north-west, the Carved Post "Infinity"
just below the Temple, the Carved Post "Dimension" in the south, the
Hellbreath Tavern in the south-west, the Carved Post "Coordinate" just
below the Tavern, and finally the Carved Post "Alternate" in the south-
east.  You probably want to know where to purchase some goods so head
into the Quarry Office.

----------------------------------
~ SIDE QUEST: THE DEVIL'S QUARRY ~
~ SIDE QUEST: THE SCRIVENER      ~
~ SIDE QUEST: A LOST LEADER      ~
----------------------------------

>>> THE DEVIL'S QUARRY QUEST

     In the Quarry Office speak with the big Balor Lord Gru'ul the
Quarry Boss and you'll get this quest added to your Journal.  You'll
have an option to attack but if you choose it you won't be able to so
don't bother.  In order to do buisness with Gru'ul you have to fix a
broken piece of machinery.  Head down to the Ice Quarry on the other
side of the office.

     You'll spot numerous Quarry Workers scattered about, head forwards
to spot the broken piece of machinery Quarry Griner #5 with a Lazy Imp
standing by it.  Speak with the Lazy Imp and choose to wake it, then
choose to speak with it.  Ask it if it knows the Reaper's true name and
you'll get your first clue to finding out its name, the quest Pilgrims
of the Sleeping Man will get added to your Journal.  Apparently this
Sleeping Man just might know the Reaper's true name.  You can either
feed the Imp through the grinder or free him; if you do feed him
through the grinder it will then be fixed.  To free this Imp requires
high Dexterity so if your score is low then drink a potion of Cat's
Grace or cast the spell for it to raise your Dexterity.  After freeing
the Imp you have to fix the grinder, this requires a high Intelligence
so if that score is too low then drink a potion of Fox's Cunning or
cast the spell for it to raise your Intelligence.  When Quarry Grinder
#5 is repaired return to Gru'ul and inform him the machine is up and
running, now you'll be able to trade with Gru'ul and this quest will be
complete, you'll be rewarded 700 XP for fixing the grinder.  This
ancient Balor sells some pretty decent equipment, make sure you buy 3
Velox Berries from Gru'ul, or just wander around the City of Lost Souls
and pick three Velox Berries from the Velox Nettle Plants scattered
about.


>>> THE SCRIVENER QUEST

     Head to the cave and speak with the Scrivener standing in front of
it, you can't enter the cave yet.  Scrivener informs you that in order
to gain access to the cave you first have to figure out a puzzle and
then the Scrivener will ask you to take him to some posts and will tag
along with you.  First go to the Carved Post of "Treason," Interact
with the post and then speak to the Scrivener, your Journal will get
updated.  Second, go to the Carved Post "Dimension," interact with the
post and speak with the Scrivener to get you Journal updated again.
Finally, go to the Carved Post "Infinity," interact with the post and
then speak with the Scrivener again and a cut scene will trigger of the
Scrivener doing something, speak with the Scrivener one last time and
send it on its way, you'll be rewarded 500 XP for completing the
Scrivener quest and learn information on the Lost Leader quest.


>>> A LOST LEADER QUEST

     Now that the Scrivener is happy and its quest fulfilled, you can
now enter the cave the Scrivener was standing in front of.  Explore the
cave and you'll wander upon a campfire pit and a block of ice with Lady
Aribeth frozen inside of it, no way.  Looks like she hasn't had a very
pleasent stay in this stage of the Nine Hells since you sent her here
long ago.  Interact with the campfire and choose to use 3 Velox Berries
to ignite a fire, this will thaw out the block of ice and Lady Aribeth
as well.  She will immediately become hostile and attack you, when you
get her health down to near death she will surrender and speak with
you.  You'll find out some information on Mephistopheles among other
things; try to help Aribeth restore her faith and the Lost Leader quest
will be completed, you'll be rewarded 500 XP.  If you were successful
in restoring Aribeth's faith you'll also gain 10 alignment points
towards good and can hire Aribeth as your henchman if you wish.

_______________________________________________________________________

-----------------------------------------------
~ MAIN QUEST: FIVE FOLD MYSTERIES             ~
~ MAIN QUEST: PILGRIMS OF THE SLEEPING MAN    ~
-----------------------------------------------


>>> FIVE FOLD MYSTERIES

     Go into the Temple of the Sleeping Man in the north-west and speak
with Sensei Dharvana, the Five Fold Mysteries will go into your Journal
and she'll give you the answer to the first fold mystery; you'll also
learn more about this Sleeping Man and be rewarded 300 XP.  After
Dharvana leaves read entries in the Tome she was standing at, the
entries give you the answer to the fourth fold mystery and you'll gain
500 XP.

     Leave the Temple and head into the Ice Quarry, speak with a female
Quarry Worker in the south and tell her you seek the five fold
mysteries, she will then give you the answer to the second fold mystery
and you'll be rewarded 500 XP.

     Head into the Gatehouse and speak with the Reaper, tell him you
seek the five fold mysteries, the Reaper gives you the answer to the
fifth fold mystery and you'll be rewarded another 500 XP.

    Go near the Tavern to see Githzerai Berry Picker picking some Velox
Berries on the side of the tavern, speak with her and tell her you seek
the five fold mysteries, she will give you the answer to the final
mystery (third) and you will gain another 500 XP; you should know
plenty about the Sleeping Man by now.

     Return to Sensei Dharvana in the Temple and recite the Sleeping
Man for her, just keep choosing the first responses and you'll
correctly recite it, you'll be rewarded 500 XP and the Sensei's Amulet
for completing this quest.  The door in here is now unlocked and it
leads to the Sleeping Man, but you nee a trumpet to awaken him so let's
go get one.


>>> PILGRIMS OF THE SLEEPING MAN

    Enter the Hellbreath Tavern and in the Smith room is Rizolvir's
Ghost, he sells items and can upgrade your weapons like he did in the
last chapter.  Look for Arden Swift in here and speak with him, he has
the trumpet you seek.  You can just outright kill him and take the
trumpet from his corpse witn no alignment penalty, but if you want to
earn this trumpet fair and square you'll have to play a card game with
him.  Your Wisdom ability score needs to be really high for this game
so drink a potion of Owl's Wisdom or cast the spell for it, and equip
any Wisdom enhanceing items you may have in your inventory.  Speak with
Arden and his quest will go into your Journal, ask him IN THIS ORDER:
"what's with the horns?," he'll then tell you about them; then tell him
"that chip in your horns must be pretty recent," he will then tell you
about how he got it; then ask him "what kind of tussle are we talking
about," he will then tell you it was a joke; then ask him "how do you
plan on waking the Sleeping Man?," he will then tell you about his
trumpet; then ask him "Can I borrow your Trumpet?"  Arden will then
tell you he'll lend you the trumpet if you can guess a card in his
game.  Ask him "what the rules are" and he will tell you that you can
ask five yes or no questions about the card and then try to guess what
the card is.  Tell Arden "sounds easy, let's do it" and he will tell
you to up the ante.  Place an item worth at least 5,000 gold onto the
card table and then speak with Arden again, say to mim "getting scared
old man? go ahead, pick a card," he will then draw a card and the
guessing game begins.  I believe this game is totally random and you're
one lucky character if you win the trumpet through this process.  If
you keep failing at the game then game just kill Arden and take the
Trumpet of Pandemonium from his corpse, much easier this way and you'll
gain 400 XP for whacking him.

     Leave the tavern and on your way to the Temple of the Sleeping Man
peer into the Ice Crystal in the middle of the path to watch a cut
scene of Mephistopheles resurrecting an Undead Army.  Go into the
Temple of the Sleeping Man and go into the room he's sleeping in,
interact with the body and choose to awaken him by using the Trumpet of
Pandimoneum; you'll be rewarded 1,000 XP for awakening him and
completing Arden Swift's quest.  Sensei Dharvana will become hostile
and attack you for waking the Sleeping Man, kill her to be rewarded
another 700 XP.  Speak with the Sleeping Man and he will give you some
information on the Archdevil quest and tells you about a puzzle ring,
ask to see the ring and an Astral Door will appear and you Journal will
get updated for the Escape from the Hells; you'll also complete the
Slleping Man quest and be rewarded another 1,000 XP.  He also tells you
about his true love and among bunch of other things.

     Go through the Astral Door by the Sleeping Man and you'll be in a
Subterrainian Vault.  Head towards the three Essence Orbs on the far-
end of this vault and kill all of the Skeletal Minions that rise, when
they're all dead a big Walking Bone Mass Golem will rise so take it out
as well.  You'll fight two more sets of these same enemies; when all of
the Skellies are disposed of interact with the three Essence Orbs and
take a piece of a broken ring out of each, they include H (hope), F
(faith) and L (love).  In your inventory right-click on a piece of the
broken ring and select Use, then select the option "start with H," then
choose "attach F piece," then choose to "attach the L Piece," Now the
Puzzle Ring is fixed so equip it on your finger and the screen will
glow purple and you'll gain 300 XP.  In-between the Essence Orbs you
can now see four treasure chests so searh them and then head back up to
the Temple.

     You'll spot arrows on the floor of the temple, you will not see
them unless the Puzzle Ring is equipped.  Follow the arrows out of the
Temple and then follow the arrow to the right and go through the Astral
Door you'll see to enter the Wastes of Cania.

_______________________________________________________________________


                     <><><><><><><><><><> CHP3-2
                     ~ WASTES OF CANIA  ~
                     <><><><><><><><><><>


-- QUESTS:
   - Main Quest: The Archdevil's Guardians
   - Main Quest: The Mimic
   - Main Quest: Puzzlers' Sepulcher
   - Main Quest: Escape from the Hells

-----------------------------------------
~ MAIN QUEST: THE ARCHDEVIL'S GUARDIANS ~
~ MAIN QUEST: THE MIMIC                 ~
~ MAIN QUEST: PUZZLERS' SEPULCHER       ~
~ MAIN QUEST: ESCAPE FROM THE HELLS     ~
-----------------------------------------

>>> KILLING GUARDIAN NUMBER ONE

     Leave the Puzzle Ring equipped and follow the arrows and kill a
big beast, the Guardian of the Path.  It will polymorph your character
into a Pixie so just deal with it for the time being and keep
attacking.  Next you'll be polymorphed into a big Earth Elemental, much
better than a Pixie.  Finally you'll be polymorphed into a Wolf.  When
the Guardian of the Path finally dies, search its remains for a
Tattered Note and an Astral Blade +8; you can now use Sensei's Amulet
to polymorph your character into a Pixie, Earth Elemental or Wolf.  Use
the amulet and polymorph into an Earth Elemental and smash through the
wall the guardian was guarding, you have to bash it several times, and
then head on through the entrance.  If you want to polymorh back to
normal just right-click your character and select Unpolymorph.


>>> DEEPER WASTES OF CANIA

     Still with the Puzzle Ring equipped keep following the arrows and
kill some Ice Trolls, they're pretty tough and put up a good duel if
you go melee with them.  Explore the rest of the area, kill some more
Ice Trolls and you'll spot another Crystal, peer into it to see a
vision of Mephistopheles and his Army attacking Lith My'athar.  You'll
spot numerous map pins, a Worg's Den in the south-west, a Planar Gate
in the south, and another Planar Gate in the middle of the map which is
blocked off for the time being.  The arrows point to that Planar Gate
and you won't be able to access it for awhile.

     Go to the Worg Den and kill all of the Worgs near it, when they're
all dead use the Sensei's Amulet and polymorph into a Wolf, then enter
the den through the hole in the ice blocking the entrance into the den,
look in the pile of bones to find a crappy random item.  Head through
the Planar Gate in the south to enter the Mimic's Nest.


>>> THE MIMIC'S QUEST

     Upon entering this place your Armor will be swallowed up by a
treasure chest and you won't be able to get it back for a minute, the
quest the Mimic will get added to your Journal.  You'll see pillars
with electrical beams blocking the way, to get passed them will require
you to unequip and re-equip the Puzzle Ring quite a few times.  You'll
spot the Mimic Treasure Chest on the right, it wants a gem.  Keep
navigating your way through the pillars to the middle of the room and
you'll see four big blue swirls on the floor.  Kill some Azer Gem
Miners and make sure you take the pile of Gems from one of their
remains.  You'll spot levers inside of the blue swirls, two you can see
with the Puzzle Ring equipped and two you can see with the ring un-
equipped.  Pull these four levers and the door blocking the way to the
Hall of Gems will get destroyed.

     Head into the Hall of Gems and explore the hall, there are Gem
Machines in each corner and a Fire Conductor in the middle of this
giant hall.  Wander around and pick up a bunch of Gem Piles, then drop
the Gem Piles by the Mimic, keep dropping Gem Piles and lure it into
the middle of the room to the Fire Conductor, make sure you kill every
rat you see or they'll steal the Gem Piles.  When the Mimic is in the
middle of the Fire Conductor, pull the lever to destroy the Mimic and
then you'll get attacked by some beast named Gargamesh.  Kill it and
look in the Mimic Chest and take your armor back, the Demonic Grappling
Hand will be in your inventory, you'll be rewarded 1,000 XP for
completing the Mimic Quest.  Head through the Planar Gate near the Fire
Conductor to be back in the Deeper Cania Wasteland.


>>> PUZZLERS' SEPULCHER QUEST
>>> KILLING GUARDIAN NUMBER TWO

     When you leave the Hall of Gems you'll be at the Planar Gate in
the middle of the map on the other side of the boulders.  You'll be
standing above a river of lava, face the torch on the other side of the
river, go into your inventory and use the Demonic Grappling Hand and
you'll cross the lava; you have to be standing in the perfect spot and
it may take you several attempts.  When safely across the lava kill
some more Ice Trolls and you'll notice a map pin for another Planar
Gate in the north-east, equip the Puzzle Ring to see some arrows
pointing at the Planar Gate, head on through and prepare for a good
battle in the Abandoned Entryway.

    Well look who it is, it's Grimnaw.  Standing by Grimnaw's side are
a few of his newfound companions and they are Maugrim, Crimson,
Balpheron and a demon called Koth Uth-Kulin.  Speak with Grimnaw and at
some point he and his companions will become hostile and attack.
Balpheron is quite spell resistant, you'll have a good fight here so
have a lot of potions of Heal in your Quickbar.  Grimnaw and his other
three companions aren't that hard to defeat so concentrate on taking
Balpheron down first.  When everyone has fallen victim to your mighty
or infernal wrath search all the corpses to find a bunch of good items;
make sure you grab the Small Silver Key from Grimnaw's corpse.  If you
have the puzzle ring equipped you'll spot a glowing barrel in the area,
look in the barrel to find a really good random item.  The mouth of the
cave to the Fallen is blocked, go through the locked door in here (this
is what the key on Grimanw was for).  You'll see some tracks in front
of a stack of crates, use Sensei's Amulet and polymorph into a Pixie
and fly through the small hole in the middle of the stack; pull the
lever on the other side of the crates and the mouth of the cave will be
opened.  Fly back through the hole and go through the mouth of the cave
to the Fallen, which is actually the Puzzlers' Sepulcher.

     A cut scene will trigger as soon as you enter this place, when its
over kill the Puzzler creatures attacking you.  This end of the
sepulcher is a giant lava pit with a bunch of small islands; approach
the statue near the lava and interact with it to receive a clue about
lightning.  Equip the Puzzle Ring and you'll spot an arrow near the
floor lever facing the lava, go pull the lever and you'll teleport to a
small island with another lever.  Navigating the small islands is quite
simple, you'll see arrows frequently changing directions, just wait for
the arrow to point to the island you want to go to next and pull the
lever to teleport there.  You'll teleport to three islands that have an
additional bigger lever, pull these bigger levers until they turn BLUE,
the color of lightning.  After all three of the bigger levers are blue
keep teleporting from island to island and make your way to the other
side of the sepulcher.  Once on the other side of the lava you'll see
three staues and a doorway blocked by electrical currents, you'll also
see a lever on top of a small bridge.  Interact with the statues and
make the one in the middle face the doorway blocked by electricity,
then make the two statues on either side of it face the statue in the
middle.  Pull the lever at the top of the bridge and the doorway will
no longer be blocked by electrical currents so head on through.  You'll
see a moving arrow on the floor, wait for it to point at the door in
here and then go through it.  Kill some more Puzzler things and then
head through the door in this room, follow the long corridor to some
lava hindering your progress; use the Demonic Graapling Hand and use it
on the chain across the lava and you'll pull yourself over there.  Use
the Demonic Grappler a few more times to get across a few more lava
spots.  When you're finally across the lava you'll spot another
Guardian of the Path.  Kill this second guardian and you'll finish the
Puzzler quest and your Journal will get updated for the Archdevil
Guardians quest; you'll also gain a total of 700 XP.  Head through the
portal near the now dead guardian to be teleported to the Knower of
Places.


>>> COMPLETING THE ARCHDEVIL'S GUARDIANS QUEST

     Speak with the Knower of Places buttefly like creature and ask her
a bunch of questions and she will tell you to find her sister, the
Knower of Names.  She also agrees to aid you in the finding of the
Reaper's true name and will enhance the Puzzle Ring with a special
power that will assist you in finding her sister.  When you're finished
speaking with the Knower of Places step through the Astral Door behind
her to be in the Deepest Wates of Cania.

     You are now back out in the cold so explore the area and kill some
more Ice Trolls and some powerful Frost Giants.  Go into the Ice-Bound
Lair in the south-west and clear the lair out.  Head back to the
surface and then equip the Puzzle Ring, follow the arrows to another
Crystal and then peer into it to see Mephistopheles and his evil army
attacking Waterdeep.  Just past the crystal is the Frost Giant Fortress
so head on inside.

     Upon entering the curtyard of this fortress another cut scene will
trigger, when it's over kill the Frost Giants and Balor Lords lurking
around.  When the slaughter fest is over head to the Fortress Breach in
the south-east.

     You are now on a Windswept Battlefield so wander around and kill
some more Balor Lords, Vrocks, Fire Imps, Succubus and other foul
creatures.  You can use Sensei's Amulet to polymorph into an Earth
Elemental and pick up the dead tress and boulders to toss at the
enemies.  Next to the Devil Encampment is some lava, stand at its edge
and use the Demonic Grappling Hand to pull yourself over the lava to be
in the Ice Prison.  A bunch of Devil Warriors will rise out of the
frozen ground, when you kill them they will resurrect so just keep on
hacking; they all respawn about five times each.  When all of the Devil
Warriors are disposed of, the third and final Guardian of the Path will
appear.  Kill this freak of a beast and the Archdevil's Guardians quest
will be complete; you'll be rewarded nothing for completing that quest.
Equip the Puzzle Ring if you're not wearing it and follow the arrows to
more lava, use the grappling hand to cross it and follow the path to a
catapault.  Polymorph into an Earth Elemental and pick up the catapault
and lauch it into to the Ice Prison.  Go back into the prison and use
the catapault on all of the frozen blocks of ice imbedded in the ground
to free some prisoners; in most of these frozen pods are demons so just
kill them when they rise out of their icey cells.  In one of these
cells is the Knower of Names so speak with her after she's been freed.


>>> ESCAPING THE HELLS

     The Knower of Names will give you the Reaper's true name so you
can escape this plane of the Nine Hells and return to the land of
mortals.  To learn his true name will require you to give the Knower of
Nmaes the Puzzle Ring and the Sensei's Amulet, since they're now
useless make the trade.  You can also find out a lot of other peoples
true names, but they all cost A LOT of gold to learn.  You can purchase
Deekin's name for 200,000 gold; Aribeth's name for 200,000 gold;
Sleeping Man's name for 100,000 gold; Sleeping Man's True Love name for
300,000 gold; Gru'uls name for 100,000 gold; Arden Swift's name for
100,000 gold; Knower of Names name for 100,000 gold; Valen's name for
100,000 gold; and finally Mephistopheles name for 500,000 gold (but to
learn his name you must know the Knower of Names true name).  I'm not
going to bother letting you know what you'll learn by knowing people
and things true name, experiment and figure this part out on your own.

     Now that you know the Reapr's true name ask the Knower of Names if
she can teleport you back to the City of Lost Souls.  Speak once again
with the Sleeping Man and then return to the Gatehouse.  Speak with the
Reaper and say his true name to him, he will then summon forth a Planar
Gate.  Tell him to let the Pilgrims go home and your Journal will get
updated; you'll be rewarded a total of 1,700 XP.   Head through the
Planar Gate for the final battle which will take place in Waterdeep.

_______________________________________________________________________


                    <><><><><><><><><><> CHP3-3
                    ~ THE FINAL BATTLE ~
                    <><><><><><><><><><>


-- MAIN QUEST: Destroying Mephistopheles

-----------------------------------------
~ MAIN QUEST: DESTROYING MEPHISTOPHELES ~
-----------------------------------------

     Once through the Planar Gate yet another cut scene will trigger of
Waterdeep under attack by the Undead Army of Mephistopheles, when it's
over you'll be speaking with Durnan.  When the conversation is over it
will begin to rain blood and Mephistopheles will appear (if you know
his true name then you'll speak with him).  If you know his true name
then just tell him his name and you won't even have to fight him.  If
you have any henchman with you then this evil demon will try to turn
them against you; if this happens then just use their true name (if
you've purchased it) or use your Persuasion skills to foil
Mephistopheles's plan.  If you fight Mephistopheles it's a very
difficult battle, not nearly as easy as the final bosses in the
previous two campaigns were.  After you damage Mephistopheles a little
he will turn the area into ice and teleport to a different area.  Kill
some Ice Beasts and when they're all dead the ice will disappear and
Mephistopheles will come back to play.  This time you'll be fighting
him until his health gets down to badly wounded; when it does he will
fly out of the area and cover it in lava and summon some Lava Beasts.
Kill the Lava Beasts and then Mephistopheles will come back down for
the final showdown.  When you beat this bastard of a beast down to near
death he will surrender (what a wussy of a Demon).  Speak with this
self-proclaimed Duke of Hell and then either tell him what a bad, bad,
Demon he's been and send him on his way or kill him.  After your
deciscion the final cut scene of the game will trigger, which can be a
few different ones due to your actions throughout the game.  The
credits will roll and you'll be the greatest hero in all of Waterdeep.
Congrats on your victory.

_______________________________________________________________________

---------
~ OUTRO ~
---------

     So this is the end of the HoU campaign, congratualtions on your
victory.  Did you find a quest that isn't in my guide?  Did I majorly
screw up anywhere?  Have you found an item, weapon, or suit of armor
not 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.


================================================================ #22 ==

---------------------------------------------
* 22) CREDITS, E-MAIL RULES AND LEGAL STUFF *
---------------------------------------------


>>> CREDITS <<<

- BioWare Corporation for creating the best RPG video games ever
- Atari for publishing these instant classics
- Wizards of the Coast (they own D & D)


>>> CONTRIBUTOR CREDITS <<<

- Evi Apostolaki for letting me know about the Thrall Revolt quest in
Zorvak'Mur.

-----


>>> E-MAIL RULES <<<

My address: [email protected]

   - DO NOT SOLICITE!  I don't care what your 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 (that you have to pay postage on)
from the comfort of your living room...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 fake medication
(like someone my age needs Viagra), send me celebrity news that 90% 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 e-
mail 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.  I'm old school and aren't hip to all their meanings.

   - If you've found an item, weapon, or suit of armor not listed in
the appropriate section way above, please "print screen" of the specs
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 into 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 specs 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 specs 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 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(s), 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.

   - DO NOT send me cheats and hacks to add to this guide because I
REFUSE to put them in, or even try them for that matter, so don't
waste your time.

   - I don't care what kind of language you use just don't swear
directly at me.  I'm here to help you out, not to take verbal abuse
from you because you have no gaming skills and can't prevail over a
tough battle or have the common sense to figure out the many puzzles
in the game that I describe in the most comprehensive and laymen of
terms.

   - And another thing: I KNOW THERE ARE TYPOS in this guide.  I typed
it in word pad and if you knew anything at all then you should know
that word pad doesn't have spell check, plus I'm only human and thus
not perfect.  When you type in a million plus characters you're bound
to make some typos.  It's amazing all these anal retentive yuppies out
there who e-mail me and make a big deal because I didn't use proper
puncuation and grammer or spelled a word wrong.  Let me see you people
do a better job of writing a game guide.  Thought so.  Maybe someday
I'll notice the typos and fix them, then again maybe I won't just to
irritate you. To an anal retentive, a typo is like Fran Dreshers
laugh.

   - NO PORN!  Some degenerate porn companies must have gotten my e-
mail address from my posted guides because I literally receive
HUNDREDS of porn offers a week and I'm getting really sick of it.  If
you low-lifes keep on sending me this stuff then I will hack into your
server and drop the worst virus known to computers into it so stop
bothering me.  Your anti-virus software doesn't have jack on me for
this virus will whipe out your entire operation and I know you
deviants don't want that to happen.  If you happen to get up and
running after my mega virus I'll just drop in another modified one.
This process will be repeated until you're reduced to selling yourself
in an alley on the side of a bar just to make ends meet until you
crawl out of the deep bankruptcy hole you'll find yourself squatting
in.  I'm almost to the point of filing a lawsuit against you scumbags
for harassment so stop sending me this crap.  I don't mean to sound so
ignorant here but this is the only language these kind of pukes
understand and I'm holding back what I really want to say because I
don't want to offend people, if this were an M rated game then it
would be a different story; since this is a T rated game I have to
refrain because I know children and young adults are reading this
guide.  And no, I'm not one of those anti-porn yuppies.  Everyone has
their breaking point and these jerks lobbed a brick through my plate
glass window

-----


>>> LEGAL STUFF <<<

     This document is Copyrighted by Randy Murtha, January 2008 and may
not be reproduced in part or in full without the written consent of the
author.  Nor shall this be posted on a website,  printed in a magazine
without my consent, put onto a removeable storage device/disc, or to be
used in any way to make a profit.  All Rights Reserved.

     WEBMASTERS: If you want to post my guide(s) I'll most likely let
you but you HAVE TO ASK ME AND GET MY PERMISSION FIRST!  Don't just
take it upon yourself to post my guide without my consent 'cause I'll
sue you if you do and it will be my name as the webmaster for your
site.  I always check out the website you ask to post my guides on and
if it's a crappy amateur site then don't bother asking me to post my
guides on your cheeseball site 'cause you can't.  If you send me an e-
mail asking to post my guide and I don't respond, that means no and you
should know that NO MEANS NO!

     If you have viewed this walkthrough on any other websites than the
ones listed near the top of this document, or have seen this
plagerised, please e-mail me and let me know which site you viewed this
on, I will highly appreciate it.  If you've seen this document
plagerised or on a website this isn't supposed to be on, there is a
$CASH$ reward for informing me of whom the violator is.  It's a lot of
hard work, headaches, time, and sore wrists to write a game guide and
there's nothing worse for us FAQ writers than having some impersonator
claiming credit for our hard work and dedication to all the frustrated
gamers out there who read our guides with great appreciation.  If you
plagerise this document or post this without my permission, or any
other guides I wrote, then I will prosecute you to the fullest extent
of the law.

-----------------------------------------------------------------------
***** Copyright by Randy Murtha January 2008, All Rights Reserved *****
-----------------------------------------------------------------------