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 ***** -----------------------------------------------------------------------