WELCOME TO RANDY MURTHA'S -------------------- ~ FORGOTTEN REALMS ~ -------------------- |\ |'---- '----'----' ---|\ |-----'----'----' | \ || \ /| | |\ / | | \ | | | | | | \ ||---- \ / |----'----' \ / | | \ | | |----'----' | \|| \ / | | \ \ / | | \| | | | \ '---- \/ '----| \ \/\/ --- '----| \ |\ | ------- '------ | | ------- '----- | \ | | | | | | | | \ | | | --' |----| | '----' | \ | | | | | | | | | \| ------- '-----' | | | ----' _________________________ SHADOWS OF UNDRENTIDE _______________________ ULTIMATE GAMERS GUIDE FOR THE PC GAME Version 2.0 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 - What's New in Shadows of Undrentide 2) More Walkthroughs by me, Version History........................ #2 3) Gameplay Basics................................................. #3 - Abbreviations and Terms - 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) Character Classes............................................... #6 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 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 - Epic Spells............................................. #14H 15) Items.......................................................... #15 - Potions - Books - Reagents - Gems - Miscellaneous 16) Weapons........................................................ #16 - Simple - Martial - Exotic - Found Weapons - Wands and Rods 17) Clothing and Armor............................................. #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: Shadows of Undrentide........................ #21 - Chapter One................................................ #21A - Interlude.................................................. #21B - Chapter Two................................................ #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: #21) 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 walkthrough 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: Diamond Edition for the PC. In this guide I will include the origional Neverwinter Nights campaign and its first two expansions, Shadows of Undrentide and 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. This epic saga is over 100+ hours for your roleplaying enjoyment and isn't a bad deal for twenty bucks at EB Games. If you thought Baldur's Gate II and its expansion kicked ass wait until you get a dose of Neverwinter Nights Diamond Edition! >>> WHAT'S NEW IN SHADOWS OF UNDRENTIDE <<< There was a whole bunch of new and improved things that were added to make your NWN gaming experience even better. There are a couple of new skills that were added to the game along with a BUNCH of new feats. There is also a whole array of new spells, armor, items, and weapons to tote around so have fun. ================================================================= #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: Hordes of the Underdark 5) Neverwinter Nights Gold Edition 6) Neverwinter Nights Platinum Edition 7) Quake II 8) Shadow Man 9) Shadow Man 2econd Coming 10) The Suffering 11) The Suffering: Ties That Bind 12) Turok 2: Seeds of Evil You can ALWAYS find all of my guides and latest versions at: www.gamefaqs.com >>> VERSION HISTORY: Version 1.0 January 2008 This is the first complete version of my guide. Version 1.5 April 2008 Added in a couple weapons and what not. Also added in what spells to cast on that one Orb in the Excavated Ruins a reader sent me, also fixed some more of those seemingly endless typos. Version 2.0 August 2008 Fixed some typos and added in some more weapons that I found. ================================================================= #3 == ---------------------- * 3) GAMEPLAY BASICS * ---------------------- >>> ABBREVIATIONS AND TERMS USED THROUGHOUT THIS GUIDE AND GAME: - D&D: Dungeons and Dragons - NWN: Neverwinter Nights - SOU: Shadows of Undrentide - STR: Strength - DEX: Dexterity - CON: Constitution - INT: Intelligence - WIS: Wisdom - CHA: Charisma - HP: Hit Points - XP: Experience Points - AC: Armor Class - DC: Difficulty Class - PC: Player Character - NPC: Non-player Character - PvP: Player vs. Player - HD: Hit Die, these are dice and look like d4, d6, d8, d10, etc. A weapon that causes 2d6 worth of damage will inflict the total of two randomly generated six sided dice rolls. If your character has d4 for their HD, then when you level up the computer rolls a 4 sided die and the randomly generated number is how many HP you'll gain, and you can gain no more than 4 HP per new character level (unless you have the Toughness feat or some other kind of bonus like a high Con). ----------------------------------------------------------------------- >>> IN-GAME SCREENS <<< In Neverwinter Nights your character is always in the center of the screen. You interact with the world using the mouse to move a cursor around the screen, and the left and right mouse buttons to execute actions. When you move the mouse over an object or creature, the mouse icon changes to an action icon indicating the default action for that object. To perform the default action click the left mouse button. To perform another action right-click on the target to bring up the Radial Menu. Left-click on the screen to move your character around the game world. Attack a hostile creature by moving your cursor over the creature; the icon will change to the combat icon. Left-click to begin your attack. RADIAL MENU ----------- The Radial Menu is your primary tool for interacting with the world of Neverwinter Nights. Bring up the Radial Menu by moving the mouse over the object you wish to interact with, and then press the right mouse button. A Radial Menu will pop up with the object in the center. The Radial Menu contains a ring of possible actions that you can perform on the object, from casting a spell to attacking the target. Left-click to perform the selected action. Some actions may have a small arrow beside them indicating another level of actions, which you can access by left-clicking. a small ring is visible around the action with an arrow beside it. The ring is actually a preview of the next level of the menu allowing you to see at a glance what the next level will hold. You can also click the and hold the right mouse button and navigate the Radial Menu by moving the mouse. You can also control the Radial Menu with the numeric keypad: Each number key corresponds to a location in the Radial Menu (i.e. 8 is to the top, 2 is down, 7 is to the 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 sigleplayer and multiplayer. You can add other players to your party through the "Socialize" Radial Menu option (for multiplayer only). Under the "Socialize" menu you can invite another player to join your party by selecting the "Invite" Radial Menu option. The invited player can then go under the "Socailize" option and select "Join Party" (again, only for multiplayer). The rest of the information in this paragraph is for both multi and singleplayer gameplay. If you summon a creature, the creature is added in to your Party Bar while it is present. You can use the party bar to get quick information on your party members or to perform actions on them by right-clicking and bringing up a Radial Menu. The small bar on the left side of the portrait shown the current health of the character. In the top slot on the right side there is an arrow icon. The arrow points the direction that character is from your character. An icon showing the current action the character is undertaking, whether it is combat, spell casting, or resting. A skull will appear if the character is dead. THE CHAT WINDOW --------------- This is located at the bottom of the gameplay screen, above your Quickbar and Chat Entry bars. The Chat Window displays messages from other players, both NPC's and PC's. In this window also appears how much XP points you gain by killing enemies and for completeing quests, how much damage you inflict on a hostile and take in return, lets you know when your Journal gets updated, and so on. You can drag the Chat Window up for a longer window by dragging up the black tab at the top of the window. You can also right-click on the tab to set the various filters for chat messages in each window. To filter a window for only combat messages (for multiplayer only), open the Raidial Menu on the Chat Window tab and toggle all the other chat displays off. For a quick reply to someone who just has chatted with you, click the portrait of the speaker. THE CHAT ENTRY BAR ------------------ This bar is only used in multiplayer and is located directly beneath the Chat Window, above the Quickbar slot. This is where you type in messages to other players. Hit the Enter key or click in the bar to type a chat message. You can use various slash commands to control the type of message you are sending. An "/S" (shout) before your text sends the message as a shout which goes out area wide. A "/P" sends your message to the other members of your party. A "/T <playername>" (tell) or "/W <playername>" (whisper) sends a private message to the player you have specified with <playername>. THE QUICKBAR ------------ This is located on the bottom of the gameplay screen. The Quickbar provides quick and easy access to common game actions. Each "cell" in the bar corresponds to a function key on the keyboard. When you press the associated key, the command placed in the cell is executed. You can drag items from your inventory to the Quickbar and hit the key or click the cell to use or equip the item, depending on what it is. You can also place spells into the Quickbar by dragging the icons from your prepared spells or by right-clicking on the Quickbar to to open the Radial Menu and select the spell. There are also two more Quickbars in addition to the one 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, you may right-click the action. THE STATUS BAR -------------- This is located to the left of your Character Portrait. Then Status Bar shows any special effects currently active on your character. Beneficial spells and effects, such as ability bonuses, and negative effects, such as poisons and diseases, appear in the Status Bar. Hold the mouse over any of the icons to get a text definition of the effect. When an icon in the Status Bar blinks, it signals the effects are about to expire. ----------------------------------------------------------------------- >>> CHARACTER SHEET <<< To access your Character Sheet simply left-click on your Character 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) CHARACTER CLASSES * ------------------------ >>> BARBARIAN <<< Barbarians are brave, even reckless, and their warrior skills make them well suited for adventure. Barbarians have a powerful rage that makes them stronger and better able to withstand attacks. They only have the energy for a few such displays per day but it is usually sufficient. Constant exposure to danger has also given barbarians a sort of sixth sense, the preternatural ability to sense danger and dodge attacks, and their running stamina is legendary. - Alignment: Any nonlawful - Hit Die: d12 - Proficiencies: All simple and martial weapons, light armor, medium armor, and shields - Skill Points: Int Modifier x 4 at 1st level; 4 + Int Modifier each additional level - Ex-Barbarians: Barbarians are unable to progress in levels if their alignment ever becomes lawful - Prestiage Class Tips: Barbarians make powerful Blackguards, Dwarven Defenders, or Weapon Masters ----- BARBARIAN SPECIAL ABILITIES: RAGE: Barbarians can catapult themselves into a murderous fury. - Gained: 1st level - Use: Selected. 1st level = once a day; 4th level = twice a day; 8th level = three times a day; 12th level = four times a day; 16th level = five times a day; 20th level = six times a day - 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 ----------------------------------------------------------------------- >>> 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. ----------------------------------------------------------------------- >>> 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. ----------------------------------------------------------------------- >>> 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 ----------------------------------------------------------------------- >>> FIGHTER <<< Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes and they are trained to use all standard weapons and armor. A Fighter's rigorous martial training grants him many bonus feats as he progresses. High-level Fighters have access to special melee maneuvers and exotic weapons not available to any other character. - Alignment: Any - Hit Die: d10 - Proficiencies: All simple and martial weapons, all armor and shields - Skill Points: Int Modifier x 4 at 1st level, 2 + Int Modifier each additional level. - Prestige Class Tips: Fighters have many options available to them but Blackguard, Dwarven Defender, or Weapons Master are among the best choices. Elf and Half-elf Fighters who use bows may want to consider becoming Arcane Archers. ----- FIGHTER SPECIAL ABILITIES: BONUS FEATS: The Fighter gains a bonus feat at first level and every two levels thereafter, chosen from a subset of the entire feat list. This bonus feat is in addition to the feats every character gains for advancing in character level. ----------------------------------------------------------------------- >>> MONK <<< Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned Monks serve as protectors of the people, while evil Monks make ideal spies and Assassins. Although they don't cast spells, Monks channel a subtle energy called Ki. This energy allows a Monk to perform amazing Feats, such as healing himself, cathing arrows in filght, and dodging blows with lightning speed. A Monk's mundane and Ki-based abilities grow with experience granting him more power over himself and his enviornment. Monks suffer unique penalties if they wear armor, as doing so violates their rigid oath. A Monk wearing armor loses his Wisdom and level based Armor Class bonuses, movement speed, and additional unaremed attacks per round. - Alignment: Any lawful - Hit Die: d8 - 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 ----------------------------------------------------------------------- >>> 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 himself or his companions - Gained: 3rd level - Use: Once per day - Bonuses: As the Cleric spell Remove Disease ----------------------------------------------------------------------- >>> 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 ----------------------------------------------------------------------- >>> 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. ----------------------------------------------------------------------- >>> 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 ----------------------------------------------------------------------- >>> WIZARD <<< Wizards are arcane spellcasters who depend on intensive study to create their magic. To Wizards, magic is not a talen but a difficult, rewarding art. When they are prepared for battle, Wizards can use their spells to devestating effect. When caught by surprise, they are vulnerable. The Wizard's strength is his spells; everything else is secondary. He learns new spells as he experiments and grown is experience and he can also learn from other Wizards. In addition, over time a Wizard learns to manipulate their spells so they go farther, work better, or are improved is some other way. A Wizard can call a Familiar, a small, magical, animal companion that serves him. With high Intelligence, Wizards are capable of casting very high-level spells. - Alignment: Any - Hit Die: d4 - Proficiencies: Club, Dagger, Light Crossbow, Heavy Crossbow, Quarterstaff, no armor or shields - Skill Points: 4 x Int Modifier at 1st level; 2 + Int Modifier each additional level - Spellcasting: Arcane (Intelligence-based, requires preparation, armor-related chance of spell failure is a factor); Wizards begin the game knowing all Cantrips and four 1st-level spells - Prestige Class Tips: The Pale Master is a strong prestige class that builds upon the Wizard's magical abilities ----- WIZARD SPECIAL ABILITIES: SUMMON FAMILIAR: Able to summon a small creature to assist in combat or scouting. - Gained: 1st level - Use: Once per day - Bonuses: If the Familiar dies, the Sorcerer loses 1d6 HP, but can summon the Familiar again the next day WIZARD BONUS FEATS: Every five levels, the Wizard may select a bonus feat from the Metamagic Feat list. This bonus feat is in addition to the feats every character gains for advancing in character level. ================================================================= #7 == --------------------------------- * 7) 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. >>> 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. ----------------------------------------------------------------------- >>> 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. ----------------------------------------------------------------------- >>> 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 Poists: 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 t 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. ----------------------------------------------------------------------- >>> 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. ----------------------------------------------------------------------- >>> 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. ================================================================= #8 == ---------------------------- * 8) MULTICLASS CHARACTERS * ---------------------------- >>> 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 together. 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 and Shadows of Undrentide, 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 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 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 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 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 | | | | ---------------------------------------------------------------- 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 ================================================================ #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. ------------------ #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. - 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 - 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. - 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 - Haste: One extra attack action per round and movement is increased by 50%. - Invisibility Sphere: Self and allies hidden in a sphere of invisibility. - 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. - Protection From Alignment: Target receives a +2 AC bonus, +2 saving throw bonus against creatures of a particular alignment. - Remove Fear: All fear effects are removed from the target. - Sanctuary: Caster's presence is ignored by nearby creatures. - Scare: Causes fear in weak creatures. - Shield of Faith: Target gains a +2 deflection bonus to AC, with an additional +1 bonus for every six level of the caster (maximum of +5). - Summon Creature I: Summons a Dire Badger. 2nd-LEVEL CLERIC SPELLS: ------------------------ - Aid: Target receives +1 bonus to attacks and saving throws vs. fear; +1d8 HP. - Bull's Strength: Target creatures Strength is increased by 1d4+1. - Cure Moderate Wounds: Heals 2d8 points of damage + 1/level. - Darkness: Cover creatures in a shroud of darkness. - Divine Favor: Caster gains +1 bonus to attack and weapon damage for every three caster levels (to a maximum of +5). - Doom: Target receives -2 modifier to attack and damage rolls; saving throws, ability and skill checks. - Endure Elements: 10/- damage resistance against all elemental forms of damage. - Eagle's Splendor: Target's Charisma is increases by 1d4 + 1. - Endurance: Target's Constitution increases by 1d4 + 1. - Find Traps: +10 to Search checks. - Fox's Cunning: Target's Intelligence is increases by 1d4 + 1. - Hold Person: Target humanoid is paralyzed. - Inflict Moderate Wounds: Target suffer 2d8 points of damage +1/level to a maximum of +10. Inflict spells have a reverse effect when used on undead. - Lesser Dispel: Weak version of Dispel Magic. - Lesser Restoration: Removes all effects effects that apply to ability score, AC, attack, damage, spell resistance or saving throw penalties. - Negative Energy Ray: 1d6 points of damage from negative energy ray. - Owl's Wisdom: Target's Wisdom increases by 1d4 + 1. - Remove Paralysis: All paralysis and hold effects removed from target. - Resist Elements: 20/- damage rsistance against all elemental forms of damage. - Silence: Creates a zone of silence around a target creature. - Sound Burst: 1d8 sonic damage to creatures in area. - Summon Creature II: Summons a Dire Boar. - Ultravision: Darkvision and low-light vision. 3rd-LEVEL CLERIC SPELLS: ------------------------ - Animate Dead: Summons forth an undead minion. - Bestow Curse: Lowers all of the target creature's ability scores by 2. - Blindness/Deafness: Target creature is struck blind and deaf. - Clarity: Removes sleep, confusion, stun, and charm effects and protects against same. - Contagion: Random disease inflicts taget. - Continual Flame: Magic flame that burns as bright as a torch. - Cure Serious Wounds: Heals 3d8 points of damage +1/level. - Dispel Magic: Removes magical effects from creatures. - Inflict Serious Wounds: Target suffers 3d8 points of damage, +1 point per caster level to a maximum of +15. Inflict spells have a reverse effect when used on undead. - Invisibility Purge: Removes all invisibility from all nearby creatures. - Magic Circle Against Alignment: Caster and all nearby allies gain a +2 AC, +2 saving throws and immunity to mind-affecting spells from the specified alignment. - Negative Energy Protection: Target immune to all negative energy attacks. - Prayer: Allies gain +1 to attack, damage, skill and saving throw rolls; enemies receive -1 penalty to same. - Protection From Elements: 30/- damage resistance against all elemental forms of damage. - Remove Blindness/Deafness: All nearby allies cured of blindness and deafness. - Remove Curse: All curses removed from target. - Remove Disease: All diseases removed from target. - Searing Light: Undead suffer 1d8/level; Constructs 1d6/level; other 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. - 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: ------------------------ - 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. - 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. 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). - 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. - Wall of Fire: 4d6 points of fire damage. 6th-LEVEL DRUID SPELLS: ----------------------- - 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. - Summon Creature: 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. - 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). - 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. - 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. - 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. - Identify: Gain 25 + 1 per caster level bonus to Lore skill checks. - Mage Armor: +4 AC bonus. - 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. - 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. - Identify (Divination): Gain 25 + 1 per caster level bonus to Lore skill checks. - Mage Armor (Conjuration): +4 AC bonus. - 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. - 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. ----------------------------------------------------------------------- >>> REAGENTS <<< Reagents are required to make magical items for Wizards and Sorcerers, or crafting traps and weapons; they are also used to complete a few rituals you'll venture across in your journeys. - DRAGON BLOOD - ADAMANTINE - FAIRY DUST - SPECIAL HOLY WATER - COLDSTONE - GARGOYLE SKULL - FIRE BEETLE BELLY - FENBERRIES - IRONWOOD - QUARTZ CRYSTAL - SLAAD'S TONGUE - BELLADONNA - RAGS - ETTERCAP'S SILK GLAND - LARGE BONE - SKELETON KNUCKLE - THUNDERSTONE ----------------------------------------------------------------------- >>> GEMS <<< Gems are required for making rings and amulets or enhancing magic armor and weapons, 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 Shadows of Undrentide campaign. - MYSTRA'S HAND: This is the new Stone of Recall for this campaign but you can oly use it in the first chapter. - PLAIN RINGS: Come is copper, silver, or gold. Sorcerers and Wizards may use these plain rings to craft magical ones. - PLAIN NECKLACES: Come in copper, silver, or gold. Wizards and Sorcerers can craft magical amulets from these necklaces. - MAGIC BAG: These backpacks will reduce the weight of the items you put into them by 20%, 40%, 60%, or 80%. - BAG OF HOLDING: This wonderful bag will reduce the weight of the items you put into it by 100%. - MAGIC ELECTRIFIER: - GOLDEN CHALICE OF LATHANDER: Special Properties: Use: Special Properties: Charges: 3 Magical Electrifier Charge Use: Healing Circle 1 Charge Unlimited Times Per Day, Per Use, Light Unlimited Magical Electrifier Destroy Charges Unlimited Times Per Day - BROOCH OF SHIELDING: - GEM OF SEEING: Special Properties: Use: Special Properties: Use: Shield 3 Times Per Day True Seeing 1 Time Per Day - CHIME OF OPENING: - HORN OF BLASTING: Special Properties: Charges: 50 Special Properties: Use Use: Knock 1 Charge Per Use Sound Burst 1 Time Per Day - LENS OF DETECTION: Special Properties: Use Find Traps 3 Times Per Day ----- >>> FOUND BARD ITEMS <<< *** Only Bards may use the items listed in this section - JANTHRA'S HARP: - DOVE'S HARP: Use: Invisibility Sphere Use: Cure Light Wounds 1 Time 1 Time Per Day Per Day, Greater Restoration 1 Time Per Day, Light Unlimited Times Per Day - HARP OF HAUNTING: - HARP OF CHARMING: Charges: 50; Use: Animate Charges: 50; Use: Charm Dead 3 Charges Per Use, Monster 3 Charges Per Use, Fear 2 Charges Per Use, Charm Person 1 Charge Per, Scare 1 Charge Per Use Use, Mass Charm 5 Charges Per Use - LYCH LYRICS: - DOSS LUTE: Use: Lyrics of the Lich Use: Ghostly Visage 1 Time Unlimited Times Per Day Per Day, Hold Person 1 Time Per Day, Neutralize Poison 1 Time Per Day - CLI LYRE: Use: Haste 1 Time Per Day, Remove Curse 1 Time Per Day, Sound Burst 1 Time Per Day ================================================================ #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, +2, and +3. They have the Special Property of Enhancement Bonus of +1, +2, or +3. ----- >>> 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, +2, and +3. They have the Special Property of Enhancement Bonus of +1, +2, or +3. ----- >>> 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 >>> Normal Arrows, Bolts and Bullets also come in +2 and +3; they have an Enhancement Bonus of +2 or +3. ----- >>> 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, +2, and +3. They have an Enhancement Bonus of +1, +2, or +3. ----- >>> EXOTIC RANGED WEAPON <<< - SHURIKEN: Base Damage: 1d3 Base Critical Threat: 19-20/x2 Base Damage Type: Piercing Feat: Exotic ----- >>> This next list is for all of the special weapons found throughout the game. If you've found a weapon not listed in here, "print screen" of the specs and e-mail them to me please, I just don't take peoples word for it, I will of course credit you for the find. And remember to only send weapons found in the Shadows of Undrentide campaign - HURC'S DAGGER: - PIXIE LANCE (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: Vampire Properties: Enhancement Regeneration +1 Bonus +2; On Hit: Sleep DC-14 50%/2 Rounds - STAFF OF COMMAND: - AIEDO WITHERSTICK +2 (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 +2; On Hit: Ability Uses: Charm Monster 5 times per Drain DC-14 Strength day, Charm Person 2 times per day, Dominate Person 5 times per day - NEGASTAFF: - DESERT'S FURY (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; Sorcerer, Wizard Rogue, Wizard; Special Special Properties: Damage Properties: Enhancement Bonus vs. Undead 1d8 Fire; Bonus +1; On Hit: Level Enhancement Bonus vs. Undead Drain DC-14 50%/2 Rounds +2; Enhancement Bonus +1; Charges: 50 Use: Flame Arrow 3 Times Per Day; Charges: 50 - STAFF OF DEFENSE: - STAFF OF POWER: 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, Wizard Feat: Simple; Druid, Monk, Special Properties: Armor Bonus Rogue, Wizard; Special +2 (AC Deflection Modifier); Properties: Charges: 50; Charges: 50; Use: Ghostly Use: Fireball 3 Charges Per Visage 2 Charges Per Use; Use; Magic Missle 2 Charges Mage Armor 1 Charge Per Use; Per Use; Ray of Enfeeblement Protection From Alignment 1 Charge Per Use 3 Charges Per Use ----- >>> FOUND MARTIAL MELEE WEAPONS IN SOU CAMPAIGN <<< - BLADE OF CHULT (GREATSWORD): - NETHERESE AXE (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 Special Properties: Enhancement Special Properties: Enhancment Bonus +1; On Hit: Poison DC-14 Bonus +1; Spell Resistance: 10 1d2 Constitution Damage Skill Bonuses: Listen +3, Lore +3 - LAUGHING BLADE (SCIMITAR): - TALONA'S STRIKE (HALBERD): Base Damage: 1d6 Base Damage: 1d10 Base Critical Threat: 18-20/x2 Base Critical Threat: 19-20/x3 Base Damage Type: Slashing Base Damage Type: Piercing and Feat: Martial; Druid Slashing; Feat: Martial Special Properties: Damage Special Properties: Damage Bonus: 1 Cold Damage; Bonus: 1d6 Acid Damage; Enhancement Bonus +2; On Enhancement Bonus +1 Hit: Confusion DC-14 50%/ 2 Rounds - 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: Vampire Slashing 1 Damage; Massive Regeneration + 3; Enhancement Criticals: 1 Damage Bonus +2 - ICE GRINDER (WARHAMMER): Base Damage: 1d8 Base Critical Threat: 19-20/x3 Base Damage Type: Bludgeonng Feat: Martial Special Properties: Attack Bonus +1; Damage Bonus: 1 Sonic Damage ----- >>> FOUND MARTIAL RANGED WEAPONS IN SOU CAMPAIGN <<< - ELIAK'S VENGEANCE: Base Damage: 1d8 Base Critical Threat: 19-20/x2 Base Damage Type:Piercing Ammunition: Arrows Feat: Martial; Elf Special Properties: Attack Bonus +1; Massive Criticals: 3 Damage; Only Useable by Ranger ----- >>> FOUND EXOTIC MELEE WEAPONS IN SOU CAMPAIGN <<< - DRAGONSLAYER (BASTARD SWORD): - KATANA OF THE NORTH: 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 Feat: Exotic Special Properties: Damage Special Properties: Attack Bonus vs. Dragon 1d10 Sonic Bonus +1; Massive Criticals: Damage; Enhancement Bonus +1; 1d4 Damage; Skill Bonus: Enhancement Bonus vs. Dragon +5 Animal Empathy +1; Use: Endure Elements 2 Times Per Day - SHADOW SWORD (2-BLADED): Base Damage: 1d8/1d8 Base Critical Threat: 19-20/x2 Base Damage Type: Slashing Feat: Exotic Special Properties: Damage Bonus: 1d4 Acid Damage; Keen; Enhancement Bonus +2 ----------------------------------------------------------------------- >>> WANDS AND RODS <<< Here is a list of all the magic Wands and Rods that are found in the game. If you've found a Wand or Rod that isn't in this list, please "print screen" of the specs and e-mail them to me please, I will of course credit you for the find. >>> 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 * -------------------------- >>> 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 IN SHADOWS OF UNDRENTIDE CAMPAIGN <<< - 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: - ROBE OF ELEMENTAL RESISTANCE: Special Properties: Acid Special Properties: Damage Damage Resist 15/- Resitance: Acid Resist 5/-, Cold Resist 5/-, Electrical Resist 5/-, Fire Resist 5/-; Light Normal (15m) White; Spell Resistance: 10 - ROBE OF VECNA: Special Properties: Armor Bonus +1 (AC Armor Modifier); Bonus Feats: Spell Focus in Abjuration, Conjuration, Enchantment, Illusion, Necromancy; Spell Resistance: 10; Only Useable by: Sorcerer or Wizard ----------------------------------------------------------------------- >>> 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, +2, and +3. These armors have the same specs as above and are enhanced with the special property of Armor Bonus +1, +2, or +3 (AC Armor Modifier). ----- >>> This next list is for all of the special armor found throughout the game. If you've found a suit not listed in here, "print screen" of the specs and e-mail them to me please, I just don't take peoples word for it, I will of course credit you for the find. And remember to send only those suits found in the Shadows of Undrentide campaign. >>> FOUND ARMOR IN SHADOWS OF UNDRENTIDE CAMPAIGN <<< - SKIN OF THE FOREST: - ASLYFERUND ELVEN CHAINARMOR: Base AC: 1 Base AC: 1 Max. Dex Bonus: 8 Max. Dex Bonus: 8 Armor Check Penalty: 0 Armor Check Penalty: 0 Arcane Spell Failure: 5% Arcane Spell Failure: 5% Feat Required: Light Armor Feat Required: Light Armor Special Properties: Armor Special Properties: Armor Bonus +1 (AC Armor Modifier); Bonus +3 (AC Armor Modifier); Light Normal (15m) Orange; Damage Reduction: +1 Soak Skill Bonus: Animal Empathy +6; 5 Damage; Only Useably by: Use: Camouflage 1 Time Per Day; Elf or Half-Elf Only Useable by: Druid or Ranger - MIRRORED ARMOR: - SQUIRE'S DEFENSE: Base AC: 1 Base AC: 2 Max. Dex Bonus: 8 Max. Dex Bonus: 6 Armor Check Penalty: 0 Armor Check Penalty: 0 Arcane Spell Failure: 5% Arcane Spell Failure: 10% Feat Required: Light Armor Feat Required: Light Armor Special Properties: Armor Special Properties: Armor Bonus +3 (AC Armor Modifier) Bonus +2 (AC Armor Modifier); Spell Resistance: 14 Enhancement Bonus: Strength +3 - GREEN LEAF: - AURUMVORAX ARMOR: Base AC: 2 Base AC: 2 Max. Dex Bonus: 6 Max. Dex Bonus: 6 Armor Check Penalty: 0 Armor Check Penalty: 0 Arcane Spell Failure: 10% Arcane Spell Failure: 10% Feat Required: Light Armor Feat Required: Light Armor Special Properties: Armor Special Properties: Armor Bonus +5 (AC Armor Modifier); Bonus +2 (AC Armor Modifier); Skill Bonus: Hide +5 Dameage Resistance: Piercing Resist 5/- and Slashing Resist 5/- - 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 - ARMOR OF COMMAND: - SHADOVAR ARMOR: 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 Special Properties: Armor Special Properties: Armor Bonus +3 (AC Armor Modifier); Bonus +1 (AC Armor Modifier; Skill Bonus: Persuade +5; Armor Bonus vs. Good +1 (AC Enhancement Bonus: Charisma +2 Armor Modifier - CHAINMAIL OF SPEED: - ARMOR OF FREEDOM: Base AC: 5 Base AC: 8 Max. Dex Bonus: 2 Max. Dex Bonus: 1 Armor Check Penalty: -5 Armor Check Penalty: -8 Arcane Spell Failure: 30% Arcane Spell Failure: 45% Feat Required: Medium Armor Feat Required: Heavy Armor Special Properties: Armor Special Properties: Armor Bonus +2 (AC Armor Modifier) Bonus +3 (AC Armor Modifier); Enhancement: Haste Enhancement: Freedom - RED DRAGON ARMOR - BLACKGUARD ARMOR: 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 +1 (AC Armor Modifier); Damage Resistance: Fire Use: Divine Favor 3 Times Per Resist 20/-, Weight Day: Only Useable by: Neutral Reduction: 80% or Evil ----------------------------------------------------------------------- >>> 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, +2, and +3. They all have the same specs as above and are enhanced with the special property of Armor Bonus +1, +2, or +3 (AC Shield Modifier). ----------------------------------------------------------------------- >>> 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. Please remember to only send helmets found in the Shadows of Undrentide Campaign. - 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 IN SOU CAMPAIGN <<< - WATCHMAN'S HELM: - BLACKGUARD HELM: Special Properties: Special Properties: Low Light (10m) Blue Improved Saving Throws: Skill Bonuses: Listen +8, Sonic +3, Mind Affecting +3 Search +8, Spot +8 - HELMET OF DISCHARGE: - EYES OF THE EAGLE: Special Properties: Damage Special Properties: Skill Resistance: Electrical Bonus: Spot +5 Resist 25/- ----------------------------------------------------------------------- >>> 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 found in the Shadows of Undrentide campaign - 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, +3, +4, +5. They all have the stated enhancement bonuses of +2, +3, +4, or +5. ----- >>> FOUND CLOAKS IN SHADOWS OF UNDRENTIDE CAMPAIGN <<< - CLOAK OF THE HIGH FOREST: - CLOAK OF ASCALHORN: Special Properties: Armor Special Properties: Damage Bonus +2 (AC Deflection Resistance: Bludgeoning Modifier); Improved Saving Resist 5/- Throw: Fortitude +1; Only Useable by Druid - CLOAK OF ELVENKIND: - CLOAK OF GREATER SANCTUARY: Special Properties: Special Properties: Use: Skill Bonus: Hide +10 Greater Sanctuary 1 Time Per Day - CAPE OF WINTER: - CLOAK OF ARACHNIDA: Special Properties: Damage Special Properties: Improved Resistance: Cold Resist 10/-; Saving Throw: Poison +2; Improved Saving Throws: Spell Immunity: Web; Use: Web Universal +2 1 Time Per Day - VESTMENTS OF FAITH: - SKIN OF THE MANTICORE: Special Properties: Damage Special Properties: Armor Reduction: +5 Soak 5 Damage; Bonus +1(AC Deflection Modifier) Only Useably by: Good Improved Saving Throw: Fortitude +1; Use: Manticore Spikes 4 Times Per Day; Only Useable by: Druid or Ranger ----------------------------------------------------------------------- >>> 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 specify which campaign you've found the boots in. - 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, +3, +4, and +5. They all have the stated bonus of +2, +3, +4, or +5. ----- >>> FOUND BOOTS IN SHADOWS OF UNDRENTIDE CAMPAIGN <<< - 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 THE SHIFTING SANDS: Special Properties: Ability Score Penalty: Dexterity -1; 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 only send me belts found in the Shadows of Undrentide campaign. - SASH OF SHIMMERING: - MONK'S BELT: Special Properties: Special Properties: Bonus Enhancement Bonus: Dex +5; Feats: Improved Critical Unarmed Strike), Weapon Specialization (unarmed Strike); Use: Haste 1 Time Per Day; Only Useable by Monk - BRAWLER'S BELT - GREATER BRAWLER'S BELT: Special Properties: Damage Special Properties: Damage Resistance: Bludgeoning Resistance: Bludgeoning Resist 5/- Resist 20/- - SWORDSMAN'S BELT: - GREATER SWORDSMAN'S BELT: Special Properties: Damage Special Properties: Damage Resistance: Slashing Resistance: Slashing Resist 5/- Resist 20/- - ARCHER'S BELT: - GREATER ARCHER'S BELT: Special Properties: Damage Special Properties: Damage Resistance: Piercing Resistance: Piercing Resist 5/- Resist 20/- - BELT OF HILL GIANT STRENGTH: - LESSER BELT OF GUIDING LIGHT: Special Properties: Special Properties: Light Enhancement Bonus: Str +3 Normal (15m) Purple; Skill Bonus: Lore +2; Immunity: Fear - 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 ----------------------------------------------------------------------- >>> 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 only send me these items found in the Shadows of Undrentide campaign. - 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, +3, +4, and +5. They have the stated bonuses of +2, +3, +4, or +5. ----- >>> FOUND GAUNTLETS IN SOU CAMPAIGN <<< - FLAMING GLOVES +2: - GLOVES OF CONCENTRATION: Special Properties: Attack Special Properties: Skill Bonus +2; Damage Bonus: Bonus: Concentration +3 Fire 2 Damage; Use: Flame Lash 1 Time Per Day; Only Useable by: Monk - GREATER GLOVES OF SWORDPLAY: - GLOVES OF APPRAISAL: Special Properties: Skill Special Properties: Skill Bonus: Parry +6 Bonus: Appraise +3 - 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 - GLOVES OF HIN FIST +5: - GLOVES OF ANIMAL HANDLING: Special Properties: Attack Special Properties: Skill Bonus +5; Damage Bonus: Bonus: Animal Empathy +3; Sonuc 1d6 Damage; Only Only Useable by: Druid or Useable by: Monk Ranger - TWIN FISTS OF FIRE: - GLOVES OF THE LONG DEATH +3: Special Properties: Attack Special Properties: Attack Bonus +4; Damage Bonus: Bonus +3; Damage Bonus: Fire 4 Damage; Use: Flame Cold 2 Damage; Only Useable Twin 1 Time Per Day; Only by: Monk Useable by: Monk - LESSER GAUNTS OF OGRE POWER: - GLOVES OF THE MINSTREL: Special Properties: Special Properties: Skill Enhancement Bonus: Str +1 Bonus: Perform +4; Only Useable by: Bard - GLOVES OF THE ROGUE: Special Properties: Skill Bonuses: Disable Trap +2, Open Lock +2, Pick Pocket +2, Set Trap +2 ----------------------------------------------------------------------- >>> 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 me rings found in the Shadows of Undrentide 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, +3, +4, and +5. They all have the stated enhacement bonus +2, +3, +4, or +5. ----- >>> FOUND RINGS IN SHADOWS OF UNDRENTIDE CAMPAIGN <<< - THE NOMAD'S RING: - RING OF ANIMAL FRIENDSHIP: Special Properties: Bonus Special Properties: Skill Spell Slots: Sorcerer Level Bonus: Animal Empathy +12 1, Sorcerer Level 2, Sorcerer Level 3, Sorcerer Level 4; Light Bright (20m) Blue - COMMANDER'S RING: Special Properties: Armor Bonus +2 (AC Deflection Modifier); Improved Saving Throws: Universal +2; Use: Knock 1 Time Per Day ----------------------------------------------------------------------- >>> 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 only send me necklaces and amulets found in the Shadows of Undrentide 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, +3, +4, and +5. They all have the stated enhancement bonus +2, +3, +4, or +5. All of the above Amulets are available in all three campaigns. ----- >>> FOUND AMULETS IN SHADOWS OF UNDRENTIDE CAMPAIGN <<< - LESSER AMULET OF THE MASTER: - LESSER AMULET OF HEALTH: Special Properties: Special Properties: Skill Bonuses: Disable Trap Immunities: Poison and +2, Lore +2, Open Lock +2, Disease Persuade +2, Search +2; Spell Resistance: 12 - AMUET OF COLD RESISTANCE: - AMULET OF HEALTH: Special Properties: Special Properties: Damage Resistance: Cold Immunities: Disease, Poison, Resist 20/- Level/Ability Drain ================================================================ #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. UNDEAD: ------- - Skeleton - Skeleton Mage - Skeleton Warrior - Skeleton Priest - Spectre - Zombie Warrior - Disturbed - Brittle Bone Golem - Revenant - Wind Zombie - Great Wind Zombie - Ghoul - Spirit - Mummy - Mummy Lord - Warrior Spirit - Wisp - Skeletal Devourer - Succubus GENERAL ENEMIES: ---------------- - Rat - Kobold - Kobold Thug - Kobold Slinger - Kobold Seargent - Kobold Adept - Kobold Sorcerer - Kobold Archer - Orc - Orc Champion - Orc Shaman - Orc Chieftan - Bugbear - Bugbear Champion - Dire Rat - Gnoll - Gnoll Shaman - Black Bear - Grizzly Bear - Brown Bear - Wolf - Worg - Giant Spider - Kobold Commoner - Kobold Ice Hound - Troll - Bandit - Bandit Woman - Bandit Archer - Wyrmling - Gnoll Warrior - Gnoll Shaman - Gnoll Archer - Water Mephit - Air Mephit - Fire Mephit - Acid Mephit - Stinger - Stinger Officer - Stinger Archer - Manticore - Red Slaad - Blue Slaad - Gray Slaad - Basillisk - Green Slaad - Formian Warrior - Formian Worker - Asabi Warrior - Asabi Shaman - Dire Spider - Wraith Spider - Queen Spider - Fire Beetle - Stag Beetle - Spitting Beetle - Bomb Beetle - Sword Spider - Ancient Dust Mephit - Dust Elemental - Unholy Priestess - Unholy Crusader - Devil - Shadovar Healer - Shadovar Mage - Shadovar Archer - Battle Horror - Helmed Horror - Medusa Handmaiden ================================================================ #19 == ------------------- * 19) MULTIPLAYER * ------------------- >>> Note: This game is one of the best multiplayer games around and I recommend that you adventure online. There are literally thousands of people waiting to adventure with others at all times of the day and night. If you have dial-up Internet, don't even bother trying to play online, you'll lag really bad and make characters in your party suffer due to your laggieness and they'll boot you off of their server immediately, probably even ban you. This also applies if you have a really crappy video card and the game lags when you play it single player, stay off the Internet - just a suggestion. >>> JOURNEYING ONLINE <<< To play Neverwinter Nights multiplayer you will need a connection to other computers via an Internet connection (preferably high speed, don't even bother trying if you have a dial-up internet connection) or a LAN (Local Area Network) connection. You can either host a game server to allow other players to join you in your adventures or you can connect to an existing game hosted by someone else. The first time you play online you will be prompted to create a Player Profile. The Player Profile allows Neverwinter Nights to differentitate between players and allows you to access special areas in the Neverwinter Nights community website located at this URL: www.neverwiternights.com. If you have already created a Player Profile, either in the game or on the Neverwinter Nights community site, enter your player name and password to continue. If you haven't yet created a profile click on the Create Profile button and enter in your desired player name and password. You will also be prompted for an e-mail address. Although you are not required to enter an e-mail address, if you do not enter one, you will be unable to recover your password if lost. ----------------------------------------------------------------------- >>> HOSTING A GAME SERVER <<< If you are hosting the game server you will have full control over who is allowed to play in your game. You will be able to moderate the game by booting (removing from the game) or banning (permanently removing) players. You can host a game by choosing multiplayer on the Main Menu and then either starting a new game or loading an existing game. This will launch a game server with the module or save game of your choice and other players will be able to play on your server as 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 prvented 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 for it 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. - 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 +3, 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 your ass 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 differance, 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 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 chest is trapped. Bashing an actively trapped chest, 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. Also note that when presented with a choice to spare an enemies life, spare it for you are supposed to be lawful good. - 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 also want to go into 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, which are located at the end of Chapter Two, kill Baram to get these boots. If you're lucky then you may find these awesome boots sooner. Haste makes you gain one extra attack PER round if using melee or ranged weapons and will cut spellcasting time down to HALF! So, use Haste often if you're able to cast spells, if not then you'll obviously have to wait awhile to aquire the boots but you can drink a potion of speed, unfortunately the potion doesn't last very long. 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 3-5. - 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 to remove that effect, the Lesser Restoratrion potion or spell will not work to 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 is always a plus. - 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. - 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. - 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 in the Hall of Justice or the Temples of Tyr throughout the game, for a gold fee of course. - 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. - BACK UP SAVE! Always have a back up save besides the default Auto Save. One time while I was in chapter three and did the Hill Giant Lair and the Star Sapphire quest (both no Auto Save areas), I was stupid and never saved my game in-between those two quests. While in the final room in the lair where you kill the chief, I was nearly dead as he fell victim to my infernal wrath, anyways, I was up against the wall and rested as soon as I was able to and saved the game while I was resting. When I was done resting and stood up, I was stuck to the wall and couldn't move my character. I loaded the save I just made and was still stuck to the wall. I exited the game, restarted my computer, loaded the game again, and, what do you know, I was STILL stuck to the wall. I must've loaded the game twenty times with no luck whatsoever, forcing me to load the last Auto Save and losing nearly two hours of hard adventuring. I got stuck on a few walls like this during the game so I advise you to have a back-up save in case anything like this ever happens to you. And you can really get screwed right up the whazoo if this happened and you were also playing an additional adventure and the Auto Save is for that game and not the current game you just got stuck in. This is why I recommend a back-up save so to avoid situations like this. - HENCHMEN: Hiring a henchman is always a good idea, especially while you're below 10th-level. When a henchman dies while fighting by your side they will resurrect in the local Temple of Tyr (or Hall of Justice) so that's where you can find them after they croak. You may only let one henchman tag along with you at a time so try to stratagise the use of each of their unique abilities to overcome all of the tough obstacles and battles that lie ahead. Henchmen also gain levels as you gain levels. For every 1-2 levels you gain, your henchmen gains 1, regardless of whether they adventure with you or not. However, they will gain levels faster if they adventure with you. Make sure you talk to your henchmen frequently and tell them to level up, even if they're not adventuring with you. You have no control when it comes to a henchman leveling-up and can't choose their skills, feats or spells like you can when your character gains a level. The only downfall of having a henchman fight by your side is that the XP gained for killing creatures are split evenly between you and your henchman. Meaning that a creature that normally rewards 10 XP for killing it if you were by yourself would only be worth 5 XP if a henchman was under your command, regardless of which one of you slays the monster. ================================================================ #21 == ---------------------------------------------- * 21) SHADOWS OF UNDRENTIDE GAME WALKTHROUGH * ---------------------------------------------- --------- ~ 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 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 onto a burnable CD/DVD so you can upload the patches to your game at home. 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 Shadows of Undrentide 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 Undrentide 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. Shadows of Undrentide is a lot more alignment affecting than the original campaign so how you choose to complete a lot of the side quests in the game will severely impact your characters alignment. Doing "bad" things will have more consequences than in the original NWN so a Paladin might want to play the game as goody two shoes as possible, it's really easy to lose the Paladin status in this game for commiting even minor alignment infractions like getting cocky with people or pressing them for a better reward if you did a quest for them. I like this feature because it makes for better roleplaying and kind of forces the character to act accordingly to the alignment they chose to be. Another thing I would like to mention before you begin your new adventures is to not use the character you've completed the Neverwinter Nights campaign with. If you do and that character is level 14-20, then you'll only gain two or three character levels throughout this entire campaign. Also note that if you use the character you've developed during the original NWN, then this campaign will be extremely easy and not challenging combat wise in any way, it will be laughably easy. Some people will view this as a pro, but I see it as a con. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> #21A ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER ONE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> CHAPTER ONE "CONTROL F" NAVIGATION CODES: CH1-1 Hilltop West CH1-2 Hilltop East CH1-3 Hilltop Foothills CH1-4 Nether Mountains CH1-5 High Forest CH1-6 Blumberg <><><><><><><><> CH1-1 ~ HILLTOP WEST ~ <><><><><><><><> -- QUESTS: - Main Quest: The Missing Artifacts - Side Quest: The Cure for Drogan - Side Quest: Kobolds in the Kitchen - Side Quest: An Excess of Prophet >>> DROGAN'S HOME You will start the game off Drogan's Home in a place called Hilltop. Open up the footlocker in the small room you're in and take the Focus Crystral, Mystra's Hand (a ring), a Journal, some gold, and a Crystal of Concentration. Leave the tiny room and three characters named Mischa, Xanos, and Dorna will approach and speak with you. Mischa and Xanos will argue back and forth for a little bit, when they finally calm down they'll tell you about Master Drogan among other things. After the conversation and you find out about these "tests" you are to complete, your newfound friends will teleport downstairs to defend this house from some invaders. Go downstairs and a little cut scene will trigger of the invading Kobolds attacking and poisoning Master Drogan. After the scene help destroy the remaining Kobolds. Now that the Kobolds were dealt with speak to Ayala, she'll try to heal Drogan but fails, she'll then ask you to find a cure for the master. She'll also inform you of the situation in the area and tell you about the Harpers and other valueable story/game information. Not only are you to find a cure for Drogan, but you must also find some artifacts that can help in the destruction of the evil forces trying to take over the region. This quest, the Missing Artifacts, will go into your Journal and will be completed in other areas within the Hilltop region. Ayala will inform you that you can teleport back to this house at any time by using Mystra's Hand, but in order to use the ring you must have a Focus Crystal. This ring is the new Stone of Recall so to speak. You should already have one Focus Crystal, you will be able to make more in a minute. Ayala can cure your character from all negative effects like Aribeth and Neurik could in the origional NWN campaign, just ask her to be healed. She can only heal you *AFTER* master Drogan is cured, if you don't cure him then Ayala won't be able to heal you because all of her healing abilities were used on Drogan. You can hire Xanos or Dornas as your henchmen, you can only let one of them tag along with you at a time like in the NWN campaign. If you do hire a henchman and they die, they'll resurrect in this house so this is where you can find them after they croak. You will have more options available for your henchman as opposed to the origional campaign, and you'll also be able to access your henchman's inventory so if your weight carrying restriction maxes out you can have them lug stuff around for you, and you'll also be able to equip them with better weapons, give them potions or Med Kits, and so forth. You can also take some of their items out of their pack and add them to yours, but this is stealing so a Paladin might not want to take what doesn't belong to them for a Paladin is supposed to be lawful good. Head down into Drogan's Laboratory indicated by a map pin. You will see a Fairy Dragon named Riisi flying around, try to approach it and step into the white swirly design on the floor surrounded by Rune Stones. A trap will trigger (it doesn't injure you) and Riisi will fly over and speak with you. Tell Riisi that Master Drogan has been poisoned (or lie to it) and it will then ask you some riddles. The answer to the first riddle is YES; the answer to the second riddle is I WILL BE HANGED; the answer to the third riddle is SIX. Riisi will give you a Focus Crystal for each riddle you answer correctly, and you'll also receive a Room Key once all three riddles are solved. You still won't be able to get into the laboratory so head back up to the second floor. Search all of the rooms on this floor and open up the chests for a bunch of random items. Use the Room Key Riisi gave you on the door at the end of the hall to be in Master Drogan's Quarters. You will see a purple glowing treasure chest on a table that can't be opened yet. Head into the room next to this one to be in Drogan's Private Laboratory; you'll see a Grinder and a Crystal Table. To make a Focus Crystal you will need a QUARTZ CRYSTAL and TWO of the following gems: FLUORSPAR, AMETHYST, PHENALOPE or AVENTURINE. Search a chest in this room to find the ingerdients to create at least one Focus Crystal. Interact with the Grinder and place a Quartz Crystal and the required gems into it, then a Focus Crystal will appear in the Grinder, obviously take it. Make sure you check the weapon racks in this room to find a bunch of ranged weapons, ammo, shields, and helms. Now that you know how to make a Focus Crystal this is how to use the ring: first of all the ring must be EQUIPPED on your finger, then you must click on it to bring up a Radial Menu, select use and as long as you have a Focus Crystal in your inventory you'll teleport back to this house. Just don't forget to unequip the ring when you're done using it since it doesn't have any enhacements or special properties like most rings do. Let us finally begin our long and dangerous journey, starting with obtaining a cure for Master Drogan, make sure you speak to Ayala and ask her how you can help cure the master to obtain the cure quest. _______________________________________________________________________ -------------------------------------- ~ SIDE QUEST: THE CURE FOR DROGAN ~ ~ SIDE QUEST: KOBOLDS IN THE KITCHEN ~ -------------------------------------- These two quests intertwine so I'll be adding both of them to this one section. Leave the Drogan House and and kill some Rats behind the house. Explore the area and kill some Kobolds and you'll notice a small town on the bottom of the map. You can purchase weapons and armor from the Smithy, just go in there and speak to Fiona to check out her vast list of basic merchandise. Go into the Herbalist's Shack and speak to Farghan, inform him Master Drogan's poisoning and he'll give you some Charcoal Pieces and a Tessyum Tongue, these items are required for the cure. Unfortunately Farghan doesn't have any Helmthorn Berries so let's go get some. Farghan also sells basic items so you might want to check out his inventory. Go into the Bubbling Cauldron Tavern and you'll see a mob of people arguing with Lodar the Tavernmaster. Speak to Lodar and he'll tell you about some Kobolds barricaded in the kitchen with their leader Hurc, they are holding the tavern cook hostage and you'll obtain the side quest Kobolds in the Kitchen. There are quite a few ways to complete this quest. The good solution is to persuade Hurc to come out of the kitchen and you'll let him and his band of idiotic Kobolds live, you must keep your word if you're doing this the good way. The neutral way to do this quest is to lie to Hurc and tell him you'll let the Kobolds go, but don't. The evil way to do this quest is to obviously kill all of the Kobolds. You can also convince Hurc to take you hostage instead of the cook and then either kill them all or let them go. No matter which way you do this quest you'll obtain the last part of the cure for Drogan, it is located in the Cookpot on the stove, simply search it and take the Helmthorn Berries out of it. You'll earn no XP or gold for completing the Kobolds in the Kitchen quest for the good or neutral decision, the evil decision will earn you 250 XP and you'll automatically get the berries added to your inventory. Return to Drogan's House and once again speak to Ayala, tell her you have the herbs and other ingredients she has asked for and then she'll concoct the antidote to cure Drogan. You will gain 300 XP for curing the master. Drogan will still be lying on the floor resting for awhile so go through the midtown gates to enter Hilltop East. Ayala now has the power to heal your character if he or she gets cursed or other unfortunate things happen to them. _______________________________________________________________________ ------------------------------------ ~ SIDE QUEST: AN EXCESS OF PROPHET ~ ------------------------------------ Go into the Hilltop Community Hall and speak with Haniah, she'll inform you of some self-proclaimed prophet named Piper causing quite a stir among the locals. Tell Haniah you'll look into the situation to obtain this side quest. Haniah would like you to try to resolve the situation without having to resort to violence. To the left of Haniah are two commoners lying badly wounded on the floor, heal them to gain 25 XP from each, you'll also earn 1 alignment point towards good from each of them for being a good samaritan. You will find Piper by the Hilltop Midtown Gate on the map indicated by a map pin. Piper will be giving those ever so vomit inducing evangelical speaches to a bunch of followers. There are a couple ways to complete this quest, the good way is without bloodshed, the evil way is to kill Piper. Kill Piper right off the bat if you're a character of evil morals, speak to Piper and persuade him that he is not welcome in town and that his work is done. When Piper has been dealt with return to Haliah in the town hall and tell her Piper is either dead or gone, she'll reward you with 60 gold and 200 XP either way for completing this quest. _______________________________________________________________________ <><><><><><><><> CH1-2 ~ HILLTOP EAST ~ <><><><><><><><> -- QUESTS: - Side Quest: Not Playing With a Full Deck - Side Quest: Rescue my Family - Side Quest: Thayvian Enclave -------------------------------------------- ~ SIDE QUEST: NOT PLAYING WITH A FULL DECK ~ -------------------------------------------- There is nothing in Hilltop East relating to the main quest but there are a few side quests in the area you can quickly complete starting with this one. Go to the Trader Caravans on the map indicated by a map pin and speak to Katriana who is tending to some injured halflings. Ask Katriana if she needs any services and she will tell you how some Kobolds stole a deck of cards from the fortune tellers deck and you'll aquire this easy quest. You can heal the three injured halfings next to Katriana, you'll earn 25 XP and 1 alignment point towards good for each one you heal. Go to the Old Farmhouse in the north indicated by a map pin. Enter the house and go into the basement to slaughter the the thieving Kobolds. Search one of the Kobolds remains to find the deck of Fortune Cards. Return to Katriana and tell her you have the cards, she'll give you a key to Mistress Daschnaya's Caravan. Go into the mistress's wagon and give the deck of cards to her, she'll reward you with 200 XP. _______________________________________________________________________ -------------------------------- ~ SIDE QUEST: RESCUE MY FAMILY ~ -------------------------------- Go to the Blake House in the east and a woman named Nora will run up to you and ask if you can rescue her family, agree to do so to aquire this quest. Go into the house and slay a couple of Kobolds, you'll notice that Adam Blake has not been the lucky one in this hostage situation. Head upstairs and speak with the Kobold Footpad hiding in the room on the right, tell it to give you the baby or just kill it. Take the baby to Nora and give it to her, inform her of her husbands fate and she will reward you with 200 XP; you'll also gain 2 alignment points towards good if you don't press or threaten her for a reward. _______________________________________________________________________ -------------------------------- ~ SIDE QUEST: THAYVIAN ENCLAVE ~ -------------------------------- Just past the Trader Caravan standing by the road is some Red Wizard named Szaren, speak with him to find out his story and you'll aquire this quest. Go back to the Hilltop Community Hall and speak with Haniah. Inform her of Szaren and you can either persuade her to let Szaren stay in Hilltop or you can side with her and choose to ban Szaren from Hilltop. Return to Szaren and inform him of the decision and to be rewarded 100 gold and 200 XP. You can a decent amount of XP by killing Szaren but this is of course an evil act. _______________________________________________________________________ <><><><><><><><><><><> CH1-3 ~ HILLTOP FOOTHILLS ~ <><><><><><><><><><><> -- QUESTS: - Main Quest: The Missing Artifacts: Mummified Hand - Side Quest: Spider Infestation - Side Quest: The Elven Test - Side Quest: The Lost Sword - Side Quest: Rumgut needs a Wife - Side Quest: Horns of the Shadowhart - Main Quest: The Missing Artifacts: Tower Statue (Part 1) ----------------------------------------------------- ~ MAIN QUEST: THE MISSING ARTIFACTS: MUMMIFIED HAND ~ ~ SIDE QUEST: SPIDER INFESTATION ~ ~ SIDE QUEST: THE ELVEN TEST ~ ~ SIDE QUEST: THE LOST SWORD ~ ----------------------------------------------------- Rangers and Druids will want to look for an injured Brown Bear in the western part of the map at the end of a path just past the creek. Any character class can heal the Brown Bear, but if you can't cast a Charm Animal spell or have high Animal Empathy skills then you won't be able to talk to the bear. You get no XP for healing the bear but it might give you an item or some information if you can talk to the bear, I don't really know because I can't speak to it, it just growls at me. Follow the main road in the Foothills and you will run into an Elf named Ferran, speak with him and he will invite you to warm yourself by his campfire, accept his offer. Ask Ferran if he has seen any Kobolds in the area and he will tell you that he in fact has seen some, they fled into an Elven Crypt after getting jumped by a gang of Gnolls. Ferran will also give you the side quest Horn of the Shadowheart, look in the section below to find out how to complete that quest. Go into the Elven Crypt in the graveyard and read the glowing marker as soon as you enter the crypt. Go through the door ahead of you to enter the Hall of Rememberance, kill a pack of Rats and you'll notice a green glowing Scribed Pillar, you can use the pillar and read up on the history of the tomb if you want. North is to the Lower Crypt and there is a door to the east and a door to the west. The eastern door requires a key so head through the western door to enter the Shrine, you can interact with the statue in here to pray faitfully, pretend to pray faithfully or spit on the statue, I think you can figure out which one to choose for your character's alignment. If you pray faitfully to this statue then you will gain 2 alignment points towards good; if your're injured and pray faitfully you'll be healed 5 HP every time you do (thanks to Joy McCardel for letting us all know this secret). So, if your character shifted in alignment for whatever reason, keep praying faithfully to the statue until your character becomes good again, this is defintely a big plus if you're playing a Paladin and its alignment shifted. Once your character becomes their original alignment they started the game as you won't receive any more good alignment points for praying faitfully to this statue. Enter the Lower Crypts, the key for the eastern door is down there. Also note that while in this crypt and loot the bones sleeping eternally in the walls, you'll gain 1 alignment point toward evil for each set of bones you loot (only those bones in the walls). >>> SPIDER INFESTATION SIDE QUEST Immediately go through the first door on the left to enter Nilmaldor's Tomb. Speak to Nilmaldor and ask him if he has seen any Kobolds roaming around, he will then ask you for help in ridding the tomb of Giant Spiders, agree to help in this task to aquire the Spider Infestation side quest. *DO NOT TRY TO UNLOCK OR BASH OPEN THE SARCOPHAGUS IN HERE* If you do Nilmaldor will become hostile and you won't be able to get your reward for the spider quest or get the other quest he will give you after you kill the spiders for him. Leave Nilmaldor's Tomb and head north, kill some Kobolds behind the crates, there are a bunch of weapons lying on the floor so you might find a decent blade. Go through the next door on the left to enter the Spider Lair, kill all of the Giant Spiders crawling around and make sure you destroy the Spider Sacs in the back of the lair. Search all of the cocoons for items and return to Nilmaldor and inform him that the spiders are no more, he will reward you with 100 XP. He will also tell you about some kind of test, agree to this task to aquire the Elven Test quest, Nilmaldor will give you the key required for the eastern door on the upper level. Return to that door and use the Elven Hall of Trials key on it and enter the Hall of Trials. >>> THE ELVEN TEST SIDE QUEST In front of you is a glowing yellow pedestal with a bunch of light beams coming out of it, the best way to describe the beams of light is they're like a modern day lazer protection device used in museums and banks. The floor is checkered like a chess board and you have to carefully make your way to the pedestal; the checkered floor is heavily trapped with mostly fire type traps. To get to the pedestal, step onto the tiles the beams of light are on. When you finally reach the pedestal, take the Cloak of Ascalhorn off of it, this will disable all of the light beams; you'll also complete this side quest and be rewarded 50 XP, there's no need to return to Nilmaldor. On the way back out of the room are now a bunch of traps on the floor that will teleport you back to the pedestal and damage you a little, go into detect mode (hope you have good Spot skills) and carefully make your way out of this room, obviously avoiding the traps along the way. The best way to exit the room is to follow the top row of tiles to the right of the pedestal for there are no traps on those particular tiles. >>> THE LOST SWORD SIDE QUEST Go back into the Lower Crypt and go north, you will see a Kobold fleeing, it is being attacked by some Skeletons. Kill the skullies and go through the north-west door and then go into the door to the immediate right to enter the Haunted Crypt. Speak with the Spirit in here and it will tell you of a sword that has been stolen from it, ask the spirit if it would like you to find the sword to aquire the Lost Sword side quest. Go through the north-east door via the main corridor and make your way to a long corridor leading south. Go through the first door you get to and kill all of the rats in the room, search in the back of the room for a corpse and take the Ancient Sword off of it. Return to the Spirit and give it the sword; you'll be rewarded 50 XP and the Spirit will summon up a treasure chest for you with some items in it, you may only pick one item so choose it wisely. >>> MAIN QUEST CONTINUED Return to the corridor that led to the Ancient Sword and go through the secret door at the end of it, search the weapon racks in here for some weapons, pull the control lever in the floor and in the chest are four Elven Trap Protective Helmets. I have no idea what this room is for, these helmets probably protect you from the traps in the Hall of Trials I'm guessing. Go back through the secret door and try to open up the last door in the crypt, a Kobold will talk to you through the door so convince him that you're not a Gnoll, Spider, or Skeleton and he'll let you in. If you threaten to kill him then he won't let you in and you'll have to pick or bash the door open, or open it via the Knock spell. Once inside you'll see all of the Barricaded Kobolds in hiding, the Kobold door guard says to unequip your weapon so if you don't want to get attacked by the crapload of Kobolds in here do what he asks, or just slay them all. If you do kill all of the Kobolds then searh Urko's corpse after you kill him to aquire the Mummified Hand, the first missing artifact; you'll also receive 750 XP for finding the artifact. Urko also drops an Ice Grinder Warhammer that is a decent weapon to use for a little while. If you want to let the Kobolds live then speak to Urko and try to convince him to give you the Mummified Hand. If you're successful and Urko gives you the hand you'll aquire 750 XP and the Kobolds will head out of the crypt. Return to Ayala in Drogan's House and inform her of the Mummified Hand you've just found, she will ask you to hold onto it. _______________________________________________________________________ --------------------------------------- ~ SIDE QUEST: HORNS OF THE SHADOWHART ~ --------------------------------------- To aquire this quest speak with Ferran after you've completed the main quest in the Foothills and have the Mummified Hand in your possession, tell him you've spotted some unusual Deer tracks and he will then tell you of the Shadow Hart and how he wants its horns. Agree to find this creature for him to aquire this quest. First and foremost, to avoid a lot of confusion, your character does *NOT*, I repeat, does *NOT* have to have a high Spot skill to find these tracks to complete this quest. Characters with extremely low or no Spot skills can find this Deer to complete the quest so please, no e-mails on this matter for this argument was just deaded and laid to rest. One of the characters I've played the game as was a really stupid Human Barbarian with next to nil Spot skills and I had no problems finding the Deer. And you *DO NOT* have to be in Stealth Mode to find this Deer or its tracks. There are three sets of tracks you must find in order for the Shadow Hart Deer to appear. You've probably noticed by now that there are a bunch of tracks all over the place in the Hilltop region. When you venture upon these special tracks a message will appear above your character stating "you spot some tracks in the snow." Again, you do not have to be in Stealth Mode to spot these sets of tracks, you can spot them even if your character is moving at their full speed; in fact you'll even spot these tracks if your character is Hasted. The first set of tracks are above the entrance going into Hilltop, going into the path that leads to the ingured Brown Bear. We now know how this poor Bear got injured, talk about irony, a Deer harming a Brown Bear. The second set of tracks are located right next to the entrance going into the High Forest, in front of a large boulder in the creek bed. The third and final set of tracks are located in the extreme north of the map, by the creek you must cross in order to go into the Nether Mountains. If you did this right then the Shadow Hart Deer should appear just across the creek after you spot the last set of tracks, if it is not there then it will be by one of the other two sets of tracks you've spotted and you have to go look for it. Sometimes you may have to wander to each location several times before the tracks will appear so if you don't find them with your first pass then just have patience and keep checking the locations, the track will appear sooner or later. When you locate the Shadow Hart Deer it will first appear friendly as all non-hostile animals do, you can speak with it, no matter your character class; you can either walk away or warn it that hunters are after it. If you warn the Deer then it will run away and dissappear so if you want to complete the quest then choose to walk away, or better yet don't even speak to it. Attack the Shadow Hart and kill it, search its remains for its Heart and Horns. There is no alignment penalty for killing this creature. Return to Ferran and give him the horns to be rewarded 300 XP, and you'll also gain 7 alignment points towards good if you were nice to Ferran and didn't press him for a reward. _______________________________________________________________________ --------------------------------------------------------------- ~ MAIN QUEST: THE MISSIG ARTIFACTS: THE TOWER STATUE (PART 1) ~ --------------------------------------------------------------- Head south in the Foothills and near the entrance leading into the High Forest a Kobold named Deekin will run up and speak with you. He will ask you for your help and tells you about his evil master, whom is a Dragon named Tymofarrar. He will also tell you that he has a Tower, which is one of the missing artifacts. Deekin won't give this tower to you until you kill his master, or try to persuade his master to release Deekin so you'll have to wait a little while to obtain this artifact. There has been some confusion as to how to obtain this quest and this how to officially aquire it. _______________________________________________________________________ ----------------------------------- ~ SIDE QUEST: RUMGUT NEEDS A WIFE ~ ----------------------------------- In the east is the the Hurst Farmhold, go there and speak with Nathan; ask him if he's been bothered by any Kobolds. He will tell you all about his troubles, offer to help him to aquire this quest. His daughter has been kidnapped by Rumgut the Hill Giant and of course only you can rescue this damsel in distress. Go into the north-west and you'll see Rumgut's Cave, go in there and speak with Rumgut, tell the doofus that a marriage between a Giant and a Dwarf isn't a bright idea. You can try to talk him into letting her go, ask to be taken prisoner and get thrown into the cell with Becka, or you can just kill him. Just kill Rumgut to gain a decent amount of XP for such an easy opponent, there's no alignment shift if you decide to kill the giant. Take the key from Rumgut's remains and open up the cell, Becka will leave the cave so follow her. Once outside, speak with Becka and she'll tell you to meet her at her fathers farm. Return to the Hurst Farmhold and speak with Nathan, for rescuing his daughter he will reward you with 150 XP and an Amulet of Natural Armor +1. _______________________________________________________________________ <><><><><><><><><><> CH1-4 ~ NETHER MOUNTAINS ~ <><><><><><><><><><> -- QUESTS: - Main Quest: The Missing Artifacts: The Mask (Part I) - Side Quest: Tymofarrar's Revenge -------------------------------------------------------- ~ MAIN QUEST: THE MISSING ARTIFACTS: THE MASK (PART I) ~ -------------------------------------------------------- Explore the Nether Mountain region and you'll notice two caves, a Kobold cave in the north-east and an unmarked cave in the north-west. Go into the unmarked cave, the missing artifact isn't in here but explore the cavern for some items and XP. If you're character is a Ranger then you will find a really good Longbow, Eliak's Vengance, in the Orc Chieftan's remains (only Rangers can use the bow). After you explore this small cave head into the Kobold Cave. >>> KOBOLD CAVE It is very dark in this cave so you may want to equip a torch or cast a Light spell. Some Kobolds will flee from you and head deeper into the cave, follow them and you'll enter a large room with four doors and be attacked by a bunch of the tiny Kobolds. After you slay them all search the large rooms behind the doors to kill more Kobolds and snag a bunch of items. Head north and you'll venture across two orange glowing chests in a thin passage, they are empty and I really don't know what purpose they serve. Keep heading north to enter another large room with four doors in each corner, in the center of the room is a large white glowing chest, open it and take the note out of it and read it; you'll now be trapped in the room with the chest, just pick, bash, or open one of the doors in here via spell to be free. Waste all of the irritating Kobolds that surprise you and you'll spot a locked door leading into the northern passage. To open this door you must pull four levers in the small rooms off of this large one. The correct sequence for unlocking the door is north-east lever, south-west lever, south-east lever, and north-east lever. When you pull the right lever a message will appear "you hear the sound of a heavy door opening nearby." If you pull a lever out of sequence then a message will appear "you hear the sound of a heavy door closing nearby," the door will reset and you'll have to try again. When you do get the door open obviously go through it, you will venture into another large room with a bunch friendly Kobolds roaming around; if you're a character of evil morals and want to embark upon a slaughterfest extravaganza then do so, if you don't want to attack them, or them you, then don't do anything hostile towards them. You can search all of the little rooms for a lot of items, go into the south-west passage and through the first door you come across, this leads to the Kobold Prison. Kill the Kobold Warden and some hostile Kobolds, search the Warden's remians for a Rusty Key, use the key on the door in here to meet Master Jumper Klumph, speak with him and he will let you know that he can unblock the passage leading into the lower levels but first you must recover the Rod of the Ruler for him. Klumph will follow you around, don't try to heal him or he'll become hostile towards you, that ungrateful little twerp! He'll ask you some more questions, tell you more about the rod and give you some information; he'll stop following you around after the second conversation. Head south in the passage the prison is in to enter Chief Arzig's chamber. Go speak with the chief and try to convince him to give the Rod of the Ruler to Klumph, or you can kill him and take the rod from his remains. Chief Arzig might become hostile right off the bat and if this happens then just kill him and the other Kobold nuisances in the room. Return to Klumph and give the Rod of the Ruler to him, then go into the south-east passage (Klumph will follow you) to a massive boulder blocking your progress into the lower levels. Klumph will call forth some Kobold Jumpers who will raise the boulder so you can access the lower levels. If you've killed Klumph and all of the Kobolds in this cave, then go through the secret door to the right of the boulder, use the Rod of the Ruler on the strange machine to move the boulder. Head down to the Dragon Cave. >>> DRAGON CAVE First you should head to the Oxen Den in the south-west corner, a Kobold named Klonk "The Freezer" will attack you, kill him and take Klonk's Ice Blade (a Shortsword) and a Light Crossbow +1 from his remains. If you release the Oxen, they will run up the passage to the north and kill a bunch Kobold Ice Hounds for you. You can also kill all of the Ox for a nice ammount of XP, it doesn't count as an evil act so you might as well slay them all. Head through the door at the end of the passage and you will meet the mighty Dragon Tymofarrar, DO NOT ATTACK HIM! This foul beast will kill you quicker than Star Jones can suck down a pack of twinkies so don't act hostile towards him, you'll be able to slay this beast really easy in the near future. Speak with Tymofarrar and ask him about the artifacts, he will tell you that some Sorceress named J'Nah has the artifact you seek, Tymofarrar will ask you to slay J'Nah for him, if you agree to do so he will give you a Flask of Powder and a Stone Key. He informs you that J'Nah is somewhere in the High Forest. Check the desk in here to find a Notebook and some jewels and then head into the High Forest via the Foothills. _______________________________________________________________________ ------------------------------------ ~ SIDE QUEST: TYMOFARRAR'S REVENGE ~ ------------------------------------ While speaking with Tymofarrar he will tell you about a Sorceress named J'Nah who has lied to him about the artifacts. Agree to slay J'Nah for him to aquire this quest. Tymofarrar will give you a Flask of Powder to aid you in the slaying of J'Nah. See the main quest in the High Forest region as to how to find J'Nah. When she's disposed of, return to Tymofarrar to be rewarded 750 XP. _______________________________________________________________________ <><><><><><><><> CH1-5 ~ HIGH FOREST ~ <><><><><><><><> -- QUESTS: - Main Quest: The Missing Artifacts: Dragon's Tooth - Side Quest: Rescue Glendir - Side Quest: The Kobold Prisoners - Side Quest: The Gnoll Slaves - Main Quest: The Missing Artifacts: The Mask (Part II) ----------------------------------------------------- ~ MAIN QUEST: THE MISSING ARTIFACTS: DRAGON'S TOOTH ~ ~ SIDE QUEST: RESCUE GLENDIR ~ ~ SIDE QUEST: THE KOBOLD PRISONERS ~ ~ SIDE QUEST: THE GNOLL SLAVES ~ ----------------------------------------------------- These four quest all intertwine with eachother so I'll be adding all of them to this one section. Explore the High Forest region and kill some Trolls and a bunch of Brown Bears. You'll notice five caves in the region, a Bugbear and Cave Bear Cave approximately in the middle of the map (they both connect), a Bandit Cave in the north-west, a Dragon Hatchling Cave in the north-east, and a Gnoll Cave in the north- east corner. In the north-west corner is a Small Manor Home. Explore all of the caves except the Gnoll Cave to gain a lot of XP and to find a lot of items. In the Bugbear Cave there is a locked door that requires a Silver Key, you'll find the key in a chest in the Bandit Cave where you fight the chief. The Bandit Chief in the Bandit Cave has a really good Katana, just search his remains to aquire it after you kill him. Head into the Small Manor Home and speak with the Hermit, he sells items, DO NOT SELL HIM THE MUMMIFIED HAND ARTIFACT! If you have a Dragon Egg from the hatchery you can sell them to this anti-social Hermit for a nice profit. Check in the library in this home to find the Alchemist's Cookbook in a pile of books, this book explains how to make Barkskin Potions, you can use the Recharger Machine by the Hermit to recharge magical items. Head into the Gnoll Cave to continue in the main quest. >>> RESCUING GLENDIR Explore the large cave and kill a bunch of Gnolls, go to the east to see an area on the map marked caged slave by a map pin. Kill all of the Gnolls around the caged slave and search their remains for a Cage Key, use it on the door to free the slave, Glendir. He will speak to you and give you some information, the Rescue Glendir side quest will get added to your Journal. Glendir is a friend of Fiona's back in Hilltop, you can go ALL the way back to the Smithy in Hilltop to find out information on Glendir but that's a long journey, you can have him stay in the cage, let him out and kill him, or just let him out to free him. If you let him go he'll ask you to show him where the exit is, take him there and you'll be rewarded 100 XP. >>> THE KOBOLD PRISONERS Head to the the north-west corner and you'll find a Prison, kill the Gnoll Warden and search his remains for a Gnoll Jail Key. Open up all of the cells in here and you'll find some Kobolds in one of them, speak to Nafeeli and he'll give you some more information, The Kobold Prisoners side quest will get added in your Journal. You can either kill all of the Kobolds or you can free them, if you do free them you will be rewarded zilch, zero, nadda. >>> THE GNOLL SLAVES Go to the Slave Den in the middle of the cave indicated by a map pin, kill the Gnolls in here and search their remains for a Den Key. Open up the Slave Den and speak to the woman slave in the center of the group, she'll give you loads of information and then you can either kill all of the slaves or free them, if you free them then use the Floor Lever by the door so they can exit the cave quicker. For freeing them you will be rewarded 200 XP, you'll also gain alignment points towards evil IF you threaten her for a reward. >>> MAIN QUEST CONTINUED Explore the rest of this level of the Gnoll Cave, in the north- east corner is an Animal Den, go in there and take out the Gnoll Beastmaster, search his remains and take the Beastmaster's Horn. Go through the locked door in here to find a Goblin Wizard and a Worg, kill them and search the Wizard's remains for some Parchments and a bunch of other items, look in the book pile to find an Ancient Tome. Open up the cage in the Animal Den and use the horn on the Black Bears, this will make the bears friendly and they will aid you in the destruction of the Gnolls if you want them to. Head into the Chiftan's Hall in the north and speak with Chief Gishnak, he will want to talk rather than fight so don't do anything hostile towards him or the other Gnolls in here. Tell him you're in search of J'Nah and he will offer to ally with you. You can either accept or reject the offer. If you accept his offer, then when you do find J'Nah the battle will be easier, if you reject his offer then he and his guards will attack you. If the Gnolls attack, Chief Gishnak will surrender when you get him near death. There will be no alignment shift if you kill all of the Gnolls and the chief. If you've allied with the chief then he will open up the way to the lower levels, if you've killed the chief then search his remains for the Gnoll Chief's Key. Go through the large door past the chief's throne and head on down to the Underground Ruins via the Deep Hole. Search the Goblin Bones by the Floor Lever and take the note, read it. Behind the lever and bones is a magical pool, you'll find out about this pool soon enough. There is also a locked door in front of the lever and to open it you're going to have to kill four Elementals. This part is kind of hard to explain so I'll do my best. You'll notice four doors in the room with the Floor Lever, one is blue (cold/water), one is red (fire), one is gray (electricity), and the other is green (acid). These doors and their color represent certain types of damage resistance your character can have while in these ruins. Decide which type of damage you want your character to be resistant to while in the ruins and keep pulling the lever until it turns the desired color. You can also change what type of damage you want to be resistant to any time you wish, just return to the lever and keep pulling it until it turns the desired color for the type of damage you wish your character to be resistant to. Go through the blue-lit doorway (check the chest near this door for a Potion of Protection from Elements). There will be green and blue "fireballs" so to speak repeatedly going through the corridors, they can damage your character so try to avoid them by hugging the walls; there will also be a bunch of Mephits flying all around the ruins so beware. Go into the north-west room on the map and kill the Water Elemental that appears. Make your way to the south-west of the ruins, now there will be red and gray "fireballs" shooting down the corridor so try your best to avoid them, you can pull the floor lever in the main room until it turns red, this will make your character resistant to Fire Damage. Go into the south-west room and kill the Fire Elemental. Now head into the south-east corridors, being very weary of all the "fireballs" shooting down the corridors. Go into the south-east room and kill the gigantic Earth Elemental. After you kill this third Elemental, you'll be teleported to the Central Hall and have a Magical Token in your inventory. Head into the north-east of the ruins, again being weary of all the "fireballs," go into the north-east room and kill the Air Elemental, the toughest one of them all. After you kill this fourth and final Elemental, you'll again be teleported to the Central Hall and will have another Magical Token in your inventory, the door in front of the lever will also get opened. Now that you have TWO Magical Tokens in your inventory go interact with the Magical Pool, try to decipher the symbols (it doesn't matter what your Lore skill is or what your Wisdom ability score is - you'll be able to decipher the symbols), when you get to the responses that say "throw a token into the pool," do so, then choose the response "throw another token into the pool," then choose the response "examine the symbols more closely." This will make a bunch of responses appear, choose the response "Press the 4-symbol carving," this will make a Robe of Elemental Resistance appear in your inventory, a good Robe to equip if you're a Sorcerer or Wizard. *OR* you can choose two of the other responses to make some items appear in your inventory, these items will allow you to summon an Elemental of that items name. If you decided to go with the Robe, then you will *NOT* be able to get any of the Summoning items, if you just put one token into the pool then the Robe will not be added to your inventory. Now head through the door in front of the lever to enter the Ancient Hall. Open up the door ahead of you to trigger a cut scene, when it's over proceed into J'Nah's Hall. You will see J'Nah and some Warriors, along with a couple of creatures. Speak with J'Nah and you will have a couple of choices here. You can side with her and agree to kill Tymofarrar, if you do then she will give you a Phylactery of Ice to aid you in killing the Dragon. If you decide to do this for her, then go and kill Tymofarrar (use the Phylactery of Ice to turn into a Giant so you can slay the beast with ease) and return here, J'Nah will give you one of the Missing Artifacts, the Dragon's Tooth. If you don't want to kill the Wyrm, then just kill J'Nah, if you've made an alliance with Chief Gishnak and the Gnolls they will appear and help you in this tough battle. And don't foget, if killing J'Nah, to use the Flask of Powder Tymofarrar gave you to severely weaken J'Nah. When J'Nah falls victim to your mighty or infernal wrath, search her remains and take the Dragon's Tooth. To exit to the surface, go into the north door and speak to a Will-O-Wisp named Azith, cast ANY spell on it and you will be teleported out of the cave and return to the High Forest. Return to Tymofarrar's Cave in the Nether Mountains (if you've killed him and already have the missing artifact Mask, then head staright to Blumberg). _______________________________________________________________________ --------------------------------------------------------- ~ MAIN QUEST: THE MISSING ARTIFACTS: THE MASK (PART II) ~ --------------------------------------------------------- If you've sided with J'Nah and want to kill Tymofarrar, then use the Phylactery of Ice and you will be transformed into a Frost Giant, this will make killing this wretched Wyrm a lot easier. If you've sided with Tymofarrar and killed J'Nah, the Dragon will renag his word and won't give you the Mask. Threaten to use the Phylactery on him and then he'll offer you several rewards. You can tell him you want gold, to free Deekin, to give you the Mask, or to break the Phylactery of Ice. If you want to kill this beast then use the Phylactery of Ice J'Nah gave you (or you've collected from her remains), then search Tymofarrar's corpse for the Mask, along with Tymofarrar's head, some gold, and some Dragon Blood. A few chests will also appear in the area so go and loot them for some good items. Head into Blumberg to continue in the search for the last missing artifact. _______________________________________________________________________ <><><><><><> CH1-6 ~ BLUMBERG ~ <><><><><><> -- QUEST: - Main Quest: The Missing Artifacts: Tower Statue (Part II) ------------------------------------------------------------- ~ MAIN QUEST: THE MISSING ARTIFACTS: TOWER STATUE (PART II) ~ ------------------------------------------------------------- A dying man will run up to you and drop at your feet, you can heal him if you want. Kill all of the Gnolls in the area and you'll see a Gnoll on the right trying to bash in a door, kill him and then go into the house it was trying to break into. In here is Deekin, speak to him. If you've convinced Tymofarrar to free Deekin then tell him is no longer in service to his master; if you've kill the Dragon then give Deekin Tymofarrar's head. In return Deekin will give you the last missing artifact, the Tower Statue. --------------------------- ~ DROGAN'S HOME REVISITED ~ --------------------------- Now that you have all four artifacts, return to Drogan's House, Drogan is finally up and about and he will speak with you. Give him all of the artifacts, or lie to him and only give him some of them, and more of this interesting plot will be revealed. Drogan will tell you to seek out Garrik in the desert. Before telling Drogan you are ready to go, make sure all of the above side quests are completed, you should do all of them for the XP and useful items you'll gain. When you are ready to go, tell Master Drogan and then you'll proceed to the Interlude. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> #21B ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ INTERLUDE ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> INTERLUDE "CONTROL F" NAVIGATION CODES: IN1-1 Anauroch Night Camp IN1-2 Oasis of the Green Palm IN1-3 AO Encampment <><><><><><><><><><><><> IN1-1 ~ ANAUROCH NIGHT CAMP ~ <><><><><><><><><><><><> -- QUESTS: - Main Quest: The Missing Guide - Main Quest: Identifying the Crystal --------------------------------- ~ MAIN QUEST: THE MISSING GUIDE ~ --------------------------------- There are no side quests in this region and you will not be identifying the crystal in this part of the desert. For the Interlude you will be traveling with the Caravan you've ventured across in Hilltop. As soon as you start, Katriana will run up and speak to you, ask some questions to find out the situation and such. When the conversation is over the Caravan will be under attack by a bunch of Stingers. When the battle is over Katriana will inform you that their guide, Zidan, is missing from the Caravan, agree to go look for him. Katriana sells items so you may want to check out her inventory. Xanos and Dorna will be with the Caravan and you can have one of them tag along and assist you throughout the Interlude. Deekin is also with the Caravan, you can also have him fight by your side if you wish, he's a very weak henchman and is really more of a nuiscance than help, since you'll constantly be healing him if you let him tag along with you. You will no longer have Mystra's Hand in your inventory and cannot teleport back to the Caravan throughout the Interlude if you get into trouble so keep this in mind. You'll also have a Tower Crysatl in your inventory, identifying this crystal is the main goal of the Interlude and you won't be able to identify it until the end of the Interlude. Explore the area and you'll notice several Burrowed Holes, go into any one of them to enter an Underground Tunnel. If you have low Dexterity and can't climb down the hole, then drink a potion of Cat's Grace or cast the spell for it. Explore the tunnels and kill a few Stingers, they can poison your character so venture forth and battle them carefully. Head to the east-end of the tunnel to venture deeper into the tunnel. This level of the tunnel is loaded with Stingers, explore the large Stinger Cave and kill a crapload of Stingers, in the large room in the middle of the cave a cut scene will trigger, when it's over a very large Dragon/Lion type monster, a Manticore, will attack you. This beast isn't as intimidating as it looks and isn't that hard to take down. Go into the room it came out of to find a Negastaff and some Half Plate Armor +1. Continue exploring the cave and go through the door in the south tunnel to be in the Treasure Room, the traps in here are very hard to disable manually, destroy the statue on the other side of the room to diasable the traps. Check inside all of the chests in here to find a lot of good items, including an Amulet of Health, Boots of Elvenkind and Aurumvorax Armor. Head lower into the caves in the south-west room. You are now in the Stinger Cave Temple. Head into the large room in the north and kill a bunch of Ghouls and Stingers. Take out the Stinger High Priest and destroy the altar it was guarding, destroying the altar will free Zidan. Destroy the altar quickly for it has the power to resurrect the Ghouls. There is a little trick you can do here to gain a few levels. To do this don't destroy the altar right away, let the Ghouls keep on resurrecting and kill them over and over to gain a few levels. This will definitely pay off if you're character is multi-classed. Speak to Zidan and then escort him out of these caves and take him back to the Caravan, or you can make a hasty exit of the caves by teleporting through the portal behind the altar. Speak to Katriana and you will receive 1,000 XP for the safe return of Zidan and the Caravan will proceed to the Oasis of the Green Palm. _______________________________________________________________________ <><><><><><><><><><><><><><> IN1-2 ~ OASIS OF THE GREEN PALM ~ <><><><><><><><><><><><><><> -- QUESTS: - Main Quest: The Oasis of the Green Palm - Main Quest: The Rod of Blight ------------------------------------------- ~ MAIN QUEST: THE OASIS OF THE GREEN PALM ~ ~ MAIN QUEST: THE ROD OF BLIGHT ~ ------------------------------------------- Katriana will speak to you once again and informs you of what needs to be done in order for the Caravan to reach the AO Encampment; you need to find some water for the quickly dehydrating Caravan. Explore the area and you'll come across some Bedine Warriors being attacked by Zombies, aid the desert folk in the destruction of these minor threats. When the Zombies are no more one of the Warriors will speak with you, Ali lbn-Musud, he will tell you how an evil undead priest named Kel-Garas has cursed the Oasis and dried up all of the water beds, agree to kill Kel-Garas and you'll get the Rod of Blight quest. Explore the Oasis and kill all of the Zombies lurking around, you'll spot a temple called House of the Morninglord, the Tomb of Kel- Garas in the north-west, and the Catacomb of Al-Rashid, head into the catacomb. >>> CATACOMB OF AL-RASHID This catacomb doesn't pertain to the main quest but you should go in here to gain a nice weapon vs. Undead if your character is a Wizard or Sorcerer. Kill the Zombies in here and you'll see a locked sarcophagus in front of a Rune Pillar, there are also four statues of Gargoyles and seven Rune Stones in here. This part is hard to explain so I'll include a map to make things easier on the both of us. ----------------------------------------------------------- | Statue A Rune B Statue | | Pillar | | | | C Sarcophagus D | | | | --------------- | | | X | | | X | | | --------------- | | | | X | X | | | | --------------- | | | | X | X | | | | --------------- | | E | X | | | X | F | | --------------- | | | | | | Statue G Statue | ----------------------- Entrance -------------------------- to Catacomb Notice the letters A-G, these are the Rune Stones in the room. First you should destroy the stautes in each corner by attacking them. When all of the statues are destroyed the little boxes on the map above will appear in front of the sarcophagus, there are 16 of them in a 4x4 pattern. Pick up a Rune Stone and place it on a square in front of the sarcophagus with an "X" in it on the map above (the Rune Stones will go into your inventory and you must drop them onto the puzzle board). Once all of the Rune Stones have been placed in the above order (you'll have to physically stand on one of the "X's" since there are only 7 Rune Stones) the sarcophagus will unlock, open it up and take the Desert's Fury Staff out of it, it's only useable by a Sorcerer or Wizard; if your character is another class then you can sell this Staff to Katriana for a heafty profit (a little more than 15,000 gold). Now blow out of this joint and head into the Tomb of Kel-Garas in the north-west. >>> TOMB OF KEL-GARAS As soon as you enter the tomb there will be four statues of Kel- Garas in each corner, you can attack and destroy them for some XP, they won't come to life and fight back; you'll also have to destroy them with melee combat since spells can't harm the statues. In the corridor just past these statues are two Gargoyle statues that can be destroyed via spell, however, when you attack them they will zap you with a bolt of lightning. Explore the tomb and you'll find a lot of useful items in all of the sarcophagus lying around the tomb. Head through the western gate and Kel-Garas will make an appearance, start attacking him and he'll eventually flee from you, what a wuss. Head south and run through the Fireball trapped corridor as quickly as possible to the area bathed in light, the floor levers on either side of the room will not disable the Fireballs shooting all over the place. Proceed into a maze like area and you'll be attacked by a bunch of Skeletons, open all of the chests in the room and Kel-Garas will once again make an appearence, attack him to make him flee from you. In the next room is a powerful Blackguard Skeleton, obviously kill it and search its remains for a Blackguard Helmet and Blackguard Armor, good armor to equip if you're able to wear Heavy Armor and are of neutral or evil alignment. Explore the rest of the tomb and head down the stairs to enter the Inner Catacombs. In this large room is a Statue of Jergal and an Altar to Jergal. Kill the Spectres flying around and then interact with the Statue of Jergal, try to climb it and take the Rubies, this will make the giant statue come to life, kill the statue and then take the two Rubies from its remains. Just past the altar against the far wall are two chests, take the items out of them and then your character will spot a secret door, go through it to finally reach Kel-Garas's Tomb. If your character doesn't Spot the secret door then just go through the corridors on either side of the altar to gain access to the tomb. You are about to destroy Kel-Garas, he is a moderately tough opponent and can place Fear in you so drink a potion of Clarity, cast the spell for it, or equip a Fear immunity item if you're fortunate enough to have such an item in your inventory. When Kel-Garas is dead, search his remains and take the Rod of Blight. Return to the surface and tell Ali lbn-Musud that you have the Rod of Blight, he'll then inform you to go into the House of the Morninglord, do so. >>> HOUSE OF THE MORNINGLORD Approach the altar and Kel-Garas will appear, powerful Undead Priest he really must be. You can converse with him for a bit but the inevitable battle will insue. Kel-Garas is a bit tougher this time around, he has the same abilities as he did in his tomb so kill him the same way you did down in his crusty, musty tomb. You will also be aided in the battle by the Bedine Warriors. When Kel-Garas is finally dead (or is he?), place the Rod of Blight onto the altar to ensure the death of this evil priest. Speak with Ali lbn-Musud and then exit this temple. You'll notice lush green palm trees and a pond full of water, return to the Caravan and speak with Katriana. Now that everybody is able to fill their water flasks you'll gain 1,000 XP for your triumph. Tell Katriana that you are ready to go and proceed to the AO Encampment. _______________________________________________________________________ <><><><><><><><><> IN1-3 ~ AO ENCAMPMENT ~ <><><><><><><><><> -- QUESTS: - Main Quest: Identifying the Crystal - Side Quest: Torias's Request - Side Quest: AO's Wine for Sale --------------------------------------- ~ MAIN QUEST: IDENTIFYING THE CRYSTAL ~ --------------------------------------- Speak with the AO Gurad who is guarding the gate into the encampment to find out some information and then head through the gate; then go into the Temple of AO and speak with Garrik. Tell him that Master Drogan has sent you, then ask him about the crystal to find out some information about it; Garrik identifies the crystal, it's a Netherese Mythraller and should be used to destroy J'Nah's mistress. Leave the temple and go into the Valley of Winds. Explore the valley and enter the Excavated Ruins in the north. This place is very dark so you may want to equip a torch or cast a Light spell, there's a torch on the ground near the entrance if you don't have one in your inventory. There are some workers standing around that you can't interact with. There are a bunch of Red and Blue Slaads roaming around the ruins and they can Stun, Daze, and Paralyze your character so beware. This place is loaded with tons of small rooms and doors all over the place. Explore the ruins and in the north-east corner room is a Green Slaad, kill it and search its remains to find a Cloak of Arachnida; there's also a Spell Orb in the room and a Rune Pillar, interact with the pillar to find out some information on the Orb. If you cast three defensive spells on the Orb it will produce a good staff (thanks to superbizon87 for letting us in on this secret). If an Armor Stand Statue attacks you in here, make sure you check its remains to find a Netherese Greataxe, a decent weapon to equip with a few good bonuses. In the east-end of the ruins is a room with a friendly Skeleton and Shield Guardian Golem in it, speak with the Golem, who is being controlled by the skeleton, and if you ask him if you can touch his master it will become hostile and attack you. Kill it if this happens, there's no alignment shift; you'll also get a Bar of Steel from its remains, good for crafting a weapon or some armor; you'll also gain a good amount of XP for killing the Golem and his master. Keep exploring the ruins and at the end of the corridor that lead to the Golem is a secret door, head through it (if your character Spots it) and you'll venture across a Strange Machine. You can make numerous items here by placing Reagents (such as Dragon Blood, Belladonna, Rubies) into the Urns on either side of it, then use the machine to create an item. I used a Ruby and some Dragon Blood and got a Power Stone (allows you to cast a Stoneskin spell on yourself or henchman - no matter what your character class is - up to 20 times), you may only use the machine once and I don't know all of the items you can create with it. In the center of the ruins is A Crevice and the Portal Hall, go down into the crevice to enter the Formian Hive. Going into this hive isn't necessary but you should do it for the XP and items you'll gain. Explore the hive and kill a bunch of Formian creatures, they're kind of like the Stingers you've encountered at the beginning of the Interlude. After you venture so far into the hive the Formians will become non-hostile - so stop attacking them, unless you're evil and don't care. Go into the Queen's Chamber and speak with her, you can either kill her or form an alliance with her and her workers. The Queen will give you a Formian Crystal, this crystal can only be used ONCE and will summon forth Formain Warriors to help you fight your way out of a tough situation. Go behind the boulder behind the Queen and climb it, if your Dexterity is too low then drink a Cat's Grace potion or cast the spell for it. You'll be in a seceret room back in the Excavated Ruins, kill the Minogons and open up all of the sarcophagus' to find some useful items. Go through the secret door (you will Spot it, no matter how low that skill is) and head into the Portal Hall. Kill all of the Slaads in the Portal Hall after the cut scene ends and Master Drogan will make an appearance to give you loads of new information. You must activate the portal in the middle of the large Rune Pillars that Drogan is trying to activate. This part is hard to explain so I'll include another map to make things easier on the both of us. -------------------- | Crystal | | Ball | | | | O | | O O | | O O | | O | | | | Entrance | ---------- | to Hall | ---------- | 5 | | 1 | ---------- | | ---------- | | | | ---------- | | ---------- | 2 | | 6 | ---------- | | ---------- | | | | ---------- | | ---------- | 3 | | 4 | --------------- --------------- Notice the six "Os" on the map, these represent the large Rune Pillars Master Drogan is casting magic on, you must activate these pillars in order to make a portal appear in the middle of them. You can peer into the Crystal Ball to see another room, this crystal will give you hints as to what small rooms to go in on the left and right but don't worry about it since I give you the sequence. Notice the numbers 1-6, these are little rooms with small pillars in them. Go into each room and touch the pillar (only ONCE) in the correct numbered order on the map above, this will activate the portal. If you touch a pillar out of sequence then the large pillars will reset and you'll have to try again. When you have activated the portal and approach it another cut scene will trigger, Master Drogan will speak with you, then you'll teleport through the portal to enter the Netherese Ruins. Explore these darkened ruins and you'll notice statues of various creatures all over the place, you can destroy them all to gain XP; you'll also get attacked by all of the Asabi Warriors lurking around. In the back of the ruins to the north is the Ruined Temple, climb the stairs and speak to the Hooded Figure, she will turn you to stone and take the Netherese Mythraller Crystal; she'll also rant and rave as you would expect a madwoman to. You will then proceed to chapter two. _______________________________________________________________________ ------------------------------- ~ SIDE QUEST: TORIAS'S REQUEST ~ ------------------------------- Speak with Torias in the Caravan, he will tell you that the AO have some really good wine that he wants. Agree to try and get him the wine to aquire this quest (must tell him you'll look into it TWICE). See the side quest below as to how to attain this "special" wine. When you give Torias the wine he will reward you with 500 XP and an Amulet of Natural Armor +2. _______________________________________________________________________ ---------------------------------- ~ SIDE QUEST: AO'S WINE FOR SALE ~ ---------------------------------- Speak with Musharak as soon as you enter the encampment, ask him for a bottle of wine and he will tell you that he isn't allowed to sell it because the Aoist Minister won't allow it. Musharak sells some good items so you may want to see what he has in stock and make a purchase or two. There are a couple of ways you can complete this quest. Head into the Temple of AO and you'll spot a table on the left with a barrel of wine on it, if you're a character of evil morals and have a high Dexterity score then you can attempt to steal some wine by interacting with the table and choosing the response "attempt to swipe a bottle of wine." The more practical and lawful way is to speak with the AO minister, tell him that Musharak would like to sell his wine and then persuade the minister into making a deal, you'll fail in the persuasion but then the minister will offer to let Musharak sell the wine only if he'll allow the temple to sell his goods and share his profits. Return to Musharak and inform him of what the minister said, persuade or intimidate him to accept the offer - which he will so return to the minister and inform him of Musharak's decision. You will be rewarded 1,000 XP for completing this quest. Don't forget to buy a bottle of this wine from Musharak to give to Torias, it's only 200 gold, maybe less if you can successfully persuade or intimidate him into lowering the price. You can also become a follower of the AO by speaking to the minister and asking him about the AO, then ask him how one becomes a follower; he'll then offer you a test so take it. The test is just a riddle and the answer to it is LIFE or THOUGHT. If you answer life then you can get some pretty worthless items from the worshipers in the temple. If you answer thought then the worshipers will think you're the "chosen one" so to speak and they will give you some good magic items. To get these items, speak to Rifkin and either intimidate him - which will shift your alignment towards evil so beware if you're a character of lawful or neutral alignment, or use a healing kit on him - which is the more lawful or neutral choice. Tallisica will also give you a magic item if you can persuade her. The magic items include a Ring of Protection +3 and an Amulet of Natural Armor +3. <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> #21C ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ CHAPTER TWO ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ <><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><> CHAPTER TWO "CONTROL F" NAVIGATION CODES: CH2-1 Asabi Camp CH2-2 Three Winds CH2-3 Temple of the Winds <><><><><><><> CH2-1 ~ ASABI CAMP ~ <><><><><><><> -- QUESTS: - Main Quest: The Lost City of Undrentide - Main Quest: The Slaver's Task - Main Quest: Golem Emporium --------------------------------- ~ MAIN QUEST: THE SLAVER'S TASK ~ ~ MAIN QUEST: GOLEM EMPORIUM ~ --------------------------------- You are now in search of the Lost City of Undrentide so you can stop the Hooded Figure madwoman (Heurodis) from taking over the known world, which you won't be able to do until the end of the chapter. A lot of quests in this area I won't mention since there are quite a few of them, they all intertwine with eachother and you will complete all of them by following my guidance. You're in a strange area with the Asabi lizardfolf who have taken your statue and brought it to their enviornment. Now that your body is flesh again you'll notice some Asabis trying to break through the debris on the left, not very intelligent creatures are they? Go through the door in here and speak with Ashtara, you'll find out that you're a slave and Ashtara commands that you kill ten Shield Guardian Golems for him, he will give you a Scarab Key. Ashtara sells a lot of good items so you may want to see what he has in stock. You'll spot East, North, and West Fragments on the map, I advise that you immediately head into the North Fragment and ignore all of the little rooms around the area with Golems in them. You will need a special ring to weaken the Golems so you'll be able to kill them easier; they are extremely tough to defeat without this ring. As soon as you enter this fragment you will be attacked by some Dire Spiders and two Shield Guardian Golem on either side of you, immediately head into the north-east room and you'll see a large Stone Butler Golem, you can speak to it if you wish to find out some information on the Hooded Figure, Heurodis, and you'll get some quests in your Journal, Heurodis the Mythaller, Golem Emporium, and the Three Winds. Open up the door in the corner (above the entrance to the East Fragment) and take the Golem Maker's Ring out of it. Equip the ring and then go to where you entered this area and kill the two Shield Guardian Golems (1-2/10); when you use the ring, target the Golems with it to cast a mini Time Stop spell on them and their health will instantly get reduced to Near Death so you can slay them with ease. Head to the middle of the map to see the Crypt Tower, you'll be going in there in a little while, try to open the door to gain 500 XP for discovering the tower. In the small north-west room is another Golem, kill it (3/10). There's one more Golem in here in the room below where the last one was, obviously kill it (4/10) and head into the West Fragment. Kill all of the Beetles and Dire Spiders that are attacking you, you'll notice an Arcanist's Tower on the right, try to open the door to it to gain another easy 500 XP for discovering the tower. Head into the room across from the tower and kill the next Shield Guardian Golem (5/10). Go into the large room on the bottom of the map to take the next Golem (6/10). You can look into all of the wishing wells in this room for a bunch of random items. Now leave this area and head into the East Fragment. In the middle of the map try to open the door to the Library to again be rewarded the easiest 500 XP you can ever hope for. Go into the rooms in the south-end of the fragment to kill yet another Shield Guardian Golems (7/10). Now go back into the Asabi Camp area. Explore the rest of the rooms in this area to kill the three remaining Shield Guardian Golems (8-10/10). In the middle of the map are four doors, go through any one of them to enter the Outer Sanctum to discover the Temple of the Winds, you'll be rewarded another 500 XP. You won't be able to enter the temple until you complete the Three Winds quest. Interact with the Ark of the Three Winds in here, a little segment will go into your Journal about it. Return to Ashtara and inform him all of the Golems have been destroyed, you will be rewarded 1500 XP and Ashtara will take the Golem Maker's Ring from you. _______________________________________________________________________ <><><><><><><><><><> CH2-2 ~ THE THREE WINDS ~ <><><><><><><><><><> -- QUESTS: - Main Quest: The Three Winds ------------------------------- ~ MAIN QUEST: THE THREE WINDS ~ ------------------------------- >>> CAPTURING THE WISE WIND Go back into the East Fragment and head into the Great Library. Kill a bunch of Ancient Dust Mephits and explore the Great Library, there's also a few large Dust Elementals in here for you to kill which will give you a good amount of XP. The final room of the library is loaded with Mephits and Elementals that can do all sorts of nasty things to your character and melee fighting characters are going to have their hands full for this battle. When the room is finally cleared you'll notice an Empty Tome and a book called Beggar's Love in the middle of the room. Interact with the Beggar's Love book and then choose to read the novel to be teleported to a foresty area. Speak with the weeping William Rey in front of you and he'll tell you about his captured lover Jendra. Cross the bridge and search the bones on the ground for some Greenleaf Armor. Head inside of the temple just past the bones and kill some Unholy Priestess', they can cast an array of ability score lowering spells on you so beware. In the large room kill the Grand Matron, there's also a Devil in here, it's very weak so don't be intimidated by its size. When the room is cleared you'll see Jendra's poor sacrificed corpse on the floor, search the Grand Matron's remains for a Pen and the Aiedo Witherstick +2 (Quarterstaff). You can check the Rune Pillars in the room for some random items and spell scrolls. Go into the last room in this little hideout and read the book On the Nature of Hell, you'll be teleported to a volcanic area. Speak with Karsus the Archwizard to find out that he was banished from his tribe or whatever due to crimes he denies commiting, you can either choose to save him or you can destroy him, however, you'll have to kill him in order to advance further. When Karsus falls victim to your wrath, take the Inkwell and the Staff of Defense from his corpse. Go through the door in here and read the Confessions of Karsus to be teleported back into the Great Library. Now that you have a Pen and Inkwell read the Beggar's Love again, it isn't necessary but you can rewrite the story if you wish. You'll be teleported to the temple where you found Jendra's corpse, this time Jendra is alive and well and William Rey is with her. Speak to them and William will offer to aid you in the capturing of the Wise Wind. Read On the Nature of Hell once again and choose to rewrite the central argument to be teleported to the volcanic area. Speak to the Archangel, it too will tell you that Kasus has gone but will be there assist you in the capturing of the Wise Wind. Read the Confessions of Karsus to be teleported back into the Great Library. Interact with the Empty Tome and choose to write the story To Catch the Wise Wind, you'll then have a choice to catch it in an Oasis, amidst a raging blizzard, or in a forested area; if your Insight is high enough you'll have a fourth option, on a storm battered coast. It doesn't matter which one you choose, I chose the blizzard for this guide. Make a choice to be teleported to the area you have chosen. If you've rewritten the Beggar's Love Story then Karsus and William Rey will be assisting you in the capturing of the Wise Wind - although they're quite useless if you ask me. You'll see the black cloud like wind floating all around, it's quite a pain in the rear trying to kill if you're a melee type character, casters of the Arcane should have no problems here. When you finally succeed in killing the wind (how in the heck can you kill a cloud?) take the Wise Wind Crystal Ball from its remains to be rewarded 1,500 XP. Head back into the Great Library via the doorway shrouded in electrical currents and then head into the West Fragment. >>> CAPTURING THE DARK WIND Once you're in the West Fragment, go into the Arcanist's Tower and you'll see a Fire Elemental trapped in a cage and Dagget Filth, who has been tranformed into a Rat. Speak with Dagget to find out some valueable information and then head up to the second floor. I don't think you can free the Fire Elemental. Kill some Shadovars and make sure you collect the Shadow Gems from their remains. This place is like a maze sort of, there are Shadow Portals all over the place, to teleport through them you must have a Shadow Gem; each time you teleport a gem will disappear from your inventory so make sure you keep collecting Shadow Gems from the Shadovars' remains. When you teleport through one of these portals you'll be in the Plane of Shadow, just kill all of the enemies in there and teleport through the portal on the other side of the room to be back in the origional area. Your goal is to reach the stairs in the north-east corner of the map in the origional area (*NOT* in the Plane of Shadow) leading up to the High Arcanist's Chambers; it will take you a little while to reach it so have patience and you'll eventually get there. While in the Shadow Plane area keep an eye out for some Shadovar Armor and a Shadow Sword. There is a little XP gaining trick you can do here, in the origional area Shadovars will keep teleporting through the portals, keep killing them to gain a level or two, of course this will take some time but will pay off for your character in the end. Don't bother if the Shadovars are only giving you 6 or 7 XP per kill, you'll be here until the end of time trying to level up if that's the case. Once you're in the High Arcanist's Chambers a cut scene will trigger when you go through the first door; when it's over kill all of the Shadovars in the area and head into the room in the south-east corner. Open up the chest in here and take the Portable Door out of it. Use the door on the floor (select use from the Radial Menu and then target the floor) and then step on through to enter the Lair of the Shadow Lich. This place is just a small square so walk around it and kill all of the Shadovars in here, you'll see the Dark Wind cloud floating above a Shadow Lich, obviously kill it and take the Dark Wind Crystal from the Lich's remains, along with the Robe of Vecna, a great Robe to equip if your character is a Sorcerer or Wizard; you'll also gain 1,500 XP for aquiring the crystal. You'll find some Storm Armor in here, this is probably the best suit of Light Armor you can find so a Light Armor wearing character might want to put this on right away. Leave this lair and then come right back in, there is a friendly Shadow Servant in here so speak with it. This servant will inform you that you are the new Lord of the Shadows and that this lair is now yours. You can purchase goods from this servant; you'll also gain an additional 500 XP if you let him live and agree to see his Shadow Wares. Head all the way back to the Asabi Camp and go into the North Fragment. >>> CAPTURING THE DEAD WIND When you finally reach the North Fragment go into the Crypt Tower. This place is loaded with Undead creatures call Disturbed and they'll keep respawning. To stop them from respawning you have to destroy all of the Dread Sarcophagus' in here. There's another mass XP gaining trick you can do here, just let the Disturbed creatures keep respawning and don't destroy the sarcophagus' to gain a level or two. Again if you're only earning 6 or 7 XP per kill don't waste your time. The sarcohagus' all contain items in them so make sure you check their contents, and in one of them is Crypt Key that is necessary to access the 2nd floor. When you've found the key, obviously head up to the second floor. You'll notice a lot of non-hostile Burning Men wandering around, I don't think they can be killed. I beat some of them down to near death but they just won't die. They won't attack you but they will ocasionally surround themselves in fire which can damage your character so don't wander too close to them. Each one of them will say something relating to the seven deadly sins. Most of the unidentified weapons and armor on the floor are all rusted and rotted so don't bother picking them up. In the north-east corner of the room you'll find some armor that isn't rusted, some Aslyferund Elven Chain Armor. In the middle of the room is a lever and I have no idea what it is for. I'm guessing that you can kill the Burning Men in a certain order to make something happen when you pull the lever but I could be wrong. Head on up to the third floor. This floor is a giant maze blocked by gates with a bunch of Skeletons and other Undead cretants roaming around. You'll see gates disappear, then quickly reappear. Just go through a gate when it disappears, then wait for the next gate to disappear to slowly navigate your way through the maze. You can also make your own way through the maze by bashing or destroying the gates via spells. On the left and right are a bunch of small rooms, you can go in them to collect a lot of items out of the chests and sarcophagus'. In the south-east room is a friendly Skeleton Chieftan, speak with it to find out he is in search of the Night Hag; I don't know if you can help this skeleton or not. When you're done navigating the maze head on up to the fourth and final floor. You are now in the Hall of the Dead Wind. You'll notice in the middle of the room is a big green circle with the Dead Wind in the middle of it. Enter the circle and some Wind Zombies will rise; they'll keep respawning for the duration of this battle. Step out of the green magical circle and kill some Zombies, when the circle disappears start attacking the Dead Wind; it can only be damaged if the circle is gone so don't waste spells or try attacking the cloud when it is encircled by the magical ring. Fireballs are useless against the Dead Wind; a good spell to use on it is Ice Storm. Sun Burst is also a good spell to use here to damage the cloud and whipe out all of the Wind Zombies surrounding you. This will prove to be an intense and challenging battle if you're a melee type character. When the cloud is no more, take the Dead Wind Crystal from its remains; you'll also gain 1,500 XP for aquiring this crystal. Go see Ashtara and stock up on potions or whatever and then head into the Outer Sanctum for the final showdown. _______________________________________________________________________ <><><><><><><><><><><><> CH2-3 ~ TEMPLE OF THE WINDS ~ <><><><><><><><><><><><> -- QUEST: - Main Quest: Heurodis the Mythraller --------------------------------------- ~ MAIN QUEST: HEURODIS THE MYTHRALLER ~ --------------------------------------- Now that you have the three Wind Crystals, head into the Outer Sanctum via the Asabi Camp. You'll see the Ark of the Three Winds next to the tower, place the three Wind Crystals into it to make the large purple shield disappear surrounding the Temple of the Winds. Climb the stairs and enter the temple. Pull any one of the pull chains to exit the little platform you're standing on. Kill some Medusa Handmaidens and you'll notice four large squares on the map. Kill all of the enemies on these squares and make sure you kill the two Battle Horrors and the two Helmed Horrors or you won't be able to access the second floor of the temple. You will find numerous suits of good armor in the chests along the HEAVILY TRAPPED thin paths on the outer edges of the map. When all of the enemies on this floor have been slain, step through one of the four temple doors in the middle of the map to go up to the second floor. This place has a bunch of doors all over the place and looks very confusing but it isn't. This place is loaded with a bunch of Skeletal Devourers and Wisps that can be a real pain to deal with for melee type characters; not to mention all of the nasty ability score depleting and Stun spells these cretants will cast upon you. In the middle of the map is a large Tentacle Demon that cannot be destroyed so don't waste your time trying to kill it. You can go to all the levers below in any order that you wish, not just the one I'm suggesting. Head into the north-west corner and you'll see a map pin marked "to the next floor," go to it to see some levers in front of a door, pull the lever marked "West Lever." You can't open the door to the next floor so head to the north-east corner to another map pin marked "to the next floor," again kill all of the creatures annoying the crap out of you and pull the lever marked "North Lever." Head to the south-east corner of the map to see another lever in front of a door marked "East lever," obviously pull it. Finally, head to the south-west corner to another lever marked "South Lever," pull it and then go through the door next to it for the final showdown with Heurodis. Note that all four levers must be pulled in order to gain access to the third floor. You will see Heurodis surrounded by a bunch of Mythrallers. She will run up and speak with you and then the inevitable battle will insue. Start destroying the Mythrallers surrounding the arena to weaken Heurodis; it isn't necessary to destroy all of them in order to kill her but the more of the Mythrallers you destroy, the easier Heurodis will be to kill. When the battle is over, which is surprisingly a very easy one, the last cut scene will trigger and the credits will roll. _______________________________________________________________________ --------- ~ OUTRO ~ --------- Congratulations on your victory, this game isn't as good as the origional campaign in my opinion but it's alright and was kind of fun, definitely a challenge to write a guide for. 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 in this 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. ================================================================ #24 == --------------------------------------------- * 22) CREDITS, E-MAIL RULES AND LEGAL STUFF * --------------------------------------------- >>> CREDITS <<< - BioWare Corporation for creating the best RPG video game(s) ever - Atari for publishing this instant classic - Wizards of the Coast (they own D & D) >>> CONTRIBUTOR CREDITS <<< - Superbizon 87 for letting me know what spells to cast on that Orb in the Excavated Ruins. - Joy McCardel for letting me know that you gain good alignment points for praying faitfully to that statue in the Elven Crypt. ----- >>> E-MAIL RULES <<< My address: [email protected] - DO NOT SOLICITE! I don't care what your crappy product is all about or how cheap you're selling it, I don't want it! - NO CHAIN E-MAIL LETTERS! I will not send them on and if I go bankrupt, get a horrible disesase, an anvil drops on my head, I die, blah, blah, blah, because I don't send the letter on, oh well. I'm not a superstitious fool. - NO FAN CLUB STUFF! I don't care what your geeky 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...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 stats and e-mail them to me so I can add them to this guide. To print the screen, examine the item and press the "prt scr" key (located to the left on the number pad, sysrq should be on the same key); open up Word Pad or Note Pad and right click; then click Paste - this will paste the game screen in word or note pad. Simply attach the Word Pad or Note Pad document to your e-mail and send it to me. Make sure you get the full stats if you do this, I don't really care about the items description, I just want to know what it does. This may seem like a pain in the neck but if you don't send the stats then I will *NOT* add the item, weapon, or whatever to this guide. Being an experienced FAQ writer, I learned long ago not to just take peoples word for it, especially for a game like this. I will of course credit you for the find. If you want your e-mail address posted with any items you send me then you must specifically state that you want your e-mail address posted, otherwise I'll just post your e-mail user name when I credit you for the find(s). As long as we're on this subjet, if you send me cetain rituals that can be performed throughout the campaign(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. - 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 ***** -----------------------------------------------------------------------